SuperPowers
2-8 players
Setting
The year is 1990, the cold war just ended, but new nations arise! Take control of your Nation and lead to be the world superpower!
To win:
Military victory: Conquered 15 victory cities or conquered all opponents countries
Technology victory: Gained Every Tech
Diplomatic victory: swayed 12 countries into your country
OR
Win WW3 by destroying all countries against you…
Years:
Every turn is 1 year. Years have effects, depending what nation or year. Each event at the right time roll a dice and each nation has # or less and if it scores, the event happens.
Events:
1991:
Persian Gulf War:(2) Iraqi forces invade Kwuait, causing US to declare war on Iraq. If no one controls these nations nothing happens.
Chechen War:(2) Chechen Terrorists rebel against Russia, a civil war errupts in Russia, only roll dice in the caucusus territory.
1992:
Yugoslavian Wars: (3) Yugoslavia errupts in a civil war.
1998:
Indian-Pakistan Nuclear testing:(3) India and Pakistan gain Atomic bomb tech.
2001:
Afghanastan Liberation war:(4) A devastating attack on the twin towers cause US and UK to declare war on Afghanstan. If no one controls these nations, nothing happens. If only UK or US is in play, that nation gains control of the other nation.
2008:
Israeli Hamas War:(2) Israel goes to war versus Syria and Iraq. If no one controls these nations, nothing happens.
2011:
Libyan-American War:(3) A civil war errupts in Libya and causes the US to declare war On Libya. If no one controls these nations, nothing happens.
2012:
Syrian Civil war: (3) Syria errupts in a civil war.
2013:
Israeli-Iranian War: (4) Iran and Israel declare war on each other, if no one controls the nations nothing happens.
2015:
Sino-American War:(2) Tensions between the US and China broke out into war. If no one controls these nations, nothing happens.
2018:
Argentina-Brazil War:(2) a dictatorship government and a democratic in Brazil, a war broke out. If no one controls these nations, nothing happens.
Annex of Mongolia: (2) with mongolian economy falls apart, Russia and China try to annex parts of mongolia. Roll 1d6 for each terrotory in mongolia, 1,2, and 3 it goes to Russia. 4,5, and 6 goes to china.
2019:
Indian-Iranian War:(3) With the scare oil, India was forced to declare war on Iran to get the oil deposits. If no one controls these countries, nothing happens.
2020:(6)
Oil War: Oil in Sauda Arabia and Iraq were attacked by terrorists and the oil was destroyed. Oil prices went up 50%, China and Russia formed an alliance and attacked US, UK, and Germany. WW3 Began. All other playing nations other than those must choose a side in the war.
2026:
Oil discovered in Southwest Africa (3)
Tanks cost 7 IPCs
Mech Inf Cost 5 IPCs
Fighters cost 11
Tac Bombers cost 12
Bombers cost 14 due to lack of Oil.
Setup
Pick a nation to play, up to 8 nations/players Each nation has a list of starting units, the player controlling the nation picks what territory each unit Is in. Countries that were not choosen place all their units in their capital.
Major IC and Airbase auromaticly are placed in their capital.
Nations:
Europe:
Russia
All Soviet marked territories minus Ukraine, Western Ukraine, Moldavo, Belreus, Baltic States, Vyborg, Turmestan, and Kazakamastan.
27 Infantry, 14 mech Inf, 13 Artillery, 16 tanks, 5 fighters, 3 tac bombers, 2 bombers, 8 AA guns, Naval base, 6 Submarines, 4 transports, 2 destroyers.
Capital: Russia
UK
United Kingdon, Scotland, Northwest Ireland Southwest Africa, Union of south Africa, Malta.
10 Infantry, 5 Mech Inf, 5 Artillery, 4 tanks, 5 fighters, 4 tac bombers, 2 bombers, 5 AA guns, 2 naval base, 1 submarine, 4 transports, 1 battleship, 1 aircraft carrier, 1 cruiser, 1 minor complex.
Capital: United Kingdon
France
All European French territories plus new hebries.
8 Infantry, 4 Artillery, 2 mech Inf, 1 tank, 1 fighter, 1 tac bomber, 2 naval bases, 1 Cruiser, 1 transports, 2 AA guns.
Capital: France
Germany
Germany, Western Germany, Greater southern Germany.
