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Attack!

The Expansion House Rules for Mile High Strategists (MHS) Helpful Reminders Page 17 March 2009 v10_3.17.09

Reminders:
1. 2. 3. 4. 5. 6. Every player receives [1] free Political Action card at the end of every round of play Defender Minimum for Combat Dice: the defender always rolls a minimum of [2] dice, even if only defending with a single unit The terms Player and Major Power are synonymous, all Players are Major Powers Armor units roll [2] dice Capitals are worth [10] Production Points ($PPs) When a Players Capital is attacked, the defending player may roll one extra combat die during each combat sequence. This includes the defender when a defender is being attacked via the Strategic Bombing action (one extra, regular blue six-sided die is used here when defending against Strategic Bombing) 7. Players should refer to the FAQs (Frequently Asked Questions) for certain rules clarifications. The FAQs were downloaded from the Eagle Games website (www.eaglegames.net) 8. If a Player declares their submarines to be hostile to another player attempting to cross a Sea Area / Sea Zone where the hostile players submarines are located, the submarine-owning player may target Infantry, Armor or Artillery land units only, and fires only once per submarine unit, with a maximum of one firing per attempted crossing against the player crossing the given Sea Area / Sea Zone. After one roll per submarine, all land units that are missed cross successfully. Submarine torpedo fire may be used against normal Attack-Moves across Sea Areas / Sea Zones that a Players / Major Powers submarines occupy, as well as firing against Players / Major Powers land units attempting to cross Sea Areas / Sea Zones during a Strategic Move action. Firing Player / Major Power, as always, chooses the casualties; ie, targeted units. 9. Naval units move only during the Attack-Move action phase. 10. Naval units, if withdrawing from a battle, may not retreat to any occupied sea zone or sea area, and may only retreat one sea area or sea zone. Unlike Land Battles, either the attacker or the defender may withdraw after one full combat sequence. Withdrawal may never be made during a combat sequence, only at the end, before the next combat sequence begins. 11. Combined Arms: Whenever a firing player has all four land unit types in their assault rank, they roll one extra bonus combat die.

Attack! The Expansion House Rules for Mile High Strategists (MHS) 17 March 2009 v10_3.17.09

House Rules
1. Trade Route Auction: House Rule; ALL Trade Route Economic cards are turned face-up at the beginning of the game. When any given Player decides to initiate the action of Trade Route Auction that Player / Major Power may choose, at their sole discretion, which Trade Route shall be up for auction. The Player winning the auction receives the respective Trade Route Economics Card chosen for the auction at the initiation of the Trade Route Auction action. Technology Initiative (Theft) Political Action Card: House Rule; when this card is played and is used against a player who has successfully developed a new technology, the technology on the card is stolen and copied such that both Players / Major Powers now have this benefit. The Technology card is not lost by the original developing player, the Player/Major Power using the Technology Initiative Political Action card simply receives a duplicate Technology Card taken from the extra Technology Card(s) deck. *VOTE Needed* End-Game Conditions: House Rule; The game cannot end until a complete number of rounds has been played that equals the total number of players who started the game. In addition, once this total number of rounds has been completed, there are two Sudden Death instantaneous game-enders which are also necessary to end the game. Either of the following two Sudden Death game enders is sufficient to instantly end the game after the necessary number of completed rounds has been played. First, if any Player / Major Power is eliminated under the normal/written rules, after the required number of complete rounds has been played, the game ends instantly. Secondly, and again only if the required number of full rounds has been played; the Sudden Death game-ender Eagle Political Action (PA) card number is now set to a number of played PA cards that is equal to the number of original Players/Major Powers that started the game. Once this number of Eagle Political Action cards is played that is equal to the total number of original players who started the game, this PA Card played in the ordered number required is the instantaneous Sudden Death game-ender card. Example: in a five player game, once five full rounds have been completed, if any player is eliminated, the game ends instantly. Alternatively, once five full complete rounds have been completed, when the 5th Eagle PA card is played, the game ends instantly. Either condition alone is sufficient to end the game once the necessary number of full, completed rounds has been played. One-Time-Only Game-Use Political Action cards: House Rule; The below Eagle Political Action Cards may only be played/used once per game, as long as only one Political Action card deck is used, and will not be recycled if the end of the Political Action card deck is reached and the Political Action card deck has to be reshuffled for reuse: (1) Revolt! (2) Embargo (3) Technology Initiative (4) Leader Assassinated Technology Development Action: House Rule; If a Player / Major Power successfully develops a new technology under the normal/standard rules, they will draw, randomly, the top two cards from the shuffled Technology Card Deck which are placed face down on the playing table. The Player / Major Power who draws the [2] Technology Cards may then keep the card of their choice, and will then discard the card that they do not choose, and place it on the bottom of the Technology Card Deck. The card taken remains secret from the other Players/Major Powers (face-down) until used or copied/stolen. Once used, or otherwise revealed, the card remains face-up for the remainder of the game. If stolen/copied when secret (face-down), both Players/Major Powers will keep their respective Technology Cards secret (face-down) until used, if used by either Player/Major Power, both must then turn their card face up for the remainder of the game. Clarification: During any Major Powers / Players Play Political Action Cards turn action, they may at their discretion play Eagle Political Action cards, or any others for that matter, which cannot actually be used for or against any other Player, or in any existing situation on the world game board, for the purpose of ending the game, or moving the game closer to conclusion. Government Types: House Rule; in a 5-player game, the 5th player must be either a Democracy or a Communist Major Power government type. In a 6-player game, the 5th and 6th players must be one each of both the Democracy and Communist government types such that there will be two Democracy players, and two Communist players. In a 7-player game, the 5th and 6th players will be one each of the Democracy and Communist government types as in the previous case, while the 7th player will be either a Monarchist or a Fascist government type drawn randomly.

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Proposals:
A. *VOTE Needed* Strategic Resource territory markers (additional game pieces): (1) Oil Refineries = [2] OCs & the ability to protect One oil Economics Card from loss in battle; (2) Mines & Smelters = [2] $PPs and the ability to protect One minerals Economics Card from loss in battle; (3) Rail Hub = [2] $PPs and the ability to protect One railroad Economics Card from loss in battle, additionally, the Strategic Move action cannot be used by any Player / Major Power if they do not possess a territory with a Rail Hub marker; (4) Industrial Center = [2] $PPs and the ability to protect One factory Economics Card from loss in battle. During initial set-up, only one of these markers can be placed per territory, and may not be placed in the same territory as the Players / Major Powers Capital, and thus one SRTM must be placed outside of the Players / Major Powers beginning territories. The benefits of these Strategic Resource territories are not received unless they are occupied by host forces of the Player / Major Power. Once placed these pieces cannot be moved. B. *VOTE Needed* Production Point ($PP) Subsidy Fee: whenever playing a PA card that changes the color of units, or moves ones own units to support a minor neutral, a Player / Major Power must pay a $PP subsidy fee equal to the original purchase price of those units; this includes even those occasions such as the Support Minor Neutral PA card where the units transferred were originally owned by the Player / Major Power playing the Support Minor Neutral PA card. If the Player / Major Power does not have the $PP funds in hand, the Player / Major Power may not use this card, or other PA cards of this kind until the Player / Major Power has sufficient $PP funds to pay the Subsidy Fee.

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