PART 1:
-Summary of Play
-How the War is Won
SUMMARY OF PLAY
SITREP: The Day After… can be played by up to six players. The game depicts a two-sided conflict, so if you have more than two players, split them into the Allies (NATO) side and the Opfor side.
The Allies powers NATO include NATO, the United States of America and United Kingdom.
The Opfor powers are represented by the Arab League, Russia (the Commonwealth of Independent States (CIS)) and China. Each player controls at least one world power. Some will control more than one power.
Each turn you take for a power, you choose which units to build for that power. Then you move your attacking units into hostile spaces and resolve those attacks using dice rolls.
After combat, you can make noncombat moves with your units that didn’t take part in combat that turn. Finally, you place the units you purchased at the beginning of your turn and then collect your income for the turn, including income gained from any newly conquered territories.
Split control of the powers between the players as follows:
Two-Commander Game
1st. commander: United States, United Kingdom, NATO
2nd. commander: Russia, China, Arab League
Three-Commander Game
1st. commander: United States, United Kingdom, NATO
2nd. commander: Russia
3rd. commander: China, Arab League
Four-Commander Game
1st. commander: United States
2nd. commander: United Kingdom, NATO
3rd. commander: Russia
4th. commander: China, Arab League
Five-Commander Game
1st. commander: United States
2nd. commander: United Kingdom
3rd. commander: NATO
4th. commander: Russia
5th. commander: China, Arab League
Six-Commander Game
1e commander: United States
2e commander: United Kingdom
3e commander: NATO
4e commander: Russia
5e commander: Arab League
6e commander: China
HOW THE WAR IS WON
On your turn, you build, deploy maneuver, and command army divisions, air wings, and naval fleets to loosen your foes’ hold on their territories. On your opponents’ turns, they will bring their forces against you. The more territories you hold, the more weapons you can build-and the more powerful those weapons can be.
On the map are 27 victory cities crucial for war effort.
These are the 20 capital cities of the Group of Twenty* plus 7 capital cities of the six main powers.
The Allies begin the game controlling 9 victory cities.
Opfor begin the game controlling 9 victory cities.
*The Group of Twenty Finance Ministers and Central Bank Governors (also known as the G-20, G20, and Group of Twenty) is a group of finance ministers and central bank governors from 20 major economies: 19 countries plus the European Union.
Allied Victory Cities:
Canada - Ottawa
France - Paris
Germany - Berlin
Italy - Rome
Turkey - Ankara
United Kingdom - London
United States - Washington DC, - Los Angeles
EU / NATO - Bruxelles
Pro-Allied Victory Cities:
Argentina, - Buenos Aires
Australia, - Canberra
Brazil, - Brasilia
Japan, - Tokyo
Korea (South), - Seoul
Opfor Victory Cities:
Arab League - Cairo
China - Beijing
Russia - Moscow, - Chabarovsk, - Jekaterinburg, - Rostov, - St. Petersbur, - Tsjita
Saudi Arabia - Riyad
Neutral Victory Cities:
India - New Delhi
Indonesia - Jakarta
Mexico - Mexico-City
South Africa - Kaapstad
Opfor Victory
The Opfor powers win the game by controlling any nine (9) former Allies, pro-Allies or Neutral victory cities for a complete round of play, as long they control two out of the three Opfor capital cities Cairo, Moscow and/or Beijing.
Allies Victory
The Allies powers win the game by controlling the three (3) Opfor capital cities Cairo, Moscow. And 6 random former Opfor, pro-Opfor or Neutral victory cities for a complete round of play, as long they control three out of four allied capital cities Washington, Los Angeles, London and Bruxeles.
Maak jouw eigen website met JouwWeb