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1hrWW2
1hrWW2
1hrWW2
This is a quick-playing strategic level game covering World The map also includes tracks for PW, turn order and the current
War Two from 1940 to 1945 for 2-5 players. Players command turn.
Nations, divided into Allied and Axis sides. Each turn represents
a year, during which every Nation will conduct Actions and IMAGE (Board Detail)
Responses based on the options on the various Nation Sheets
– including those of the enemy. At the end of each turn, either 2.2 COMPONENTS
side may lose Political Will (PW) based on the difference in
IMAGES
controlled Victory Spaces between the two sides. Either side
may win by forcing the enemy to reach 0 PW, or by having the The Allied and Axis PW (Political Will) markers record each
highest PW total at the end of the game. Alternatively, either side’s score on the score track, numbered 1-12. The Turn marker
side may win by taking two enemy Capitals. records which turn (year) it is, starting in 1940 and ending in
1945.
2. WHAT’S IN THE BOX IMAGES
IMAGE (Board)
Action markers belong to each Nation. They are placed on
2.1 THE MAP the Nation Sheets to show the various Actions and Responses
chosen by the players. Some only become available on a
The map consists of spaces, divided into land and sea spaces. certain turn, e.g. the USA gains new Action markers in the years
Land spaces are either neutral (white) or have a colour 1941-1944.
matching one of the 5 Nations – these colours show the
Nation’s Home Territory. Sea spaces have a light blue colour IMAGES
and are treated like neutral spaces for scoring purposes.
The Turn Order markers with each Nation’s flag show the
Spaces connected by lines are deemed adjacent. There are 3 current turn order, using the boxes marked 1st through 5th on
types of lines: the map. Turn order can change throughout the game.
A Victory Space is a space with a flag or a star. These spaces 2.3 NATION SHEETS
are relevant for scoring. Note that Minor Nations have spaces There are 5 Nation Sheets, one for each Nation. They show
with their flag – but these are not to be treated as Capitals for the available Actions, Responses and Upgrade tracks for
the purposes of the rules. They are Victory Spaces but do not each Nation and they have slots for placing units that are in
provide any of the other bonuses of Capitals. “Reserve” and “Spent”. The Responses on each Nation Sheet
have a flag showing which Nation can choose them.
Some land spaces have the anchor symbol:. These spaces
are called Straits and Fleets are allowed to move through them IMAGES (Nation Sheet)
during Offensives or Strategic Movement if they are controlled
There are two sides, each consisting of a number of Nations. Then, place the pieces for each Nation as follows. Reserves and
The Axis side includes Germany and Japan, while the Allied side Spent refers to the slots on the corresponding Nation Sheet,
includes the UK, USA and Soviet Union. Each player will control not the map itself.
1 or more Nations. Germany
Location Units
» 2 player game:1 player is the two Axis Nations, the other
player is the three Allied Nations. Germany One Level 2 Army, two Level 1
Armies
» 3 player game:1 player is the two Axis Nations, 1 is the
Soviet Union and 1 is the USA and UK. Poland One Level 2 Army
» 4 player game:1 player is Germany, 1 is Japan, 1 is the Italy One Level 1 Italian Army
Soviet Union and 1 is the USA and UK. Mediterranean One Level 1 Italian Fleet
» 5 player game:Each player has 1 Nation. Reserves Four Level 1 Armies, two Level 1
Fleets
3.2 MINOR NATIONS Spent One Level 1 Army
In addition to the 5 playable Nations, there are also Minor
Nations attached to some of them: Other Markers (Germany):Place all three German Action
markers near the German Nation Sheet, ready to be used. Place
IMAGES (Flag) France:There is a single French Army piece that cubes on the three upgrade tracks on the German Nation Sheet
begins the game in the France space and is under the control - space 2 on the Build track, 1 on the Air Force track and 0 on
of the UK player. The French Army operates as a UK Army for all the Naval Aviation track.
purposes, except that it does not benefit from the UK Air Force
bonus. Japan
Location Units
IMAGES (Flag) China:There are two Chinese Armies, under the
control of the USA player. One of them begins in the China space, Japan One Level 1 Army
the other in the USA Reserve. Chinese Armies can only ever be China One Level 1 Army
placed in China and cannot move to any other spaces. They are North Pacific One Level 2 Fleet, one Level 1 Fleet
always considered in supply. Chinese Armies are only placed by
the USA Response “Chinese Nationalists” which is on the Japanese Reserves Three Level 1 Armies, three Level 1
Nation Sheet. This allows placement of 1 Chinese Army from the Fleets
USA Reserve or Spent boxes, regardless of which side controls Spent -
China (Note that the China space is Japanese Home Territory).
