SW Living-Rules
SW Living-Rules
RULES OF PLAY
4.0 GAME SET-UP see 7.3.2). Players may take any valid Action in his round, except
that they may not take a Replacement or Reinforcement Action.
4.1 MARKER SET-UP 4.4.2 Units begin the game in their historical set-up positions.
4.1.1 Place the Turn Record marker on the June 1941 Consequently, Axis units may not move on Turn 1. They may
space of the Turn Record Track. perform combat, advance after combat, and conduct exploitation
normally.
4.1.2 Place the Victory Point marker on the 7 space 4.4.3 No units may enter Hungary on Turn 1.
and the Axis and Soviet Hand Limit markers on the 6
space of the General Records Track. Design Note: Hungary was neutral until July 1941.
4.1.3 Place the Replacement Point and 4.4.4 Soviet units may not move or attack into Romania on
Banked OPS markers on the 0 space of the Turn 1.
General Records Track. Design Note: Soviet forces were initially under orders not to
4.1.4 Place each player’s Consecutive OPS marker enter either Hungary or Romania.
on the 0 space of their Consecutive OPS track.
4.4.5 Attrition is checked as normal this turn (i.e., check Axis
attrition at the end of the Axis Action Round and Soviet attrition
4.1.5 Place all other markers within easy reach.
at the end of the Soviet Action Round). The remainder of the
sequence of play for a normal game turn is then followed (Draw
4.2 UNIT SET-UP Strategy Cards and End of Turn Phases), ignoring Replacements.
4.2.1 Place the units for both the Axis and the Soviet players
in the hexes listed in section 25.0. 4.4.6 On Turn 1 (June 1941), Exploiting German Panzer
Corps ignore all non-swamp terrain effects.
4.2.2 Place units that do not start the game in play to one side.
They may enter play as the game progresses. 4.4.7 On Turns 1 (June 1941) and 2 (Summer 1941), Soviet
Fronts may not participate in attacks on hexes that contain only
4.3 INITIAL STRATEGY CARDS German Panzer Corps.
4.3.1 Set aside Soviet cards 1 through 6 for later use (see 7.1.3), Design Note: The Soviets were simply not prepared in the
then shuffle the remaining Soviet Blitzkrieg Cards and deal 6 to Summer of 1941 to deal with German blitzkrieg operations at
the Soviet player. Before doing so, the Soviet player is allowed a level that would allow units the size of fronts to counterattack
to draw one Blitzkrieg card of his choice to add to his hand. This panzer spearheads.
card can be any non-reinforcement Blitz deck card, or Soviet
Reinforcement card number 4 (North Caucasus and Voronezh 4.4.8 On Turns 1 (June 1941) and 2 (Summer 1941), Soviet
Fronts, plus 62nd and 64th armies). If the Soviet player exercises Mech Corps in different hexes may not combine in attacks against
this option, he should only be dealt 5 further Blitzkrieg cards, so hexes containing only German Panzer Corps. The effects of
that his hand size is still 6. Please note that, per rule 4.4.1, neither Combat Cards or Events do not override this restriction.
player may take a Reinforcement round during turn 1, so if the Design Note: Soviet Mech units in the Summer of 1941 proved
Soviet player does draw Card number 4 in this way he will have incapable of this sort of coordination.
to hold on to it until at least turn 2 before using it.
4.4.9 During turns 1 to 4 (only), Axis play of cards for Rein-
4.3.2 Shuffle the Axis Blitzkrieg Cards and deal 6 to the Axis
forcements and/or Replacements does not reset the Axis Con-
player.
secutive OPS marker (see 7.3.2).
4.3.3 Set aside the Axis and Soviet Total War cards for later use.
Note: Unfortunately, Axis Cards 51, 52, and 55 have the wrong la- 4.5 SOVIET MOBILIZATION
bels. They should be labelled Total War, rather than Blitzkrieg, cards.
Thus, they need to be placed in the Total War deck at the beginning 4.5.1 As an exception to the normal Reinforcement rules (see
of the game (rather than placing them in the Blitzkrieg deck). 7.5.2) during turn 2 (only), the Soviets may play two cards as rein-
forcements. Note that these two cards must be played in two separate
and non-consecutive Action Rounds. Furthermore, the Soviet player
4.4 BARBAROSSA SPECIAL RULES also receives OPS when playing these two cards on turn 2 (only).
Design Note: The following rules simulate the Soviet unpre- This allows the player to spend OPS for movement and combat as
paredness for the initial Axis offensive, Operation Barbarossa. usual, but note that in this instance the reinforcements placed may
move, but not attack, in the round that they are placed. Reinforce-
4.4.1 Turn 1 (June 1941) consists of a single Axis Action
ment units are placed at the beginning of the Round, before any
Round, followed by a single Soviet Action Round. Exception: If
movement has occurred. As such, normal stacking limits do apply
the Axis player has the Steppe Fox event, and chooses to play it,
(see 9.0). When played in this manner, each of these two reinforce-
he may immediately play a second card (and this second card de-
ment cards leave the Consecutive OPS count unchanged (see 7.3.2).
termines which type of Round it is for Consecutive OPS purposes;
4.5.2 Furthermore, during turns 2 and 3 (only) the Soviet 6.0 SEQUENCE OF PLAY
player receives 3 RPs automatically. These RPs are spent dur-
ing the Replacement Phase of that turn, as usual. This does not Stalin’s War is played in turns, each of which is subdivided into
impact the number of RP plays the Soviet player may make that Phases and Segments which must be strictly followed in the
turn. (i.e., up to 2 other cards may be played as RPs during those order listed below.
turn; see 7.4).
A. ACTION PHASE
Each Action Phase is divided into five identical Action Rounds.
5.0 DETERMINING VICTORY Each Action Round consists of an Axis Action Round followed
by a Soviet Action Round. The Axis Action Round allows the
5.1 GENERAL RULES Axis player to take one action; The Soviet Action Round allows
5.1.1 During the course of the game players keep track of the the Soviet player to take one action.
VP level. The VP level starts at 7. It increases by 1 whenever the
Axis gain control of a VP hex, and decreases by 1 whenever the B. ATTRITION PHASE
Soviet player gains control of a VP hex. Some events also affect The Axis Attrition Segment takes place immediately upon the
the VP level. conclusion of the 5th Axis Action Round. The Soviet Attrition
Segment takes place immediately upon the conclusion of the 5th
5.1.2 The Axis player wins an Automatic Victory in one of
Soviet Action Round. During the Attrition segments, OOS units
four ways:
belonging to the active player are eliminated and OOS friendly-
• If the VP level is 20 or more during the End of Turn Phase of controlled Cities, Ports, Oil, and Victory Point hexes become
any turn controlled by the enemy (see 13.3.9).
