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ATER SINE The Nuclear Devastation of America: Recovery , rr at and Reunification eataate poaouat 1.0 THE SITUATION 2.0 GENERAL COURSE OF PLAY 3.0 GAME EQUIPMENT AND TERMINOLOGY 3.1 Game Equipment Inventory 3.2 The Game Map 33 Game Charts and Tables and Game Money 3.4 The Playing Pieces 4.0 SEQUENCE OF PLAY 4.1 Sequence Outline 42 Player Order 43 Population Growth Cycle 5.0 DEPLOYMENT 5.1 Initial Resources Chart 5.2 Initial Region Social States and Economic Sector States 53 Industrial Capacity ‘Sd Initial Negotiations 60 THE FARM SECTOR (Agriculture) 6: The Food Production Routine 62 Limitations On Food Production 1.0 METAL AND FUEL SECTORS 7 The Metal (And Fuel) Production Routine 172 Limitations On Metal/Fuel Production 8.0 SECONDARY PRODUCTION 841 To Produce A Mechanization Point 8.2 To Produce A Transport Point 83 To Produce A Plant Point 84 To Produce A Consumer Point 85 Representation of Points 84 Mobilization 9.0 THE INDUSTRIAL SECTOR 9.1 Industrial Capacity 92 Industrial Utilization 93 Industrial Capacity Adjustment 944 Employerent/Unemployment In Industry 10.0 TRADE. 10, The Transport Point and Trade Movement 1022 Trade Transport Restrictions 103 Movement Of Economic Points 10.4 Movement Of Plant 10.5 Trade Of Transport Point 1046 Labor And Trade Transport 10.7 Domestic Transport 11.0 CONSUMPTION OF PRODUCTION LA Feeding The People 11.2 Consumer Point Consumption 113 Social State Adjustment 114 Restrictions On Consumption 11.5 Military Maintenance 146 Hoarding Consumer Points 120 POLITICAL CONTROL 121 Gaining Political Control 122 Plebissite Routine 123 Effect Of Military Units On Elections 124 Subversion 125 Social Status Effects 126 Action Required Upon Assuming Control Of An Area 12.7 Upgrading Areas In Poor Control -~ 128 Effect Of Having An Area(s) In Poor Control 33.0 MILITARY UNITS 13.1 Movement (of Military Units) 132 Stacking 133 Militia Units 134 Zones OF Contro 135 Demobilization 136 Devastated Hexes 13,7 Military Transport And Transfer Of Command 140 COMBAT 141 Restrictions On Combat 142 Multiple Unit/Hex Attacks 143 Units Which May Not Attack 14.4 Results Of Combat 15.0 POLITICAL ASSOCIATION 15:1 Disassociation As A Result Of Enemy Action 15.2 Disassociation As A Result Of Economic Hardship 16.0 STOCKPILING 16. Stockpiling Cost Chart 17.0 LABOR ALLOCATION 18.0 CASH INVESTMENT IN INDUSTRY 181 Investment Chart 19.0 TAXATION 194 Celeulating The Tax Base (Form 1040) 19.2 Corruption Chits 193 Using The Tax Tables 194 Schedule D 20.0 INDUSTRIAL LABOR EQUILIZATION 21.0 DEPRECIATION /SHRINKAGE 22.0 MONEY 23.0 MECHANIZATION POINTS 23:1 Working Out Mech Points 23.2 Summary Of Mech And Labor Limits 240 SOCIAL STATUS 25.0 VICTORY CONDITIONS (How the Game Is Won) 25.1 The Vietory Point Formula 25.2 Ranking The Winners And Losers 25.3 Tie-Breaking And Handicapping 26.0 PRE-DEPLOYMENT (The Recovery Game) 2641 Snitial Deployment 26.2 Plebiscite 263 Taxation 26.4 Preliminary Game-Turn 27.0 FEDERAL RESERVE BANK 27.1 Loans 27.2 Default 273 Receivership ‘27A The Dollar Is Mightier Than The Sword 27.8 Management Of The Fed 28.0 TECHNOLOGICAL IMPROVEMENT 28.1 Investing In R&D 28.2 RED Table 283 Minimum Annual Investments 284 Additions To The R&D Dice Rell 28.5 Benefits 28.6 Additional R&D 28.7 Buying R&D 29.0 GAME VERSIONS FOR A NUMBER OF PEAYERS OTHER THAN THE STANDARD FOUR 29.1 Solitaire Play Exercise 29.2 Two Player Versions 29.3 Three Player Versions 29.4 Varying The Standard Four Player Game 29.5 More Than Four Players 30.0 FUEL, FERTILIZER, AND FARMING 31.0 TRADE CENTERS 32.0 SOUTHWEST MILITARY ADVANTAGE 38.0 INCREASED HOLOCAUST DAMAGE, 340 DEFICIT SPENDING 35.0 SUGGESTIONS FOR CREATION OF A BANKING SYSTEM AND A STOCK MARKET 36.0 TE OPEN ENDED GAME 31.0 DETAILED EXPLOSION OF THE ECONOMIES: 38.0 PLAYER'S NOTES 39.0 DESIGNER'S NOTES Copyright © 3977, Simulavons Pubications Inc, New York, NY. 10010 [1.0] THE SITUATION ‘Mutual counterforce stckes deterirated into ity-busting duting the last hours ofthe Four Day War. Thie resuting destruction of population centers, communications, esential nergy and in- sical complexes indeed the national economic superstructure led to a collapse of government ‘While immediete megadesths were 120 as a resuit ofthe war, the five years following the war saw the ‘American population snk