CLIFFSIDE BUNKER G40 HOUSE RULES
YouTube video explaination and card deck accessory:
Coming soon
Designer: Young Grasshopper
Contributors: KNP, Black Elk, Baron Munchhausen, CWO Marc, regularkid, and all the members of the Cliffside Bunker
Victory Objectives and Victory Tokens
Once a victory objective is achieved, a victory token will be awarded, the side with the most victory tokens at the end of the day wins the game. Victory tokens are awarded immediately upon completion regardless of when, or how the objective was achieved, and a token can never be taken away or awarded twice for the same objective. It doesn’t matter which round the game ends, however, a win or a tie can only be declared at the end of a full game round.
Optional Rule: The first side to achieve 3 victory tokens will immediately win the game.
New Research & Development Rule:
Research rolls are no longer used to develop breakthroughs, instead, nations are awarded development rolls when victory objectives have been achieved. Once a victory token is gained, the nation with the corresponding (*) instructions listed with each objective will choose a breakthrough chart, and make a free development roll with the resulting breakthrough taking effect immediately (may not effect units already in battle during the turn in which the breakthrough was rolled). Any breakthroughs gained by either UK Europe, or UK Pacific will be shared between both UK nations throughout the game.
Here is a list of all victory objectives for each side…
Axis Powers
-
London
The Axis control London
(R&D) *The nation that takes control
-
Moscow
The Axis control Moscow
(R&D) *The nation that takes control
-
Calcutta
The Axis control Calcutta
(R&D) *The nation that takes control
-
Sydney
The Axis control Sydney
(R&D) *The nation that takes control
-
North Africa
The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
(R&D) *The nation that controls the most
-
Pacific
The Axis control 6 victory cities on the Pacific map
(R&D) *The nation that controls the most
-
Europe
The Axis control 7 victory cities on the Europe map
(R&D) *The nation that controls the most
-
Global Economy
All 3 Axis powers have a combined total of 136 IPCs on the income tracker
(R&D) *The nation that controls the most
Allied Powers
-
Berlin
The Allies control Berlin
(R&D) *The nation that takes control
-
Rome
The Allies control Rome
(R&D) *The nation that takes control
-
Tokyo
The Allies control Tokyo
(R&D) *The nation that takes control
-
Africa
The Allied powers control all non-neutral territories on the continent of Africa
(R&D) *The nation that controls the most
-
Paris Liberation
The Allies have liberated Paris
(R&D) *The nation that takes control
-
Philippines Liberation
The Allies have liberated the Philippines
(R&D) *The United States
-
Asia
The Allies control the Burma road as well as Hong Kong and Shanghai
(R&D) *The United Kingdom
-
Pacific Fleet
There are no Japanese Capital ships on the board
(R&D) *The United States
Modified Breakthroughs & Breakthrough Charts
Chart #1
1. Heavy Artillery
-All artillery now support up to 2 attacking infantry and/or mech infantry.
2. Rockets
-Each operational airbase may launch a rocket at an enemy facility up to 4 spaces away. Roll 2 dice for each rocket using the die with the highest result to damage the target facility.
3. Improved Production
-The mobilization limits of all production facilities has now increased by 1. Also, 2 damage markers may now be removed for the price of 1.
4. Jet Fighters
-All fighters now attack at 4 or less. Also, fighters now defend @2 or less when escorting, or intercepting.
5. Propaganda
-During the collect income phase, roll 2 dice and collect IPCs totalling the die with the highest result.
6. Blitz Tactics
-Mech infantry now attack at 2 or less if paired with a tank or artillery, they may blitz without tanks, and they may tow 1 artillery each during non-combat movement.
Chart #2
1. Super Submarines
-All submarines now attack @3 or less.
2. Detection Radar
- All AA artillery and built in AA guns on facilities now defend at 2 or less.
3. Nautical Engineering
-Battleships, Aircraft Carriers, and Cruisers are now 3 IPCs cheaper, and Destroyers, Subs, and Transports are now 1 IPC cheaper.
4. Long-Range Aircraft
-Maximum movement range for all air units has now increased by 1.
5. Super Carrier Decks
-All aircraft carriers may now carry up to 3 fighters and/or tactical bombers.
6. Heavy Bombers
-When attacking during general combat or a SBR, roll 2 dice for each strategic bomber and select the best result.