• If the Axis controls all of the Oil hexes on the map for two
consecutive End of Turn Phases C. REPLACEMENT PHASE
• If the Axis controls Moscow, Leningrad and either Rostov or SOVIET SEGMENT: The Soviet player spends any Replace-
Sevastapol at the end of Turn 4 (Winter 1942) ment Points (RPs) accumulated through play of RP Cards this
• If, at the end of Turn 8 (Winter 1943), the Axis controls turn (see 7.4). Any RPs not spent are lost.
Moscow, Leningrad, Stalingrad and Sevastopol, and has cut AXIS SEGMENT: The Axis player spends any Replacement
the supply line to Baku (so that Baku no longer acts as a full Points accumulated through play of Cards for RPs this turn (see
supply source for the Soviets—see 13.2.3). 7.4). Any RPs not spent are lost.
5.1.3 The Soviet player wins an Automatic Victory in one of
four ways: D. DRAW STRATEGY CARD PHASE
• If the VP level is 0 or less during the End of Turn Phase of any Players may discard any Strategy Cards remaining in their hand
turn (see 7.6.2). The Soviet player decides first. Each player then
• If the Soviets control Berlin, Budapest (both Buda and Pest), draws cards from their Draw Pile to bring their hand to their
Bucharest and Konigsberg at the end of any Soviet Action current hand size (see 7.1.3). Each player begins with a hand
Round size of 6 cards. Changes in control of Oil hexes and the effects
of certain Event Cards may change a player’s hand size (see 7.6).
• If no supplied Axis unit has moved to the east of the Paulus
Logistical Line before the end of Turn 4 (Winter 1942)
E. END OF TURN PHASE
• If the Soviets control all VP spaces in the Soviet Union at the
• The Axis player may remove friendly Trench markers from
end of any turn between Turns 2 and 12 (inclusive).
the map
• The Soviet Player wins at the end of Turn 10 if the German
• The Soviet player may remove friendly Trench markers from
player has 9 or fewer VPs.
the map
5.1.4 The Campaign Scenario ends if either player achieves
• Any remaining Banked OPS are lost (set the markers for both
an Automatic Victory, or at the end of Turn 18 (Summer 1945).
players to zero).
If neither player has won an Automatic Victory by the end of the
Turn 18 Action Phase, the Axis player wins. There are no draws. If the war has not ended due to Automatic Victory or reaching
Turn 18 (Summer 1945), advance the Turn marker to the next
5.1.5 The Tournament Scenario ends at the completion of Turn space on the Turn Record Track and begin the Sequence of Play
8 (Winter 1943). Players count the number of VP spaces in the again with the first Axis Action Round.
Soviet Union which are controlled by the Axis at that point: the
Axis player wins if the Axis control 9 or more VP spaces; the
Soviet player wins if 8 or fewer VP spaces are controlled by the
Axis. See Section 22.0 for more details.
7.1.3 During the Draw Strategy Card Phase of each turn, the OR
players draw cards from the Draw Pile to bring their hand to If the player has no Strategy Cards in their hand, or chooses
their current hand size. Exception: During turn 1 and turns 3-6, not to play one, the player may take an Automatic 0 OPS
the Soviet player receives certain reinforcements automatically, Round. No Blitz markers may be placed as a result of combat
from the cards that were placed to one side at the beginning of in such a round (combat may still be possible because of OPS
the game (see 4.3.1), and then draws cards from his Draw Pile used from ‘Banked OPS’ (see 18.0)). A player has two op-
to bring himself up to his current hand limit. Specifically: tions when taking such a round. First, the player may move
a) During turn 1, automatically draw cards 1 and 2 (so they will or conduct combat with any units. In this case the consecutive
be available for use on turn 2); OPS marker (see 7.3.2) remains in place (it is not reset to 0)
b) During turn 3, automatically draw card 3; and the number of OPS received during this round is not af-
fected by the consecutive OPS marker. Second, a player may
c) During turn 4, automatically draw card 4; choose to neither move any units nor activate any spaces for
d) During turn 5, automatically draw card 5; combat in a 0 OPS round, in which case the player may reset
e) During turn 6, automatically draw card 6. the consecutive OPS count to 0 and is allowed to discard one
card from his hand and replace it with a card drawn from the
7.1.4 Each Strategy Card may be used in one of three pos- top of the Draw Pile if desired. Note that there are restrictions
sible ways: Operations (OPS), Replacement Points (RP), or as an on the execution of 0 OPS Rounds during a Rasputitsa round
Event. The same card can be used in the same or a different way (see 15.1.1).
each time it is played during a game, but each card may only be
used in one way each time it is played. Exception: Reinforce- 7.3 OPERATIONS
ment plays during Soviet Special Mobilization (see 4.5).
7.3.1 If a Strategy Card is played as an OPS Card, the player
is allowed to spend a number of OPS Points equal to the modified
7.2 ACTION PHASE OPS Value of the card (see 7.3.2).
7.2.1 Strategy Cards are played during the Action Phase of
each turn. There are five Action Rounds per Action Phase. In 7.3.2 Players receive fewer OPS for Strategy Cards that are
each Action Round, each player is allowed to take one Action. played for OPS in consecutive rounds. This is tracked using the
Consecutive OPS counter (one for each player), which begins
7.2.2 The Axis player conducts the first Action in each Action the game in the 0 space on the Consecutive OPS track. If a player
Round. plays a Strategy Card as an OPS Card, place the Round marker
© 2010 GMT Games, LLC
8 Stalin’s War Living Rules Manual
for that Round in the “OPS Round” box of the on-map Action 7.3.4 Place a Move marker in each hex where an
Rounds area. This box is colored green as a reminder that such OPS was spent. (This is simply to help you keep track
a play advances the Consecutive OPS count. The Consecutive of how many OPS have been spent.)