10 Infantry, 5 Mech Inf, 3 Artillery, 4 tanks, 2 fighters, 1 tac bomber, 1 bomber, naval base, 3 AA guns, 4 submarines, 1 transports
Capital: Germany
Spain
Spain, Western sahara
4 Infantry, 1 artillery, 1 Fighter, 1 destroyer
Capital: Spain
Portugul
Portugul
2 Infantry, naval base
Capital: Portugul
Italy
Northern Italy, Southern Italy, Scicily
7 Infantry, 4 Mech Inf, 2 artillery, 1 tanks, 1 fighter, naval base, 2 AA guns, 1 destroyer, 1 Transport
Capital: Southern Italy
Yugoslavia
Yugoslavia
5 Infantry
Capital: Yugoslavia
Greece
Greece, Crete
4 Infantry, 1 mech Inf
Capital: Greece
Bulgaria
Bulgaria
4 Infantry
Capital: Bulgaria
Romania
Romania
5 Infantry, 1 tank, 1 transport, naval base
Capital: Romania
Hungary
Hungary
3 Infantry, 1 mech Inf
Capital: Hungary
Poland
Poland, Eastern Poland
6 Infantry, 1 artillery, 1 fighter
Capital: Poland
Baltic states
Baltic States
2 Infantry
Capital: Baltic states
Sweden
Sweden
6 Infantry, 1 fighter, naval base, 1 transport
Norway
Norway
3 infantry
Capital: Norway
Finland
Finland, Vyborg
4 Infantry, 1 mech Inf
Capital: Finland
Switzerland
Switzerland
6 infantry, 2 artillery 3 AA guns
Capital: Switzerland
Denmark
Denmark
1 infantry
Capital: Denmark
Ukraine
Ukraine, Western Ukraine
4 Infantry, Naval base
Capital: Ukraine
Belreus
Belreus
2 Infantry
Capital: Belreus
Moldovo
Moldovo
1 Infantry
Capital: Moldovo
Iceland
Iceland
Capital: Iceland
Belgium
Benulux
3 Infantry, 1 Artillery, Naval base, 1 AA gun
Capital: Benulux
Albania
Albania
1 Infantry
Capital: Albania
Ireland
Eire
1 Infantry
Capital: Eire
Americas:
USA
All us marked territories minus Mexican territories
20 Infantry, 6 Artillery, 15 Mech infantry, 11 Tanks, 6 Fighters, 5 Tac bombers, 3 bombers, 4 naval bases, 12 AA guns, 4 submarines, 7 transports, 3 destroyers, 3 cruisers, 1 battleship, 2 aircraft carriers
Capital: Eastern US
Canada
All Canadian marked territories
6 infantry, 3 artillery, 2 mech Inf, 1 fighter, 2 AA guns, 1 destroyer, 1 transport, naval base
Mexico
Mexican territories
6 infantry
Capital: Mexico
Venezaelu
Venezaelu
3 Infantry
Capital: Venezaelu
Equtor
Equtor
Capital: Equdor
Colombia
Colombia
1 infantry
Capital: Colombia
Chile
Chile
2 Infantry
Capital: Chile
Uraguy
Uruguy
1 Infanry
Capital: Uruguy
Bolivia
Bolivia
2 Infantry
Capital: Bolivia
Brazil
Brazil, European S. American territories
5 Infantry, naval base
Argentina
Argentina
3 Infantry, 1 mech infantry, navalbase, 1 transport
Capital: Argentina
Cuba
West Indies
1 infantry, naval base, 1 transport
Capital: West indies
Peru
Peru
Capital: Peru
Africa:
Nigeria
Nigeria
1 Infantry
Capital: Nigeria
Morocco
Morocco
2 Infantry
Capital: Morraco
Algeria
Algeria
3 Infantry
Capital: Algeria
Tunsia
Tunsia
1 Infantry
Capital: Tunsia
Libya
Libya, Tobruk
3 infantry, 1 mech Inf
Capital: Libya
Egypt
Egypt, Alexandria
5 Infantry, 1 tank, 1 mech Inf, 1 AA gun
Capital: Egypt
Sudan
Anglo Sudan
2 Infantry
Capital: Anglo Sudan
West Africa
All French African territories minus maddagasscar plus gold coast
2 Infantry
Capital: French West Africa
Ethopia
Ethopia, Itallian Simalia, British Somolia
2 Infantry
Capital: Ethopia
Kenya
All British African territories minus south African territories
2 Infantry
Capital: Kenya
Angola
Angola
2 Infantry
Capital: Angola
Mozambuique
Mozambique
2 Infantry
Capital: Mozambuique
Maddagasscar
Maddagasscar
1 Infantry
Capital: Maddagasscar
Middle East:
Israel
Israel-Jordan
2 Infantry, 3 Tanks, 3 AA guns
Capital: Israel-Jordan
Syria
Syria
3 Infantry
Capital: Syria
Turkey
Turkey, Cyprus
8 Infantry, Navalbase
Capital: Turkey
Iraq
Iraq
4 infantry, 1 mech Inf
Capital: Iraq