to (approximately) 40 nullion, a level which primitive subsistence agri- culture could feed. From this base, the recovery began—centered regionally on the few social organizations which hed maintained cobesion, In the northeast his was primarily the Bell Telephone (Company, anouthtenured to disasern peacetime. Inthe Southwest combination of Netional Guard, state police and veteran's associations were the ‘seed In California only one institution had a fort in very locality with managers who were trained tobe Jocal leaders: the Bank of America, While in the Midwest the Church ofthe Chosen Few (a radical splinter of the Missour Synod) did the good work For fifteen years the recovery slowly coslesced round the four regional groupings described above. While the populatian ofeach reglon had a ‘memory of « Unlied States they wee confident that ‘thelr memery was a more valld memory (of wat ‘sed tobe and should be again) than anyother re- sion’s memory. Unwilling to surrender thelr Indie dual soverignticy to. 2 commonwealth, the fuccessor "stales” struggle for hegemony in ‘America It is now twenty years after the holocaust. Each Payer is cast inthe role ofthe government ofthe {out recovering ropions. His task isto ferther the course ofrecovery inbisregion extend this recovery to areas living tn besbaries and finaly restore the United States as one entity [2.0] GENERAL COURSE OF PLAY Holocaust is primarily an economie management game. Mores than most conflict simation games ‘he progress of the game revolves around oftemap activites and transactions which are tracked via various display. Basically the layers we the map to show who owns what (via control markers) and ‘thus who as aooestovarious areas ad the right exploit the mines and wells and plants, ete. It is potsible(and morethan probable that Players may ‘Create military units which are placed on the map ‘hereto more and fight hex by hex with opposing railitary units during a part of each Game-Tern. Foowever mest of the tie the map is used only as reference for geographical relationships, e@., {0 ‘stablish that Player A has 2 common frontier with Player B andtherefore they may trade with one nother andifthey doso what the condition of that trades in respect to distance and route. Most of & Player's attention and acity centers around the charts of ls economy. Using these chars (called "Sectrs") and the various tables astociated with ‘them, he wll simulate production and consumption ‘within hisregion .. countrs). Thisrequires him to smakedecisionseach Game“Turn regarding the dis: potion of labor and capital within his economy [Bs goals to see thatthe maximum amount of his population Ge, labor points) are employes each Game-Turn, in one economle sector or the other snd that as time goes by he provides this employed Jaboe with an increasing amount of consumer goods to consume. The actions and routines he exseutes with regard to his economy are toa lage extent fotitary play and ace, In physical tems, mostly fecord keeping. For instance each economic sector ‘nas a ack (or "pool") on which he records (oy shifting markers) how many labor points he has devoted to that sector. If he decides (or some event in the game decides for him) to transfer labor Bom ‘that sector he dows so by reducing the pool total (shifting the markers down) and simultaneausly [increasing the labor pool total of some other sector (oe heaven forbid the unemployed poo). The pro- action tnd consumption of economic goods (points representing food, fe), et.) are likewise racked va the pool system. Money, Le, game: Scrip i given toaach Player to start Me may spend this money within bis own economy to stimulate growth ox purchase certain products or he may use ‘in trade with another Player. Each tars he may "Hise money by taving His economy every food, fel ‘ndusteial poim, et. that his economy producer in {turn renghly equated to SI in value per point the sm total ofwhichishistaxbacethat turn), withthe ‘weight of taxation (what percent of hie tax base he took for taxee) affecting his output the following ‘rn In other words, ithe taxes heal to derive Jotofcash hill ond to depress economy onthe following. twen. Light taxation stimulate: the ‘economy. While much fis play issoltaireinthe sense ofthe seifmanagement of his economy, 2 Player wil at some poimt in the game Interact