YOUNG GRASSHOPPER’S G40 HOUSE RULES
Victory Objectives & Tokens: New Victory Condition Rule
Once a victory objective has been achieved, a victory token will be awarded, the side with the most victory tokens at the end of a full game day is the winner. Victory tokens are awarded immediately upon completion regardless of when, or how the objective was achieved. Victory tokens may never be awarded twice for the same objective, and they may never be taken away once earned. It does not matter which round the game ends, as long as the last game round was completed.
Here is a list of all victory objectives for each side…
Axis Powers
London -The Axis control London
(FOW) *The nation that takes control
Moscow -The Axis control Moscow
(FOW) *The nation that takes control
Sydney
-The Axis control Sydney
(FOW) *The nation that takes control
Asia
-The Axis control Shanghai, Hong Kong, Malaya, and Calcutta
(FOW) *Japan
Africa
-The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
(FOW) *The nation that controls the most
Europe
-The Axis control 7 victory cities on the Europe map
_(FOW) *The nation that controls the most
Pacific
-The Axis control 14 of the 16 Pacific Islands originally controlled by America and Japan
(FOW) *Japan
Supremacy
-There are no American Capital ships on the board
(FOW) *Japan
Economy
-All 3 Axis powers have a combined total of 142 IPCs on the income tracker (NOs not included)
(FOW) *The nation that is earning the most
Allied Powers
Berlin
-The Allies control Berlin
(FOW) *The nation that takes control
Tokyo
-The Allies control Tokyo
(FOW) *The nation that takes control
Rome
-The Allies control Rome
(FOW) *The nation that takes control
Asia
-The Allies control all territories connecting the Burma road as well as Hong Kong and Shanghai
(FOW) *The United Kingdom
Africa -The Allies control all non-neutral territories on the continent of Africa
(FOW) *The nation that controls the most
Europe
-The Soviet Union controls 6 original Axis territories
(FOW) *The Soviet Union
Pacific
-The Allies control 14 of the 16 Pacific Islands originally controlled by America and Japan
(FOW) *The United States
Supremacy
-There are no Japanese Capital ships on the board
(FOW) *The United States
Paris
-The Allies have liberated Paris
(FOW) *The nation that liberates it
Fortunes of War: New Research & Development Rule
Research rolls are no longer used to develop breakthroughs, instead, a system called “Fortunes of War” will award nations a free development roll each time a victory objective has 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 “Fortunes of War” roll. The resulting breakthrough from this roll will take effect immediately once their turn has completely ended. Any breakthroughs gained by the UK regardless of which side of the map a token was achieved will effect all UK purchases and all UK units on the board.
Modifications to oob breakthroughs are in red italics, Paratroopers have been replaced with Super Carrier Decks, and breakthroughs among the 2 charts have been re-positioned for balance.
Breakthrough Chart #1
Heavy Artillery
All artillery now support up to 2 attacking infantry and/or mech infantry each
Rockets
Each operational airbase may launch a rocket at an enemy facility up to 4 spaces away, roll 2 dice per rocket and apply the highest result for damage.
Jet Fighters
All fighters now attack at 4 or less, and defend at 2 or less when escorting or intercepting.
Long-Range Aircraft
Maximum movement range for all air units is now increased by 1.
War Bonds
During the collect income phase, roll 2 dice and collect IPCs in the amount shown on the highest roll. (For UK war bonds, Calcutta will gain IPCs from the lowest roll, London will gain IPCs from the highest roll).
Blitz Tactics
Mech infantry now attack at 2 or less if paired with a tank as well as artillery, they may blitz without tanks, and they may tow 1 artillery unit each during the non-combat movement phase.
Breakthrough Chart #2
Super Submarines
All submarines now attack at 3 or less.
Anti-Aircraft Radar
All ainti-aircraft fire from AA artillery, or AA guns built into facilities now defend at 2 or less.
Improved Shipyards
Battleships, Aircraft Carriers, and Cruisers are now 3 IPCs cheaper, and Destroyers, Submarines, and transports are now 1 IPC cheaper.
Mass Production
The mobilization capacity of all production facilities has been increased by 2. Also, you may remove 2 damage markers for the price of 1.
Super Carrier Decks
All aircraft carriers may now carry up to 3 fighters and/or tactical bombers each.
Heavy Bombers
When attacking during a battle or a SBR, roll 2 dice for each strategic bomber and select the best result.
Bonus Income: New & Modified National Objectives
Axis National Objectives
Germany (in addition to all original NOs)
-5 IPCs if an Axis power controls London
Japan (in addition to all original NOs)
-5 IPCs if Japan controls all original Chinese territories
Allied National Objectives
Soviet Union (2 NOs which will replace the original National Prestige NO)
-5 IPCs if there are no Axis warships in sea zone #125, and the Allies control Archangel as well as London
-5 IPCs if there are no Allied units on any original Russian 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)
-2 IPC’s if there are no Axis warships in all sea zones from 101 to 111
-2 IPC’s if there are no Axis warships in all sea zones from 116 to 124
-2 IPC’s if there are no Axis warships in all sea zones from 90 to 99
ANZAC (in addition to all original NOs)
-3 IPCs if the Allies control Cairo (when at war with Germany and Italy)
Stage Cards: New Turn Sequence Method
Each player must use the designated Stage Cards during their turn sequence in order to announce which phase they are conducting at any given time. Players entering a turn sequence must first place their Stage #1 card in front of them, they will than place their Mobilization Card to the right of their Stage #1 card.
Once a player has conducted their chosen steps in Stage #1 (including the purchasing of new units which must be placed on the mobilization card), that player will then flip the Stage #1 card and enter Stage #2. Once the Stage #2 card has been revealed, any actions or decisions required during Stage #1 may not be conducted.
New units from the mobilization card are placed on the board as per the last step of Stage #2, at which point the mobilization card is flipped and placed over the Stage #2 card revealing that the player has now entered Stage #3. In Stage #3 players must collect income, have convoys disrupted, and roll for any developments gained during this turn._