Iran
Persian territories
6 Infantry, 1 fighter naval base
Capital: Persia
Sauda Arabia
Sauda Arabia
2 Infantry, Naval base
Capital: Sauda Arabia
Afghanistan
Afghanistan
4 Infantry
Capital: Afghanistan
Turkmestan
Turkmestan
1 Infantry
Capital: Turkmestan
Kazakhamastan
Kazakhmastan
1 Infantry
Capital: Kazakhmastan
Asia:
China
All Chinese territories
30 Infantry, 1 Tank, 1 Fighter, 2 mech Inf, 2 Naval bases, 5 AA guns, 2 transports, 3 submarines
Capital: Jehol
Korea
Korea
8 Infantry, naval base
Capital: korea
Mongolia
All Mongol territories
6 infantry
Capital: Central Mongolia
India
India, Western India
10 infantry, 4 Artillery, 3 mech Inf, 2 tanks, 1 fighter, 1 transport, naval base, 3 AA guns
Capital: India
Burma
Burma, Shan state
4 Infantry
Capital: Burma
Thailand
Thailand
3 Infantry
Capital: Thailand
Vietnam
French Indochina
4 infantry, 1 tank, 1 transport
Capital: French Indochina
Japan
All Japanese marked territories Minus Asian mainland territories
10 Infantry, 3 Artillery, 2 fighters, 2 transports, 1 submarine, 1 cruiser, 1 destroyer, 2 naval bases, 4 AA guns.
Capital: Japan
Cylon
Cylon
1 Infantry
Capital: Cylon
Pacific:
Australia
All ANZAC marked territories minus New Zealand
5 Infantry, 1 Artillery, 1 fighter, naval base, 1 transports, 1 destroyer
Capital: New south wales
New Zealand
New Zealand
2 Infantry, 1 fighter, naval base
Capital: New Zealand
Indonesia
Boreo, Java, Sumatra, Malay, New guinea, Celebs
8 Infantry, naval base, 1 transport, 1 Artillery, 1 fighter, 2 AA guns
Taiwan
Formosa
1 Infantry, 1 Artillery, Naval base, 1 AA gun
Capital: Formosa
Diplomacy
Before the buy phase, is the diplomacy phase. A diplomacy dice costs 6 IPCs, max of 2 per turn. Choose a nation to have diplomatic talks to then roll the dice.
1-4 is nothing
5-8 is +1 favor
9-11 is + 2 favor
12 is +3 favor
Every round adds up of favor for a nation, until you reach 10 favor then the nation becomes pro- your nation. If you walk a unit into it’s capital all territories of that nation joins you.
War and peace
Every nation Is at peace, anyone may declare war on any nation (Including neutrals) at any time. You may form alliances. When invading a neutral nation the other nations rolls a dice, who ever rolls the highest the neutral nation joins him/her.
The player may choose where to put the neutral country units in it’s territories.
Deals
You may make deals, trade units territories and IPCs
Countries that start with no IPC value get +2 ipcs in till they conquer a territory with IPC value
New victory cities
Brazil, turkey, Spain, Malay and Sweden.
Tech:
1- Heavy Industries- Minor ICs can now build 5, Major ICs now can build 12.
2-Improved Shipyards- Battleships cost 18, Aircraft carrier 14, Cruiser 11, Destroyer 8, Submarine 5 and Transports 6.
3- Improved Diplomatic talks- Now Diplomatic dice cost 5 IPCs
4-SKUDS- Mech Inf now can carry Nuclear weapons
5-Tech Improvement on Tanks- Tanks attack at 4 for 2 rounds
6- Oil discovered- place a new oil derrick anywhere
Government
There are 2 governments; Democratic and Dictatorship
Countries that are separate governments may not form a alliance. If the country is a different government then yours in a diplomacy talk, 1,2,3,4,5,6 is nothing everything else is +1 favor.
You may change your government at the cost of 8 ipcs, but roll a 1d6 and if it is a 1 or 2 a civil war breaks out, roll a dice for each infantry unit, at 3 or less the unit rebels, it must battle other unit that are still loyal, both at attack. The Rebel units stay until their killed. You may not be doing diplomacy until the civil war ends.