OPS count is then immediately increased by 1, and the counter
on the Consecutive OPS track is moved accordingly. The number 7.3.5 After all Movement is completed, the active player may
of OPS received for this card play is then reduced by the number use any remaining OPS to mark hexes with Combat markers.
indicated in the space currently occupied by the Consecutive OPS These markers may be placed in any hex. Once all such mark-
counter. Broadly speaking, this results in the player receiving one ers have been placed, units in these hexes may initiate Combat.
less OPS for each consecutive round in which they have played The target of attacks need not be specified in advance. Combat
cards for OPS. (But note the exceptions for Soviet Mobilization is always voluntary, and no unit is required to attack. A unit may
(see 4.5.1) and some ‘0 OPS’ plays (see 7.2.6).) These effects are move, including expending an OPS for movement, and still initiate
cumulative and do carry over from one turn to another. When, Combat if an OPS is spent to place a Combat marker on the hex
during their Action Round, a player plays a Strategy Card for it is in when its movement is complete. Note that hexes can be
RPs or an event, or takes a 0 OPS round in which no units move marked for both movement and combat (at a total cost of 2 OPS).
or are involved in combat (see 7.2.6), immediately reset the
consecutive OPS marker to 0. Exception: The Consecutive OPS 7.4 REPLACEMENT POINTS
count is never reset during a Rasputitsa Round (see 15.1.1). 7.4.1 If a Strategy Card is played as a Replacement (RP)
Example: Suppose the Consecutive OPS count is at 0 at the Card, the player marks the number of RPs listed in the RP Box
end of the previous turn (for example, a card was played for for each nationality on the General Records Track. The player
RPs during the player’s last Action Round). During Action may not conduct any other actions (e.g., movement) besides
Round 1 the Axis player plays a Strategy Card for 4 OPS. marking the RPs during this Action Round. Exception: Certain
The Consecutive OPS marker is placed on the Consecutive Strategy Cards specifically allow the player both to mark RPs
OPS on-map track on the “1st, Full OPS” box, and the full 4 and either conduct the card’s Event or use the card for OPS. This
OPS are received for activation for movement and combat. If is indicated in the text of such cards.
the Axis player plays a Strategy Card for OPS during Action 7.4.2 The Soviet player may play a Strategy Card as an RP
Round 2 and that card again has a printed OPS value of “4”, Card twice per turn.
the Consecutive OPS marker is placed in the “2nd, –1 OPS”
box and the player receives 4–1=3 OPS. If the Axis player also 7.4.3 The Axis player may play a Strategy Card as an RP Card
plays a Strategy Card for OPS during Action Round 3 and it once per turn. (Exception: The Axis may play 2 RP cards during
has a printed OPS value of “4”, the Consecutive OPS marker is Spring Turns in 1942 and 1943 only.) The Axis player may also
placed in the “3rd, –2 OPS” box and the card’s value is reduced play one Strategy Card with an Event that provides RPs as an
by two and will be worth only 2 OPS. If, in the next round, the Event each turn.
Axis player plays a card as an event, the consecutive OPS count 7.4.4 Players may not play a Strategy Card as an RP Card if
is reset, and the marker is placed in the “0 N/A” box. they played a Strategy Card as an RP Card in their previous Ac-
7.3.3 A player is free to move any and all of his units, subject to tion Round this turn. However, players may play an RP card in
the restrictions below, during each Action Round in which he either the last Action Round of one turn and in the first Action Round
plays a card for OPS, or takes a 0 OPS round. Movement requires of the next turn.
the expenditure of OPS only under the following circumstances: 7.4.5 RPs are spent during the Replacement Phase of each
• It costs 1 OPS for a stack of one or more friendly units in an turn (see 14.0).
enemy ZOC to completely vacate the hex in which it begins the
Action Round. However, if at least one unit which started the 7.5 EVENTS
Action Round in a hex remains in it, all other friendly units may 7.5.1 General Rules
leave that hex without spending any OPS. Note: Moving units
into a hex during an Action Round does not allow all the units 7.5.1a If a Strategy Card is played as an Event, the instructions
which started in that hex to be moved without expending an OPS. on the card must be followed. The player may not move units
unless explicitly permitted by the event.
Exceptions: Friendly units may leave an enemy ZOC while
advancing after Combat and during Exploitation movement 7.5.1b A card may be played as an Event even if some or all of
without having to spend OPS. its effects are not applicable. For example, the Soviet side may
play the Event Operation Bagration, which as part of its effect
• Strategic Movement (either rail or sea) costs 1 OPS per unit activates partisans, even if there are no partisans on the board.
moved. Only SCUs may use Strategic Movement (see 10.2).
Exception: Axis Naval Evacuation (see 10.2.7). 7.5.1c If a Strategy card with an asterisk (*) symbol is played
as an Event, it is permanently removed from the game at the end
Note: Movement during ‘advance after combat’ or exploitation of the Action Round. The card is not removed from the game if
never requires OPS expenditure. is used as an OPS or RP card.
7.5.2 Reinforcement Event Cards 7.5.3 Reinforcing units listed inside parentheses () are placed
7.5.2a Each player can bring new units (reinforcements) into on the map with their flipped (weaker) side uppermost.
play by using Strategy Cards that give reinforcements as Events.
Only Events with the word “Reinforcements” in the event name 7.5.4 Soviet Invasion Event Card
are considered to be Reinforcement cards. Only one Reinforce- The Soviet Black Sea, Black Death card allows the Soviet Ma-
ment card may be played per turn by each player. rine Army to move from any friendly port on the Black Sea to
any unoccupied coastal hex. After landing, the Marine Army is
Exceptions: 1. Neither player may play a Reinforcement card always in supply in a coastal hex as long as the Soviets control
during the June 1941 turn; 2. The Soviet player may play two one port on the Black Sea.
reinforcements during Soviet Mobilization (see 4.5).
