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4.0 SEQUENCE OF PLAY Area by area, the player with more Prestige at the
moment (Russian wins ties) either goes first to
Each Strategic Round is organized into the following expend the RP he has received or tells the other
Segments, performed in order. The body of the rules player to go first. A player’s options of how to expend
explain what to do in each Segment. the RP depend on what area the card was played in,
and whether the game is in the pre-Invasion or
Event Card Segment Invasion phase. Refer to the following table. A player
may choose only one of the options presented. Any
Card Play and Resolution Segment
leftover RP are lost when players move on to another
(Invasion Phase only) Operational Turns
area.
Segment
Final Segment
(start next Strategic Round with the Event Card Area Pre-Invasion Invasion
Segment)
Military mobilize/ mobilize/
deploy deploy
5.0 EVENT CARD SEGMENT
units (6.1) units OR
Each player will draw one Event Card at random. If a determine
Card says “Must Play”, the event is immediately number of
resolved. Otherwise the player has a choice of Operational
whether or how to implement the event during the Turns this
Strategic Round. Event Cards are discarded in the Round, and
Final Segment of the current Strategic Round: use the number
‘em or lose ‘em. of units that
can move
6.0 CARD PLAY AND RESOLUTION or recover
SEGMENT in each
Operational
Each player will select THREE Resource Cards of Turn (7.0)
their choice from their as yet unplayed stock and Diplomatic attempt to attempt to
place one card in each of the three areas of the Card move one move one
Matrix (Military, Diplomatic and Information), face or more or more
down. Either player may, at this moment only, declare countries countries
the start of the Invasion phase of the game. on Foreign on Foreign
Relations Relations
The player who has the higher Prestige at the moment Display Display OR
(Russian wins ties) may choose which area of the (6.2) attempt a
Card Matrix will be resolved first. Both players turn Truce (6.4)
up their cards and roll one or two d6 on the Effort Information reduce reduce
enemy’s enemy’s Russian player will want to move them towards the
Prestige Prestige Neutral Zone.
score (and score (and
their own, their own, The required number of RP for an attempt to move a
see 6.3) see 6.3) OR country’s counter “up” or “down” one Zone on the
OR add to own Display is equal to the Multiplier for the desired Zone
add to own Prestige to move to. Players may try to move a given country
Prestige only one Zone in a given attempt. A player may
divide their RP as they wish in order to influence
6.1 Mobilizing and Deploying Units more than one country, and may make multiple
6.11 Mobilizing units. A unit is mobilized by moving attempts to influence the same country, paying the
it from the Reserve section to Mobilized section of appropriate cost each time.
the Unit box. It costs one RP to mobilize a unit of any
type. To make the attempt, a player will expend the
6.12 Deploying units. It costs one RP to deploy a required number of RP (1, 2 or 3 RP). They may at
unit of any type. A unit may be mobilized and this time voluntarily expend Prestige points to affect
deployed in the same Strategic Round. To deploy a the die roll: one is subtracted from the die roll for
unit, take it from the Mobilized section of the Unit each Prestige point expended. They then roll a
Box and place it in an area on the map, within the number of d6 equal to the country’s Rank, and take
following guidelines depending on its type: the total. If the adjusted roll is equal to or less than
Regular: any area within the player’s country the RP expended, the country’s counter is moved to
that is either empty or contains friendly units the new Zone; otherwise, nothing changes and the RP
(Special Forces units do not count as friendly or are lost.
enemy units). Also, depending on the resolution
of the “Belarus” event, the Russian player may Example: To attempt to move Great Britain, a Rank 2
be able to deploy Regular units to Belarus. country, from Support to Intervention the player
Depending on the outcome of the “Moldova” spends 3 RP (since the Multiplier for the Support
Event Card, he may deploy one Regular combat Zone is 3). He also expends 3 Prestige to get a -3 die
unit in Moldova (but may not deploy any other roll modifier. He rolls 2d6 (because Great Britain is a
units there). Rank 2 country) and gets a “5”. Subtracting 3 from 5
Special Forces: any area on the map (including gives a result of “2”: this is less than the 3 RP
Belarus or Moldova, regardless of whether the expended, so the country will move to Intervention.
