Shifting Sands Living Rules 1.03

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2 1.0 INTRODUCTION Shifting Sands: The Campaign for North Africa, 1940-1943 is a two-player game simulating the Second World War in the Mediterranean Theatre of Operations between the Italian declaration of war in June, 1940 and the final Axis surrender in Tunisia in May, 1943. 2.0 COMPONENTS Shifting Sands includes the following: One 22” by 34” map 264 5/8” diecut counters 130 1/2” diecut counters Two player reference cards One rules booklet Two decks of strategy cards (55 each) Two six-sided dice 2.1 The Game Map The game map consists of spaces (squares and eight-pointed stars) that are connected to one another by lines. Spaces connected by a line are considered adjacent. All spaces include coloring to show which side controls them initially, the type of terrain they contain, whether the space contains contains a port and/or fort, and whether the space counts for Victory Point purposes. The game map also contains a number of charts and tracks to record various game functions. These include two Action Round Charts, a Turn Record Track and a General Records Track (used to record the accumulation of Replacement Points and Axis Victory Points). 2.2 The Playing Pieces 2.21 Combat units come in two different sizes: divisions and battlegroups. Divisions are large bodies of troops, supported by artillery, air power, etc., and are represented by 5/8” counters. Battlegroups are forces ranging from battalion to brigade size, and are represented by the smaller 1/2” counters. 2.22 All division and battlegroup counters are printed on both sides. Each side is called a step, and all combat units have two steps. The front of every counter represents the unit at full strength; the reverse side represents the unit at reduced strength. Note that, for most units, the reduced side has a weaker Combat Factor than the full strength side, while the Loss Factor and Movement Factor are unchanged. 2.23 Combat units come in two different types: infantry and armor. All armor units have a tank illustration on the counter. 2.24 There are several types of 5/8” game marker pieces included with the game. Their use is described throughout the rules. 2.3 The Strategy Cards Each player has his own deck of 55 strategy cards: 14 cards labeled 1940, 20 cards labeled 1941, and 21 cards labeled 1942. 2.4 Unit Nationality Abbreviations and Color References Allied Counter Nationality Color Scheme _____________________________________________ AUS Australian Tan/Light Green BR British Tan FF British-controlled Light Blue Free French FF US-Controlled Green/Light Blue Free French GK Greek Blue IND Indian Tan/Red NZ New Zealand Tan/Blue POL Polish Red SA South African Tan/White US United States Green

description

Shifting Sands Living Rules 1.03

Transcript of Shifting Sands Living Rules 1.03

Page 1: Shifting Sands Living Rules 1.03

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1.0 INTRODUCTION

Shifting Sands: The Campaign for North Africa, 1940-1943 is a

two-player game simulating the Second World War in the

Mediterranean Theatre of Operations between the Italian

declaration of war in June, 1940 and the final Axis surrender in

Tunisia in May, 1943.

2.0 COMPONENTS

Shifting Sands includes the following:

• One 22” by 34” map

• 264 5/8” diecut counters

• 130 1/2” diecut counters

• Two player reference cards

• One rules booklet

• Two decks of strategy cards (55 each)

• Two six-sided dice

2.1 The Game Map

The game map consists of spaces (squares and eight-pointed

stars) that are connected to one another by lines. Spaces

connected by a line are considered adjacent. All spaces include

coloring to show which side controls them initially, the type of

terrain they contain, whether the space contains contains a port

and/or fort, and whether the space counts for Victory Point

purposes. The game map also contains a number of charts and

tracks to record various game functions. These include two

Action Round Charts, a Turn Record Track and a General

Records Track (used to record the accumulation of Replacement

Points and Axis Victory Points).

2.2 The Playing Pieces

2.21 Combat units come in two different sizes: divisions and

battlegroups. Divisions are large bodies of troops, supported by

artillery, air power, etc., and are represented by 5/8” counters.

Battlegroups are forces ranging from battalion to brigade size,

and are represented by the smaller 1/2” counters.

2.22 All division and battlegroup counters are printed on both

sides. Each side is called a step, and all combat units have two

steps. The front of every counter represents the unit at full

strength; the reverse side represents the unit at reduced

strength. Note that, for most units, the reduced side has a

weaker Combat Factor than the full strength side, while the

Loss Factor and Movement Factor are unchanged.

2.23 Combat units come in two different types: infantry and

armor. All armor units have a tank illustration on the counter.

2.24 There are several types of 5/8” game marker pieces

included with the game. Their use is described throughout the

rules.

2.3 The Strategy Cards

Each player has his own deck of 55 strategy cards: 14 cards

labeled 1940, 20 cards labeled 1941, and 21 cards labeled

1942.

2.4 Unit Nationality Abbreviations

and Color References

Allied

Counter Nationality Color Scheme

_____________________________________________

AUS Australian Tan/Light Green

BR British Tan

FF British-controlled Light Blue

Free French

FF US-Controlled Green/Light Blue

Free French

GK Greek Blue

IND Indian Tan/Red

NZ New Zealand Tan/Blue

POL Polish Red

SA South African Tan/White

US United States Green

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Axis

Counter Nationality Color Scheme

_____________________________________________

EG Egyptian Gray/Orange

GE German Gray

IR Iraqi Gray/Pink

IT Italian Blue green/Light Green

VF Vichy French Gray/Light Blue

3.0 SYMBOLS AND TERMINOLOGY

(Asterisk): If a strategy card marked with an asterisk is

played as an Event, the card is permanently removed from

the game after the Action Round in which it was played. It is

not removed from the game if used as an Operations,

Redeployment, or Replacement Points card.

Activated: When a space has had its movement or combat

Activation cost paid for during an Action Round, all the units in

the space are considered Activated and can conduct the action

indicated by the Activation marker. Note: Activated armor

units can both move and attack in the same Action Round.

Active Player: The player taking an action during his part of

the Action Round. During combat the Active Player is also the

Attacker, while his opponent is the Defender.

Allied Minor Nations: British-controlled Free French, Greek,

and Polish battlegroups.

Card/Event Name: Each strategy card is named to describe the

event or action that it represents. If the name is in red it

indicates that Event that is a prerequisite for another Event.

Combat Card: Combat Cards are a special type of Event that

are played during the Combat Phase. Note: For simplicity the

rules refer simply to Combat Cards rather than Combat Card

Events.

Combat Factor (CF): This is the numerical measure of a unit‟s

ability to inflict damage. The CF is used to resolve combat on

the Fire Tables. The CF of a Fort space is printed on the map

next to it. Note: A battlegroup may be weaker in combat than a

division with a lower CF. This is because divisions conduct

Offensive and Defensive Fire on a better Combat Fire Table

than battlegroups.

Control: Each space on the map is at all times controlled by

either the Allied or the Axis player. At the beginning of the

Campaign Game all green spaces are Allied-controlled, all gray

spaces are Axis-controlled. A space controlled by you is

considered friendly. A space controlled by your opponent is

enemy. Control of a friendly space changes to the enemy when

an enemy unit enters it, or if the space becomes Out of Supply.

Draw Pile: The deck of strategy cards a player draws his

cards from during each Draw Strategy Card Phase.

Discard Pile: The „Played‟ boxes on the map are where each

player places a strategy card played for Operations,

Redeployment, Replacements, as an Event (other than “*”

Events), or removed from his hand at the beginning of the

Draw Strategy Card Phase.

Die roll modifier (drm): A drm is a number that is added or

subtracted to a specified die roll.

Full Supply: The supply status of combat units within three

spaces of a Supply Source.

Limited Supply: The supply status of combat units that are

more than three spaces from a Supply Source.

Loss Factor (LF): A numerical measure of a unit‟s ability to

absorb casualties.

Loss Number: The result from a Fire Table during Combat.

Movement Factor (MF): The number of contiguous spaces a

unit may enter during an Action Round when Activated for

movement.

►Operations Value (OPS): The number of Activation

Points that a player may spend for movement and/or combat in

an Action Round. Each strategy card has an OPS value from 2

to 5.

►Out of Supply (OOS): A unit is OOS when it cannot trace

a Supply Line to a friendly Supply Source. An OOS unit

suffers several restrictions, and is eliminated during the

Attrition Phase if still OOS.

Redeployment (RD): This is an action by which players

move units great distance within friendly territory. Note: The

Redeployment Value of a strategy card is the same number of

points as a card’s OPS Value.

Replacement Points (RP): Replacement Points are used to

rebuild reduced strength units and to re-create eliminated

units. Note: some units have a black dot on their right hand

side to indicate they may not be rebuilt or re-created.

Supply Line: A string of

contiguous friendly controlled

spaces or ports leading from a

unit to a Supply Source.

Supply Source: A space on

the map from which a Supply

Line terminates. A corner

graphic of a port anchor inside

a diamond indicates that a

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space may be used as a Supply Source by that side.

Torch Landing Cards: Strategy cards from the year

1942 that may only be played as Events after the

Allied player has played the Torch Event. These cards

have a black „T‟ inside an orange diamond at the top of

the card.

Victory Point (VP) Space: Any space with a yellow name and

outline. When control of these spaces changes, the VP marker is

adjusted on the General Records Track.

4.0 PREPARE FOR PLAY (THE SHIFTING SANDS CAMPAIGN GAME)

4.1 Markers

4.11 Place the Turn marker on the “Summer 1940” space on the

Turn Record Track.

4.12 Place the VP marker on the “10” space of the General

Records Track.

4.13 Place the GE, IT, BR, CW and the Allied Replacement

Point markers on the “0” space of the General Records Track.

The US Replacement Point marker is not used until the Torch

Event has been played (7.416).

4.14 Place six Action markers near each player‟s Action Round

Chart.

4.15 Place five Move/Attack markers near the Axis player,

because he will take the first action. Note: The game includes

several extra Move and Attack markers should some become

worn or lost. There should never be more than five Move/Attack

markers in use during play.

4.16 Place all other markers within easy reach.

4.2 Unit Setup

Place Axis and Allied units in the spaces indicated in the

Campaign Game Setup (17.0). The Campaign Game Setup is

also printed on the map. Note: Use the 3-3-5 counter for the

British 7th Armored Division. The otherwise identical counters

with the higher Combat Factors are upgrades that become

available through the play of strategy cards that are added to

the Allied player’s deck in 1941 and 1942.

4.3 Strategy Cards

Each player separates his strategy cards on the map. The

player‟s 1940 cards are placed in the “1940” space, the 1941

cards are placed in the “1941” space, and the 1942 cards are

placed in the “1942” space. Each year‟s cards should be

thoroughly shuffled prior to placement.

5.0 SEQUENCE OF PLAY

5.1 Draw Strategy Card Phase

►5.11 Both players have the opportunity to discard any or all

of the strategy cards remaining in their hand from the previous

turn immediately before they draw new cards in the Draw

Strategy Card Phase. Place the cards face down in the

player‟s Discard Pile. Players may never examine an

opponent‟s Discard Pile.

►5.12 Each player draws strategy cards from his Draw Pile to

bring his hand up to its maximum size for the forthcoming

turn. The maximum hand size is as follows:

1940 turns: 7 cards

1941 turns: 8 cards

1942 turns: 9 cards

1943 turns: 10 cards

►5.13 If there are insufficient strategy cards in the Draw Pile

to fill a player‟s hand back up to its maximum size, take all the

available cards. Then reshuffle the discards into a new Draw

Pile and draw from this up to the maximum hand size.

5.2 Action Phase

Each Action Phase is divided into six identical Action Rounds.

Each Action Round allows both players to take one action.

The Axis player takes his action first in each Action Round.

After all six Action Rounds are completed, play proceeds to

the next phase.

5.3 Attrition Phase

►All OOS battlegroups and divisions are eliminated. Place

eliminated battlegroups in the player‟s Replacement Box.

Eliminated OOS divisions may not be replaced and are

removed from play. Control of spaces may change (13.82).

5.4 Victory Determination Phase

5.41 Add 1 VP each Victory Determination Phase the Axis

control, or are adjacent to, El Alamein (EG units do not count

as Axis for purposes of this rule). Add 1 VP each Victory

Determination Phase, starting with the Fall 1941 turn, if the

Axis control any space in East Africa.

5.42 Determine if either player has won an Automatic Victory

(Axis: 16.2; Allied: 16.3). If it is the Spring 1943 Victory

Determination Phase, the game is over. Count Victory Points

and determine who has won the game.

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5.5 Replacement Phase

5.51 The Axis player spends any Replacement Points (RP)

accumulated through the play of RP Cards and/or the Battlefield

Recovery Event this turn, as marked on the General Records

Track.

5.52 The Allied player spends any Replacement Points (RP)

accumulated through play of RP Cards and/or the Atlantic

Charter Event this turn, as marked on the General Records

Track.

5.6 Game Turn Phase

If the game has not ended because of an Automatic Victory or

the Spring 1943 Victory Determination Phase advance the Turn

marker to the next season on the Turn Record Track and begin

the Sequence of Play again with the Draw Strategy Card Phase.

6.0 ACTION PHASE

6.1 General Rules

There are six Action Rounds per Action Phase. In each Action

Round, each player is allowed to take one action.

6.11 The Axis player conducts the first action of each Action

Round.

6.12 Each player must take one of two possible actions:

EITHER

A. Play a strategy card, and decided to do ONE of the following

options: Play the card for its OPS Value, or for its

Redeployment Value, or for Replacement Points, or as an

Event and following the directions given on the card.

OR

B. Not play a strategy card. A player who does not play a

strategy card must take an Automatic Operation as if playing a

strategy card with an OPS value of one.

6.13 Players place the numbered Action Round

markers on their respective Action Round

Charts (one each Action Round), to indicate

which actions they have conducted.

6.14 Players continue to alternate taking actions until each

player has taken six actions.