7.5.2b If a player cannot place all of the reinforcements listed 7.5.5 Combat Cards
on a card on the map, the card may be played but units not placed 7.5.5a Combat Cards are Events that can be played during a
are permanently removed from the game. Combat to influence it. First, the Attacker chooses whether to
play Combat Cards, and reveals those cards; then the Defender
7.5.2c Axis-player reinforcing units are placed in that nation’s does the same. Combat Cards are the only cards which can be
capital and/or any friendly-controlled Full Supply sources, Cit- played during the opponent’s Action Round.
ies, or Fortresses in that nation (provided the city/fortress is in
full supply — judge this as you would for a friendly unit in the 7.5.5b If a player plays any Combat Cards and wins the Com-
same hex); the Soviet player places units similarly, but may also bat, the player places those Combat Cards face up on his side of
place reinforcing units in Towns that are in full supply. There are the map. (Exceptions: 1. Combat Cards marked with an asterisk
several exceptions noted on the Event Cards and below. (*) are permanently removed from play immediately after use;
2. Combat Cards that explicitly state they may only be used
• Soviet Total War (TW) Fronts (i.e., Front units received as
once per turn are immediately dicarded.) The player may, if he
reinforcement on Total War cards) are exchanged on a one for
chooses, use these face up cards to influence Combat in future
one basis for full- or reduced-strength fully supplied on-map
Action Rounds. The cards may be used to influence one other
Soviet Blitzkrieg Fronts. These units are listed in green text as
Combat per Action Round (not including the current Action
a reminder. Place the TW Front in the hex of the Blitz Front
Round), initiated by either player, in which their conditions ap-
they are replacing, while the replaced Blitz Front is removed
ply, for the balance of the turn (however, see 7.5.5c). Note that
from the game. The TW Front enters at full-strength regardless
Soviet Combat Cards Operation Uranus and Sturmovik, and Axis
of the strength of the removed Front.
Combat Cards Sleighride and Führer’s Firemen, are exceptions to
• Most Soviet Total War Guard Armies with a “G” designation this rule. They affect all attacks that round, regardless of combat
(i.e., “4G” through “11G”) are exchanged on a one for one results, after which they are discarded.
basis for full- or reduced-strength fully supplied on-map
Soviet Army (only) SCUs. Place the Guard Army in the hex 7.5.5c If a player loses a Combat and has used any Combat
of the Soviet Army it is replacing; the replaced Soviet Army Cards, whether played specifically for this Combat or saved from
is permanently removed from the game. These units are listed a previously won Combat, those Combat Cards are discarded.
in green text as a reminder. The Guard Army enters at full- 7.5.5d At the end of each Turn, all Combat Cards which were
strength regardless of the strength of the removed Soviet Army. played must be discarded even if the player was victorious in
Design Note: Guards armies 1G-3G were formed directly, every battle in which the card was used. Place the cards in the
not from existing armies, and so go onto the map without player’s Discard Pile.
replacing any army.
7.5.5e A Combat Card can be used a maximum of once per
• Soviet Guard Tank Armies (units with a “GT” designation) Action Round until it is lost due to 7.5.5c or 7.5.5d. (Exceptions:
are exchanged on a one for one basis for any full- or reduced- Operation Uranus, Sturmovik and Luftwaffe Support; see 7.5.5b.)
strength fully supplied on-map Soviet Tank Armies. Place the
Guard Tank Army in the hex of the Tank Army it is replacing; the
replaced Soviet Army is permanently removed from the game.
These units are listed in green text as a reminder. The Guard
Tank Army enters at full-strength regardless of the strength of
the removed Tank Army. Note: If a Soviet Reinforcement card
brings on both Guard tank armies and regular tank armies, those
units can be placed in any order. Consequently, the regular tank
armies that are placed are eligible to be replaced by the Guard
tank armies, per the above rules.
• Italian units enter at Bucharest and/or Odessa (in each case if
Axis controlled).
• The capital of Hungary is Buda.
© 2010 GMT Games, LLC
10 Stalin’s War Living Rules Manual
7.6 HAND SIZE ZOCs have no effect on Advance After Combat or Exploitation.
Also recall that moving units into a hex during an Action Round
7.6.1 General Rules does not allow all the units which started in that hex to be moved
The maximum/minimum hand size is as follows: without expending an OPS (see 7.3.3).
• No player may ever have a hand size greater than 7.
• No player may ever have a hand size less than 4. Exception: The
Axis player has no minimum hand size on turns 16 through 18.
The maximum/minimum hand size may change because of:
• Control of Oil hexes (see 17.1)
• Play of certain Events that reduce hand size
7.6.2 Both players have the option to discard any or all of the
Strategy Cards remaining in their hand before they draw new
cards. Players may examine the cards that their opponent
discards.
7.6.3 If a player needs to draw a Strategy Card but their draw
pile is empty, reshuffle the discards to form a new draw pile.
7.6.4 Total War is triggered at the beginning of the Card Draw
Phase if it is turn 6 or later and either of the following conditions
are satisfied:
• Either player has removed 12 “*” Strategy Cards from the
game by playing them as Events.
• The players have removed a combined total of 20 “*” Strategy
Cards from the game by playing them as Events.
Total War can never be triggered before Turn 6.
When Total War is triggered, each player adds their Total War
cards to all their discards and undrawn Blitzkrieg cards and
reshuffles them to form a new Draw Pile.
9.0 STACKING
8.0 ZONES OF CONTROL (ZOC) 9.1 GENERAL RULES
8.1 The following units have Zones of Control when in full 9.1.1 A maximum of four (4) combat units may stack per hex.
supply (see 13.1.2): 9.1.2 Only one LCU may stack per hex.
• All LCUs
9.1.3 The following unit types do not count for stacking, but
• Soviet Mech Corps, Tank Armies, and Guard Armies
there may only be one of each type per hex:
• German Panzer Corps
• Stalin
No other units have ZOC. Units without a ZOC are indicated by • the Bunker
the presence of a faint white square at the border of their playing • Soviet Fortified Zone
piece. Units in fortress supply (see 13.2.4) have no ZOC. • Partisans (Active or Inactive).
8.2 ZOCs extend into all adjacent hexes, with the follow- 9.1.4 Stacking is in effect at all times except during regular
ing exceptions: ZOC do not extend across impassable hex-sides and strategic movement, exploitation, and retreat (although it
(i.e., lake and sea hex-sides); ZOCs do not extend into Fortress applies at the end of movement, exploitation, and retreat).
or Festung hexes; Axis ZOCs do not extend into a hex with a
Soviet Fortified Zone marker. 9.2 SPECIAL RULES
8.3 All units must stop upon entering an enemy ZOC. 9.2.1 Hungarian and Romanian units may never stack in the
Units in an enemy ZOC may only exit the hex if a friendly unit same hex.
remains in the hex or an OPS is spent to allow the unit(s) to move.