Event Cards involving these countries have been
played) 6.22 Positive effects of Allies. It’s good to have
Irregular: friends:
o Ukrainian: any area within Ukraine. In the beginning of the Card Play and Resolution
o Russian: any area in the pro-Russian Segment of each Strategic Round, the Ukrainian
Ethnic Zone that contains a non- player receives a total of “at large” RP equal to
neutralized Russian Regular or Special the Rank of each country whose marker is
Forces unit. currently in the Intervention Zone. These RP may
be added to the resolution of card play in any one
6.13 Redeploying units. Once deployed to the map, area of their choice.
units do not move in the pre-Invasion Phase. At the end of the Final Segment of each Strategic
However, a player, may expend 1 RP to remove a unit Round (except the sixth one), the Ukrainian
from the map and replace it in the Mobilized Section player will gain total Prestige equal to the Rank
of the Unit Box, from where it may be re-redeployed of each country that is in the Support or
to the map later. Intervention Zones.
6.2 Moving Countries on the Foreign Relations 6.23 Belarus. When the “Belarus” Event Card is
Display played, its marker is removed from the Foreign
A player may expend RP and Prestige to attempt to Relations Display regardless of the outcome: the
move the counter representing a foreign country on country has either decisively declared for Russia, or
the Foreign Relations Display. The Ukrainian player is determined not to take any further part in the crisis
will want to move the counters towards the Support while continuing to declare verbal support for
or Intervention Zones on the display, while the Ukraine.
player may also add any of his “at large” RP
6.3 Reducing the enemy’s Prestige gained from alliances, see 6.32).
If a player chooses to reduce the enemy’s Prestige There must be at least one, but no more than six,
through exercising that option in the Information Operational Turns.
area, he must roll the die or dice twice, reading off the number of units to move or recover in each
the row of the Effort Chart corresponding to the Operational Turn may be zero (in this case no
Resource Card played: first to reduce the enemy’s units would move or recover, but would only
Prestige, then again on the same row to reduce his conduct Combat in each Turn).
own Prestige (this represents a range of activity not If a player uses his Resource Card for
limited to economic threats, trade sanctions or mobilizing/ deploying units instead, he gets one
boycotts and can backfire). Operational Turn during which he may move one
unit.
6.4 Truces
One or both players may choose this option. If both Example: the Ukrainian player plays a Moderate
players want a truce, then it happens – they skip any Effort card in the Military area of the Card Matrix.
Operational Turns and go straight to the Final He rolls 1d6 on the Moderate row of the Effort Chart,
Segment of the Round. If only one player wants a rolls a “5” which gets him 4 RP, and adds 1 “at
truce, after determining the RP obtained from the large” RP from his alliances. That is a total of 5, so
Effort Chart from his card play in the Diplomatic he may choose to have 2 Operational Turns during
area, and adding any number of Prestige points he each of which 3 of his units may move or recover
wants to expend (the Ukrainian player at this point from neutralization, or 4 and 1, or anything that adds
may also add “at large” RP due to alliances, see up to 5 (though there must be at least 1 Operational
6.22), he throws 2d6. If the roll is equal to or less Turn).
