GRASSHOPPER’S INVITATIONAL - HOUSE RULE SET
YouTube video explanation:
coming soon
Card deck accessory PDF files available for print:
coming soon
Victory Objectives & 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. Also, a token can never be taken away once earned, and they may never be 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.
Tournament Rule: On top of any victory tokens earned during each game, teams that win their game outright will receive a free victory token, and teams that finish a game without allowing a victory token will receive a free victory token.
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 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.
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
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
Economy
-All 3 Axis powers have a combined total of 136 IPCs on the income tracker
(R&D) *The nation that is earning 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
-The Allies have liberated Paris
(R&D) *The nation that takes control
Philippines
-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
-There are no Japanese Capital ships on the board
(R&D) *The United States
New & Modified Breakthrough Charts
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.
New & Modified National Objectives
Germany (in addition to all original NOs)
-5 IPCs if an Axis power controls London
Soviet Union (2 NOs which replaces 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
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 submarines anywhere on the board other than in the Baltic Sea (sea zones 113-115), the Black Sea (100), and the Caspian Sea (unnumbered).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.
Player Assignments:
6 Player Games
Player 1. Germany
Player 2. Italy
Player 3. Japan
Player 4. Soviet Union / China
Player 5. United States / ANZAC
Player 6. United Kingdom / France
TIME BLOCKS & TIME TOKENS
GERMANY TIME BLOCK = 10 MIN - 5 TOKENS
SOVIET UNION TIME BLOCK = 5 MIN - 5 TOKENS
JAPAN TIME BLOCK = 10 MIN - 5 TOKENS
UNITED STATES TIME BLOCK = 5 MIN - 5 TOKENS
CHINA = 5 MIN - 2 TOKENS
UNITED KINGDOM = 10 MIN - 5 TOKENS
ITALY = 5 MIN - 5 TOKENS
ANZAC = 5 MIN - 2 TOKENS
FRANCE = 5 MIN - 2 TOKENS