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Following is an overview of the sequence of play, which should provide you with a good idea about how the game plays.
7.
Sequence of Play
Action Cards: Cards are dealt from the
respective player “decks” to bring each sides hand size up to the number
indicated on the Turn Chart. The number of cards in a players hand varies by turn, to reflect a "build-up" of activity related to the conflict.
7.2
Action Cards (ACs)
The Deck: Each players’ ACs are divided
into 3 parts: 1918, 1919, 1920 (indicated on each AC – upper hand corner). At
the beginning of the game, only the 1918 part is utilized.
During the Political Phase, any of these ACs may be utilized
to effect the determination of what Political Cards (PCs) are selected.
During the Action Phase, these cards are:
1)
Played – and end up in the played pile
2)
Played as an event – if marked with an asterisk remove from
play, otherwise placed in the played pile
3)
Discarded – and end up in the played pile
4) Saved – for use in a future turn
.Not Enough: Occasionally, (primarily Turn
3) a player may not have enough ACs remaining
to form a large enough deck to draw enough ACs to satisfy hand size. In
this case, a player will need to take a number of “1 OPs” for their action
rounds
Reshuffle: The deck is reshuffled when:
1)
There are not enough ACs in the deck to complete the hand size
(draw all remaining ACs and reshuffle)
2)
Turn 4 – when the 1919 cards are added
3)
Turn 10 – if a player does not elect to take the
1920 cards as their hand
7.3
Political Phase (only turns 1-9)

The Political Phase, occurring at the beginning of turns
1-9, is detailed in the Politics and Factions Rulebook. The Political Phase
involves attempting to gain control of the 18 Factions in the game. By gaining control of a particular faction, a side is able to utlize the faction's forces and supply depots.
Political Phase Sequence of Play
1) Critical Front Rule: Each
player secretly draws their Critical Front chit {these chits generate bonuses and penalties for control of Victory Cities (VCs) in a particular region).
2) Placement:
Add Bluff and Influence Cards to the Action Card hand for each player. Allocate
3 Action Cards, 1 to each of the Political Boxes (RED, WHITE and OTHER) – secretly.
3) Resolution:
Determine Order of Political Box (PB) Resolution (random die roll) – the Other
PB is always last. For the 1st PB, Determine number of Political
Cards generated and how they are selected. Select and place PCs. Repeat for 2nd
PB. Repeat for the OTHER PB
4) Adjustment:
Adjust Faction Control Markers on the Faction Control Table.
5) Setup:
Setup any newly obtained Faction
Any Action Cards allocated to the Political Boxes are placed
in the played pile. Set the Bluff and Influence cards aside. They will be
utilized in the next Political Phase again.
The Political Cards that were selected for the Political
Boxes are placed in the played PC “pile”. These PCs are not used again until a
reshuffle is directed by PC#54 or there are not enough PCs to fill a Political
Pox.
Each player has a hand size (between 7 and 9, minus any
Action Cards that were “spent” in the Political Phase) that will be utilized
for the rounds during the Action Phase (AP). Players begin each AP with the
appropriate number of ACs (indicated on Turn Track), drawing cards from their
“deck”. A player may end the Action
Phase with none, one or some ACs, depending on the number of ACs played and
what has or has not been saved.
The first Action round begins with the WHITE player. Players
alternate playing cards (as either the event, activation of spaces for movement
and combat, replacements or strategic redeployment) or not playing a card and
“taking a 1 OP (one space activated for either combat or movement or taking a
special 1 OP option, until the number rounds indicated
on the Turn Chart have been completed.
10.22 Special 1 OP Actions
WHITE Wrangel Option
Once per turn, when the 1 OP option is selected by WHITE,
WHITE may activate a space for movement that contains the Wrangel leader. Roll
a die. On a roll of 1-3, Wrangel may un-flip any Volunteer Army units in the
space. No spaces may be activated this round.
