This is a rule set for linking A&A Europe and Pacific into a single game. It was originally published by Rob Daviau, one of the designers of Pacific. This is reprinted from Harris Game design.
ORDER OF PLAY
1. Germany
2. USSR
3. Japan
4. UK
5. USA
Set-up of pieces is normal. However, the initial IPC placement in Europe is different.
• The Allies get 18 IPCs instead of 12. Germany gets 12.
• The Allies place before Germany.
• Countries may place units into any territory they own, regardless of whether it has units or not (so UK could put units in Gibraltar). This includes convoys but not sea zones, which cannot be owned. Countries may place in sea zones, but only those that contain that country’s units.
• The 4 Russian Interboard spaces that connect Russia to China are considered part of the Europe board and Russia may place units there.
• You can use this initial placement to put a fighter on Combat Air Patrol with your country’s naval units.
INTERBOARD SPACES
The interboard spaces connect the two boards. Unfortunately, I don’t have the actual graphics for these, so I’ll just describe them. You can create them for yourself by using a 3X5 index card for each and writing its name and what it connects to on the card. The reason why I don’t have the graphics is because it was easier (and fit the table better) for me to do it with cards.
Novosibirsk (land), connects to:
Turkestan (Europe board, to the west)
Evenki Nat’l Okrug (interboard space, to the north)
Yakut SSR (interboard space, to the northeast)
Tsinghai (Pacific board, to the east)
Evenki Nat’l Okrug (land), connects to:
Siberia (Europe board, to the west)
Novosibirsk (interboard space, to the south)
Yakut SSR (interboard space, to the east)
Yakut SSR (land), connects to:
Evenki Nat’l Okrug (interboard space, to the west)
Novosibirsk (interboard space, to the southwest)
Tsinghai (Pacific board, to the south)
Suiyuan (Pacific board, to the southeast)
Soviet Far East (interboard space, to the east)
Soviet Far East (land) connects to:
Yakut, SSR (interboard space, to the west)
Suiyuan (Pacific board, to the southwest)
Manchuria (Pacific board, to the south)
Soviet Union (Pacific board, to the southeast)
Red Sea (sea) connects to:
Eastern Mediterranean (Europe board, to the northwest)
Sea Zone 52 (Pacific board, to the east)
Indian Ocean (sea) connects to:
Really South Atlantic (interboard space, to the south)
Sea Zone 50 (Pacific board, to the east)
Really South Atlantic (sea) connects to:
Sea Zone 1 (Pacific board, to the west)
Indian Ocean (interboard space, to the southwest)
South Atlantic (Europe board, to the east)
Panama Canal (sea) connects to:
Sea Zone 3 (Pacific board, to the west)
Central Atlantic (Europe board, to the east)
Rocky Mountains (land) connects to:
Canada & USA (Pacific board, to the west)
Great Plains (interboard space, to the east)
Great Plains (land) connects to:
Rocky Mountains (interboard space, to the west)
Canada & USA (Europe board, to the east)
This probably doesn’t make a lot of sense written out here, but if you make the cards and write the names of the connecting territories along with arrows on the appropriate edges and corners of the cards, then lay the whole thing out on a (big) table with Europe on the left and Pacific on the right, it’ll make sense. It works best to write most of the cards oriented horizontally, but the last three (Panama Canal, Rocky Mountains and Great Plains) should be oriented vertically for best fit.
OK, here are some notes on the interboard spaces:
There are two types of Inter-board spaces – land (green) and water (blue). Land spaces act like normal land spaces in the game. Water spaces represent much larger areas and may only be entered by naval units. Fighters may be transported through interboard naval spaces on carriers and land units may be loaded on transports. Aircraft may not fly through.
Movement through the Panama canal is for Allied ships only. This passage is blocked if the Panama Convoy is held by the Axis.
Movement between the Red Sea and Eastern Mediterranean is possible only if Egypt is in friendly control. You cannot unload troops from the Red Sea directly into Egypt or Palestine.
The UK and US may land units in the USSR Pacific Space if it is not taken over by Japan.
RULES CHANGES
COMBAT AIR PATROL
Combat Air Patrol (CAP) rule is in effect in both theatres.
SPECIAL POWERS
Each country has a special power in the game. Most of these are rules from the original games or are extended from them. One is new.
USA – The US may build Marines and Factories in both theatres.
USSR – The USSR converts units in its spaces, just like in AAE. It may only convert units it could normally purchase (e.g., it cannot convert marines).