Combined ANZAC and UK Pacific Nation
UK Pacific Nation:
The United Kingdom Pacific economy will now merge with ANZAC to form a new nation separate from the United Kingdom Europe economy. This new UK Pacific nation will use Calcutta as it’s capital, will have a starting income of 27 IPCs, and will use ANZAC gray units, as well as union jack roundels. Any territory controlled by one UK nation regardless of location on the map, will count toward the overall income of the individual UK nation that controls it (the UK Europe starting income is still 28 IPCs).
(Union Jack roundels can be purchased through HBG here…)
http://www.historicalboardgaming.com/Custom-Roundels--Union-Jack_p_384.html
Modified Setup for UK Pacific Nation:
Even though West India will count towards the overall income of the UK Pacific, the starting infantry unit positioned in West India will be tan brown and controlled by UK Europe. Also, the 2 ANZAC infantry units starting in Egypt now belong to UK Europe totaling 3 tan brown infantry units starting in that territory.
Political Exile:
In the event that UK Europe loses control of London, Ottawa will become the new capital of UK Europe for the remainder of the game. Although all IPCs will be handed to the enemy, UK Europe may continue to collect for territories still under their control.
In the event that UK Pacific loses control of Calcutta, Sydney will become the new capital of UK Pacific for the remainder of the game. Although all IPCs will be handed to the enemy, UK Pacific may continue to collect for territories still under their control.
New & Modified National Objectives
Germany (in addition to all original NOs)
-5 IPCs if an Axis power controls London
Soviet Union (in addition to all original NOs)
-5 IPCs if there are no Axis warships in sea zone #125, and the Allies control Archangel as well as London (Part 1 of 2 which replaces National Prestige).
-5 IPCs if there are no Allied units on any original Russian territories (Part 2 of 2 which replaces National Prestige).
Japan (in addition to all original NOs)
-5 IPCs if Japan controls all original Chinese territories
United States (in addition to all original NOs)
-5 IPCs if the United States are at war with the Axis powers
UK Europe (in addition to all original NOs)
-5 IPCs if there are no German or Italian submarines on the board.
UK Pacific (replaces all UK Pacific and ANZAC NOs)
-3 IPCs if the Allies control Kwangtung and Malaya.
-3 IPCs if the Allies control all original ANZAC territories and Malaya.
-3 PUs if the Allies control Gilbert Islands, Fiji, and Samoa.
-3 IPCs if the Allies (other than the Dutch) control Dutch New Guinea, New Guinea, New Britain and Solomon Islands.
New & Modified Production Facilities
Industrial Complex: (Blue)
Cost - 30 IPCs
Produces up to 10 units
Maximum damage 20
Unoperational at 10 damage
Capable of mobilizing all unit types
May only be damaged by strategic bombers
Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber)
May only be placed on an originally controlled territory (not islands) with an IPC value of 3 or greater
Immediately downgraded to a major factory once captured
Major Factory: (Red)
Cost - 20 IPCs
Produces up to 5 units
Maximum damage 10
Unoperational at 5 damage
Capable of mobilizing all unit types
May only be damaged by strategic bombers
Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber)
May be placed on any controlled territory (not islands) with an IPC value of 3 or greater
Immediately downgraded to a minor factory once captured
Minor Factory: (Green)
Cost - 15 IPCs
Produces up to 3 units
Maximum damage 6
Unoperational at 3 damage
Capable of mobilizing all unit types
May only be damaged by strategic bombers
Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber)
May be placed on any controlled territory (not islands) with an IPC value of 2 or greater
Immediately downgraded to a military base once captured
Military Base: (White)
Cost - 10 IPCs
Produces up to 3 units
Maximum damage 6
Unoperational at 3 damage
May only mobilize infantry units and sea transports
May be damaged by both tactical and strategic bombers
Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber)
May be placed on any controlled territory including islands
Immediately removed from the board once captured
4 colors of plastic houses are available at HBG, each unit purchased contains 5 houses… http://www.historicalboardgaming.com/Victory-City-Marker-Small--Token-x5_p_383.html
Upgrading facilities:
All production facilities may be upgraded 1 level per turn for 10 IPCs each level, provided that all placement requirements have been met.