7.0 STRATEGY CARDS

7.1 General Rules

Players initiate all actions, including movement and combat,

through the play of strategy cards. Exception: Automatic

Operations (6.12B).

7.11 Each player begins the game using only his 1940 strategy

cards. His 1941 and 1942 cards are added per rule 7.7.

7.12 Each strategy card can be used in one of four possible

ways:

● Operations (OPS)

● Redeployment (RD)

● Replacement Points (RP)

● As an Event

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►Each card may only be used one way each time it is played.

Exception: Certain Events allow the same strategy card to be

used as an Event and OPS card simultaneously in the same

Action Round. These cards have their OPS Value within a

square rather than a circle. When a card is played for OPS, RD,

or RP it is placed in the player‟s Discard Pile, face down.

7.2 Operations

7.21 If a strategy card is played as an OPS card, the player is

allowed to spend a number of activation points equal to the OPS

Value of the card. Note: A minimum of one friendly unit in a

space is required to activate that space.

►7.22 A space costs the same number of activation points

whether it is Activated for movement or combat. Exceptions:

Limited Supply (13.611), Out of Supply (13.71).

7.23 The cost to Activate a space is equal to the number of

different nationalities (excluding forts) in the space, with the

following exceptions:

● British, Commonwealth (AUS, IND, NZ and SA) and Allied

Minor Nation (FF, GK and POL) units are treated as one

nationality for purposes of Activation for movement and

combat.

● German, Vichy French, Iraqi and Egyptian units are treated as

one nationality for purposes of Activation for movement and

combat.

● US and US-controlled FF units are treated as one nationality

for purposes of Activation for movement and combat

(11.262).

7.24 The cost to Activate a multi-national space applies even if

units of one or more nationalities in the space do nothing during

the Activation, i.e., a player may never “withhold” units to lower

Activation costs.

7.25 Each space can be Activated for either movement or

combat, but not both. A Move or Attack marker should be

placed on each space as it is Activated. Note: Armor units

potentially can both move and attack in the same Action Round

(9.16).

7.26 Only friendly-occupied spaces may be Activated. A space

with only a friendly Fort is not considered occupied for

Activation purposes.

7.27 After all Activated spaces are marked the Active Player

conducts movement of all units in spaces marked with a Move

marker. Units in a space marked for movement are not required

to move at all. Remove each space‟s Move marker as it is

Activated for movement.

7.28 After all movement is completed the Active Player

conducts any combat that he wishes to initiate from spaces

marked with an Attack marker. Combat is voluntary and no

unit is required to attack. Combat markers are removed as

each combat is resolved.

7.3 Redeployment

7.31 If a strategy card is played as an RD card, the player may

use Redeployment to move battlegroups and/or divisions.

7.32 The player receives a number of RD Points to spend

equal to the OPS Value of the strategy card.

7.33 A strategy card may not be played for RD in consecutive

Action Rounds. Note: A player may play a RD card in the

last Action Round of one turn and the first Action Round of the

next turn.

7.34 Redeployment rules are listed in section 12.0.

7.4 Replacement Points

7.41 If a strategy card is played as a RP card, the player marks

on the General Records Track the number of Replacement

Points listed for each nationality in the boxes in the lower left

corner of the card.

7.411 The “CW” Replacement Points on the Allied strategy

cards are recorded with the Commonwealth RP marker, and

are used for all the Commonwealth nations (AUS, IND, NZ,

and SA).

7.412 The “A” Replacement Points on the Allied strategy

cards are recorded with the Allied RP marker and are used for

all Allied Minor Nation (FF, GK and POL).

7.413 After play of the Battlefield Recovery

Event, the GE RP marker should be flipped so

that its “Battlefield Recovery” side is face up.

The Axis player receives one German RP every

Replacement Phase for the rest of the game.

This is in addition to any RP the Axis player received for

playing strategy cards for RP during the Action Phase. It is

earned even if the Axis player did not play a card for RP

during the Action Phase.

7.414 After play of the Atlantic

Charter Event, the BR and CW RP

markers should be flipped so their

“Atlantic Charter” side if face up. The

Allied player receives one British or

one Commonwealth RP every Replacement Phase for the rest

of the game. He does not have to decide whether the extra RP

will be BR or CW until the beginning of his Replacement

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Phase. This RP is in addition to any RP the Allied player

received for playing strategy cards for RP during the Action

Phase. It is earned even if the Allied player did not play a card

for RP during the Action Phase.

7.415 If the Massawa space on the East Africa map is Allied

controlled, all Allied RP cards produce one additional BR RP, in

addition to any BR RP listed on the card.

7.416 After play of the Torch Event, all Allied RP cards produce

three US RP, in addition to any other RP listed on the card.

7.42 The player conducts no other actions besides marking the

Replacement Points during the Action Round. Replacement

Points are spent during the Replacement Phase of each turn

(15.0).

7.43 A strategy card may not be played for RP in consecutive

Action Rounds. Note: A player may play a RP card in the last

Action Round of one turn and the first Action Round of the next

turn.

►7.44 Certain Events temporarily or permanently prevent the

Axis player from playing a strategy card for Replacement Points:

● Once the Axis player has played the Invasion of Greece Event,

he may not play a strategy card for RP until he plays one of the

following as an Event: Rommel, Balkan Campaign or Siege of

Malta. Play of any of these events removes the RP effects of

Invasion of Greece for the rest of the game. Note: If Herkules is

played before Invasion of Greece, ignore the RP prohibition text

on the Invasion of Greece Event.

● Once the Allied player has played the Barbarossa Event, the

Axis player may not play a strategy card for RP until he plays

the following as an Event: Siege of Malta. Play of the Siege of

Malta Event by the Axis player removes the RP effects of

Barbarossa until play of the Spitfires Event by the Allied player.

Note: If Barbarossa is played after Siege of Malta, ignore the

RP prohibition text on the Barbarossa Event.

● Once the Allied player has played the Spitfires Event, the Axis

player may not play a strategy card for RP until he plays the

following Event: Herkules. Play of the Herkules Event removes

the effects of Spitfires for the rest of the game. Note: The

Spitfires Event may not be played after Herkules.

● Once the Allied player plays Malta Victorious, the Axis player

may not play a strategy card for RP for the rest of the game.

7.5 Events

►7.51 If a strategy card is played as an Event, the instructions

on the card must be followed. Many Events have an associated

marker that may be placed on the Turn Record Track to help

players remember that the Event has occurred.

►7.511 The name immediately under each photo is that

strategy card‟s Event Name. A red Event Name indicates that

the Event is a prerequisite for play of another event.

7.52 If a strategy card with an asterisk (*) is played as an

Event, permanently remove it from the game after completion

of the Action Round it was played. The card is not removed

from the game if played as an OPS, RD, or RP card.

7.521 The Allied player may not play any Malta Convoys

Event until after he has played the Barbarossa Event. If the

Axis player has played the Siege of Malta Event, the Allied

player may not play any Malta Convoys Event until after he

has played the Spitfires Event.

►7.522 The Axis player may not play the London Calling

Event if Tripoli is Allied-controlled. If Tripoli becomes

Allied-controlled during a turn in which the Axis play London

Calling, that event is canceled.

7.53 Certain Events introduce new units (reinforcements) into

play. The Allied player may play one BR and one CW

Reinforcement Event per turn. The Axis player may play one

GE and one IT Reinforcement Event per turn. Each player

may also play one “T” Reinforcement per turn after the play of

the Torch Event. Note: Reinforcement Events are separate

and distinct from the play of strategy cards for Replacement

Points. A player may play a strategy card as a Reinforcement

Event and also play cards for RP in the same turn.

►7.531 Reinforcing battlegroups are placed in the player‟s

Reserve Box. There are six exceptions:

►● Place the GK battlegroup in the Allied Replacement Box

after the Axis plays Balkan Campaign.

►● Place EG battlegroups in one or more Allied-controlled

Victory Point spaces in Egypt.

● Place the two armor battlegroups the Allied player receives

as a result of the Tiger Convoy Event as directed on the

strategy card.

● Place the LRDG battlegroup in the Deep Desert space.

● Place the infantry and armor battlegroups the Axis player

receives as a result of the Rommel Event as directed on the

strategy card.

● Place the Ramcke battlegroup in either the Sicily Box or any

Axis-controlled port space in North Africa.

►7.532 Place reinforcing divisions as follows: place Axis

divisions in the Tripoli Space. After play of the Torch Event,

place Axis divisions in the Tripoli or Tunis space (or both).

Place Allied divisions in the Port Said or Suez spaces (or

both). There are several exceptions:

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● Place the IT 20th, 80th, and 185th Divisions in the Sicily Box,

or any Axis-controlled port space in North Africa.

● Place the IT AFR Division in the Addis Ababa space.

● Place the GE 164th Division in any Axis-controlled port in

North Africa.

● Place the GE 90th Division as directed on the strategy card.

►● Place the GE 5th Mountain Division as directed on the

Unternehmen Irak strategy card.

● Place the 6th AUS Division in the Jerusalem space if the Event

is played in 1940.

►● Place Allied “T” reinforcements in the Casablanca, Oran, or

Algiers spaces (or any combination). Exception: Corps Franc

D‟Afrique Event.

►● Place the Free French DMA, DMC and DMO Divisions in

any Allied-controlled Mountain space in Algeria or Tunisia after

the Allied player plays the Corps Franc D’Afrique Event.

● May place IND divisions in the India space, in addition to the

option to place them in the Port Said and Suez spaces.

►● Must place SA divisions in the South Africa space if Addis

Ababa is Axis-controlled. If Addis Ababa is Allied-controlled

place them in the South Africa, Port Said, or Suez spaces (or any

combination).

● If either Port Said or Suez are Axis-controlled the Allied

player may place any reinforcements except those with a “T” in

the India, Persia, or South Africa spaces.

7.54 When a strategy card that upgrades an armor division is

played as an Event the counter with the lower CF is permanently

removed from play and is replaced by the counter with the

higher CF indicated on the strategy card. Exception: This

replacement does not occur if the armored division has been

permanently eliminated.

● If the armored division is on the map, remove the counter

with the lower CF and replace it in that space with the new

counter with the higher CF. If a division is currently reduced,

the new counter should be placed reduced side up.

►● If the armor division is in the Replacement Box, remove

the counter with the lower CF from the Replacement Box and

replace it with the new counter with the higher CF. The new

counter must be rebuilt using RP before it can be used.

● If the armor division has not yet entered play, remove the

counter with the lower CF from play. When that armored

division enters play as a Reinforcement Event, place the new

counter with the higher CF on the map.

7.6 Combat Cards

7.61 Combat Cards are a special form of Event that may be

played during combat. The Attacker must play any Combat

Cards before the Defender. Combat Cards are the only cards

that may be played during the opponent‟s Action Round.

7.611 If a player plays any Combat Cards and wins the

combat, the player places those cards face up on his side of the

map. Exceptions: Combat Cards with the restriction “May

only be used in one Combat per turn” must be placed in that

player’s Discard Pile after use as an Event. Combat Cards

marked with an asterisk (*) are permanently removed from

play after use as an Event.

7.612 Combat Cards left face up in front of either player may

influence combats in later Action Rounds in the same turn

(11.25).

7.613 If a player loses a combat and used a Combat Card or

cards in that combat, those Combat Cards are placed in his

Discard Pile.

7.614 A Combat Card may be used a maximum of once per

Action Round until it is placed in his Discard Pile.

►7.62 At the end of each turn, all Combat Cards that were

played must be placed in that player‟s Discard Pile, even if the

player was victorious in all the battles in which the cards were

used.

7.7 Deck Management

7.71 At the start of the Winter 1941 Draw Strategy Card Phase

each player adds his 1941 cards to his Draw Pile and

reshuffles his Draw Pile and Discard Pile together to form a

new Draw Pile. His Draw Pile will now consist of his 1941

cards and any 1940 cards that have not been permanently

removed.

7.72 At the start of the Winter 1942 Draw Strategy Card Phase

each player adds his 1942 cards to his Draw Pile and

reshuffles his Draw Pile and Discard Pile together to form a

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new Draw Pile. His Draw Pile will now consist of his 1942

cards and any 1940 and 1941 cards that have not been

permanently removed.

7.73 In the Winter 1943 Draw Strategy Card Phase each player

reshuffles his Draw Pile and Discard Pile together to form a new

Draw Pile. His Draw Pile will now consist of any 1940, 1941,

and 1942 cards that have not been permanently removed.

7.74 During the Winter 1941 Draw Strategy Card Phase the Axis

player may elect to add the Rommel card to his hand before

shuffling and drawing the remainder of his cards. During the

Winter 1942 Draw Strategy Card Phase the Axis player may

elect to add the Siege of Malta card to this hand before shuffling

and drawing the remainder of his cards. The maximum hand

size, including Rommel or Siege of Malta, remains eight cards

for 1941, and nine for 1942.

8.0 STACKING

►8.1 Three units, regardless of type or size, may stack in one

space. The following are exceptions:

● After play of the Montgomery Event, the Allied

player may stack up to four British,

Commonwealth, and/or Allied Minor Nation units

in any spaces in Egypt (including Sinai). He may

also stack up to four British, Commonwealth, and/or Allied

Minor Nation units in any ONE space in Libya, and any ONE

space in Algeria or Tunisia.

● After play of the Patton Event, the Allied player

may stack up to four US units (US-controlled Free

French are not eligible) in any ONE space in

Algeria or Tunisia.

8.11 Forts do not count for stacking purposes.

8.12 Axis and Allied units may never stack together.

►8.2 Stacking limits are in effect at all times except during RD

and movement, including during retreat movement that occurs as

a result of combat resolution (11.283). If any space is

overstacked at the end of RD, movement, or retreat, units in

excess of the stacking limit are eliminated (divisions are

permanently eliminated). The owning player decides.