Units may not move directly from one enemy ZOC to another, 9.2.2 Partisans may never stack with any other Soviet units.
or retreat or trace supply through an enemy ZOC. (Exception:
friendly units negate enemy ZOC for retreat and supply only.)
10.2.2 Units may move any distance by rail along rail lines.
They may begin their move in an enemy ZOC provided the hex
contains another friendly unit, and provided that unit does not
itself use Strategic Movement, but they may not thereafter enter
a hex in an enemy ZOC. Axis units using rail movement may
ignore one Inactive Partisan unit, but must stop upon entering a
second such hex in a single rail move.
10.2.3 A player may use all rail hexes for rail movement,
provided they can trace an uninterupted line of rail hexes free
of enemy units, enemy ZOC, or enemy controlled city/oil/VP/
Port/Fortress hexes to a friendly supply hex. Exception: Axis
units may not use rail movement in the USSR during Turns 1-4,
or in the Baltic Republics (Latvia, Estonia and Lithuania) during
turns 1-2.
10.2.4 Axis units may never use rail movement in the Caucasus
Zone. Soviet units may never use rail movement in Germany.
10.0 MOVEMENT
10.2.5 The Axis player may use Strategic Movement to Sea
10.1 GENERAL RULES Move one SCU per turn in the Baltic Sea and one SCU per turn
in the Black Sea/Sea of Azov. The unit must start and end its
10.1.1 Clear hexes cost 1 MP to enter regardless of the pres-
move in a friendly port, (the presence of enemy ZOC does not
ence of towns/cites/fortresses/festungs. Movement costs for other
prevent such a move), and may not move east of a port under
terrain types are listed on the Terrain Effects Chart.
Soviet control.
10.1.2 If multiple terrain types exist in a hex, the unit pays the
10.2.6 The Soviet player may use Strategic Movement to
greatest of the associated MP costs. For example, it costs 2MPs
Sea Move 1 SCU per ACTION ROUND in the Black Sea/Sea
to enter Astrakhan (hex 3032).
of Azov only. The unit must start its move in a friendly port,
10.1.3 Movement must be from hex to adjacent hex. Hexes but may move to any non-enemy-controlled hex, regardless
may not be skipped. of the presence of enemy ZOC, but never west of an Axis-
controlled port.
10.1.4 A unit may never spend more Movement Points than its
Movement Allowance in a single turn. Unused Movement Points 10.2.7 The Naval Evacuation Event allows the Axis player to
cannot be accumulated for future turns or transferred to other evacuate any 1 LCU from a port hex to another friendly port hex
units. Exception: Units may always move a single hex (only), farther west. The LCU is automatically reduced to its last step
even if the cost of that move would ordinarily be greater than strength.
their MA, provided the movement is legal in every other way.
(For example, a Soviet shock unit, with a MA of 2, may enter a 10.3 TRENCHES
mountain hex.) 10.3.1 A player may attempt to build a trench in
10.1.5 Supplied Axis units that start their move east of the a hex containing one of his LCUs by expending 1
Paulus Logistical Line on Turns 1 to 4 have their Movement OPS. The LCU may not move, but other units in the
Allowance reduced by 1. hex may move freely. After all Movement for the
Action Round is complete, the player rolls a die for each hex
10.1.6 Units may not enter a hex that contains enemy units. which has an LCU attempting to entrench. If the die roll is 1-3
Exception: Axis units may move through, and stack with, Inac- place a Trench marker in that hex. Only one entrenchment attempt
tive Soviet Partisans. can be made per hex per Action Round. Note: The Soviet player
may attempt to entrench only after play of the People’s Militia
10.2 STRATEGIC MOVEMENT Event, the Axis only after play of the Hedgehogs Event.
10.2.1 If a Strategy Card is played as an OPS Card, the player 10.3.2 Friendly Trenches are removed from the map either
may also use Strategic Movement to move SCUs. Strategic when the hex becomes enemy controlled or enemy occupied or
Movement occurs at the same time as regular movement. How- as the player chooses during the End of Turn Phase. The number
ever, a unit cannot use normal movement or attack on the same of trench markers provided with the game is an absolute limit.
round that it uses strategic movement. It costs 1 OPS per SCU
to move by rail or by sea. The German Bunker unit may not 10.3.3 Trenches must be placed in spaces containing an LCU
use Strategic Movement. A player may expend OPS to conduct even when placed as a consequence of an event (i.e., People’s
Strategic Movement during the same Action Round that OPS are Militia).
also spent for other movement or attacks.
11.1.9 The Axis player may not attack the Leningrad hex until
the Nordlicht Event has been played, the Moscow or Gorki
hexes until the Taifun Event has been played, or the Stalingrad
hex or any hex in the Caucasus Logistics Zone until the Blau
Event has been played. They may however move into these
hexes at any time if they are vacant. Once the appropriate card
has been played, one or more of the restricted hex(es) has been
entered, or control of at least one the space(s) has been gained
due to attrition, the relevant restriction is removed for the rest
of the game.
Example: If an Axis unit moves into a vacant Moscow hex, Axis
units are now free to enter/attack Moscow and Gorki at any time.
11.1.10 Axis units may not attack across any Volga hexside south
of Saratov unless either Moscow or Stalingrad is Axis-controlled.
11.0 COMBAT These hexsides are marked on the map with a white, dashed line.
Each player finds his Combat Strength on the appropriate Fire 8. Defender Retreat: If the requirements are met (see 11.4),
Table. Note that the attacker may shift a number of columns the defender may have to retreat one or two hexes. The de-
depending upon the Terrain Effects of the defending hex to fender may have the option to cancel the retreat by taking an
determine his Fire Column. Both players may also shift a additional step loss (see 11.4.3 and the Terrain Effects Chart).
column due to effects of German Mobile Defense (see 20.0).
