Clarification of Turn and Round for use with:
- Axis & Allies Global 1940 House Rules Expansion
- Axis & Allies Global 1940 Basic Expansion
- Axis & Allies Global 1943 Expansion
In the Rulebooks for all these Expansions (see The Captain’s Global 1940 House Rules Collection for all Global 1940 Expansions) the terms Turn and Round are used throughout the rulebooks.
Turn:
This is the definition when a Nation has the option to begin it’s Action Sequence.
Example:
On Germany’s Turn, Germany starts with repairing the Battleship unit in sz 112 - and purchases 10 Infantry units…
In other words: a Turn consists of several Actions that each Nation can initiate. Some of these Actions are:
- Repair & Purchase units
- Combat Movement
- Combat
… etc.
Round:
When all Nations have had their Turn - one Round of Play has been completed.
Example:
Round Early 1940 (or Round 1) is completed when France has had it’s turn.
Important:
A Global 1940 game with the use of Global 1940 Basic Expansion consists of 10 Turns - since there are 10 Nations/Economies represented.
A Global 1940 game with the use of Axis & Allies Global 1940 House Rules Expansion consists of 9 Turns since there are 9 Nations/Economies represented (United Kingdom & India are one Economy).
A Global 1940 game with the use of Axis & Allies Global 1943 Expansion consists of 7 Turns since there are 7 Nations/Economies represented (United Kingdom, India & ANZAC are one Economy)
There is no limit concerning the number of Rounds over which each game extends - for as long as the Winning Conditions has not yet been fulfilled.