8.3 Units of different nations controlled by one player may stack

together; however, there is usually a higher cost to Activate a

space containing units of more than one nationality (7.23).

9.0 MOVEMENT

9.1 Combat units may move when their space is Activated for

movement during an Operation or Event. Remove Move

markers as each space is Activated for movement.

9.11 All spaces cost one movement point to enter, regardless

of terrain type.

►9.12 Movement must be between spaces connected by a

solid or dotted line. Spaces may not be skipped.

9.13 Dotted lines indicate there are restrictions as to which

nationalities or unit types may move or attack across those

lines. The restrictions are printed on the map adjacent to the

line.

►9.14 A unit may never move more than its printed

Movement Factors in a single Action Round.

9.15 Infantry units may move through, but not end their

movement in, a space with an Attack marker.

9.16 Armor units may move through a space with an Attack

marker. Armor units may not create Attack markers when

they complete their move, but may attack as part of an already

placed Attack marker. If they do this they lose their Move

marker and are considered activated for combat instead. Note:

This is the only case in which a unit may both move and attack

in the same Action Round.

9.17 Units may never enter a space containing an enemy

combat unit.

[9.13] In the example above, note that the Maaten Giofer and

Jalo spaces are connected by a dotted line. This means that

passage between the spaces is restricted. The “Battlegroups

Only” text indicates the nature of the restriction.

9.2 Movement and Oasis Spaces

9.21 Neither side may move into or through Oasis spaces until

after play of the Long Range Desert Group Event.

►9.22 Once the Long Range Desert Group Event has been

played battlegroups may move through, stack within, attack

into and out of, and trace a Supply Line through Oasis spaces.

A Division may never move through, stack within, attack into,

or trace a Supply Line through any Oasis space.

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►9.23 The only unit that may move through or stack within the

Deep Desert space in Libya is the LRDG battlegroup. The

LRDG may attack out of the Deep Desert space. Axis units may

never move through, stack within, attack into or trace a Supply

Line through the Deep Desert space.

10.0 UNITS OUTSIDE LIBYA/EGYPT

10.1 Chad

10.11 Only British-controlled Free French battlegroups may

stack within the Chad space.

10.2 East Africa

10.21 Only Allied units may move between the Khartoum space

inside the East Africa map inset and the Aswan space in Egypt,

and vice versa. The units must begin their movement in either

the Khartoum or Aswan spaces, and moving to the other space

uses up ALL of that unit‟s Movement Factors for that Action

Round. Axis units in Khartoum may not attack the Aswan

space, and Axis units in the Aswan space may not attack

Khartoum.

10.22 Only Allied units may move or attack between the Aden

space and the Berbera space, and vice versa. Axis units in the

Berbera space may not attack the Aden space.

10.3 Malta

10.31 Neither Allied nor Axis units may ever stack within the

Malta space. Malta begins the game Allied-controlled and

remains so unless the Axis play the Herkules Event.

10.32 The Axis player may not attack the Malta space, except by

playing the Herkules Event.

►10.321 In addition to other requirements the following Axis

units must be present in the Sicily Box in order to play the

Herkules Event: IT 20th, 80th, and 185th Divisions and the GE

Ramcke battlegroup. When the Herkules Event is played,

permanently eliminate Axis units in the Sicily Box and place an

Axis control marker in the Malta space.

►10.322 If the Air Support Combat Card is played to allow play

of the Herkules Event, immediately place that Combat Card in

the Axis Discard Pile.

►10.323 Play of the Malta Victorious Event by the Allied

player prevents play of the Herkules Event by the Axis player

for the remainder of the game, and vice versa.

10.4 Near East

10.41 Iraqi and Vichy French units begin the game inactive.

They may neither move nor attack until released by certain

Event cards or Axis control of spaces in the Near East, at

which point they become active.

10.42 Iraqi units are released through play of the Iraqi Revolt

Event or Axis control of Jerusalem.

►10.421 Active Iraqi units may not enter or attack spaces

outside of Iraq, or receive the benefits of any Axis combat

cards, until the Unternehmen Irak Event has been played.

Iraqi units may never enter or attack spaces outside of the

Near East.

10.422 Allied units may move, RD and trace supply through

spaces in Iraq while Iraqi units are inactive. Allied units may

never attack, or stack with, inactive Iraqi units. Activated

Iraqi units may be attacked without restriction.

►10.43 Vichy French units are released through play of the

Iraqi Revolt Event or Axis control of Jerusalem. Allied play

of the Exporter or Torch Event also releases Vichy French

units.

►10.431 Active Vichy French units may not enter or attack

spaces outside of Syria, nor receive the benefits of any Axis

combat cards, until the Unternehmen Irak Event has been

played. Vichy French units may never enter or attack spaces

outside of the Near East.

10.432 Allied units may not enter or attack spaces inside of

Syria until one of the following is played as an Event:

Unternehmen Irak, Exporter, or Torch.

►10.44 The Sinai space on the Near East map is considered

part of Egypt. EG units may never enter or attack spaces

outside of Egypt.

10.5 West Africa

10.51 Units may not move,

retreat, or RD into the

Casablanca and Oran spaces,

nor any space in Algeria or

Tunisia, prior to play of the

Torch Event.

►10.52 When the Torch

Event is played, place the

units and markers indicated

at the back of this rules

booklet in their designated

location.

►10.521 The Allied player

may not place attack

markers in spaces west of Tripoli during the Action Round

that the Torch Event is played.

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11

10.53 All “T” reinforcement cards are also OPS cards. Unlike

other reinforcement cards that are also OPS cards, the space(s)

where the reinforcements are placed must receive either a Move

or Attack marker. The Allied player may not use the OPS of a

“T” reinforcement to assign the LRDG to a Mission.

11.0 COMBAT

11.1 Only combat units in a space Activated with an Attack

marker may initiate combat. Remove Attack markers as each

combat is resolved.

11.11 During combat the Active Player is called the Attacker

and the non-active player is called the Defender.

11.12 Each combat can involve only one defending space. Any

number of units in adjacent spaces under an Attack marker can

combine to participate in the same attack.

11.13 Activated units in a single space do not have to participate

in the same combat; they can attack different adjacent spaces.

11.14 Each unit may participate in only one attack per Action

Round. A unit‟s CF cannot be divided between multiple

combats.

11.15 Units with a CF of “0” may attack by themselves or with

other units. If they attack with other units, they will add nothing

to the Combat Strength (11.23) of the attack but they can absorb

losses. If they attack by themselves they fire on the 0 column of

the Fire Table (11.27).

11.16 Only attacking units participating in a combat may take

losses or advance. If there are non-participating units in the

attacking space, they are not allowed to take losses or advance.

11.17 Units may attack across dotted lines only if permitted.

Attack restrictions are indicated on the map adjacent to each

dotted line.

11.18 Units of different nationalities on the same side may attack

in the same combat only if one of the attacking spaces contains

units of all the involved nationalities. Only one attacking space

needs to meet this requirement; other spaces involved in the

same attack may contain units from any of the nationalities in

the multi-national space.

11.2 Combat Resolution

►11.21 Combat Resolution

1. Designate the Combat

2. Attempt Flank Attack

3. Determine Combat Strength

4. Play Combat Cards

5. Determine drm

6. Determine Fire Column

7. Determine Results

a. Take Losses

b. Determine Combat Winner

c. Defender Retreat

d. Attacker Advance

11.22 Designate the Combat: The Attacker designates which

units are attacking.

►11.23 Attempt Flank Attack: The Attacker (if certain

requirements are met) may declare a Flank Attack and make a

die roll to determine its success (11.33). If attempting a Flank

Attack, resolve steps 6 through 7a of the combat procedure

sequentially for each player instead of simultaneously.

►11.24 Determine the Combat Strength: Each player

totals the CF of the units involved in the combat to determine

his Combat Strength. The Defender also adds the CF of any

fort in the defending space to his Combat Strength. Calculate

these sums simultaneously.

11.25 Play Combat Cards: The Attacker may play any

number of Combat Cards whose conditions are met by the

combat. In addition, the Attacker may elect to use any

Combat Cards that are in front of him whose conditions are

met by this combat and which have not been used in a

previous combat this Action Round. After the Attacker plays

and selects all his Combat Cards, the Defender has the

opportunity to play and select Combat cards using the same

procedure outlined for the Attacker.

11.26 Determine drm: Each player examines his played

Combat Cards to determine his final drm for this combat.

This step is conducted separately and simultaneously. Note:

Both the Attacker and the Defender roll on the Fire Table to

resolve combat.

11.261 Any attack or defense by IT units, even when stacked

with other Axis nationalities, suffers a -1 drm until play of the

Balbo Event.

11.262 Any attack or defense by US units, even when stacked

with other Allied nationalities, suffers a -1 drm until play of

the Patton Event.

11.263 Allied units attacking Khartoum from the Aswan

space, or attacking the Aswan space from Khartoum, suffer a

-1 drm.

►11.27 Determine Fire Column: Each player determines

which Fire Table he will use. If a player‟s units include one of

more divisions (even if reduced), that player fires on the

Division Table; otherwise, use the Battlegroup Table. Each

player finds his Combat Strength on the appropriate Fire

Table, then shifts a number of columns, depending on the

Terrain Effects of the defending space and the effects of any

cards or other modifiers, to determine his Fire Column.

Column shifts are cumulative. They cannot cause the Fire

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12

Column to be off the Fire Tables in either direction; the left- and

right-most columns are absolute limits, and any excess shifts are

ignored. This step is conducted simultaneously unless a Flank

Attack (11.3) was attempted.

11.271 If friendly units under an Attack marker do not contain

any armor units, and the space they are attacking contains at

least one enemy armor unit, shift one column to the left.

11.272 If friendly units under an Attack marker contain at least

one armor unit, and the space they are attacking does not contain

any enemy armor units, shift one column to the right.

11.273 OOS units shift one column to the left.

11.274 After play of the Rommel Event, the Axis

player may select any one space per Action Round

with an Attack marker he has placed and declare

“Rommel Participating.” Shift that attack two

columns to the right. Exceptions: The Rommel

column shift may not be applied to attack on a fort space, or any

Attack marker placed in the Near East or East Africa. After

play of the Montgomery Event, the shift is reduced to one

column for the rest of the game. After play of the Von Arnim

Takes Command Event, the Axis player may not declare

“Rommel Participating” for the rest of the game.

11.28 Determine Results: Each player rolls a die, modifies it

by his drm, and cross-references the modified result with his Fire

Column to determine the Loss Number inflicted on his

opponent. A die roll can never be modified to less than one or

more than six; treat any modified roll below one as a one and

any modified roll greater than six as a six. Roll the dice and

determine Loss Numbers simultaneously unless a Flank Attack

was attempted.

11.281 Take Losses: Each player must now apply the combat

losses required by his opponent‟s result. If the combat was not a

Flank Attack, the Defender must assign losses before the

Attacker, but the losses do not affect the Loss Number achieved.

11.282 Determine Combat Winner: The player who inflicts

the higher Loss Number wins the combat and is allowed to keep

any played Combat Cards (7.611). If both player‟ Loss

Numbers are the same, both players are considered to have lost

and both must discard any played Combat Cards.

11.283 Defender Retreat: If the Attacker wins the combat all

surviving defending units must retreat. The Defender may have

the option to cancel the retreat by taking an additional step loss

(11.53, 11.54).

11.284 Attacker Advance: If the Defender retreated (11.5),

was overrun (11.47), or was completely eliminated, the Attacker

has the option to advance with any remaining units (11.6).

11.3 Flank Attacks

11.31 The Attacker may attempt a Flank Attack if all the

following apply:

● Two or more units are attacking,

AND

● at least one armor units is attacking,

AND

● the defending space is not a Fort, Marsh, or Mountain.

11.32 Each attacking space in addition to the first provides a

+1 drm to the to the Flank Attack attempt die roll.

11.33 The attacking player rolls one die to determine the

success of the Flank Attack attempt. If the modified die roll is

four or higher, the Flank Attack succeeds. If the modified die

roll is three or lower, the Flank Attack attempt fails.

11.34 If a Flank Attack was attempted, the combat resolution

sequence is performed sequentially instead of simultaneously.

11.341 If the Flank Attack attempt was successful, the

Defender must take any losses inflicted by the Attacker before

determining his Fire Column and rolling on the Fire Table.

11.342 If the Flank Attack attempt was a failure, the Attacker

must take any losses inflicted by the Defender before

determining his Fire Column and rolling on the Fire Table.

[11.3] In the example above, the Axis player activates the two

German units in the Misurata space. He announces he will be

attempting a Flank Attack against the British unit in the

Buerat space. He then makes a die roll. If he rolls a “1,” “2,”

or “3” the attempt fails, but if he rolls a “4,” “5,” or “6” the

attempt succeeds. Had the Axis player also Activated the

German unit in the Tarhuna space his Flank Attack die roll

would have received a +1 drm per rule 11.32.

11.4 Taking Losses

11.41 The result of each player‟s die roll on the Fire Table is

his opponent‟s Loss Number.

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13

►11.42 Losses are taken by reducing or eliminating combat

units. A Loss Number is compared with the affected unit‟s Loss

Factor.

If the Loss Number is less than the Loss Factor of every unit, the

Loss Number is only used to determine victory and retreat. The

affected units do not suffer any other adverse consequences.

If the Loss Number is equal to or greater than the Loss Factor of

one or more of the affected units, then the points of that Loss

Number must be satisfied by taking a step loss, i.e., flipping a

unit over to its reduced side. A reduced division is replaced with

a battlegroup from the player‟s Reserve Box (must be full

strength if available). A reduced battlegroup is eliminated.