Each player will also shift one column to the left if any of his 9. Attacker Advance/Place Blitz markers: If the
units are OOS (see 13.3.5). The Axis player may also shift due defender retreated or was completely eliminated,
to the effects of weather (see 15.1.2). Finally, the Axis player the attacker has the option to advance with any re-
shifts one column to the left when attacking during turns 1-4 maining units into the vacated hex, regardless of ZOC (see
if the unit or units being attacked in that combat are east of the 11.5). If the Attacker has units that are allowed to Exploit, he
Paulus Line and all attacking units are in full supply. This step may place a Blitz marker in the vacated hex, as long as at least
is conducted simultaneously. All column shifts are cumulative. one such unit advances into it and the hex is not forest, rough,
swamp, mountain, city, Fortress, Festung, across a major
Design Note: The column shift relating to the Paulus Line river or the Kerch crossing (see the Terrain Effects Chart).
reflects the poor supply chain to easternmost Axis units
during the early stages of the offensive. As such, it does not Exception 1: If the Soviets received no Lend-Lease Banked
apply to OOS units, since they will already receive a column OPS at the start of any Turn (see 18.3), no Soviet Blitz markers
shift for being out of supply. may be played that Turn.
Design Note: This exception reflects the effects of a lack of
Column shifts cannot cause the Fire Column to be off the
trucks and spare parts if shipments from the US are cut off.
Tables. If the column shifts would take the Fire Column below
the leftmost column or above the rightmost column, any ad- Exception 2: No Blitz markers may be placed during a 0 OPS
ditional shifts are ignored. round (see 7.2.6).
5. Determine Results: Each player rolls a die and cross refer- A player may place no more than 4 Blitz markers in a single
ences it with his Fire Column to determine his result. This step round. If a Blitz marker is placed, the attacker may advance
is conducted simultaneously. into that hex in excess of stacking limits if desired, but stack-
6. Take Losses: Each player must now apply the Combat losses ing will be checked as usual after exploitation is complete. If
required by his opponent’s result, Defender first. an attack involves multiple attacking units, some of which are
crossing river hexsides, a Blitz marker may only be placed if
7. Determine Combat Winner: If one side (only) is com- the attacker advances an exploitation-capable unit across a
pletely eliminated, then the other side is considered the winner non-major river hexside into the defender’s vacated hex.
of the combat. Otherwise, the player who inflicts the higher
Loss Number wins the Combat. Note that neither Combat 11.3 TAKING LOSSES
Cards that inflict or remove step losses, nor the extra Soviet 11.3.1 The result of each player’s die roll on the fire table is
loss that results from use of the Zhukov event, affect determi- their opponent’s Loss Number.
nation of the combat winner. The losing player must discard
all played and selected Combat Cards. The winning player is 11.3.2 Losses are taken by reducing or eliminating combat
allowed to keep any played or selected Combat Cards active units. Each step removed from a unit counts one towards fulfilling
unless the text on the card explicitly prohibits this, or the Event the Loss Number. No unit may take a second step loss in a combat
name is asterisked (the Combat Cards stay face-up in front of (including losses from Combat Cards) unless every other combat
the player and can be used in subsequent Action Rounds). If unit of that side has taken a step loss in that combat. Exception:
both players’ Loss Numbers are the same, or all units of both the Stalin counter may take a step loss only if all other combat
sides are completely eliminated, both are considered to have units in its hex have been eliminated.
lost and must discard any selected Combat Cards. Exception:
The attacker wins if all of the following conditions apply: 11.3.3 Important rule: The first step loss in any attack (not
defense) must be taken from a panzer, tank or mechanized unit
• The Loss Numbers are the same if possible.
• The Attacker has a surviving fully-supplied Mechanized/ 11.3.4 Asterisked results can cause a loss only to an SCU. If
Guard/Tank/Panzer SCU the affected player only has LCUs involved in the combat, no loss
• The Defender does not have a surviving fully-supplied Mech/ is taken (but the original loss number is still used to determine
Guard/Tank/ Panzer SCU the winner of the combat in step 7 of 11.2.1). A player may not
• The defending hex does not contain a Swamp, Trench, Festung, choose to apply an asterisked result to an LCU.
or Fortress. 11.3.5 Note that Combat Cards that alter losses (e.g., the Tiger
Event) take effect after the winner of the battle is determined.
11.3.6 Eliminated units are available for recreating during the Retreats should also obey the following conditions, where pos-
Replacement Phase. Place such units in the Eliminated Units box sible, where the items are listed in order of priority (from highest
where they are available to be be replaced in any subsequent to lowest priority).
Replacement Phase (see 14.0). However, Axis LCUs that are • Must avoid retreating into enemy-controlled cities if possible,
eliminated while they are OOS are placed on the turn record but may retreat into an empty city if not. They do not gain
track three turns later. When the Turn marker advances into a control of enemy controlled hexes they retreat through, but
space that contains Axis LCUs, they are placed in the Eliminated they do gain control of the hex in which they end their retreat.
Units box and may now be replaced. Exception: The Soviet
Southwest Front is represented by two counters. The first time • Must end their retreat in supply if possible.
that the Soviet Southwest Front is eliminated it is replaced by • Axis units may not retreat into a hex containing an Inactive
the counter corresponding to its weaker version. Place the re- Partisan marker if any other retreat route is available. Axis
placement SW Front counter in the Eliminated Units box and units which are forced to retreat into a hex with an Inactive
permanently remove the original SW Front unit. Partisan marker stop their retreat in that hex.
11.4.5 If defending units retreat into a hex which is attacked
11.4 RETREATS later in the same Action Round, the units which already retreated
11.4.1 If the Attacker wins the Combat, any defending units not do not add their Combat Strength to the Combat against this
eliminated must retreat unless the defender uses the No Retreat hex. In addition, if any Loss Number, asterisked or otherwise, is
option (see 11.4.3). Exception: Defending units in a Festung achieved, the already retreated units are immediately eliminated
must ignore all retreats and do not lose any additional steps. and do not count towards fulfilling the Loss Number.
Retreating units may retreat to different hexes. 11.4.6 Units with a movement factor of 0 are eliminated if they
11.4.2 The number of hexes of the retreat depends upon the are forced to retreat.
difference in the Loss Numbers. If the difference is zero or one, 11.4.7 Attacking units never retreat.
the defender must retreat one hex. Otherwise, the defender must
retreat two hexes.