than this total number, then players skip the
Operational Turns Segment and go straight to the 7.1 Operational Turns
Final Segment of the Round. During the Operational Turn Segment, players will
take a given number of Operational Turns, during
Example: The Ukrainian player wants to get a Truce each of which a given number of units may move or
to get some breathing room. He plays a Moderate recover from neutralization. After this, opposing units
Effort in the Diplomatic area, rolls “4” on 1d6 on the in the same area may then conduct combat. The
Moderate row of the Effort Chart and so gets 4 RP. Russian player takes an Operational Turn first, then
He adds 1 “at large” RP and 4 Prestige (he really the Ukrainian player, alternating until one side runs
wants this). That’s a total of 9 so if the Ukrainian out, then the other player runs his remaining
rolls “9” or less on 2d6 he gets his Truce. Operational Turns in succession. After the
Operational Turns are done, go to the Final Segment
6.5 Starting the Invasion Phase of the Strategic Round.
After the players have placed their cards face down in
the three areas of the Card Matrix, but before they are Example: the Russian player has decided for 3
turned up and resolved, either player may at this Operational Turns. The Ukrainian used his card for
moment declare the start of the Invasion Phase. The mobilizing/ deploying units, so he gets a minimum of
game is in the Invasion phase from that moment 1 Operational Turn. The sequence will run Russian –
onward. Remember that an Invasion does not have to Ukrainian – Russian – Russian.
be declared!
7.2 Movement and Recovery
7.0 OPERATIONAL TURNS SEGMENT During each Operational Turn, a given number of
If the game has moved into the Invasion phase, the friendly units may move from area to area on the map
card a player plays in the Military area of the Card or, instead of moving, recover from neutralization.
Matrix in the Strategic Round may be used either to 7.21 Movement. Normally, a player may move one
mobilize and deploy units as in 6.1, or to determine unit from one area to an adjacent area (that is, the two
how many Operational Turns he will get during that areas share a land border). Any number of units may
Round, and how many of his units may move or be present in an area, and enemy units do not block a
recover from Neutralization in each Operational Turn unit’s passage through it.
during that Round. Irregular units do not move.
The two variables must add up to the number of The Ukrainian player’s units may never enter
RP derived from play of the card (the Ukrainian another country.
The Russian player may be able to deploy his Combat Resolution Step. Each player
Regular units in or move through Belarus or simultaneously throws a number of d6 equal to
Moldova, depending on the outcome of the the total Combat Value of the troops in the group,
related Event Cards; otherwise he may not use then applies the result to the enemy group. A “5”
these countries. He may never enter Romania. or “6” scores one Hit. The effect of a Hit depends
Russian Special Forces units may move into or on the type of combat:
through any area or country at all times. o Symbolic combat: each Hit reduces the
Airborne movement: a Parachute or Special enemy’s Prestige by one.
Forces unit may move from an area in its own o Kinetic combat: each Hit neutralizes
country that contains an airfield (triangle one enemy unit (inflicting player’s
symbol) to any other area on the map. choice; flip the unit over to show its
Amphibious movement: any Regular unit may Combat Value in parentheses). A second
move from an area in its own country that Hit on an already neutralized unit
contains a port (anchor symbol) to any coastal eliminates it, and both players lose one
area on the map (that is, any area touched by the Prestige. Eliminated units are placed in
Black Sea). the Reserve section of the owning
7.22 Recovery from neutralization. Instead of player’s Unit Box in a non-neutralized
moving, a neutralized unit may recover from its state; they may be mobilized later.
neutralized state. Simply flip the unit back over to the o Asymmetric combat: each Hit by a
side that doesn’t have its Combat Value in group of Irregular units will reduce the
parentheses. A unit may not both move and recover in enemy’s Prestige by one. Each Hit by a
the same Operational Turn. group of Regular units will neutralize
one enemy unit; however, units may not
7.3 Combat be eliminated.
When a player has completed all movement and o Excess neutralizations: If, through
recovery, they may engage enemy units in the same Kinetic or Asymmetric combat, a player
area in combat. There are three types of combat, but has inflicted more neutralizations on the
each type of combat is resolved simultaneously in the enemy group than are able to be
same way, with all combat results being applied at the absorbed by the group, then the player
end of resolution. The player whose Turn it is is loses one Prestige for each excess
called the Attacker, and the other player is the neutralization (this represents collateral
Defender, no matter what the overall strategic damage to the civilian population and
situation. Combat is voluntary on the part of the infrastructure).