►11.421 Eliminated divisions and battlegroups are placed in the

player‟s Replacement Box. Exceptions: 11.471, 11.473, 11.56,

and 13.81.

11.43 Each player must fulfill as much of their Loss Number as

possible without taking more losses than their Loss Number.

The player may not take fewer losses than required if it is

possible to take the exact Loss Number, but the player never

takes more losses than the Loss Number.

11.44 A reduced strength division that is eliminated is replaced

immediately in its current space by a full strength battlegroup of

the same nationality and type (armor or infantry) from the

Reserve Box, if such a battlegroup is available. If no such

battlegroup is available, substitute a reduced strength battlegroup

of the same nationality/type from the Reserve Box instead. If

neither is available, permanently eliminate the division – it may

not be rebuilt using RP during the Replacement Phase. Any

battlegroup placed by this rule is eligible to be taken as a step

loss and must be considered if any Loss Number remains

unfulfilled.

11.441 If a battlegroup is available, this replacement must occur.

It is not an option.

►11.442 Due to the different nationalities within the British-

controlled Allied forces, there are restrictions on which

battlegroups can replace divisions. BR divisions may only be

replaced by BR battlegroups. IND divisions may only be

replaced by IND or BR battlegroups. AUS divisions may only

be replaced by AUS battlegroups. SA units may only be

replaced by SA battlegroups. The NZ division may only be

replaced by the NZ battlegroup.

11.443 Allied Minor Nation battlegroups may not be used to

replace any Allied divisions.

11.444 The supply status of the eliminated division has no effect

on this replacement procedure.

11.45 Free French divisions that enter play as a result of the

Corps Franc D’Afrique Event may only be replaced by US-

controlled FF battlegroups.

11.46 Forts are never affected by the results of a combat.

►11.47 If the Attacker rolls a boldfaced result on the

Division Fire Table AND inflicts a greater number of Loss

Factors on the Defender than the Defender inflicts on the

Attacker, an overrun results. When an overrun occurs the

Defender must pick up his surviving units and, instead of

retreating, he must relocate those units as follows:

● An overrun Allied defender may relocate to any of the

following locations (his choice): Alexandria, Cairo, or the

nearest available friendly Supply Source.

● An overrun Axis defender may relocate to any of the

following locations (his choice): El Agheila, Tarhuna, or the

nearest available friendly Supply Source.

►11.471 Overrun divisions unable to trace a friendly-

controlled overland movement path to the relocation space are

permanently eliminated instead. If relocation is possible, the

defending player may voluntarily eliminate a unit, placing it in

his Replacement Box, rather than relocating it to a space on

the map. If all relocation spaces are fully stacked, or if the

only relocation space is the defending space, the units are

eliminated instead. Divisions eliminated for failure to relocate

are permanently eliminated and may not be rebuilt using RP

during the Replacement Phase. Battlegroups eliminated in this

manner are, however, fully replaceable. Divisions removed

from taking combat losses must still trace a path or they are

permanently eliminated.

11.472 An overrun may not occur in Fort, Marsh, and

Mountain spaces.

11.473 IT infantry divisions that suffer an overrun anytime

after play of the Poor Morale Event are permanently

eliminated unless stacked with at least one GE unit at the time

of the overrun.

11.474 If Combat Resolution results in an overrun after a

successful Flank Attack (11.33) apply losses to the defender.

Surviving defending units may then fire per rule 11.341 before

being relocated per 11.471.

11.5 Retreats

11.51 If the Attacker wins the combat all defending units that

survived the combat must retreat, regardless of the number of

steps actually removed by each side.

11.52 The number of spaces retreated depends upon the

difference in the Attacker and Defender Loss Numbers. If the

difference is one, the Defender must retreat one space.

Otherwise, the Defender must retreat two spaces. If the

Defender is overrun, the action of relocating (11.47) is

considered a form of retreat, and fulfills a two space retreat

requirement.

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14

11.53 Defending units in Marsh or Mountain spaces may choose

not to retreat by taking one additional step loss. This is not just

an increase in the Loss Number. The step loss may be taken

from any defending unit. This additional loss cancels the retreat,

regardless of the number of retreat spaces required, provided at

least one defending step remains after all losses have been

applied.

11.54 Units defending in the Berbera space in East Africa may

choose not to retreat as if they were defending in a Marsh or

Mountain space, per 11.53, if attacked solely from the Aden

space.

11.55 Units that retreat:

● May not enter a space containing an enemy unit

● May retreat through a space in violation of stacking limits, but

may not end their retreat overstacked

● Must retreat into friendly-controlled spaces if possible; if not

possible they may retreat into empty enemy-controlled spaces

(they do not gain control of enemy-controlled spaces they retreat

through; they do gain control of enemy-controlled spaces they

end their retreat in)

● Must end their retreat in supply if possible (Note: this takes

priority over the previous requirement)

● May not retreat back to the original defending space

● May end their retreat adjacent to the original defending space

if retreating two spaces so long as the units entered two spaces

during the retreat

● May retreat to different spaces when more than one unit is

retreating

►● May not retreat into spaces which the unit could not legally

move into; if forced to do so, eliminate the unit instead.

11.551 Units that retreat two spaces because of play of the

Disengage Combat Card may not end their retreat next to the

original defending space.

►11.56 Units that can neither perform a required retreat, nor

ignore the retreat by taking an extra step loss, are eliminated

instead. Divisions eliminated for failure to retreat are

permanently eliminated and may not be rebuilt using RP during

the Replacement Phase. Battlegroups eliminated in this manner

are, however, fully replaceable. This does not impact Divisions

removed by taking combat losses

11.57 If defending units retreat into a space that is attacked later

in the same Action Round, they do not add their CF to the

Combat. In addition, if a Loss Number of at least one is inflicted

by the Attacker, immediately eliminate the already retreated

units (place them in the player‟s Replacement Box). They do

not count towards fulfilling the Loss Number.

11.58 Attacking units never retreat.

11.59 Retreating from a space does not cause control of that

space to change to the other side, unless the attack advances

into the vacated space (11.67).

11.6 Advance After Combat

11.61 If the defending units retreated, were overrun, or were

completely eliminated, any surviving attacking units may

advance.

11.62 If the defending units retreated one space, the advancing

units may only enter the space vacated by the Defender.

Exception: Armor units may advance one space in ANY

direction.

11.63 If the defending units retreated two spaces, advancing

infantry units may advance into any spaces that the retreating

units vacated. Advancing armor units may advance up to two

spaces, and may ignore the path taken by the retreating units.

Advancing armor units may not end their advance in a space

with an Attack marker.

11.64 If the defending space was overrun, or if all defending

units were eliminated, any surviving attacking units may

advance to the limit of their printed Movement Factor, subject

to 11.65 and 11.66. Advancing infantry units must still enter

the space vacated by the Defender.

11.65 Advancing units must stop upon entering a Marsh or

Mountain space. Allied units advancing from Khartoum to the

Aswan space, or from the Aswan space to Khartoum, must

immediately stop.

11.66 Advancing units may not enter a space containing

enemy units.

11.67 Advancing units gain control of any space they enter.

11.68 Defending units never advance.

11.7 The Long Range Desert Group (LRDG)

11.71 The LRDG battle-

group enters play when

the Long Range Desert

Group Event is played.

►11.72 Once per turn, when he declares an OPS Action

Round, the Allied player may Activate the LRDG unit and,

instead of conducting Movement or Combat with that OPS

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15

point, assign the LRDG to one of two Missions: Intelligence

Gathering or a Raid. The LRDG must be in an Oasis space in

order to perform the Intelligence Gathering Mission. It must be

on the map to perform the Raid Mission.

►11.721 If the Allied player uses an OPS point to perform a

Mission, place the Action Round marker in the “LRDG” space

on the Action Round Chart (even if other OPS are used to place

Move/Attack markers). After declaring the Mission, the Allied

player rolls one die and consults the appropriate column of the

Long Range Desert Group Table on the Player Aid Card.

11.73 If the LRDG performs an Intelligence Gathering Mission:

►● The Allied player makes a die roll and compares the result

to the “Gather Intelligence” portion of the Long Range Desert

Group Table on the Player Aid Card

● The Axis player shuffles his hand and passes, sight unseen,

that number of cards to the Allied player

● The Allied player examines the cards, then returns them to the

Axis player

● The Axis player shuffles his hand without examining the cards

just returned to him

►The Intelligence Gathering Mission may not be performed if

the Mersa Matruh space is Axis-controlled.

►11.74 If the LRDG performs a Raid Mission, the Allied player

makes a die roll and compares the result with the “Raid” portion

of the Long Range Desert Group Table on the Player Aid Card.

If he rolls a “6” he may select one card at random from the Axis

player‟s hand, examine it, and place it face down in the Discard

Pile. Otherwise there is no effect except that the LRDG may

suffer losses.

11.741 The Allied player not spend an OPS to perform a Raid

Mission if every VP space in Libya is Allied-controlled.

►11.75 If the LRDG is eliminated while performing a Raid

Mission, place it in the Allied Replacement Box.

►11.76 If the Mersa Matruh space becomes Axis-controlled and

the LRDG occupies any space in Libya, immediately remove it

from that space and place it in the Cairo space. If placement in

Cairo is not possible, the LRDG is eliminated instead.

12.0 REDEPLOYMENT

12.1 Redeployment (RD) is used to move units long distance

through friendly-controlled territory or to/from the Reserve Box.

12.2 Each RD point will move one full or reduced strength

battlegroup. It takes three RD points to move one full or

reduced strength division.

12.3 No unit may RD more than once in each Action Round.

A unit may RD each time a player plays an RD card.

12.4 RD Points may be split up among different nationalities

and spaces as the player sees fit.

12.5 Units must be in supply to RD.

►12.6 Units may RD by land from their space to any other

friendly-controlled, supplied space. The route between the

two spaces may only enter friendly-controlled spaces, and

must be along solid or eligible dotted lines. Exception: The

LRDG may RD between the Deep Desert space and the Cairo

space without tracing a path of friendly-controlled spaces.

Spaces traversed may be adjacent to enemy units or forts.

►12.61 Allied units may RD between the Aswan and

Khartoum spaces but must immediately stop after entering or

exiting the East Africa map.

12.7 Units may also RD by sea from one friendly-controlled

port space to another friendly-controlled port space. Units that

RD by sea must start and end in friendly-controlled port

spaces.

12.71 The Axis player may use friendly-controlled port spaces

in Libya, Egypt, as well as the Sicily Box, to RD by sea. After

play of the Torch Event, Tunis and Bizerte are considered

friendly-controlled ports for the Axis player, unless control of

these ports passes to the Allies. In such a case, these ports

cannot be used by either the Axis or the Allies for RD.

12.72 The Allied player may use any friendly-controlled port

space for sea movement, except Tunis and Bizerte. After play

of the Torch Event Casablanca, Oran, and Algiers are

considered friendly-controlled ports for the Allied player,

unless control of these ports passes to the Axis. In such a

case, these ports cannot be used by either the Axis or the

Allies for RD.

12.73 Units may not RD to the Malta space.

12.8 Units may RD out of the Reserve Box into any space

containing either a friendly-controlled Supply Source or a

supplied unit of the same nationality, within stacking limits.

Allied Minor Nation battlegroups (British-controlled FF, GK

and POL) are considered “British” for purposes of this rule.

Exceptions: VF battlegroups in the Reserve Box may not RD

to spaces outside of Syria. IR battlegroups in the Reserve Box

may not RD to spaces outside Iraq. EG battlegroups in the

Reserve Box may not RD to non-VP spaces in Egypt. The

LRDG battlegroup may always RD to the Deep Desert space

from either the Cairo space or the Allied Reserve Box.

►12.81 The LRDG may RD like any other battlegroup. In

addition, the LRDG is the only unit that may RD to or from

the Deep Desert space.

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12.82 When performing RD from the Reserve Box to a friendly-

occupied, supplied space, it is not necessary to trace a route

along solid or dotted lines.

12.83 After play of the Unternehmen Irak Event one GE infantry

battlegroup per game turn may RD out of the Reserve Box to

any space in the Near East containing a VF or IR battlegroup or

the German 5th Mountain Division.

►12.84 Battlegroups may RD from the map to the Reserve Box.

Exception: IT battlegroups in East Africa may not RD to the

Axis Reserve Box.

13.0 SUPPLY

13.1 Supply Determination

13.11 Units must be in supply to perform most actions. Supply

is determined:

►● at the instant of activation for movement, combat, RD, or

using RP

● during combat for the Defender

● during the Attrition Phase for each side

13.2 Allied Supply Sources

13.21 The Supply Sources for Allied units are Port Said and

Suez.

►13.22 After play of the Ethiopian Campaign Event Allied

units in East Africa that can trace supply (13.51) are in Full

Supply. If unable to trace supply they are OOS.

►13.23 After play of the Exporter Event Allied units in the

Near East that can trace supply (13.51) are in Full Supply. If

unable to trace supply they are OOS.

13.24 After play of the Torch Event, Casablanca and Oran

become Supply Sources for Allied units.

►13.421 After play of the Vulcan Event Allied units in Algeria

and Tunisia that can trace supply (13.51) are in Full Supply. If

unable to trace supply they are OOS.

►13.25 If Tripoli is Allied-controlled, it becomes an Allied

Supply Source. If Benghazi and/or Tobruk are Allied-controlled

at any time after play of the Montgomery Event, those spaces

become an Allied Supply Source for purposes of activating

“British” units (see 7.23).

13.3 Axis Supply Sources

13.31 The Supply Source for Axis units is the Tripoli space.

13.32 After play of the Torch Event, Tunis becomes a Supply

Source for Axis units.

13.33 After play of the Unternehmen Irak Event, Beirut and

Baghdad become Supply Sources for German and Italian

units.