11.5 ADVANCE
11.4.3 No Retreat Option: Defending units in Forests, Moun- 11.5.1 Any remaining attacking units may advance into the
tains, Rough, Swamps, Trenches, or Fortresses may chose to defending hex, regardless of enemy ZOCs, if the defending units
ignore a retreat by taking one additional step loss. The step loss retreat or are completely eliminated, provided the following
can be from any defending unit, without regard to the restrictions restrictions are followed:
of 11.3.2. The one additional loss cancels the retreat, regardless
• Stacking limits are obeyed.
of the number of retreat hexes required. At least one defending
step must remain in the hex after the additional loss or the No • The attacking units do not advance into a hex from which they
Retreat option may not be taken. cannot trace a line of supply.
11.5.2 If the Attacker advances a Soviet Tank or Guard SCU or
11.4.4 Units which cannot perform a retreat nor use the No
a German Panzer Corps SCU, he may place a Blitz marker in the
Retreat option are eliminated. Units that are eliminated for failure
hex provided this is not prohibited by the type of terrain in that
to retreat, or eliminated while OOS, are treated as if they were
hex (see 12.1.4 and Terrain Effects Chart). In this case the attacker
eliminated due to OOS (see 13.3.8).
may advance units without regard to stacking limits, since stack-
Units which retreat must follow the restrictions below: ing will not be checked here until exploitation is complete (see
• Must retreat a number of hexes exactly equal to that required 9.1.4). The Attacker must do so before executing the next attack
by 11.4.2. or the opportunity to place the Blitz marker is lost. Exception:
The Axis player may place only one Blitz marker in a hex east of
• May not enter a hex containing an enemy unit nor an enemy the Paulus Line per Action Round during Turns 1-3 (June 1941
Fortress/Festung. through Fall 1941). (Note that Axis exploitation is prohibited in
• May not retreat from a port by sea. Winter 1942, due to the special effects of that winter turn (see
• May not retreat into an un-negated ZOC (see 8.3). 15.1.2), and in the Caucasus (see 12.1.3).) Note that no Blitz
markers may be placed in a 0 OPS round.
• May not retreat back into the original defending hex if
retreating two hexes.
• May not end their retreat adjacent to the original defending
hex if retreating two hexes.
• May not end their retreat over-stacked, but may retreat through
a hex in violation of the stacking limits. In cases where
the Defender has no other route, they would choose which
retreating units would be able to stack within limits and which
will be eliminated.
12.2.3 During Turns 1-4 (June 1941 through Winter 1942), all
German Panzer Corps that begin their exploitation in a hex east
of the Paulus Line will have a movement allowance of 4, due
to rule 10.1.5; as such, their maximum Exploitation movement
will be two hexes. (Note that placement of an Axis Blitz marker
is prohibited during Winter 1942 anyway, due to the effects of
the Russian Winter – see 15.1.2)
16.2.3 The Soviet player may build one fortress during the 17.1.4 If the Axis controls no Oil hexes, the Axis player’s hand
game by playing the Event The Volga Has Only One Bank. It size is reduced by one.
cannot be placed in a hex that is OOS.
17.1.5 If the Axis player controls three or more Oil hexes, the
Axis player’s hand size is increased by one.
16.3 FESTUNGS
16.3.1 The Axis player may build Festungs after 17.1.6 If the Soviets control only 1 Oil hex, the Soviet player’s
playing the Festung Event. A player cannot have hand size is decreased by one.
more Festungs in play than are provided in the 17.1.7 If the Soviets control no Oil hexes, the Soviet player’s
counter mix. hand size is decreased by two.
16.3.2 Festungs are built at a cost of 1 OPS per Festung. When
building a Festung place it in any non-enemy-controlled, in-
supply town or city hex which does not already contain a Festung. 18.0 BANKED OPS
16.3.3 Once placed a Festung cannot be moved. A Festung is
18.1 GENERAL RULES
eliminated when a Soviet unit enters the hex; return the Festung
marker to the counter mix for use in future turns. 18.1.1 Banked OPS are Operation Points that a player may
hold and spend at some point during that turn. Specifically, they
16.3.4 Units that start in or enter a Festung hex may never may be spent in any action round in which the player has played
leave the hex unless eliminated. a card for OPS, played an event that grants OPS, or has elected
to take an automatic 0 OPS round in which units may move and/
16.3.5 Festungs provide supply for Defense and Attrition
or conduct combat.
purposes and cancel all retreats.
18.1.2 Banked OPS may not be saved from one turn to the
16.4 STALIN next. Any Banked OPS not spent by the the End of Turn Phase
16.4.1 Stalin is a normal SCU combat unit with no are lost.
attack or movement factor, or ZOC. 18.1.3 Banked OPS, once recorded (use the Banked OPS
marker), are not lost until spent or until the end of the current
16.4.2 Stalin must always be the last step eliminated in combat. Turn.
16.4.3 Stalin never retreats due to combat. Defending units 18.1.4 A player may not Bank OPS except as noted below. A
stacked with him do still retreat if on the losing side, but in such player cannot choose to bank unspent OPS from the play of an
a case Stalin must remain in place and Axis units may advance Operations Card.
into the hex and eliminate Stalin, thereby permanently removing
the Stalin counter from the game. 18.2 AXIS BANKED OPS
16.4.4 Stalin does not count for stacking purposes. 18.2.1 Starting on Turn 2, the Axis player receives 1 Banked
OPS at the beginning of his first Action Round of each turn.
16.4.5 Stalin may only be moved out of Moscow by rail Stra-
tegic Movement at the usual cost of 1 OPS. Stalin may be moved 18.2.2 The Axis stops receiving Banked OPS after the Hitler
back to a friendly controlled Moscow only by rail Strategic Takes Command Event is played.
Movement at a cost of 1 OPS.
16.4.6 Stalin may move only twice during the game; once out
of Moscow, and once back into Moscow.
16.4.7 The Soviet player may receive Banked OPS (see 18.0)
only if Stalin is currently in Moscow.