Normal USA Build Actions may never place Chinese Armies on Other Markers (Japan):Place the two Japanese Action
the map or shift them from Spent to Reserve. Chinese Armies markers near the Japanese Nation Sheet, ready to be used.
also never benefit from USA upgrades or USA Armies in the USA Place cubes on the three upgrade tracks on the Japanese
Reserve, only Chinese Armies in the USA Reserve. Nation Sheet - space 2 on the Build track, 0 on the Air Force
track and 1 on the Naval Aviation track.
IMAGES (Flag) Italy:There is one Italian Army and one Italian UK
Fleet, under the control of the German player. These are treated
as German units for all purposes, except that they do not Location Units
benefit from German Air Force or Naval Aviation bonuses. As UK One Level 1 Army
soon as the Italy space comes under Allied control for the first France One Level 1 French Army
time, both Italian units are permanently destroyed.
North Sea One Level 1 Fleet
Atlantic One Level 1 Fleet
3.3 OVERALL SET UP
Reserves One Level 1 Army, one Level 2 Fleet,
Place the turn marker on 1940. Place the 5 Turn Order markers
one Level 1 Fleet
(flags) in the following order on the boxes marked 1st through
5th – Germany, UK, Japan, Soviet Union, USA. Spent One Level 2 Army, two Level 1
Armies
Place the Allied and Axis PW markers on space 10 of the score
Other Markers (UK):Place the two normal UK Action markers
Note that some sea spaces have stars and are therefore 1. Build:When this Action is chosen, the player may shift
neutral Victory Spaces. Remember that control of sea spaces is a number of units on their Nation Sheet from Spent to
different from land spaces and requires exclusive occupation Reserve, and/or from Reserve to any space on the map
by your own side’s Fleets. that is within supply. Armies must be placed in land or sea
spaces that are controlled by that Nation’s side as well as
Example: It is the end of the first turn – 1940. Germany controls in supply for that Nation, or in the Nation’s Capital. Fleets
all of its Home Territory, plus France. Japan controls all of its Home may only be placed in sea spaces that are in supply and
Territory, North Pacific and India. The Allies have East Pacific, but no do not contain enemy Fleets, or in sea spaces adjacent to
other neutral or Axis Victory Spaces. Because the Axis have taken 3 the Nation’s Capital (even if they contain enemy Fleets).
Victory Spaces and the Allies have 1, the Allied PW marker drops by 2. All spaces selected for placing units must be controlled/
in supply at the start of the Action. Nations whose Capital
is uncontrolled or controlled by the enemy may still Build,
4.3 END OF TURN but may only place Armies in their Capital and may not
Once scoring is done, the turn marker is shifted to the right, place Fleets.
onto the next turn (year). All Nations get their Action markers
The number of units shifted from Spent to Reserve or
back from any Nation Sheets they were placed on, plus any
from Reserve to the map depends on the position of
new Action markers as indicated on the turn track.
the cube on the upgrade track on the Build Action slot.
For all Nations, this cube starts in the position of 2, but
4.4 TURN SEQUENCE EXAMPLE it can be shifted up by Upgrade Actions and down by
The current turn order is as shown below – Germany, UK, Japan, Strategic Bombing Responses. A Build Action may allow
Soviet Union, USA. any combination of units to go from Spent to Reserve or
from Reserve to the map, including the same unit shifting
IMAGES (FLAGS) twice (Spent to Reserve, then Reserve to the map). Note
that Level 2 units count as 2 units each for the purposes of
Germany is listed first, so the German player may choose one Building. You also cannot “half” Build a Level 2 unit. This
Action from their Nation Sheet. They choose “Offensive” and means shifting a Level 2 unit from Spent to Reserve, or
place a German Action marker on this slot on their Nation from Reserve to the map, requires a Build track of at least 2.