13.34 If Alexandria is Axis-controlled, it becomes an Axis

Supply Source.

13.35 The Supply Source for VF units is Beirut.

13.36 The Supply Source for IR units is Baghdad.

13.4 Special Supply Sources

13.41 The Chad space is a Supply Source for British-

controlled Free French units.

13.42 The Deep Desert space is a Supply Source for the Long

Range Desert Group.

►13.43 The Addis Ababa space in East Africa is a supply

source for IT units. If for any reason an IT unit in East Africa

cannot trace supply to Addis Ababa, and that unit occupies

either the Massawa space or a Mountain space, that unit is in

Limited Supply. These spaces are considered in Limited

Supply and do not automatically convert at the end of the turn.

►13.44 Axis-controlled VP spaces in Egypt are supply

sources for EG units.

13.5 Tracing Supply

13.51 To be in supply, units must trace supply through any

number of friendly-controlled spaces to a Supply Source.

Supply must be traced across solid or dotted lines that the

tracing unit could move across.

13.52 Units may not trace supply through Oasis spaces until

play of the Long Range Desert Group Event. Battlegroups

may trace supply through Oasis spaces once the Long Range

Desert Group Event has been played. Divisions may never

trace supply through Oasis spaces.

13.53 Units may not trace supply through an enemy-controlled

space, whether the space is enemy-occupied or not.

►13.54 Units may trace supply to a friendly-controlled port

space, and then directly to a Supply Source. Exceptions: The

port of Mersa Matruh may not be used to trace supply by

either side. The port of Benghazi may not be used to trace

supply except by Allied units after the Montgomery Event

(13.25). Axis units may not use Basra’s port to trace supply to

another Axis-controlled port. Units may also trace supply to a

friendly-controlled port space, and then overland to a Supply

Source. No more than two ports may be involved in tracing a

Supply Line.

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13.55 Units unable to trace supply are Out of Supply (OOS).

13.6 Supply Status

13.61 Supply Status is measured by the distance a unit is from a

friendly Supply Source.

Units that are up to three spaces (via solid or dotted connections)

from a friendly Supply Source are in Full Supply.

Units that are more than three spaces from a friendly Supply

Source or that trace supply via a friendly-controlled port or ports

are in Limited Supply.

13.611 Units in Limited Supply cost one OPS per unit to

Activate for Combat (not for Movement). This cost replaces any

other cost (as for mixed nationalities). The full cost to Activate

the space must be paid, or Activation may not occur.

►13.62 Supply Status can change from Limited to Full Supply

by play of certain Event cards.

►13.621 Allied units in East Africa that are in-supply are in

Limited Supply until play of the Ethiopian Campaign Event.

►13.622 Allied units in the Near East that are in-supply, even

those within three spaces of Port Said, are in Limited Supply

until the play of the Exporter Event.

►13.623 Allied units in Algeria and Tunisia that are in-supply,

even those within three spaces of a Supply Source, are in

Limited Supply until play of the Vulcan Event.

13.7 Out of Supply Penalties

13.71 Units that are OOS cost 1 OPS per unit, not per space to

Activate for both Movement and Combat.

►13.72 OOS units may not use RD.

►13.73 OOS units receive a one column shift to the left in

combat (11.273) and may not receive the benefits of any Combat

Cards.

13.8 Attrition

13.81 Eliminate units that are OOS during the Attrition Phase.

Simultaneously remove both player‟s OOS units. The

elimination of an OOS enemy unit cannot open a supply line for

any friendly OOS units. OOS divisions that are eliminated are

permanently removed from the game and may not be recreated

with RP during the Replacement Phase.

13.82 During the Attrition Phase, any friendly-controlled space

which, if it were a friendly combat unit, would be eliminated for

being OOS, becomes enemy-controlled.

13.9 Captured Supply

13.91 Whenever Axis units capture Benghazi, the Axis player

may immediately flip any one reduced strength unit (division

or battlegroup) in Libya to its unreduced side.

►13.92 Whenever Axis units capture Tobruk, the Axis player

may immediately flip any two reduced strength units

(divisions and/or battlegroups) in Libya to their unreduced

sides.

13.93 There is no limit to the number of times the Axis may

capture supply as described in rules 13.91 and 13.92.

14.0 FORTS

14.1 Forts add their CF to the combat strength of friendly units

defending in their space.

14.2 Forts may not add their CF to the combat strength of

units attacking out of that fort.

14.3 Units in a Fort space may not be the subject of a Flank

Attack, nor may a Fort space suffer an overrun result during

combat resolution.

14.4 Forts can never be destroyed.

15.0 REPLACEMENTS

►15.1 During the Replacement Phase, each nation may spend

the number of Replacement Points (RP) recorded on the

General Records Track by that nation‟s RP marker.

Replacement Points may not accumulate from turn to turn.

Any Replacement Points not spent are lost.

15.11 Italian (IT) RP may only be spent on Italian units.

Italian units that have been permanently eliminated under

11.473 may not be rebuilt.

15.12 German (GE) RP may be spent on German units.

German RP may be spent on IR units after play of the Iraqi

Revolt Event. German RP may be spent on VF units play of

either the Exporter or Unternehmen Irak events. German RP

may be spent on EG units after play of the Egyptian Uprising

Event.

15.13 British (BR) RP may only be spent on British units.

They may not be spent on Commonwealth (CW) units, nor

may Commonwealth RP be spent on British units.

15.14 Commonwealth (CW) RP may only be spent on

Australian, Indian, New Zealand, and South African units.

►15.15 Allied (A) RP may only be spent on Allied Minor

Nation battlegroups (British-controlled Free French, Greek,

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18

and Polish). In addition, these units may only be replaced using

Allied RP.

►15.16 US RP may only be spent on US and US-controlled

Free French units.

15.2 When the Massawa space on the East Africa map is Allied-

controlled, all Allied RP cards produce one additional BR RP, in

addition to any BR RP listed on the card.

15.3 It costs 1/2 RP to replace a battlegroup step. It costs 1 RP

to replace a division step. An eliminated unit may be replaced to

full strength in a single Replacement Phase.

15.4 Re-creating Units

►Only units in the Replacement Box may be re-created.

Permanently eliminated units may never return to play.

►An eliminated division may be re-created at full strength in a

single Replacement Phase by paying for two steps.

15.41 Place re-created divisions as if they were a reinforcing

division (7.532).

15.411 The Italian GDS and AFR divisions may only be re-

created in the Addis Ababa space.

►15.412 The German 5th Mountain Division may only be re-

created in Beirut.

►15.413 The German 90th Division may be re-created in

Tripoli or Tunis.

►15.414 After the play of the Torch Event the Allied player

may re-create non-Torch units in any Torch Supply Source

(13.24) and any Torch Event unit in any non-Torch Supply

Source (including Free French divisions that enter play through

the Corps Franc de Afrique Event).

15.42 Place re-created battlegroups in the player‟s Reserve Box.

15.421 The British LRDG battlegroup may be re-created in the

Deep Desert space, instead of the Allied Reserve Box.

15.422 British-controlled FF battlegroups may be re-created in

the Chad space, instead of the Allied Reserve Box.

15.43 Some units may never take replacements. These are

marked with a black dot on the right hand side of the unit

counter.

16.0 DETERMINING VICTORY

►Victory is determined by the position of the Victory Point

marker on the General Records Track (4.12). The Victory Point

marker changes position in one of four ways:

● When control of a Victory Point space changes

● When the Axis player controls, or has units adjacent to, the

El Alamein space during any Victory Determination Phase

(5.41)

● When the Axis player controls any space on the East Africa

map during any Victory Determination Phase beginning with

the Fall 1941 turn (5.41)

● Through the play of certain Strategy Cards

When the Axis player gains a Victory Point immediately

increase the VP level on the General Records Track by one.

When the Allied player gains a Victory Point immediately

decrease the VP level on the General Records Track by one.

16.1 The Campaign Game ends:

● If either player achieves an Automatic Victory

● During the Victory Determination Phase of the Spring 1943

Turn

16.2 Automatic Victory (Axis): The Axis player wins an

Automatic Victory if the VP total is 14 or greater during the

Victory Determination Phase of any turn. He also wins an

Automatic Victory if, during any Victory Determination

Phase, he controls both Port Said and Suez.

►16.3 Automatic Victory (Allied): The Allied player wins an

Automatic Victory if the VP total is 3 or less during the

Victory Determination Phase of any turn. He also wins an

Automatic Victory if, during any Victory Determination Phase

before the play of the Torch Event, he controls Tripoli. After

play of the Torch Event he wins an Automatic Victory if,

during any Victory Determination Phase, he controls Tunis

and Tripoli and the Axis do not control Alexandria.

►16.4 If neither player wins an Automatic Victory by the

Spring 1943 Turn, the VP total determines the winner:

Axis Victory: 5 or more VP

Allied Victory: 4 or fewer VP

►16.5 The following are Victory Point Spaces, listed by the

side controlling them at the beginning of the campaign game:

Allied Axis

Alexandria Bizerte

Cairo Tunis

Port Said Gabes

Suez Tripoli

Mersa Matruh El Agheila

Jerusalem Benghazi

Baghdad Tobruk

Mosul Bardia

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Basra Beirut

Khartoum Addis Ababa

Berbera

Nairobi

►16.6 It is possible for Victory Points to be greater than 14, or

less than 0. If this occurs players may keep the Victory Point

marker in the “14” or “0” box on the General Records Track and

stack control markers on top of the Victory Point marker as a

way of recording these excess points. Use Axis control markers

if the Victory Point marker is in the “14” box, and use Allied

control markers if the Victory Point marker is in the “0” box.

17.0 CAMPAIGN GAME SETUP

Note: A unit listed in parentheses begins the scenario at

reduced strength; set it up on its reduced side. All divisions and

battlegroups are infantry unless otherwise indicated.

ALLIED SETUP

Note: All Allied battlegroups are British unless otherwise

indicated.

Allied Reserve Box ________________________________________________________________________________

2 armor battlegroups

2 IND battlegroups

2 British-controlled FF battlegroups

1 POL battlegroup

Egypt ________________________________________________________________________________

Mersa Matruh : (4th IND Division)

Bir el Kenaysis: (7th Armored Division*)

Cairo: 1 battlegroup

Alexandria: 1 battlegroup

Suez: 1 battlegroup

Port Said: 1 battlegroup

Halfaya: 1 battlegroup

►* Use the 3-3-5 counter, and place the division so that the

reduced 2-3-5 side is face up.

East Africa Map ________________________________________________________________________________

Kassala: (1 battlegroup)

Gallabat: (1 battlegroup)

Marsabit: (1 battlegroup)

Moyale: (1 battlegroup)

Nairobi: (1 SA battlegroup)

Berbera: (1 battlegroup)

South Africa: 1 SA battlegroup

Near East Map _____________________________________________________________________________

Jerusalem: 1 battlegroup

Habbaniyah (1 battlegroup)

Basra: (1 IND battlegroup)

Chad: 1 British-controlled FF battlegroup

AXIS SETUP

Note: All Axis units are Italian in the Campaign Game setup.

Axis Reserve Box _____________________________________________________________________________

1 armor battlegroup

Libya _____________________________________________________________________________

Tripoli: 17th and 27th Divisions

Buerat: 1BS and 2BS Divisions

Tobruk: 61st and 64th Divisions

Bardia: 62nd and 63rd Divisions

►1 armor battlegroup

Sidi Azeiz: ►1LIB, 2LIB, and 4BS Divisions

East Africa Map _____________________________________________________________________________

Addis Ababa: GDS Division

Harar: 2 battlegroups

Keren: 2 battlegroups

Kismayu: 1 battlegroup

Mega: 1 battlegroup

Ghimbi: 1 battlegroup

Gondar: 1 battlegroup

NEUTRAL SETUP

Near East Map _____________________________________________________________________________

Beirut: 1 VF armor battlegroup

2 VF battlegroups

Palmyra: 2 VF battlegroups

Sidon: ►2 VF battlegroups

Aleppo: 1 VF battlegroup

Damascus: 1 VF battlegroup

Hanssetche: 1 VF battlegroup

Near East Map _____________________________________________________________________________

Baghdad: 2 IR battlegroups

Kirkuk: 1 IR battlegroup

Samawah: 1 IR battlegroup

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18.0 OPERATION SONNENBLUME SCENARIO This scenario begins with the Turn marker in the “Spring 1941”

space of the Turn Record Track and continues until the Victory

Determination Phase of the Spring 1942 turn.

ALLIED SETUP

Note: All Allied battlegroups are British unless otherwise

indicated.

Allied Reserve Box ________________________________________________________________________________

2 armor battlegroups

1 battlegroup

3 IND battlegroups

►1 British-controlled FF battlegroup

2 AUS battlegroups

1 NZ battlegroup

1 POL battlegroup

Egypt/Libya ________________________________________________________________________________

Agedabia: 2nd Armored Division

Benghazi: 1 AUS battlegroup

Mechili: 1 IND battlegroup

Gazala: 9th AUS Division

Tobruk: 1 armor battlegroup

Bardia: 1 battlegroup

Halfaya: 1 battlegroup

Alexandria: 6th AUS Division

7th AUS Division

2nd NZ Division

Port Said: 1 battlegroup

Suez: 1 battlegroup

East Africa Map ________________________________________________________________________________

Kassala: 4th IND Division

5th IND Division

1 battlegroup

Gallabat: 1 battlegroup

Mega: 1 battlegroup

Neghelli: 1 battlegroup

►Kismayu ►1 SA battlegroup

Jijiga: 1 battlegroup

1 SA battlegroup

Near East Map _____________________________________________________________________________

Jerusalem: 1 battlegroup

►1 British-controlled FF battlegroup

Habbaniyah: (1 battlegroup)

Basra: 1 IND battlegroup

India: 10th IND Division

Allied Replacement Box: 7th Armored Division.