with the other ‘Players Theresa polnt in every Game-Turn where ‘the Players trade (exchange products and money, fe), No one is compelled to trade but the geo: ‘aphlcal distbuton of mines and_wells snd plans, ef. such that normally one Player has & surplus of some commodity and a deficiency of an- ‘ther thata second Player has and vie versa. Thus Payers wil seek to trade for mutual benefit. The ‘other form of interaction when ean be practiced ach tum is war. A Player may raise and use nilitary units fo conquer (or defend territory or he ray spend eash {0 sabrert and acgulre areas ‘ouching his region's borders. Nothing in the roles requires war In fact the Players can reftal from nulltary adventures, vith ll the inherent waste and cost, they will asa group be mare prosperous. But human nature being what isa Player who islosing the game peacefully will offen atempt to conguet ‘whathe eat presiuce or bay. He would rather be ‘poor winner than a rich loser. [3.0] GAME EQUIPMENT. AND TERMINOLOGY [B.1) GAME EQUIPMENT INVENTORY ‘The Prayers should spread out all the components tothe game ona clean, dry surface and femiiarize themselves with them but aot yet punch out any of ‘the paying pieces cr game mancy. Each After the Holocaust game should contain ‘One game map (in two 17"X22" Joined sections) ‘One set of councers (400 pieces) One rules booklet Four identical chert sheets Eight sheets of perforated game money Gielding & total of 144 plese) ‘Two dice One plastic compartment tray One game box Should any ofthe parts ofthe game be missing or Gamaged contact SPI Customer Service within fiteen days of purchase: Simulation’ Publications, Ine 44 East ied Street New York, NY. 10010 Aor careful reading, should the Players have Aicuty withthe rules of play, they should phrase ‘heir questions so that they may be answered witha Single word or phrase and send with s stamped, selfaddressed envelope othe above address. Oly questions conseming play mechanics will be Snsmered (by fiing out the blanks one leaves on his {query eter Staff and time Tmitations prevent a fiom responding fo thooretical and design questions (32) THE GAME MAP ‘The geographical portion ofthe mapis asimpiified conomie representation of the United States and part of Canada. A hexagonal grid has been {Superimposed upon themap inorder to simplify the location and movement ofthe playing pices. Each Dhexagon (abbreviated “hex” throughout the rules) {sa scale 190 kometers from side tose. See the terrain Key on the map in order to identify It features. The four digit numbers in each of the ‘exes are «code usefulwhen deseribing positions or recording moves for play-by-mal, For pay, place thetwobalverofthemap onoflttable and but the edges together to form the falar shape of the UUSA. Make sure the hexes meet proper by acting ‘he cade numbers inthe west cast rows. The four Players shoal seat themselves around the map in front of the appropriate registers printed arcund the geographic area of the map. These registers (or “eracks") wil be explained in Case 2.4 and inthe other rales sections that deal with their se. [3] GAME CHARTS AND TABLES ‘AND GAME MONEY ‘The geme makes use of «fairly lange number of charts and tables, Many of these simulate the hance elements inherent in the economic and politcal decisionsthe Payers may make. The "luck Faetoe" inthe game, however, soy that present in ‘the real-world situation portreyed. Other chert ist the various economic costs and consequences of {2ven ections and rovtines, Each Player has been provided with «separate shes that earres most of {hechars an tables he will need t play the game, The two plste dice are used in conjunetion with ‘many ef tho tables (either one or both of the dice), ‘Thay are not used for movement of pieses The “money” used in the game is cesriad on the perfoeted shoots. To neatly tear out the money, fold. the sheets back and forth slong the perforations nd then hold down one edge with & ler the edge of the box. Separate themoney and Corruption Chits into mest stacks, by denomin, (3.4) THE PLAYING PIECES "The four hundred die-cut cardboard playing pieces either represent miliary units that ate actually placed and mored on the geographic portion of the fap; plants and contol markers that are also Aleployed on the mage or register markers that are tied on che sacks