Modified Setup: All production facilities
Germany
Western Germany - Industrial Complex
Germany - Industrial Complex
Soviet Union
Russia - Industrial Complex
Novgorod - Major Factory
Ukraine - Minor Factory
Volgograd - Minor Factory (immediately upgraded to major factory if Leningrad and/or Ukraine have been captured)
Japan
Japan - Industrial Complex
United States
Western United States - Major Factory (immediately upgraded to IC when at war with the Axis powers) Central United States - Major Factory (immediately upgraded to IC when at war with the Axis powers) Eastern United States - Major Factory (immediately upgraded to IC when at war with the Axis powers) Hawaiian Islands - Military Base
United Kingdom: Europe
United Kingdom - Industrial Complex
Quebec - Major Factory
Union of South Africa - Minor Factory
Egypt - Military Base
Italy
Southern Italy - Major Factory
Northern Italy - Major Factory
United Kingdom: Pacific
India - Major Factory (immediately upgraded to IC when at war with Japan) New South Wales - Major Factory
France
France - Industrial Complex
Normandy - Minor Factory
Southern France - Minor Factory
New Capital Capture Rule
The cash on hand that is surrendered once a capital is captured for the first time, goes to the conquering nation. However, each time afterwards the cash on hand will go to the bank.
New Japan / German relationship rule
Japan may not move units into an originally controlled territory of the Soviet Union that Germany controls. Also, Germany may not move units into an originally controlled territory of the Soviet Union that Japan controls.
New Strategic Bombing Rules
The +2 damage bonus for each strategic bomber during strategic bombing raids will now be distributed like such…
+1 Damage - if the strategic bombers rolling for damage have departed from an operational airbase.
+1 Damage - if the strategic bombers rolling for damage did not encounter an enemy interceptor.
Airborne Assaults
During the combat movement phase, up to 2 infantry units positioned on each territory with an operational airbase may attack hostile territories up to 3 spaces away. These paratrooper units are vulnerable to enemy AA artillery as if they were being transported on one air unit, and all airborne assaults must be supported by a ground attack and/or an amphibious assault.
Around the Clock Bombing
At a ratio of up to 3:1, American strategic bombers positioned in London may conduct strategic bombing raids on the United Kingdom’s turn if at least 1 UK strategic bomber also positioned in London is conducting a strategic bombing raid.
At a ratio of up to 3:1, British strategic bombers positioned in London may conduct strategic bombing raids on the United States turn if at least 1 US strategic bomber also positioned in London is conducting a strategic bombing raid.
Modified Turn Sequence
1. Germany
2. Japan
3. Soviet Union
4. United States
5. China
6. UK Europe
7. Italy
8. UK Pacific
9. France
Modified Setup: Soviet Union
Buryatia: 6 Infantry, 1 AA artillery
Sakha: 6 Infantry, 1 AA artillery
Amur: 6 Infantry, 1 AA artillery
Suggested Game Round Sequence: (games with 4 or more players)
1. Germany and Japan conduct turns at the same time
2. Russia and the United States conduct turns at the same time
3. China and United Kingdom Europe conduct turns at the same time
4. Italy and United Kingdom Pacific conduct turns at the same time
5. France conducts their turn, and a new game round sequence begins
If 2 nations playing simultaneously have units converging on the same area of the map, they must be mindful of turn sequences and follow the order of play.
Suggested Player Assignments: (games with 4 or more players)
4 Player Games
Player 1. Germany / Italy
Player 2. Japan
Player 3. Soviet Union / UK Europe / France
Player 4. United States / China / UK Pacific
5 Player Games
Player 1. Germany / Italy
Player 2. Japan
Player 3. Soviet Union / UK Pacific
Player 4. United States / China
Player 5. UK Europe / France
6 Player Games
Player 1. Germany / Italy
Player 2. Japan
Player 3. Soviet Union
Player 4. United States
Player 5. UK Europe / France
Player 6. UK Pacific / China
7 Player Games
Player 1. Germany
Player 2. Japan
Player 3. Italy
Player 4. Soviet Union
Player 5. United States
Player 6. UK Europe / France
Player 7. UK Pacific / China
8 Player Games
Player 1. Germany
Player 2. Japan
Player 3. Italy
Player 4. Soviet Union
Player 5. United States
Player 6. UK Europe
Player 7. UK Pacific
Player 8. China / France