Permanently Eliminated Allied units: none.

Allied Control markers in: Agedabia, Msus, Charruba,

Benghazi, Cyrene, Mechili, Tengeder, Southern Flank, Sidi

Mufta, Gazala, Derna, Tobruk, El Adem, Bir el Gubi, Gambut,

Sidi Azeiz, Sidi Omar, Bardia, Mega, Neghelli, Lugh,

Kismayu, Mogadishu, Belet Uen, Obbia, Galladi, Jijiga.

AXIS SETUP

Note: All Axis battlegroups are Italian unless otherwise

indicated. The word “panzer” is used in place of “armored”

for German armored divisions.

Axis Reserve Box _____________________________________________________________________________

►1 GE armor battlegroup

►2 GE battlegroups

1 armor battlegroup

1 battlegroup

Egypt/Libya _____________________________________________________________________________

Tripoli: 132nd Armored Division

102nd Division

Tarhuna: ►25th Division

Buerat: (17th Division)

Giof el Matar: 21st Panzer Division

El Agheila: 1 GE armor battlegroup

27th Division

East Africa Map _____________________________________________________________________________

Keren: (AFR Division)

Gondar: 1 battlegroup

Ghimbi: 1 battlegroup

Addis Ababa: 1 battlegroup

Amba Alagi: (GDS Division)

1 battlegroup

Axis Replacement Box: 60th Division

1 armor battlegroup

►3 battlegroups

►Permanently Eliminated Axis units: 1 LIB, 2 LIB, 1 BS,

2 BS, 4 BS, 61st, 62nd, 63rd, and 64th Divisions.

Axis Control markers in: none.

NEUTRAL SETUP

Near East Map _____________________________________________________________________________

Identical to Campaign Game

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21

18.1 Cards Permanently Removed

►● Allied: 2, 3, 5, 6, 7, 9, 13, 18, 29, 31

►● Axis: 2, 3, 7, 10, 13, 16, 18, 33

18.2 Turn Record Track Event Markers

►Turn 1: Poor Morale

Turn 2: Invasion of Greece, Taranto Raid – 1 VP, Compass

Turn 3: Rommel, Med. Fleet – 1 VP

►18.3 Special Scenario Rules

The VP marker begins in the “5” space of the General Records

Track. The following cards begin the scenario already in the

Discard Pile: Italian Fleet (Axis); Mediterranean Fleet (Allied).

Both players shuffle their available 1940 and 1941 decks

together and draw an eight-card hand. The Axis player may

elect to begin the scenario with the Balkans Campaign Event

card in his hand, in addition to seven other cards. The Allied

player may elect to begin the scenario with card #30

Commonwealth Reinforcements, in his hand, in addition to seven

other cards. It is suggested, but not required, that players also

use optional rule 19.42.

►18.4 Scenario Victory Conditions

If neither player wins an Automatic Victory by the Spring 1942

Turn, the VP total determines the winner:

Axis Victory: 7 or more VP

Allied Victory: 6 or fewer VP

Note: If both players agree they may simply continue playing

beyond the Spring 1942 turn and use the Campaign Game

victory conditions.

19.0 OPTIONAL RULES

►19.1 Alternate Units

►19.11 5th Mountain Division

If both players agree place the non-replaceable 5th Mountain

Division in the Near East when the Unternehmen Irak Event is

played.

►19.12 999th Division

If the Torch Event has previously been played the Axis player

may place the German 999th Division, reduced, in Tunis before

the first Axis Action Round of the Winter 1943 turn. If the

Torch Event is played during the Winter 1943 turn, the Axis

player may place the German 999th Division, reduced, in Tunis

before the first Axis Action Round of the Spring 1943 turn.

►19.13 British 6th Division

If the Crusader Event has not been previously played the

Allied player may place the British 6th Division, full strength,

in Alexandria or Port Said before the first Allied Action

Round of the Fall 1941 turn. If Tobruk is Allied-controlled

but unable to trace an overland supply line back to an Allied

supply source the 6th Division may replace another Allied

Division in Tobruk. This division must be a full strength

Australian division if available; Commonwealth otherwise.

The division that the 6th Division replaces is picked up and

moved, at no cost, to either Alexandria or Port Said (Allied

choice).

►19.2 Alternate Leaders

►19.21 Historical Rommel

The Axis player may not declare “Rommel Participating” in

1941 if the attack does not include any German units.

►19.22 Historical Balbo

The Balbo Event may only be played during the Summer 1940

turn. The Event does not cancel the Italian -1 drm in East

Africa.

►19.3 Alternate Malta

Play of either Herkules or Malta Victorious does not produce

Victory Points for either side. The other benefits and penalties

of each Event remain the same.

►19.4 Alternate Card Draws

►19.41 Optional Axis Card Draw

During the Winter 1941 Draw Strategy Card Phase the Axis

player may elect to add any one 1940 or 1941 card to his hand

before shuffling and drawing the remainder of his cards

During the Winter 1942 Draw Strategy Card Phase the Axis

player may elect to add any one card to his hand before

shuffling and drawing the remainder of his cards. Ignore rule

7.74 if using this option. The maximum number of cards,

including the one card, remains eight for 1941 and nine for

1942.

►19.42 Optional Allied Card Draw

During the Winter 1941 Draw Strategy Card Phase of the

campaign game the Allied player may elect to add the

Barbarossa card to his hand before shuffling and drawing the

remainder of his cards. If playing the Operation Sonnenblume

scenario the Allied player may elect to draw the Barbarossa

card as part of his opening hand. He may not play the

Barbarossa Event until the Summer 1941 turn. The maximum

number of cards remains eight for 1941.

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22

►19.5 Corseting

If a reduced-strength IT Infantry Division is eliminated it may be

replaced by either an IT or GE infantry battlegroup from the

Reserve Box (Axis player‟s choice).

►19.6 Alternate Vichy French

The fort spaces in Vichy Syria are treated as mountain spaces,

not fort spaces, if an Allied division is attacking them.

EXAMPLE OF PLAY

►It is the Axis player‟s Action Round. He selects a card from

his hand and decides to play Radio Intercepts. This is a useful

card because it allows the Axis player to play the card as an

Event and for Operations (OPS) simultaneously. He decides to

use the card in this manner rather than, for example, playing the

card for either its Replacement Point (RP) or Redeployment

(RD) value. Since it is the first Action Round of the turn he

places the “1 Axis” marker in the “Other Event” box on the Axis

Action Round Chart.

►The Radio Intercepts card has an OPS value of three. He

decides he wishes to attack with units in the El Agheila space.

The activation cost of the El Agheila space is two OPS because

there are both German and Italian units in that space (a multi-

national space – see 7.23 and 7.24). Had there been only

German or Italian units in that space the activation cost would

have been one OPS because El Agheila is in Full Supply (within

three spaces of an Axis Supply Source – Tripoli, not pictured).

The Axis player places an Attack marker on the El Agheila

space to signify it has been activated for combat. He then uses

the last OPS to place an Attack marker on the German unit in the

Giof el Matar space.

►In normal circumstances a player must chance a die roll if he

wishes to gain the benefits of a Flank Attack, but the Radio

Intercepts Event allows the Axis player to forgo the die roll – the

attempt is automatically successful. Typically combat is

considered simultaneous but the unique nature of the Flank

Attack allows the Attacker to fire first, and the Defender must

apply any losses before firing back at the Attacker. The three

Axis units participating in the attack have a combined strength

of eight, so the Axis player makes a die roll and consults the 6-8

column of the Division Fire Table (since at least one division is

participating in the attack). Since there is an Italian unit

participating in the attack and the Axis player has not played the

Balbo event, the Axis attack will receive a -1 drm. He rolls a

three which is modified down to a two. The attack has inflicted

a loss number of three on the Allied unit in the Agedabia space.

The Allied player flips the 2nd Armored Division to its reduced

side, absorbing two losses. There is no further damage because

it takes two losses to inflict a step reduction on the reduced 2nd

Armored Division. The remaining loss, in this case, is ignored.

►The Allied unit participating in the combat has a CF of two

(because it was just flipped to its reduced side), so the Allied

player now makes a die roll and consults the “2” column of

the Division Fire Table. He rolls a three – a Loss Number of

two. The 21st Panzer Division requires three losses to inflict a

step reduction, so it may not be chosen to absorb the losses.

The Axis player could reduce either the Italian 27th Division,

or the German armor battlegroup, because each has a Loss

Factor of two. The Axis player chooses the Italian Division

and flips it to its reduced side. The Axis have won the combat

because they inflicted more losses on the allies – three to two

– than the Allies inflicted on the Axis. Since the Loss

Number‟s difference is one, the defending Allied unit must

now retreat one space. The 27th Infantry Division, if it

chooses to advance, must move into the space vacated by the

Defender. The 21st Panzer Division and the German armor

battlegroup, if they choose to advance, may move into ANY

adjacent space.

►Now suppose the Axis player has made the exact same

attack as before but, since the Rommel Event has been played,

he announces that this will be the one attack per Action Round

in which he will declare “Rommel Participating” (see 11.274).

This gives the Axis attack a two-column shift to the right,

from the “6-8” column to the “12-14” column. The Axis

player rolls a five modified down to four due to the -1 drm for

Italian participation. This does five losses and, since the result

on the Division Fire Table is in bold, it is also a potential

overrun. The 2nd Armored Division absorbs four losses and is

eliminated (two losses to flip to its reduced side and two more

losses to be eliminated). A British armor battlegroup is taken

from the Allied Reserve Box and placed in the Agedabia space

to replace the just eliminated division. There is no further

damage because it takes two losses to inflict a step reduction

on the full-strength armor battlegroup. The remaining loss is

ignored. The Allied unit now returns fire, but the Allied

player will have to use the Battlegroup Fire Table. He rolls a

six and does one loss on the Axis which is not enough to flip

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23

any of the three attacking Axis units, because they each have a

Loss Factor of two or higher.

►The British armor battlegroup failed to equal or exceed the

Loss Numbers inflicted by the Axis attack, and the Axis result

was bold, so the combat is an overrun. The British armor

battlegroup does not retreat but, because of the overrun, is

relocated (a special form of retreat resulting from overruns) to

Alexandria, Cairo, or a valid Supply Source (11.47). The Allied

player chooses Alexandria. The Axis player may then advance.

Units advancing after an overrun may advance up to their full

movement factor. Infantry units must enter the defending space

as the first space of their advance. The Italian 27th Division

may advance up to three spaces. The Axis player decides to

advance only one space, however, into Agedabia. The two

armor units may advance up to six spaces. The German armor

battlegroup moves into Agedabia, then to Msus, then to

Tengeder where it stops. The 21st Panzer Division moves to

Msus, then to Tengeder, then to Sidi Mufta, then to the Southern

Flank, then to Bir el Gubi, and then to El Adem where it stops.

The Axis Action Round is now over.

CREDITS AND ACKNOWLEDGEMENTS

Game Design: Michael Rinella

Game Development: Jeff Evich

Additional Rules Development: Pat Hirtle

►Playtesters: Paul Abrahamse, Eric Feifer, John Foley, Paul

Glowacki, Rick Hautala, Dirk Heinz, Richard Schroeder,

Christopher Schwalm, Randall Shaw, John Slotwinski

Box Art: Scott Holmgren

Map and Counter Art: Dean Essig

Rules Layout: Ken Smith

Card Design and Layout: Ken Smith

Card Back Design: Kurt Miller

Rulebook Proofreaders: Dave Casper, John Clifford, David

Firestine, Martin Gallo, Chris Janiec, Darin Leviloff, Martin

Nelmes, Mickel Knight

Card/Designer’s Notes Proofreaders: Johnathan Arnold,

Doug DeMoss, Eric Feifer, J. Allen Hill, Chris Janiec, Troy

Nordine, Dave Sokolowski

Card Text Proofreaders: John Clifford, Chris Janiec, Kenn

Monte, Dominic Smyth

►Living Rules 1.0 Proofreaders: Robert Delwood, Mark

Herman, Jeffrey D. Myers, Bill Vargas, Chris van Wyk

CARD CLARIFICATION/ERRATA Allied Card #45, Spitfires:

Clarifications: Add “Effects canceled by Herkules.” in black

after the second sentence. Add “May not be played after

Herkules.” in red at the bottom of the card.

Axis Card #40, Italian Reinforcements:

Spelling: “Pistoria” should be spelled “Pistoia”.

Typo: “186th „Giovani Fascisti‟” should have read “136

„Giovani Fascisti‟”.

PLAYER AID CARD ERRATA

Consistency with rule 13.73: Under “Misc. Combat

Modifiers” on the first row replace “Attacker out of Supply”

with “Out of Supply,” and replace “Offensive Fire 1L” with

“Fire 1L”.

Typo: On the fourth row replace “2L” with “2R”.

COUNTER SHEET ERRATA

Typos: The following Axis Event markers do not have the

correct card number on the back of the marker: London

Calling; Invasion of Greece; Balbo; Italian Fleet, Siege of

Malta, and Plan Orient.

The Allied marker Wavell/O’Conner should have read

Compass.

There are two Victory or Death markers but there should have

been only one.

Color-coding: The Von Arnim Takes Command marker is

color-coded as an Axis marker but should have been color-

coded as an Allied marker.

Page 23: Shifting Sands Living Rules 1.03

24

MAP ERRATA

Spelling: “Fondoux” should be spelled “Fondouk” and

“Malmata” should have been spelled “Matmata”.

BOX LID ERRATA Typo: The game‟s subtitle should have read “The Campaign in

North Africa, 1940-1943”.

SHIFTING SANDS TORCH SETUP ►The following units should be placed on the map after play of

the Torch Event by the Allied player.