printed on the outer portion of the playing surface Note that many othe counters ie printed on both sides. Afer reading the {allowing description of the pleces, Players should czrefully punch them out of the fame and sort them Into the compartmented tray fer organized ‘Morageand access When storing, Heboxshoulé be horizontally on the shelf [8.41] Playing Pieces Used Directly On The (Geographio Aren Of The Map MILITARY UNITS: ‘Typical Unit: Be sie type symbot Combat Strengit Movement Allowance Front Back ee g 33 IntastryCaare | 4-3 Bw |Pmass iron 55 Armorecate | 25 ay | Trees 2 22 OnemMitiia Unit | 1-2 © _ | swab une (13 ont Back wea] Ones Pane a x1 ‘Two industria Plants | 2 Polen ConeeMarkor 6H, | incite aw | Gecdconisimacer [ow Sooa |° Boor Broa’ | poorcontinareer | roo Region Register Social State Track ew Soin | soa Se tne te ow Seoa | | Stee | Gant Arce taienors won| Lt sw Bor | rox Ae nino “The Socal State ingictorstartsin the number one ‘box on the tack; the Good Area indicetos (fr the 'SW) start with the “x1” in the “7” position; the x10” nthe "0" postion. The Poor Atea indicator also stats in the "0 position Unemployed/Starving Track: Fp | Zetg Urenoze Laver Points is Region pare (eee Seme Playert! Regions may grow beyond the ‘number of Political Conteol” Center” markers ‘vailable fo Meatify thems when this happens, the Player hou simply take some of the markers rom his inner Areas ané use them to identify the expanding outer Aress, {9.421 Markers Used On The Registers On "The Playing Sueface and How The ‘Reghsters Are Used “The regictrs on the playing surface are 2 records- ‘eoping system which allows various markers tobe ‘sed or sbsoue ike iniators to record the various ‘economic setviies and. commodities, In testing Some Players preferred to recové all thir data on ‘paper some prefered the registers and others nse6 Pnined spmem of records-keeping. Almost all Sctivtycan be recorded exclusively rough the use ‘of the regieter/marker system although some Sctions of intentions ill need to be writen down. [Each Plager is prewidee witha fll set of rests tnd of indicator markers, borh of which are coded With his eglonal abbreviation. Th the samples shown, she SW. Gouthwvest) Player's Indicator Insvkers are deplayed. Each Player has sx major Fegistes—one for is Region and one foreach of his fiyeeconamie sectors. Fach major ceysteris further ‘Subvided into separate tracks each of which is ‘used to record one or mre Features ofthat sto: [As the various quantities change, te indicators ace rmored op or down om ther racks to reflect the changes. IMPORTANT NOTE: Some quantities sreexpressed by using twocr three markers onthe same track—"x1" and "x10" and “2100.” For example, ifun x1” marker was stat "8" and the fcompanion "AO" marker set at "3", this would Indicate the number "28". Other markers have ‘xr on thee front and "410" oa their back. In sch eoses the "cl" side ip wsed as previously Gescrbed; the “F10" side is used {0 record the number "13". As the Player reads the following {eszriptions be should have the mapin tonto him fand follow along left fo righ) as the tracks sad fndieators for the SW. Player's registers are ascribed: 07, | seat Staving Labor Ponts x Both thee Indicators start the game in the “O” position, Note thateach has a"“-10" side to record levels of 10 or more Farm Sector Register: Sector State Track: sw. Sector State Sector State Indicator Indicator starts in the aumber one positon Farm Labor and Mech Trask: sw] [ sw Tabor | | Labor | Labor indicators x0. x” sw | [ sw. Bloch | | Mech | sfoch indicators x0 a “The Labor lndieators are set at start atthe Player's ‘I indicator im. & poi number of Good Ateas the Player bes Farm Quiput & Stock Track: ‘The Player sets the Stock indicators to reflect the Food Points that be as available in Stockpile to start see 5.1) The Ousput wll beset accorcing to the results of the food production routine. Daring {he Consumption Round, the Payor feds his Farm ‘Output te population from his Output and from his Stockpile if necessary) reducing the indicator postions accordingly. Whatever a Payer has Jefe showing on the Oniput indicators after feeding his population are considered tobe surplus (undisposed) Food Points Metal Sectar/Fuel Sector Register: Sector State and Sites Track — ow. Sector ‘State sw Site | sites Iniestor