Attacker, but if attacked the Defender must defend
himself. 7.32 Special Forces. Special Forces units cannot be
engaged in combat. They do not form part of
7.31 Combat procedure attacking or defending groups.
Pre-Combat Grouping Step. The Attacker
examines his Regular and Irregular units in the 7.33 Neutralized units. Neutralized units may move
area and declares which unit or units will attack but may not initiate attacks. They may defend
which defending units. He may now group the themselves, of course. They are eliminated if
attacking and defending units how he likes; he neutralized again in Kinetic combat. A neutralized
does not have to attack every defending unit, nor unit may recover in an Operational Turn if the
does he have to use all of his units to attack. owning player desires it to; see 7.22.
Combat Type Determination Step. The
attacker chooses the type of combat, but his Example: The Russian player has decided to have his
choice is determined by the troop type of units group of two Regular units (each of CV=4) attack a
present in the attacking and defending groups. If mixed Ukrainian group of two Irregular units (each
half or more of the units in a given group are of CV=1) and one Regular unit (CV=2). One of the
Regular, the whole group is considered Regular. Irregular units is neutralized from a previous combat.
A group that is attacking a group of the same Because the two groups are different types, the
troop type may choose Symbolic or Kinetic Russian can choose Symbolic or Asymmetric
combat. A group that is attacking a group of the Combat. He chooses Asymmetric and rolls 8d6,
opposite troop type may choose Symbolic or getting two “5”s and a”6” for a total of 3 Hits. The
Asymmetric combat. Ukrainian rolls 4d6 and gets one “5”. Both players
apply results simultaneously: the Russian neutralizes 26+ points more: Smashing Victory (Russia has
the remaining Irregular and the Regular units, but effectively annexed the parts of the country it finds
there is one Hit left over (because in Asymmetric most useful, has probably evaded most of the
combat units cannot be eliminated) so his Prestige is damaging diplomatic and economic repercussions,
reduced by one. The Ukrainian reduces the Russian and now dominates the government of what is left of
Prestige by one. Ukraine.)
At the end of the Card Play and Resolution Segment 10.1 Using Playing Cards
(pre-Invasion phase of the game) or the end of the To treat this game as a deterministic exercise, you
final Operational Turn (Invasion phase of the game), may play this game with a deck of ordinary playing
players check to see if the game ends. cards. Remove the face cards from the deck; these
If either player’s Prestige is zero, or the sixth become Event Cards – refer to the Event Card chart
Strategic Round is about to be completed, the to see which are which. Discard the four 10s. The
game ends. Both players judge victory according remaining red cards (two sets of A-9 each) become
to section 9.0. the Russian player’s Resource Cards; the black ones
Otherwise, both players discard any Resource are the Ukrainian player’s. There are no Critical
and Event Cards played, the Ukrainian player Incidents. In situations where the card is played in the
may receive some Prestige points depending on Information area of the Card Matrix and is being used
the state of his alliances (6.32), and players begin to reduce the enemy’s Prestige (6.4), the player will
the next Strategic Round with the Event Card roll a die or dice on the Effort Chart to determine
Segment. randomly the amount of Prestige he will lose: on the
Minor Effort row if he played a card with a value of
9.0 GAME END, VICTORY POINTS AND HOW A-3, the Moderate Effort row if he played 4-6,
TO WIN Maximum Effort row if he played 7-9. (This will give
a higher-powered game, as the 18 cards give a total
At the end of the game, each player totals his Victory of 90 Resources to allocate during the game, versus
Points as follows: the average expected total of 63 with the randomized
His Prestige (round up) PLUS cards.)