JAPAN – Japan has its destroyer/transports and kamikaze, like AAP.
UK – After the first turn, ALL income from convoys is put into one pool and split amongst the UK’s three economies (England, India, Australia). This is why the convoy marker is on 28.
For the first turn, only the Pacific money is split, (England starts with 25.) The UK may divert money from the Pacific theatre to help in Europe or vice-versa.
Furthermore, the UK gets one free infantry for every Mediterranean home territory under its control (Gibraltar, Malta, Cyprus). These infantry are placed, at the end of the UK turn, in territories within or adjacent to the Mediterranean that were under British control at the start of the UK turn. These infantry cannot be saved or converted into other units. If not used, they are lost.
GERMANY – Germany can place newly-built submarines into Sea Zones adjacent to ANY land territory it controls with an IPC value, regardless of whether there is an IC there or not.
Germany also gets a free submarine every turn that she starts with an income of 40+. Germany must place the sub or it loses it – it can’t hold them up from turn to turn. Also, this free sub is placed at the end of Germany’s turn, along with other German units.
CAPITALS IN EXILE
A country that loses its capital loses all its IPCs to the conqueror. It then names another starting Industrial Complex in the same theatre as its new capital. It may run its country from this new capital normally. If a country loses its capital and has no other starting factory in that theatre, it may move with units on the board, may collect income, and may build at any limited, occupied factories it controls.
VICTORY
Players are trying to force opponents to surrender/sue for peace.
If you surrender, remove all your pieces from the board. You still maintain ownership of all home countries currently in your possession. Any conquered countries belonging to an enemy (still in the game) revert to that enemy. Any enemy countries belonging to a surrendered enemy remain yours.
Enemies may not conquer any more of your territories – they are treated as neutral countries except they may be flown over by aircraft. Allies, once they leave a territory of a surrendered friendly country, may not return to it.
If, at this time, units are completely surrounded by your (now off-limits) territories, the player controlling those units may move any or all of them to territories under their control at this point. Any that choose to remain there are isolated for the rest of the game.
The game is over when one side (either the Axis or the Allies) has completely surrendered.
How Surrendering Works
At the end of your turn, see how many surrender dice you need to roll. Roll them all. On a total roll of 22 or higher, you surrender. These modifiers are country-specific and are found at the end of the rules. Modifiers do stack. Obviously, if you are only rolling 1-3 dice, it is impossible to surrender and there is no need to roll.
UK
Every 10 IPCs of British IPCs lost to Axis (land and convoys combined) 1 (this one is struck through, so it may not apply)
Every 3 UK territories and/or convoys held by Axis 1
UK in Axis control 6
India under Axis control 3
Australia under Axis control 3
Eastern Canada under Axis control 3
Axis is getting 5+ Oil Money 1
US has surrendered 4
Russia has surrendered 2
Every 10 IPCs of SBR suffered this round 1
Germany has surrendered -2
Japan has surrendered -2
US
Each turn taken (TURN# – 2)
US under Axis control 8
Hawaii under Axis control 2
Axis is getting 5+ Oil Money 1
UK has surrendered 3
Russia has surrendered 2
Every 7 IPCs of Convoys in Axis control 1
One Axis power surrendered -3
US was attacked by Axis during Turn 1 -2
Every 5 IPCs of Axis territory controlled -1
USSR
Each Russian factory under Axis control 1
Lost capital this turn 3
Collected fewer than 10 IPCs this turn 1
USSR convoy route under Axis control 1
Axis is getting 5+ Oil Money 1
Each other Ally surrendered 2
Germany surrendered -3
Japan surrendered -1
Every 5 IPCs of Axis territory controlled -1
GERMANY
Northern Italy Under Allied Control 1
Germany Under Allied Control 6
Income 30-39 1
Income between 20-29 2
Income below 20 3
Japan surrendered 1
Every 10 IPCs lost to SBR this round 1
Russia surrendered -2
USA surrendered -2
UK surrendered -2
Each Allied Factory controlled -1
Getting Oil Money of 5+ -1
JAPAN
Japan Under Allied Control 10
Income below 10 8
Income below 10-19 5
Germany surrendered 2
Every 10 IPCs lost to SBR this round 1
Income 30-39 -1
Income 40+ -2
Russia surrendered -1
UK surrendered -2
US surrendered -3
Each Allied Factory controlled -1