21.0 BIDDING
Players who find the game unbalanced, or who are playing in a
tournament environment, may elect to bid for the right to play the
side of their preference. Bids will made in terms of a one-time
addition of automatic RPs to be spent from Turn 2 onwards by
the other side (players may receive at most 3 automatic RPs per
turn). Recall that the standard game includes 3 automatic RPs
19.0 NATIONAL RESTRICTIONS for the Soviets, to be spent on Turns 2 and 3, so automatic RPs
received from bidding are applied cumulative with that. For
19.1 ROMANIAN UNITS example, a bid of 2 to play the Axis would result in the Soviets
19.1.1 Romanian units may never enter a hex in Hungary. If receiving their usual 3 RPs on Turns 2 and 3, followed by 2 more
forced to violate this rule, they are eliminated. No single combat on Turn 4. Whereas a bid of 8 to play the Soviets would result
may involve both Romanian and Hungarian units. in the Soviets receiving no automatic RPs and the Axis player
receiving 2 automatic RPs on Turn 2.
19.2 HUNGARIAN UNITS
19.2.1 Hungarian units may never enter a hex in Romania. If
forced to violate this rule, they are eliminated. No single combat
may involve both Hungarian and Romanian units.
19.3 SURRENDER
19.3.1 Axis minor countries (i.e., Romania and Hungary) sur-
render if their capital is enemy-occupied at the end of any Turn.
In such a case remove all units of that minor permanently from
the game (whether currently in play or not).
23.1.2 Players who prefer to let fate decide the rate at which
Soviet reinforcements arrive in the early part of the war may
ignore rule 4.3.1 and instead shuffle the Soviet Blitz reinforcment
cards (card numbers 1-6) into the Blitz deck before drawing their
initial hand.
Design Note: Our experience is that the Soviet position will
be very poor unless two Reinforcement cards are played on
turn 2, so players should use this optional rule at their peril. It
is fun for players who like a wild ride, however!
Romanian Units
3rd Army [1627] 4th Army [1629]
INDEX
0 E
0 Ops round. 7.2.6 Easily Forgotten Rules. 24.0
Events. 7.5
A
Exploitation. 12.0
Action phase. 7.2
Barbarossa effects. 4.4.6
Action round. 7.2.1
OOS restrictions. 13.3.7
Advance. 11.5
Procedure. 12.2
Attrition
Winter 1942 restrictions. 15.1.2
OOS effects. 13.3.8
Automatic victory. 5.1.2, 5.1.3 F
Festungs. 11.4.1, 16.3
B
Movement effects. 16.3.4
Baku
Supply effects. 16.3.5
Supply. 13.2.3
Fortress supply. 13.2.4
Banked OPS. 18.0
Fortified Zone. 8.2, 9.1.3
Hitler Takes Command effects. 18.2.2
Fortresses. 16.2
Lend Lease effects. 18.3.2
Full supply. 13.1.2
Stalin effects. 18.3.1
Stavka. 18.3.4 G
Barbarossa. 4.4 Game markers. 2.2.2
Bidding. 21.0 German mobile defense. 20.0
Blitz. 11.2.1 (step 9), 11.5.2, 12.1.4 (also see Exploitation)
H
C Hand size. 7.6
Caucasus Zone. 12.1.3 Oil effects. 17.0
Combat. 11.0 Hex control. 3.0, 13.3.9
Combined attacks. 11.1.3 Hungarian units. 19.2
Geographic restrictions. 11.1.9
I
Losses. 11.3
Initial hand size. 4.3
Resolution. 11.2
Invasions. 7.5.4
Winter 1942 effects. 15.1.2
Combat Cards (CCs). 7.5.5 L
OOS restrictions. 13.3.4 Lend Lease. 18.3.2
Combat markers. 7.3.5 Effects on blitz. 11.2.1 (step 9)
Combat resolution
OOS effects. 13.3.5 M
Consecutive OPS. 7.3.2 Map zones. 2.1
Move markers. 7.3.4
D Movement. 10.0
Discards. 7.6.2 Nationality restrictions. 19.0
OPS cost. 7.3.3
N S
National restrictions. 19.0 Sea movement
Naval evacuation. 10.2.7 Soviet. 10.2.6
No retreat option. 11.4.3 Southwest Front. 11.3.6, 14.2.1
Soviet attack restrictions. 4.4.7, 4.4.8
O
Soviet Mobilization. 4.5
Oil. 17.0
Spring Thaw. See Rasputitsa
Operations (OPS). 7.3
Stacking. 9.0
Ops
Stalin. 16.4
0 Ops round. 7.2.6
Stavka. 18.3.4
Banked. 18.0
Strategic movement. 10.2
Consecutive. 7.3.2
OOS restrictions. 13.3.2
Other Fronts box. 3.0
Stalin. 16.4.5
Out of Supply (OOS) penalties. 13.3
Strategy cards. 2.3, 7.0
P Supply. 13.0
Partisans. 10.1.6, 11.1.7, 16.1 Path. 13.1.2, 13.1.3
Activating. 16.1.6 Wources. 13.2
Elimination. 16.1.6 When to determine. 13.1.1
Removal. 16.1.5 T
Paulus Logistical Line
Total War. 7.6.4
Combat effects. 11.2.1 (step 4)
Tournament scenario. 22.0
Exploitation effects. 11.5.2, 12.2.3
Trenches. 10.3
Movement effects. 10.1.5
OOS restrictions. 13.3.3
R
U
Rail movement. 10.2.2, 10.2.4
Units
Partisan effects. 10.2.2
LCU. 2.2.1
Rasputitsa. 15.1.1
Non-replaceable. 2.2.1
Reinforcements. 7.5.2
SCU. 2.2.1
Replacement
Upper Silesean Industrial Region (USIR). 14.2.2
Eliminated units. 11.3.6
Replacement points (RPs). 7.4 V
Replacements. 14.0 Victory determination. 5.0
German Spring 1942 and 1943. 7.4.3 Volga crossing restrictions. 11.1.10
Special rules. 14.2
W
Retreat. 11.4
Weather. 15.0
Failure to retreat. 11.4.4
Winter 1942. 15.1.2
Length of. 11.4.2
No retreat option. 11.4.3 Z
Retreat path. 11.4.4 Zones of Control (ZOC). 8.0
Romanian units. 19.1
Card Clarifications
Type:
Size: Armor Infantry Mech Cavalry
Corps Army Front
XXX XXXX XXXXX
CSIR Shock Inf. Maritime Partisan Mountain