If and only if the game entered the Invasion
phase, the Victory Point value of each area where 10.2 Completely Deterministic Version
he is the sole player with non-neutralized units If you really hate those noisy clickety-clackety dice,
(that is, the only one with at least one non- or can’t stand the feeling that your fate may be
neutralized Regular or Irregular unit there; subject to the whim of a random, uncaring universe,
Special Forces units do not count either way). you may try to play the game without chance events.
11.0 DESIGNER’S NOTES “Hey, there are no NATO units!” Yes, that’s right; no
military formations from NATO member countries
This game was initially designed in the middle of the appear in the game. In the designer’s opinion, it is
crisis itself, over a weekend in March, with little highly unlikely that troops from any country that is a
indication as to its ultimate outcome though a full member of NATO would be placed in a position
Russian invasion of Ukraine seemed very likely at the where they would potentially be shooting at Russian
time. Think of it as the result of a one-man “game soldiers. The governments of NATO’s member
jam”, or an attempt to conduct journalism in the form countries seem to be firmly of the opinion that while
of a wargame. Ukraine should be supported against Russian
aggression, it is not worth starting World War III
Either player, not just the Russian, may declare the over.
start of the Invasion phase of the game. The thinking
behind this is that the Ukrainian player may want to CREDITS
do this in order to carry out a violent crackdown on a
large presence of pro-Russian Irregular units created Design: Brian Train
by Russian SF units (the SF counters do not always Development: Brian Train
literally mean the presence of detachments of Graphics and Production: Brian Train (using
Spetsnaz troops, but also represent autonomous pro- graphics found on Internet, freeware fonts from
Russian groups taking up arms in response to local mapsymbs.com)
provocations, Russian propaganda and Playtesting and suggestions: Neal Durando, Alan
encouragement, or covert supply of weapons and Emrich, Lance McMillan, K. Roust, Akito Train
CHARTS AND TABLES
STRATEGIC ROUND SEQUENCE OF PLAY
Event Card Draw Segment
Both draw one Event Card
Card Play and Resolution Segment
Ukrainian gains RP = Rank of each country at Intervention (6.22)
Each player puts 1 card of their choice in each of the 3 areas of the Card Matrix (Military, Diplomatic and Information), face down.
(Either player may, at this moment only, declare start of the Invasion phase (6.5).)
Player with higher Prestige (Russian wins ties) chooses which area of the Card Matrix to resolve. Both turn up cards and roll on the
matching row of the Effort Chart; may add RP from applicable Event Card and/or Ukrainian may add RP from alliances (6.22). Area
by area, player with more Prestige (Russian wins ties) either goes first to choose and implement option, or tells the other player to go
first. See 6.1 to 6.4 for details on how to resolve actions.
Operational Turns Segment (Invasion phase of game only; skip if Truce) (7.0)
RP = (#Operational Turns + #units moved/recovered each Turn). 1 Turn and 1 unit if card played to mobilize/deploy units. Russian
Operational Turn first, then alternating until lower # of Operational Turns reached. Movement/ recovery, then Combat
Movement: Irregulars don’t move; all others to adjacent area except Airborne (from airfield to anywhere, Parachute/ SF only) or
Amphibious (from port to any coastal area). Units can recover from neutralization instead of moving.
Combat:
Pre-Combat Grouping Step. Attacker arranges attacking and defending units in groups of his choice. SF do not count participate.
Combat Type Determination Step. Attacking group of same troop type: choose Symbolic or Kinetic combat, otherwise Symbolic or
Asymmetric. Half or more units Regular = Regular group.
Combat Resolution Step. Simultaneously throw #d6 = total CV: “5” or “6” = 1 Hit. Apply Hits simultaneously. Hit effect depends on the
type of combat:
o Symbolic: enemy Prestige -1
o Kinetic: neutralize one enemy unit. Second Hit on neutralized unit eliminates it (move to Reserve section), both players’ Prestige
-1.
o Asymmetric: each Hit by Irregular group = enemy Prestige -1. Each Hit by Regular group = neutralize one enemy unit, units
may not be eliminated.
o Excess neutralizations: (Kinetic or Asymmetric) -1 Prestige of inflicting player for each neutralization enemy group cannot
absorb .