Starting Dictatorship countries
Russia
China
Iran
Iraq
Syria
Libya
Egypt
Argentina
Cuba
Starting democratic countries
USA
UK
Germany
France
Italy
Canada
Brazil
Australia
New Zealand
Oil
For each Oil derricks roll a 1d6
1-3 + 1 IPC
4-6 + 2 IPC
Oil derricks placement:
Persia
Yakut
Caucuses
Iraq
Romania
Mid US
Alberta
Alaska
Manchuria
Venuzaela
Egypt
Sauda Arabia
If you own no oil derricks tanks, mech Inf move 1, fighters and tac bombers move 3, bombers move 4. If your ally owns a Derrick, your units will move the same.
NUCLEAR WEAPONS
1. You may produce various types of nuclear weapons based on your level of technology (see the techs section for further information). Once you’ve gained a better type of atomic weapon all of your nuclear weapons are considered to be that type. So if you had Hydrogen bombs and you get the Tsar Bomb tech, then your stockpile is now magically comprised of Tsar Bombs and all future bombs will be Tsars.
2. Atomic Weapons may be delivered by Strategic Bombers that start their turn on an airbase owned by your alliance.
3. All types of Nuclear Weapons cost 20 IPCs to build. You may only build 2 nuclear weapons per turn, they are stockpiled in factories.
4. You must pay 5 IPCs a turn in upkeep for each nuke that you have stockpiled. If you do not (or cannot) pay for each of those nukes then your stockpile is reduced to equal the number of nukes that you paid the upkeep for.
5. When conducting a nuclear strike you may choose to launch a strategic or a tactical attack. Each attack uses one nuke.
STRATEGIC ATTACKS
Nukes are used against industrial complexes or territories. If you target an industrial complex then it works like a normal strategic bombings except that you roll additional dice, do not add +2 to the damage, and there is no limit to the damage that a nuclear strike can do. So an atomic bomb could theoretically do 20 levels of damage to an industrial complex in a single turn- effectively crippling it for the rest of the game.
Alternatively, you may launch a strategic strike on a territory’s IPC value. This works as above, except the IPC value cannot be reduced below zero. The IPC value of a territory may be repaired up to its original level (or to 3 if its starting value was below 3) during the Diplomacy and investment phase (see basic rules document).
Fission Bomb - roll 4 dice. The sum total of the rolls is the damage inflicted.
Hydrogen Bomb - roll 8 dice. The sum total of the rolls is the damage inflicted.
Tsar Bomb- roll 12 dice. The sum total of the rolls is the damage inflicted.
TACTICAL STRIKES
Tactical strikes target the ground forces in a territory or facilities in a territory. When attacking a facility use the rules above for launching a strategic attack on an industrial complex.
When launching a tactical attack against a ground territory, roll 1 die for every enemy land unit in the territory. If the attacked area is also being assaulted by your land forces then the tactical nukes are launched before the first cycle of combat takes place. You may use multiple nukes to launch multiple tactical nuclear strikes against the same territory. If a player used 2 nukes to attack a territory then he would roll 2 dice per every enemy unit in the territory, etc.
Fission Bomb - rolls of 1 kill an enemy unit.
Hydrogen bomb - rolls of 2 or less kill an enemy unit.
Tsar Bomb - rolls of 3 or less kill an enemy unit.
Units killed in such strikes are immediately removed from the board and may not retaliate against their attacker.
If the nuke was delivered by a strategic bomber then the bomber may not take part in any additional rounds of combat in the territory.
Tactical attacks on air bases and naval bases may destroy units based there in addition to damaging the facility. Navies that are in a sea zone bordering an ally’s naval base are considered to be in port. Air units in a territory with an airbase air base are considered to be stationed at the airbase. If a naval base or air base takes more than 6 damage in a tactical attack then the attacker may make an additional roll (as if they were attacking land units) to damage units stationed at these facilities.
ARMAGEDDON
There is a limit to how many nukes can fly before nuclear winter sets in. If 15 nuclear strikes are launched then the game is considered to be over with the side with the most (irradiated) victory cities declared the “winner.”
Nuclear Technology
Cost 6 IPCs for Nuke tech, same tech rules.
1. Atomic bombs (Loaded on bombers) (US, Russia, China, and UK starts with this tech)
2. Nuclear missiles (Nukes launched off of AA guns, range of 8)
3. Fission Bomb
4. Hydrogen bomb
5. Tsar Bomb
6. Armegedon Bomb (Same as Tsar bomb but it is inflicted on 2 borderinging territories)