Either: Propaganda Option
A side selects a non leader occupied space (target space)
adjacent to a friendly unit and attempt to place a no-activation marker on an enemy space or they may attempt to remove a no-activation marke.
Either: Revolt option
Once per turn, either side may declare a Revolt option. In
this case, it may select any subjugated Faction and roll a die. Each Garrison
unit indicates the die roll required to revolt. If the unit revolts, simply
flip it to the desired side.
RED Trotsky Option
Once per turn, when the 1 OP option is selected by the REDs,
RED may activate a space for movement that contains the Trotsky leader. Roll a
die. On a roll of 1-3, Trotsky may un-flip any RED units (except armies that
are part of the Stalin camp) in the space.
This option may not be selected if RED has the Trotsky
In-fighting counter.
RED Semonov Option
Once per turn, RED may attempt to enter the Semonov unit.
RED declares its intention and rolls a die. If the result is 1-4, place the
Semenov unit in the Urals North East Box. The unit may not move. The effect is
to reduce replacements for the Siberian and Siberian Cossack forces as long as
WHITE is unable to trace a line of friendly spaces from Omsk to Katerinodar.
See rule 14.8 and rule 16.4.
RED Politburo Option
Once per turn, RED may call for a Politburo meeting. This may result in negating the effects of infighting or subjecting a RED leader to a trial and execution.
7.41 In-fighting
When In-fighting has been triggered, a side draws their
“chit” prior to taking their first round. These chits remain secret during the turn. Infighting chits include :
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RED
In-fighting Counters
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Counter (#)
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Effect
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Trotsky (1) or
Stalin (1)
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Only
1 space with an army of the indicated leader may be activated during any
action round. No reinforcement card with armies from the leader may be played
as an event (ex: In the case of Trotsky, the RED AC#1 may not be played that
turn). RED may not take special 1 OP Trotsky option (if Trotsky in-fighting
counter selected)
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Lenin (1)
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Only
armies not in the Trotsky or Stalin camps may participate in an attack.
Additionally, prevents play of RED AC#36.
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Accusation (1)
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At
the end of the turn, roll a die. On 1-2, a trial occurs, the leader is guilty
of treason and removed from the game. Randomly determine a leader. Exclude
Trotsky and Stalin from the possible roll for elimination. The REDs may only
be subject to 3 such rolls during the game.
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Defeatism (1)
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Roll
a die on the Defeatism table for each space activated for combat in a round
after the first space (one space “free” of effects)
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One Russia (1)
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Roll die on the One Russia Table
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No Effect (1)
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No effect on REDs this turn.
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Desertion(1)
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At the end of a turn, if BEHIND in VCs, determine random region , roll a die {possible step losses}
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No VC=-VP(1
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Capture an enemy VC this turn (not in Political Phase) or
lose a VP
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Mutiny (1)
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If WHITE plays its Mutiny Card – AC#4, 1 random RED army
mutinies in the target space (no other result occurs)
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7.5
Logistics Phase

Follow this order:
7.51 Major Power Withdrawal: Major Powers are subjected to withdrawl die rolls.
7.52 Attrition: Attrition of units (eliminated due to
lack of supply) and control of spaces is verified – simultaneously for both
sides.
7.53 Factions Conquered: Check status of wars against
Faction regarding whether war has lapsed or Faction is conquered
7.54 Subjugation: RED may declare subjugation of
eligible Factions
7.55 VPs: Adjust the VP total. Award
Critical Front Bonus/Penalty .
7.56 AV: Determine whether Automatic Victory has been
achieved, or in the case of turn 16, the game ends and victory is determined
7.57 Logistics Inefficiencies: {a rule that potentially causes REPs to be lost}
7.57 Replacements: Players spend accumulated replacement
points (generated by various PCs and ACs). Both players (WHITE first) conduct a
replacement phase to un-flip flipped units, rebuild eliminated units, purchase
IPs and buy leaders.
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