x Sector State Indicator Both the Metal and the Ful Registers sre identical in chardter. The Sector State indicator starts et postion one the Site indicator starts wih its el” Face showing and positioned to reflect the number of Metal (or Fue) Sites in she Payers Region (see 5.1, Note that the Plager acquires total of 10 o mare Sites, he curns this indicator over to show the Beto" side. ‘Metal (or Foe) Labor & Mech Track: ‘sw | [ ow. Bebor | | Labor | tabortndicators x0 Fy sw || sw Mech | | Mech | Mech Indicators x0 xt [Avthe tat ofthe game the Player determines how ‘uch of his avaliable Labor and allocatable Mech Points he wil place nto zbe Metal (and Fuel Sector and adjusts the indicators acordingly. ‘Metal (or Fuel) Output and Stockpile Track sw | [ sw Butot | | Outer | Outpuetndicators x10 xt — sw || sw Stock | | Stock | Stockrte Indicators xi x ‘ThePlaperstetethe game witha certsia number of Metal (and Fuel) Points in his stockpile. His per Ture eutput depends on acombinaton of Sits, Tabor, and Mosh. Tndustlal Sector Register: Sector State and Plants Track sw. sw. Outpt Outpt x08 xl Ourput ie. Food Points) Indicators sw sw || sw Btock | | Stock | | Stock xiao | | 210 ” Stoccile Indicarors sw. Sector | Sector State Indicator ai SY) S| macestestndatrs se |S “The Player begins the game with bis Industral SeviorStateindieatorinthe one poston. He places thetwo Pant Site Indicator to show the number of Plants in his Region Gee 5.1) Industrial Labor and Mech Tracks sw tbr | | thor J Labortsdiatrs x10) a Aiden | | Hiden | esr rsiuos mer | | a starts the game with whatever Labor and ‘Mech Points be assins to this sector Industrial Copacity and Usization Track: ‘sw ‘sw. Spety Capacity Indicators x0 a L 7 sw || sw Usiiz | | Uetie | Uitizetion indicators x0 x A Playoe begins the game with his capacity Indicators set at whateter level resis Som is Inbar and mech allocation to his available plan. ‘The Uilization Indicators begin each Game-Turn set at zero. As the Player uses his industial Capacity, the Uslization indicators are moved tpwards (but cannot be set to indeste 8 aumber that exseeds the Capacity indicator) If at the end of the GameTuen, the Utlization indicators re lower thaa the Cepacity indicators, the Player wil sffer a reduction in Industrial Cepacty. See 9.2. Consumer Pint Pool Tracks (Consier Points Available Indiators ‘As Consumer Points are produced, they are recorded on this tack. When the Player distributes fr sells Consumer Points, the indizators are sccordingly reduced ‘Gnemr x0 ‘Transport and ‘Trade Sector Repister sw. , Bector | Sector State Indisstor State ‘The Player begins the game with the Transport Sector State in the one. position. The Labor indieator eset to show at Teas one Labor Point per cerery five Transport Points operating im the Domesticand Reserve Transport Pool ombined) Domestic Transport Track: sw. Dmsto x00 Domestic Transpor Indicators (At the start of the game, the Player has one Domestic Transport Point per Area. He may never voluntarily seduce this relationship although he ‘may exceed I) ‘Transport Reserve and Trade Use Track: Ei oe npr nll ‘sw. Trade x ‘Transport in Trade Use Indicator ‘The Player starts the gare with limited number of [Reserve Trensport Points (gee 51) The Trade Use ‘Transport always tert the Game-Turn inthe er0 position. By locating one Fuel Point per “Transport Point, the Player rales the Trade Use Indicator to reflect how much of bis Reserve = capable of carrying goods in inter Regional Trade. ‘At the end of the GamecTurn the Trade Use Indicators reset to zero, Note that both indicators havea "+10" side to wse the Reserve level exceeds Trade Goode Track: sw Moen Whenever the Player produces Mech Pints that he Ss about to ship to another Payer (or wishes to held in reer for himseli he records thee existence on thisteack. Note that the indicator has "+10" side swell Also, when Players preduce new Plants toe Shipped to other Players, they may be temporarily held in the 220 position of this track. ‘Time Record Register: ‘The Sequence of Play Tresk Sequence of Play Indicstor 1 thoy wish, Payets may keep tack of where they ace in the Sequence of Play by positioning this marker on the track found above the MW/SW register. ‘The Game-Tum Record Track Game. Game-| Game

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