United States:
Starting Income: $52 (+5 national objective bonus income)
Western United States: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Central United States: 1 infantry, 1 aa gun
Eastern United States: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Alaska: 1 infantry, 1 aa gun
Hawaii: 2 infantry, 1 fighter, 1 tactical bomber, 1 aa gun, 1 naval base, 1 air base
Soviet Union:
Starting Income: $37 (+5 national objective bonus income)
Russia: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 2 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
Belarus: 4 infantry, 1 tank, 1 fighter, 1 aa gun
Ukraine: 3 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
Baltic States: 2 infantry, 1 aa gun
Eastern Poland: 3 infantry, 1 aa gun
Bessarabia: 2 infantry
Karelia: 2 infantry, 1 aa gun
Vyborg: 1 infantry
Amur: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 1 aa gun, 1 factory
Sakha: 6 infantry, 1 artillery
Siberia: 6 infantry, 1 aa gun
Soviet Far East: 2 infantry
Communist-Aligned:
Starting Income: $18
East Germany: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun, 1 factory
Poland: 4 infantry, 1 tank, 1 fighter, 1 aa gun, 1 factory
Czechoslovakia: 3 infantry, 1 artillery, 1 fighter, 1 aa gun
Hungary: 3 infantry, 1 tank, 1 aa gun
Romania: 3 infantry, 1 tank, 1 aa gun
Bulgaria: 2 infantry, 1 aa gun
Yugoslavia: 2 infantry, 1 aa gun
Albania: 1 infantry, 1 aa gun
China:
Starting Income: $20
Szechwan: 3 infantry, 1 artillery, 1 fighter
Yunnan: 3 infantry, 1 artillery
Chahar: 2 infantry
Anhwe: 2 infantry
Hunan: 2 infantry
Kweichow: 2 infantry
Shensi: 2 infantry
Sikang: 1 infantry
Western-Aligned:
Starting Income: $35 (+5 national objective bonus income)
Germany:
Western Germany: 3 infantry, 3 mechanized infantry, 2 tanks, 2 artillery, 3 fighters, 3 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
Greater Southern Germany: 2 infantry, 2 tanks, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory
Germany: 3 infantry, 3 mechanized infantry, 2 artillery, 2 fighters, 2 tactical bombers, 1 aa gun
United Kingdom:
United Kingdom: 2 infantry, 1 mechanized infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Scotland: 1 infantry, 1 aa gun, 1 air base
Quebec: 1 infantry, 1 aa gun
India: 3 infantry, 1 artillery, 1 fighter, 1 aa gun, 1 factory
Malta: 1 infantry, 1 aa gun
Gibraltar: 1 infantry, 1 aa gun, 1 naval base
Egypt: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
France:
France: 6 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun, 1 factory
Normandy/Bordeaux: 1 infantry, 1 aa gun,
Here is the naval setup for each power:
United States:
Starting Income: $52 (+5 national objective bonus income)
Sea Zone 10: 1 destroyer, 1 cruiser, 1 battleship, 1 aircraft carrier (with 2 fighters and 2 tactical bombers), 1 transport
Sea Zone 26: 2 submarines, 1 transport
Sea Zone 101: 1 cruiser, 1 destroyer
Sea Zone 102: 1 transport
Soviet Union:
Starting Income: $37 (+5 national objective bonus income)
Sea Zone 115: 1 submarine, 1 destroyer, 1 cruiser
Sea Zone 127: 1 submarine
Communist-Aligned:
Starting Income: $18
Sea Zone 115: 1 transport
Sea Zone 125: 1 submarine
Sea Zone 137: 1 destroyer
China:
Starting Income: $20
Sea Zone 20: 1 destroyer, 1 transport
Sea Zone 19: 1 submarine
Western-Aligned:
Starting Income: $35 (+5 national objective bonus income)
Sea Zone 91: 1 destroyer, 1 cruiser, 1 battleship, 1 aircraft carrier (with 2 fighters and 2 tactical bombers), 1 transport
Sea Zone 106: 1 destroyer, 1 transport
Sea Zone 109: 1 submarine, 1 transport
Sea Zone 110: 1 destroyer, 1 transport
Sea Zone 111: 1 destroyer, 1 transport
Sea Zone 119: 1 cruiser, 1 transport
Sea Zone 120: 1 submarine
Sea Zone 124: 1 transport
Sea Zone 125: 1 destroyer, 1 transport
Sea Zone 126: 1 cruiser, 1 submarine
Sea Zone 127: 1 cruiser, 1 battleship, 1 aircraft carrier (with 1 fighter and 1 tactical bomber), 1 transport
Sea Zone 128: 1 destroyer, 1 transport
Sea Zone 129: 1 transport
Sea Zone 135: 1 destroyer, 1 transport
There are a few additional rules that need to be known for this variant:
The Communist-Aligned power is not allowed to attack the Soviet Union or any other Communist-Aligned countries.