Note: A unit listed in parentheses enters play at reduced

strength; set it up on its reduced side. All divisions and

battlegroups are infantry unless otherwise indicated.

British

Algiers: (78th Division)

Bone: 1 BR battlegroup

Souk el Arba: 1 BR battlegroup

1 BR armor battlegroup

United States/US-controlled Free French

Allied Reserve Box:

5 US battlegroups

2 US armor battlegroups

2 US FF battlegroups

Casablanca: (3rd Division)

(9th Division)

1 US armor battlegroup

Oran: 1st Division

1 US battlegroup

1 US armor battlegroup

Algiers: 34th Division

(1st Armor Division)

Constantine: 2 US battlegroups

►Tebessa: 1 US battlegroup

1 US armor battlegroup

Kasserine: 1 FF battlegroup

Souk el Arba 1 FF battlegroup

Le Sers 1 FF battlegroup

Fondouk: 1 FF battlegroup

Note: Free French units in the Allied Torch setup are US-

controlled FF.

Allied control markers (in addition to all the British, US, and

US-controlled Free French spaces above: Bougie, Souk

Ahras, and Thala.

The US Replacement Point marker is placed in the “0” space

of the General Records Track.

Italian

Tunis: 1st Division

Sousse: 1 IT battlegroup

Sfax: 1 IT battlegroup

Gabes: 1 IT battlegroup

German

Axis Reserve Box:

1 GE armor battlegroup

►1 IT armor battlegroup

Bizerte: (Von Broich Division)

►Mateur: 1 GE armor battlegroup

Medjez el Bab: 1 GE battlegroup

Tunis: (10th Panzer Division)

Page 24: Shifting Sands Living Rules 1.03

25

SHIFTING SANDS EXPANDED SEQUENCE OF PLAY A. DRAW STRATEGY CARD PHASE

1. DISCARD: Players discard any unused cards they do not

wish to hold for the forthcoming turn by placing them in the

“Played” box on the map (5.11).

2. DRAW: Each player draws cards from his Draw Pile to

bring his own hand up to the maximum (5.1). Note that this

maximum hand size may be decreased by play of certain Events.

B. ACTION PHASE

ACTION ROUND 1: Each player is allowed to take one action.

The Axis player conducts the first Action in each Round. Each

player must take one of two possible actions:

● PLAY STRATEGY CARD: Play a Strategy Card as an

OPS, RD, RP, or Event (7.2, 7.3, 7.4, and 7.5).

● AUTOMATIC 1 OPS: Use one Activation Point for an

Operation without the play of a Strategy Card (6.12B).

If a Strategy Card is played for OPS:

1. ACTIVATION STEP: Spend Activation Points equal to the

OPS Value of the card (between 2 and 5) to activate the

space. A Move or Attack marker (never both) is placed in

each space activated.

2. MOVEMENT STEP: Move any units in spaces marked

with a Move marker.

3. COMBAT STEP: Resolve any combats from spaces

marked with an Attack marker.

If a Strategy Card is played for RD:

Spend the RD points to move battlegroups and/or divisions.

If a Strategy Card is played for RP:

Mark RP indicated on the card on the General Records Track.

If a Strategy Card is played RP:

Mark RP indicated on the card on General Records Track.

If a Strategy Card is played as an Event:

The instructions on the card must be followed.

ACTION ROUNDS 2-6: Identical to Action Round 1.

C. ATTRITION PHASE

ATTRITION: Units are checked for attrition (13.8).

CONTROL OF SPACES: Control of spaces behind enemy

lines may change (13.82).

D. VICTORY DETERMINATION PHASE Count Victory Points to determine if either side has won an

Automatic Victory (16.2, 16.3), or at the end of the Spring

1943 Game Turn to conclude the Campaign Game.

E. REPLACEMENT PHASE

1. AXIS SEGMENT: The Axis player spends his RP (15.11,

15.12).

2. ALLIED SEGMENT: The Allied player spends his RP

(15.13, 15.14, 15.15).

F. GAME TURN PHASE

ADVANCE TURN MARKER: If the game did not conclude

during the Victory Determination Phase, advance the Turn

marker to the next season on the Turn Record Track and begin

the sequence of play again (5.6).

Page 25: Shifting Sands Living Rules 1.03

26

Shifting Sands FAQ

Clarifications

Cards

Question: The Stukas at Dawn combat card says it cancels

“fort effects” – does this mean that the Axis player may declare

“Rommel Participating” to shift the combat 2R on the fire

table?

Answer: No. Fort effects are explicitly laid out in rule 14. The

Stukas at Dawn combat card cancels defensive benefits

mentioned in 14.1 and 14.3. Rommel‟s inability to get combat

shifts against a fort is not a benefit of the fort, it is a limitation of

Rommel‟s powers as laid out in rule 11.274.

Question: What about the Allied player’s Matildas combat

card?

Answer: It cancels Fort effects in the same manner.

Question: If the Axis use Stukas at Dawn to attack an Allied-

occupied fort and Allies use Desert Rats to defend, does Desert

Rats cancel an overrun?

Answer: No. The Allies could still play the card for the +1 drm,

and the card would still cancel any retreat in a non-overrun

situation but the Allied card does not reinstate any of the fort's

terrain effects (you'll also note on the map that none of the forts

in Egypt, Libya, and Tunisia are in terrain that has a "no retreat"

option).

Question: And what happens if the Axis use Stukas at Dawn to

attack an Allied-occupied fort and the Allies use Minefields to

defend?

Answer: Nothing. Stukas at Dawn cancels any (repeat any)

terrain or fort effect. In other words, there‟s no reason for the

Allied player to play the Minefields card, unless he wants to

discard it.

Question: How often may the Axis player use the Stukas at

Dawn Combat Card?

Answer: Stukas at Dawn may be used for “one Combat

Resolution.” Once played, it goes into the Discard Pile. If it

comes out in early 1943, you might get to use it twice.

Question: After the Ethiopian Campaign, Exporter, or Vulcan

events put my Allied units in Full Supply, do those units still

have to trace a line of supply? If I can’t, are the units Out of

Supply? Do those units placed in Full Supply by the Event have

to trace three spaces back to a Supply Source?

Answer: Yes. Yes. No.

Question: When Iraqi Revolt is played, does the Axis

automatically gain 1 VP for Baghdad?

Answer: Yes. Following the instructions on the card changes

the control of a Victory Point space (see top of page 4,

"Victory Point (VP) Space" and rule 16, "Determining

Victory").

Question: When the Axis play Iraqi Revolt, assuming the

Allies cannot open up a supply line to Mosul, then does the

Mosul space also become Axis-controlled during the Attrition

Phase?

Answer: Yes. Rule 13.82 applies.

Question: May the Attacker play Disengage on the Defender?

Answer: No.

Question: If Rommel is played as an event before Invasion of

Greece is played as an event, does the Rommel event prevent

the RP prohibition from going into effect?

Answer: No. The card text of Invasion of Greece should be

read literally. There are three cards that cancel the prohibition

against playing cards for Replacements if Invasion of Greece

is played as an event: Rommel, Balkan Campaign, and Siege

of Malta. If you play Rommel before Invasion of Greece,

you‟ll need to play one of the other two events to cancel the

prohibition against playing cards for Replacements.

Question: Can the Corps Franc d'Afrique reinforcements be

placed in an Axis-controlled mountain space?

Answer: No [note: addressed in the Living Rules].

Question: Siege of Malta is in effect. Spitfires is played to

cancel the siege. Does this mean that the Axis can no longer

play cards for their RP values if Barbarossa has been played?

Answer: No. It means the Axis can no longer play cards for

RP values because Siege of Malta has been played.

Barbarossa has nothing to do with it [note: addressed in the

Living Rules].

Question: May Barbarossa be played instead of Spitfires to

cancel Siege of Malta?

Answer: No. Only Spitfires can cancel Siege of Malta [note:

addressed in the Living Rules].

Question: Given that the play of Herkules prevents the play of

Spitfires because the planes wouldn't have a base from which

to fly from, shouldn't the play of Herkules negate the effect of

Spitfires for the same reason and allow the Axis to play

replacement cards?

Page 26: Shifting Sands Living Rules 1.03

27

Answer: Yes. You can consider this a clarification of both cards

[note: addressed in the Living Rules].

Question: If the Axis player, despite having the option to begin

the Winter 1942 turn with the Siege of Malta card in his hand,

either refuses to draw it, or draws it and does not play it as an

event, may the Allied player play Barbarossa in 1942 to prevent

the Axis from playing cards for RP?

Answer: Yes. The moment the Axis play Siege of Malta as the

Event the effects of Barbarossa would be canceled, however

[note: addressed in the Living Rules].

Question: May Barbarossa be played as an Event in 1942 just

to remove the card from the Allied deck?

Answer: Yes.

Question: Does the Minefields Combat Card prevent post-

combat advance if the attacker wins the combat?

Answer: Yes. The card text should be interpreted literally.

Play of the card turns the clear space into a “marsh” space for all

purposes except flanking, because flank attack attempts occur

before play of combat cards.

Question: If the Axis made an attack with a division in

Libya/Egypt in their first Action Round would that cancel or

prevent the effects of the Allied player’s Orders from Rome card,

even if the Allied card is played in the first Allied Action Round?

Answer: No. An action taken in the first Axis Action Round

cannot be applied retroactively to an event played in the Allied

player‟s first Action Round. The Axis player must make the

specified type of attack during Axis Action Round 2, 3, 4, 5, or

6.

Question: May the Allies play Spitfires after the Axis have

played Herkules?

Answer: No. This event, like the other Allied cards that are part

of the battle of Malta, is not playable if the Axis player has

already won the battle via play of Herkules [note: addressed in

the Living Rules].

Question: May Italian units stacked with German units still

take losses if the Allies have played Where is Gambara?

Answer: Yes.

Question: Are any of these considered a reinforcement card

play when placing markers on the Action Round Chart:

Rommel, LRDG, or Torch (for either side)?

Answer: No. If they were the card would say so.

Question: What about Tiger Convoy and Unternehmen Iraq?

Answer: Yes. The card text, rather than the event name, says

they “counts as a … reinforcement to play.”

Question: When removing divisions for Balkan Campaign,

Rising Sun, or Plan Orient must you remove full strength

divisions? Or may they be reduced strength?

Answer: Either. Allied player's choice.

Question: Or is there a priority order when removing

divisions?

Answer: Any division (that's eligible, in the case of Rising

Sun and Plan Orient).

Question: When the Axis play Balkan Campaign and/or

Rising Sun, does the BR armor BG have to be on the board or

can it be from the Allied Reserves Box? If either, is there an

order, such as “must come from the map first, if not available

then from the Reserves Box”?

Answer: Map first, then Reserves Box. If the only available

armor battlegroup(s) are in the Allied Replaceable Box, he

loses a VP (the battlegroup remains in the Allied Replaceable

Box).

Question: With Rising Sun, when the divisions are eliminated,

do battlegroups take their place on the map? The Balkan

Campaign card mentions BGs replacing the divisions but not

Rising Sun.

Answer: The battlegroups remain in reserve. The card text is

literal.

Question: If the Allies play Where Is Gambara? during an

Axis attack with GE battlegroup(s) and Italian division(s),

may the Axis may fire on the Division Fire Table?

Answer: Yes. Per the card text, all you lose is the Italian

contribution to the numerical attack total. You don't lose the

Fire Table you're currently on.

Question: Does the unit playing Disengage avoid losses and

then retreat 2 spaces, or does it take the losses and then

retreat?

Answer: You resolve combat (including losses) and then you

retreat.

Question: Does Command Friction apply to American and

American-controlled Free French?

Answer: Yes.

Question: Would American and American-controlled Free

French units receive a -2 die roll modifier on attacks if the

Patton event hasn't been played?

Page 27: Shifting Sands Living Rules 1.03

28

Answer: Yes, if they were attacking in “Libya and/or Egypt”

like the Command Friction card says.

Question: If the Allies play Malta Convoys and later on in the

same turn, the Axis play Herkules (along with Air Support) is the

Axis hand still reduced to 6 the following turn?

Answer: Yes.

Question: While attacking a clear space during a summer turn

the Attacker played the Severe Weather Combat Card. The

Defender then played the Minefields Combat Card. Since

Minefields makes clear terrain a marsh, what happens to the

severe weather?

Answer: The Severe Weather CC applies to the attacker's space,

not the defenders. The attacker gets the +1; the defenders

minefields shift his attack down a column, etc.

Question: If the Axis player plays Herkules and the Air Support

Combat Card (which is needed since Spitfires had been played)

at the same time to win the Battle of Malta, does the Air Support

Combat Card remain in front of him per rules 7.611 and 7.612?

Answer: No [note: addressed in the Living Rules].

Question: May the Axis player play the Air Support Combat

Card in an Action Round prior to the play of Herkules, and then

select Air Support during a later Action Round at the moment he

plays the Herkules Event?

Answer: No. See the Herkules card wording: it says the two

cards must be played simultaneously. See also rule 11.25:

playing a Combat Card and selecting a Combat Card during

combat are separate and distinct things.

Question: In an Axis Action Round the Axis player plays a card

for RP. The Allied player then plays Barbarossa as an Event. In

the very next Axis Action Round can the Axis play Battleship

Convoys as an Event and take the RP bonus?

Answer: No. Rule 7.43 applies even though the card is played

as an Event rather than for replacements. He may not play a

card for replacements in consecutive Action Rounds.

Question: After Poor Morale has been played, is an Italian

Division permanently eliminated if it was removed by taking

combat losses?

Answer: Yes. The effects of Overrun are considered to apply

to the units regardless of when they are removed. See 11.473.

Counters

Question: When does the Greek battlegroup enter the game?