Final Segment (8.0)
Check for game end (one player has Prestige = 0, or ending 6th Strategic Round)
Discard Resource and Event Cards
Ukrainian player receives Prestige from alliances (6.22, but not in 6th Strategic Round)
EFFORT CHART
Die roll/ RP gained 1 2 3 4 5 6
Minor (1d6) 1 2 2 3 3 4
Moderate (1d6) 2 3 3 4 4 5
Maximum (2d6) roll 2d6 and take the total
Critical Incident if player rolls doubles (events are one-time):
double 1 = Détente. Players move immediately to Final Segment; do not resolve any more cards.
double 2 = Sanctions Bite. Subtract Russian Prestige = USA’s Rank multiplied by the Multiplier of the
Zone the USA counter is currently in.
double 3 = I’ll Turn Off the Gas! -1d6 Ukrainian Prestige.
double 4 = NATO Makes a Move. A few troops and planes are deployed to Poland. No game effect.
double 5 = Secession. One area adjacent to Russia (rolling player’s choice, remember Sevastopol is
Russian territory) is now an independent republic; any Ukrainian units there are neutralized. The area is
still treated as part of Ukraine and both sides may enter it (remember Sevastopol is Russian territory).
double 6 = Union with Russia. One area adjacent to Russia (rolling player’s choice, remember
Sevastopol is Russian territory) is now Russian territory; any Ukrainian units there are removed to
Reserve section. Ukrainian player may not enter the area and the Russian player does get VP for it at
the end of the game.
EVENT CARDS CHART
Card Title Effects
J spades Svoboda Shakeup Must play. Ukrainian government becomes unstable; -1d6 Prestige.
J clubs Paid Demonstrators Enemy loses 1-3 Prestige (1d6 halved, round up).
J hearts Moldova Must play. Roll 1d6:
1-3 = Moldovan Army moves against Russian “peacekeeping” detachment in
Transnistria; -3 Russian Prestige.
4-6 = Moldova declares neutrality; deploy one Russian Regular unit in
Moldova from the Reserve section of his Unit Box, immediately and for free
(but may not deploy more units to Moldova later).
J diamonds Belarus Must play. Roll 1d6, + 1 if BY is at Support, + 2 if BY is at Intervention:
1-3 = Russian may deploy and move units in Belarus
4+ = nothing
regardless of result, remove BY marker from the Display.
Q spades Economic All countries in Support or Intervention zones deduct Russian Prestige = their
Sanctions Rank.
Q clubs Screwed Thumbs Any one EU country (DE, FR, GB, PL, RO – player’s choice) in the Support
or Intervention Zones moves one Zone towards Neutral; deduct Russian
Prestige = country’s Rank.
Q hearts “F**k the EU” Each EU country in the Support or Intervention Zones moves one Zone
towards Neutral; add Ukrainian Prestige = USA’s Rank multiplied by the
Multiplier of the Zone the USA counter is in.
Q diamonds A Terrible Resolve Player holding this card cannot attempt to get a Truce this SR, and must play
it to cancel a Truce if the other player attempts one.
K spades Spontaneous Player deploys 1 Irregular unit anywhere in his ethnic Zone from the Reserve
Mobilization section of his Unit Box, for free.
K clubs Spontaneous Player deploys 1 Irregular unit anywhere in his ethnic Zone from the Reserve
Mobilization section of his Unit Box, for free.
K hearts Rally to the Player receives 1-3 Resource Points for mobilizing, deploying or recovering
Motherland! units (1d6 halved, round up).
K diamonds Unit Not Ready/ 1-3 enemy units of player’s choice move from Mobilized to Reserve section
Disloyal Conscripts of his Unit Box (1d6 halved, round up).