The Western-Aligned power is not allowed to attack the United States or any other Western-Aligned countries.
The United States and the Soviet Union are not allowed to form an alliance with any other power.
The Communist-Aligned power can only declare war on the Western-Aligned power if the United States or the Soviet Union has been attacked first.
The Western-Aligned power can only declare war on the Communist-Aligned power if the United States or the Soviet Union has been attacked first.
Victory is determined by the total number of victory cities controlled by a power at the end of a round. Victory cities are Washington, D.C., London, Moscow, Berlin, Paris, Rome, Tokyo, and Shanghai.
The game ends after a set number of rounds or when one power controls all victory cities on the board.
Here are the national objectives for each power:
United States:
Collect 10 IPCs if the United States controls all of its original territories.
Collect 5 IPCs if the United States is at war and has at least one land unit in France.
Collect 5 IPCs if the United States is at war and has at least one land unit in the Philippine Islands.
Collect 5 IPCs if the United States controls all of the following territories: Midway, Wake Island, Guam, and the Hawaiian Islands.
Collect 5 IPCs if the United States is at war and has at least one land unit in any two of the following territories: Normandy/Bordeaux, Holland/Belgium, Southern France, and Western Germany.
Soviet Union:
Collect 5 IPCs if the Soviet Union is at war and controls any three original Axis territories.
Collect 5 IPCs if the Soviet Union is at war and controls all of its original territories.
Collect 2 IPCs per territory if the Soviet Union controls Novosibirsk, Russia, and any other four of the following territories: Archangel, Baltic States, Belarus, Karelia S.S.R., Kazakhstan, Soviet Far East, Ukraine, and/or West Russia.
Communist-Aligned:
Collect 5 IPCs if the Communist-Aligned power controls all of its original territories.
Collect 2 IPCs per turn if the Communist-Aligned power is at war and controls at least one of the following territories: Burma, Hunan, Shan State, and/or Yunnan.
China:
Collect 6 IPCs if China controls all of its original territories.
Collect 1 IPC per territory if China controls at least one territory.
Western-Aligned:
Collect 5 IPCs if the Western-Aligned power controls all of its original territories.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Normandy/Bordeaux, Holland/Belgium, Southern France, and Western Germany.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Morocco, Algeria, Tunisia, and Libya.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Greece, Yugoslavia, and/or Albania.
In terms of political situations in the board, the Communist-Aligned power consists of China and the Soviet Union, while the Western-Aligned power consists of the United States, the United Kingdom, and France.
At the start of the game, the United States, the United Kingdom, and France are in control of West Germany, while the Soviet Union is in control of East Germany. The game is set up to reflect the political realities of the Cold War, with the Communist-Aligned power and the Western-Aligned power facing off against each other in a tense global struggle for influence.
As for finishing touches to the rules, one important consideration is the use of nuclear weapons. In this variant, the use of nuclear weapons is not allowed, as it would likely result in the destruction of the entire world and therefore end the game prematurely.
Another important rule is that movement of units is restricted by the borders of countries. This means that a unit may not move through a neutral territory unless it is capturing that territory, and may not move through an enemy territory unless it is attacking that territory.
Finally, it is worth noting that supply lines are an important consideration in this game. Each unit must be connected to a friendly territory by a chain of contiguous friendly territories in order to be able to move and fight. This means that players must carefully plan their movements and ensure that their units are always connected to friendly territory.
Overall, these rules and considerations help to create a rich and engaging gameplay experience that captures the tension and strategic complexity of the Cold War era.