Sheet. The German player carries out an Offensive, in which a
German Army moves from Poland into Ukraine. This results in a
Example: The Japanese player is doing a Build Action and
battle, which is fully resolved before any Responses. Looking to
their Build track is on 2. Their first Build is to shift the Level 1
the right of the Offensive slot on the German Nation Sheet, we
Army from Spent over to Reserve on their Nation Sheet. Their
see three possible Responses.
second Build is to place the Level 1 Fleet from Reserve onto the
IMAGES (Example of nation sheet) map.
The first two are Soviet Responses and the Soviet player The Japanese player cannot place the Fleet in the Indian
decides to use both of them. First, they place an Action marker Ocean, as it is not in supply – the Allies control China which
on the “Counter-Offensive” Response. This lets them carry blocks any potential supply line from Japan to the Indian
out an Offensive, exactly like the Germans just did, and in the Ocean. They decide to place the Fleet in the South Pacific,
same space. The Soviets have an Army in Moscow, which they which is in supply due to the presence of the Japanese
use to launch their Counter-Offensive into Ukraine. Then, the Fleet in the North Pacific. On a subsequent Build Action,
Soviets place another Action marker on the German Nation they could place an Army into South-east Asia, as it is
Sheet to indicate they are choosing the “Not One Step Back” controlled (Home Territory) and in supply via the Fleets.
Response. This lets them place an Army from their own “Spent”
box onto the map, in the battle space – in this case, Ukraine. IMAGES (play example)
Finally, the Germans choose the final Response listed – Blitz.
» NB:When conducting an Amphibious Assault type of All Responses in the game are explained in further detail here:
Offensive, Armies may only move through 1 intervening
sea space. This means an Army in the USA could not » Strategic Bombing:This involves shifting a number of
move directly to France in an Offensive even if the units, chosen by the player doing the Response, from
Atlantic and the North Sea were controlled by the Allies Reserve to Spent on another Nation’s sheet. Note that
and contained USA Fleets. Remember that Armies may Level 2 units count as 2 units for these purposes, so a
be placed in or move into sea spaces as long as the sea Strategic Bombing Response that shifts 2 units could shift
space is controlled by their side and contains at least 1 either two Level 1 units or a single Level 2 unit. Sometimes
of that Nation’s Fleets. This allows, for example, the USA it will also result in a downgrade of that Nation’s Build track
to place Armies in the East Pacific space and then use – this means shifting the cube on the Build track one space
them to invade Japan, provided that USA Fleets control to the left, though it can never go below 1. Some Strategic
both East Pacific and North Pacific. Bombing Responses have requirements – for example,
the USA needs a Fleet in the North Pacific to do Strategic
3. Strategic Move:This Action allows the player to move Bombing against Japan.
any or all of their units that are currently in supply. This » Submarine Warfare:This is similar to Strategic Bombing
includes units in spaces which are not controlled by their and always has a requirement. Germany must have a Fleet
side. Fleets doing Strategic Movement may only move (which cannot be the Italian Fleet) on the map to carry
through sea spaces and friendly-controlled Strait spaces out Submarine Warfare against the USA and UK, while the
which are in supply for their Nation. Armies may only USA must have a Fleet in the South Pacific to carry it out
Yamamoto:This Action is a Japanese Offensive using only The genesis of this idea came from a random post I saw on
Fleets. In the resulting battle, the Japanese get +3 to their initial Twitter (now “X”). A Californian design studio called Hissy Cat
strength. was running a postcard game design jam. Simply put, a few
months to design a game that could fit on a postcard. I took
Co-Prosperity Sphere:This Action increases Axis P.W. by 1 up this challenge immediately as I thought it was a fantastic
but can only be played if there are no Allied Fleets in the East idea. The game I made was not One Hour WW2. It was a game
Pacific, North Pacific, South Pacific or Indian Ocean. focused only on the Western Front from 1944 to 45. That
game was called ETO (which stands for European Theatre of