Answer: After play of Balkan Campaign the GK battlegroup

is placed in the Allied Replacement Box. It must be rebuilt to

enter play [note: addressed in the Living Rules].

Question: How does the British 6th Division (non-Armored)

get in the game?

Answer: Ignore the unit. It‟s not part of the game. An

optional rule has been added for this unit, similar to the

optional rule for the German 999th Division [note: addressed

in the Living Rules].

Question: There are five IT armored battlegroups in the

counter mix. Two start the game, and one enters play when

Events #45 and #53 are played. How does the fifth one get in?

Answer: It should be placed in the Axis Reserve Box as part

of the Torch setup [note: addressed in the Living Rules].

Question: There are 6 GE infantry battlegroups. Two for

Rommel, one for card #41, two for card #52, and two more for

Torch, for a total of 7. Is there supposed to be another GE

infantry battlegroup?

Answer: No, there‟s a glitch in the Torch setup. The GE

Armor battlegroup that sets up in Tunis with the 10th Panzer

Division should be in Mateur, and there shouldn‟t be a GE

infantry battlegroup in Mateur [note: addressed in the Living

Rules].

Question: There are five US armored battlegroups. Torch

brings in four US armored battlegroups, how does the fifth

one enter play?

Answer: In the Torch setup, there should be one US infantry

battlegroup and one US armor battlegroup in Tebessa, rather

than two US infantry battlegroups (you‟ll note that there aren‟t

enough US infantry battlegroups otherwise) [note: addressed

in the Living Rules].

Map

Question: The Campaign Game Setup in the rules says the

7th Armored Division is placed on the map with a strength of

2-3-5. The Mersa Matruh space on the map has a reduced

stripe, but it says 3-3-5. Does the unit set up full strength or

reduced?

Answer: It sets up reduced. We used 3-3-5 on the map to

make it clear the player should not use either the 4-3-5 or 5-3-

5 “upgrade” counters [note: addressed in the Living Rules].

Question: What is the terrain of Chad?

Answer: Mountain.

Page 28: Shifting Sands Living Rules 1.03

29

Question: Axis units may not enter the Chad space, but may

they attack it after play of the LRDG event?

Answer: Yes.

Question: What is the terrain of Oran and Casablanca?

Answer: Mountain.

Question: What is the terrain of South Africa?

Answer: Mountain.

Question: What is the terrain of Persia? India?

Answer: Mountain. Mountain.

Question: Is Bardia part of Libya or part of Egypt? The space

is color-coded gray like it is part of Libya, but it appears to be

east of the Libyan/Egyptian border.

Answer: Bardia is part of Libya. All spaces in Egypt are color-

coded green.

Question: Once the Addis Ababa space in East Africa is Allied-

controlled, can IT units in mountains or Massawa still take

replacements?

Answer: Yes. Loss of Addis Ababa will prevent play of Axis

card #2, Italian Reinforcements, as an event (per the card

restriction and rule 7.532, second bullet), and it will prevent the

Axis player from rebuilding either the GDS or Africa Divisions

once they are eliminated (per rule 15.411).

Rules

Question: Rule 6.12B: Can I do a Redeployment during an

Automatic Operations Round?

Answer: No. You may only conduct Operations per rule 7.2.

Question: Certain event cards allow the player to play

move/attack markers into “in-supply spaces” – may I place

these move/attack markers into unoccupied spaces?

Answer: No. Rule 7.21 applies to move/attack markers placed

as a result of an event in addition to a card played for OPS.

Players may never place move/attack markers into unoccupied

spaces.

Question: Several cards either grant or take away terrain

benefits, or cancel flank attacks. How do combat cards work in

relation to one another?

Answer: The short answer is you should always follow the

combat resolution sequence (11.21).

You never know what combat cards your opponent holds. As

the attacker, you commit to a flank attack attempt in a position

of uncertainty. You roll; you may succeed or fail. Play then

proceeds to playing of combat cards. The attacker plays his

combat cards first, and then the defender.

If the defender holds the Disengage Combat Card he may play

it to avoid being flanked, even if the attacker just succeeded in

making a Flank Attack die roll. Interpret “Flanking attack

prohibited” on the card as “Cancels a successful Flank

Attack.” If the attacker failed to flank him, there's less

incentive to play Disengage unless for some reason the

defender wishes to retreat two spaces (such as to move from a

space in Limited Supply to a space in Full Supply), or if he

fears being overrun and either isn‟t in a space that prohibits an

overrun or he doesn‟t hold a Combat Card that prevents an

overrun. If the defender plays Disengage he must retreat two

spaces, regardless of who won the combat and regardless of

any other Combat Cards he played that might have, in other

circumstances, allowed him to cancel the retreat.

If the defender holds the Minefields Combat Card he may not

play it to avoid being flanked. The only card that allows the

defender to avoid a successful Flank Attack is Disengage.

The Minefields Combat Card changes the combat as follows:

shift the Attacker‟s fire one column to the left when

determining the Fire Column; the defender may choose to lose

an additional step to cancel a retreat; overrun results are not

possible. If the defender has been flanked, he's been flanked.

The attacker still fires first. The Minefields Combat Card may

not be played if the defender has played Disengage.

If the Axis attacker holds the Stukas at Dawn Combat Card or

the Allied attacker holds the Matildas Combat Card they may

not play those cards in order to declare a flank attack when

attacking Mountain, Marsh, or Fort spaces; this step has

happened before any Combat Cards were played. Stukas at

Dawn and Matildas change the combat as follows: Mountain

and Marsh spaces are treated as clear hexes for purposes of

determining the Fire Column; a Fort does not add its fort value

to the Defenders Combat Strength; defending units in

Mountain and Marsh spaces may not use the option to lose an

additional step loss to cancel a retreat; defending units in Forts

may be overrun; the Attacker may advance through Fort,

Marsh and Mountain spaces as if they were clear terrain.

If the Axis defender holds the 88mm FLAK Guns Combat

Card he may not play it if the Allied player has successfully

flanked him. If the Allied player has tried to flank him, and

failed, there‟s no need to play the Combat Card because the

defender will fire first regardless. The 88mm FLAK Guns

Combat Card is most effective when the Allies are suffering

the effects of Command Friction, or when the Axis defender

occupies a space that prohibits flank attacks.

Question: Can the Axis play Disengage (to cancel a

successful Allied flank attack) and then play 88mm FLAK

Guns to fire first?

Page 29: Shifting Sands Living Rules 1.03

30

Answer: Yes.

Question: Does the -1 for Italian attack/defense apply even if

the Italians are stacked with Germans or some other

nationality? For example, if there is a space with one Italian and

one German that is attacked or attacks does the -1 apply?

Answer: Yes. See rule 11.261.

Question: if a US controlled FF unit is attacked (not stacked

with other US units) does it receive the -1 DRM before the play

of Patton?

Answer: Yes. See 7.22, third bullet. "US and US-controlled FF

units are treated as one nationality for purposes of Activation for

movement and combat." [note: addressed in the Living Rules].

Question: In regards to rule 11.273, if a combination of in-

supply units and OOS units participate in an attack together, is

there still a 1L column shift?

Answer: Yes.

Question: rule 11.274 says you declare “Rommel

Participating” on a space with an attack marker. If units in the

same space attack different spaces do they all get the shifts

(possibly effecting 3 combats) or do you have to choose one

attack?

Answer: Rule 11.274 is entirely in the singular – “Shift that

attack” not “Shift those attacks” – so the answer would be you

have to choose one attack.

Question: Rule 11.471 says that a Division that is overrun but

cannot trace back to a Supply Source is permanently eliminated

instead of relocated. Is that correct?

Answer: Yes.

Question: The negative implication is that battlegroups are

unaffected by this, and if overrun is relocated (where specified)

regardless of ability to trace. Is this correct?

Yes. Rule 11.471 is an exception to rule 11.421. Since 11.471

doesn't mention permanent elimination of battlegroups, rule

11.421 governs the situation, should your battlegroup be

eliminated for failure to relocate.

Question: If I make a successful Flank Attack, and my attack

die gets a bold (potential overrun) result, and after they take

their losses the defender fires back, and also get a bold result

that is as high as the attacker’s result, is it an overrun?

Answer: No. The situation would be rare as few defending

stacks after a successful Flank Attack would be firing on a

column high enough to get a bold result that equals the attacker‟s

bold result. If this situation arises, the result is not an overrun.

Rule 11.47 is correct.

Question: Allied units in Sousse attack Axis units in Tunis.

The combat result is an overrun. The Axis units in Tunis are

drawing supply from the space they occupy. There is no other

space they can legally relocate to except the space they

currently occupy. Can the Axis units “relocate” to Tunis per

rule 11.47 or are they permanently eliminated per rule

11.471?

Answer: They are permanently eliminated. The defending

space may not be the space relocated to [note: addressed in

the Living Rules].

Question: If an Italian infantry division is eliminated per rule

11.473 is it replaced by a battlegroup? Is the battlegroup then

relocated?

Answer: Yes, if a battlegroup is available. Yes.

Question: If a unit must retreat two spaces and can

physically only retreat one, is the unit eliminated?

Answer: Yes. See 11.52, second sentence. The wording says

"must". Failure to do so kicks in rule 11.56, eliminating the

unit.

Question: Can the Allied player play the LRDG event if

Mersa Matruh is Axis controlled? If yes, where does the

LRDG get placed (rule 11.76 doesn't really answer this).

Answer: Yes. The Allied player may place the LRDG in

either Cairo or the Allied Reserves Box under these

conditions.

Question: Certain reinforcement cards “double as OPS” -

can the OPS points be used to RD units in the same turn?

Answer No. Operations and Redeployment are entirely

differently things.

Question: Could the British 2nd Armor Division, for example,

Redeploy from Suez to Basra during the turn it arrives?

Answer: No.

Question: Can units – primarily Allied units – RD from either

the Near East or East Africa maps to the main North Africa

map?

Answer: Yes.

Question: While the lines connecting Khartoum and the East

Africa map say it takes all of a unit’s movement points, why

wouldn't they just Redeploy up to the front line in NA? Is RD

considered movement?

Answer: They still have to stop. Redeployment is considered

movement.

Page 30: Shifting Sands Living Rules 1.03

31

Question: Can the Axis player Redeploy Italian battlegroups

into East Africa, specifically Addis Ababa, from the Axis

Reserves Box?

Answer: Yes. It's perfectly legal; rule 12.84 only prohibits the

reverse, i.e. Italian battlegroups using Redeployment to move

from East Africa to the Axis Reserves Box.

Question: Does play of the Allied Spitfires event prevent the

Axis from playing cards for Replacement Points, like the

Barbarossa event?

Answer: Yes [note: addressed in the Living Rules].

Question: Rule 12.84 says IT battlegroups in East Africa may

not RD to the Axis Reserve Box. If they are eliminated could

they be rebuilt and RD from the Axis Reserve Box to a space in

North Africa?

Answer: Yes.

Question: May players “sequence” their Redeployment moves?

For example, Unit “A” redeploys from the Reserve Box on top

of unit already on the map, which we’ll call Unit “B”. Unit “B”

then redeploys into a different space. May Unit “C” then

redeploy from the Reserve Box onto Unit “B” in the new space?

Answer: Yes.

Question: May an Allied Minor Nation unit (British-controlled

FF, GK, and POL) RD out of the Allied Reserve Box into a

space with just a Commonwealth unit?

Answer: No. Per rule 7.23 they may activate with CW units for

movement and combat, but as rule 12.8 says they are considered

British for purposes of RD.

Question: May an Allied Minor Nation unit RD out of the

Reserve Box into a space with another Allied Minor Nation unit?

Answer: Yes. Since per rule 12.8 they are all considered

British for purposes of RD this would be a case of one British

unit using RD to stack with another British unit.

Question: May a Commonwealth unit of one nationality RD out

of the Allied Reserve Box into a space with a Commonwealth

unit of a different nation, for example a South African

battlegroup moving out of reserve into a space with a New

Zealand unit?

Answer: No.

Question: What happens to Italian units in East Africa if the

Allies control their supply source, Addis Ababa?

Answer: See the revised rule 13.43. With the exception of

Massawa, if they are not in a mountain space, they would be

eliminated for being Out of Supply. If they are in a mountain

space, or Massawa, they are always in Limited Supply.

Question: If at the end of the turn the BG is still OOS I know

the BG will be eliminated and will be put in the player's

Replaceable Box. But how about the division that was

eliminated before the battlegroup was placed on the map, is it

permanently eliminated?

Answer: No. If it's in the player's Replaceable Box at the start

of the Attrition Phase, it does not fulfill the conditions of

13.81.

Question: Units with a dot do not take replacements.

According to rule 13.9 (captured supply) you can flip reduced

units to their unreduced side. May a unit with a non-

replaceable dot recover using captured supply?

Answer: No. Flipping a reduced unit to its full strength side

for any reason is considered taking replacements. Once flipped

to its reduced side, units with a black dot may never flip back.

Question: Can the British RD out of East Africa to Near East

or Tunisia?

Answer: As long as the rules are followed, yes. Port to port;

space connection restrictions, etc. apply.

Question: May the Italians RD into East Africa if Addis Abba

is British controlled?

Answer: Only on top of IT units in mountain spaces; clear

spaces would be out of supply and therefore not eligible.

Question: If Italian units attack can German Armor move in

and attack with them? Or vise versa?

Answer: Yes.

Question: May a reinforcement card with a square OPS

Value use the OPS to move the units placed with this type of

card?

Answer: Yes.

Question: Can they attack with the OPS?

Answer: Yes.

Question: Units in Sicily – may they RD to spaces elsewhere

on the map?

Answer: Yes; port to port only.

Question: May they do it after Hercules is played?

Answer: This would usually be impossible as all the units

participating in Herkules are permanently eliminated on play

of the Event; see 10.321.