Honesty.

This is the one most important aspect of this game. In order to protect the boards from the sight of the other team, each team should get their own dice and roll on their own side. Players need to trust each other that they are honest with their roles and their movements. Who would want to win by cheating anyway?

Progression of turns.

This is where it gets confusing and we have adopted sort of a freestyle approach to each players turn. We tend to treat each attack phase a separate turn. Because of this, if I am USA, I can move my fleet into the Japanese sea zone, then attack, and then land some stuff on the island if I so choose. After that, I can attack the German Sub in the Atlantic. Then I can do all my non-combat movement. Each group of people playing this should come up with their own specific rules on exactly what can be done when it can be done.

There is one attacking advantage to this setup that is useful, but you may choose to make it illegal because it really helps the attacker. Lets say I was the Russia player with 20 tanks and 20 infantry in Caucasus. Under this system, I could attack Ukraine with 10 tanks and 20 infantry, and if I win the battle, I could then take the remaining 10 tanks still in Caucasus, move into Eastern Europe, and attack that. However, once a unit has been declared an attacking unit in any territory, it may not attack in any other zone. Simple enough, isn't it?

O.K. That works all fine and dandy on land, but on the high seas it gets a little more complicated. Scenario: I am the UK and I move into the Gibralter Sea Zone with two battleships, three subs, and a carrier to attack it and take it from those greedy Germans. This was only one movement on all my ships. If I take it over, I then should do my non-combat movement. If I chose to leave a battleship in the Gibralter Sea Zone, and then want, on my non-combat movement, to move into the Southern Europe Sea Zone hoping to wreck the German transport capabilities to Africa. I ask, "Is there anything in the Southern Europe Sea Zone?" If they say "yes", I have no choice but to attack again. This is an advantage to the defender because if the attacker loses a lot in a battle but wins, and then tries a non-combat movement and runs into more of the defenders fleet, it might be destroyed. The attacker must be careful to avoid this.

Sneak Attacks

Sneak attacks are a little more complicated in battleship mode. First of all, when attacking the enemy fleet, attack with the subs first as always. Count up the number of hits. For this example, lets say 2 hit. Now, you get to roll another die for each hit. The total that you get is the number of units the defender must tell you is in the battle. If I take my two dice (2 hits) and roll a 2 and a 3, the defender must tell me five units that are involved in a battle. If the defender happens to have four transports, 3 subs, a carrier, and 2 battleships, they would only have to tell me that they have 4 transports and 1 sub. I can now only choose from these units to place my hits.

Transports

Okay. We ran into a problem in the event that during non combat movement, a fleet that includes transports stumbles on the enemy fleet. Since you must attack, the question is what role do the transports have. This problem does not exist in the normal game because transports cannot move with the fleet if it is attacking. There are two oppinions on the matter. One is that the transports should have no attack capabilities and just take hits. However, one could look at it like this: since the transports stumbles into hostile territory, their first priority would be to defend themselves. In this case, should the transports, since they are capable of defending themselve, get an attack of 1? This is for you to decide, but don't draw blood!

Double Assaults

In Battleship Mode. There is one added tool when attacking another players territories. Usually, a player could only attack territories that are on the front line at the beginning of the turn. Lets say Japan has managed to build up a sizable force in Alaska, and Japan is looking at the US western territory while licking their lips. In the old way of playing, there is no way that Japan could attack the US from Alaska if there were units in Canada. With this added change, it is possible. If you know that Western Canada has one infantry on it you can use one or two tanks from Alaska and defeat that infantry. Now, with this territory taken over by Japan, Japan can move all its Alaskan units through Canada and attack US. This is all on the same turn. If Japan would have moved all its forces into Canada, it would have taken it over, but then it would have to wait vulnerably in Canada because the rule still holds that once a unit has attacked, it cannot attack again.

Sciences and Technology

Get ready for some crazyness! In the game that we have developed, you can throw those original six sciences out the window. My friends and I have developed a new system that adds a completely new element of strategy to the game. A basic overview is this: there are several platform technologies that you get by paying 5 IPC's. You choose a number that you want to roll. If you roll that number (once again, honesty is a big factor) you get the platform technology and the ability to go for any technology that is next in the flow chart. The remaining technologies, not the platform technologies, cost 2 IPC's to study. Once again, you choose one number to roll. Each coutry has a separate list of strategies or units that can be gained once the appropriate platform science is reached. For instance, if the U.K. wants to start implementing hedgehogs, they need to get the platform technology, ELITE NAVAL FORCES. For Germany to utilize its panzer tank divisions, it need to get the platform technology, ELITE LAND FORCES. A complete interactive guide to the sciences we have invented can be found on my Science and Technology page.

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