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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.
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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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.
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.
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
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.
16
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.
17
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,
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
19
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
20
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
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.
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
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.
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)
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).
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?
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?
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.
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?
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.
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.
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