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1. INTRODUCTION by friendly forces.

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.

» Brown lines show land connections. Only Armies move IMAGES


across these.
There are two types of units in the game – Armies and Fleets.
» Light blue lines show water connections. Generally, only
Armies operate mainly on land spaces, Fleets only on sea
Fleets use these.
spaces. These units also come in either Level 1 or Level 2
» Restricted lines have colours matching a specific Nation. versions – the number in the corner indicates the Level. Level
These are land connections, but only the listed Nation is relevant to build cost and strength in battle. The colours
treats the spaces as adjacent. For example, only Soviet identify which Nation each unit belongs to – grey for Germany,
Armies may move from Moscow to Siberia. orange for Japan, tan for UK, red for Soviets and green for USA.
Flags also denote ownership by certain Nations, including
The map “wraps around” such that the East Pacific space is Minor Nations like China.
adjacent to the USA, connected by a blue line.
IMAGES
Each Nation has a Capital space – denoted by their flag (e.g.
Moscow is the Capital space for the Soviet Union). These are Each Nation has 3 small wooden cubes to show Upgrades on
important for supply, and losing control of your Nation’s Capital their Nation Sheets.
restricts your available Actions.

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

1 HOUR WORLD WAR II RULES | 1


3. GAME SET UP track.

3.1 NATIONS AND PLAYER COUNT 3.4 NATION SET UP


Axis Allies Place the 5 Nation Sheets in front of players, but so that
everyone can easily see all of them – players will be frequently
Germany Japan UK Soviet Union USA
placing their own Action markers on other player’s Nation
IMAGE (Flags) Sheets.

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

2 | 1 HOUR WORLD WAR II RULES


near the UK Nation Sheet, ready to be used. Place the UK Action marker is permanently removed from the game. Note
Action marker labelled “1942” on the 1942 space on the turn that German Submarine Warfare against USA pieces does not
track – the UK will receive this new Action marker at the start of count as an Axis Offensive for these purposes.
the 1942 turn. Place cubes on the three upgrade tracks on the
UK Nation Sheet - space 2 on the Build track, 0 on the Air Force
track and 0 on the Naval Aviation track.
4. HOW TO PLAY
Soviet Union 4.1 TURN SEQUENCE
Location Units A turn represents a full year of World War Two, during which
Moscow One Level 2 Army all Nations will spend their Action markers doing Actions (from
their own Nation Sheet) or Responses (from their own or other
Leningrad One Level 1 Army
player’s Nation Sheets). Each turn, Actions and Responses are
Ukraine One Level 1 Army played until all five Nations have passed in a row.
Siberia One Level 1 Army
Turn order is indicated by the flag markers, on the 1st through
Reserves - 5th boxes on the map. Following this order, each Nation selects
Spent One Level 2 Army, five Level 1 one Action from their own Nation Sheet by placing one of their
Armies, one Level 1 Fleet available Action markers on it and carrying out the chosen
Action.
Other Markers (Soviet Union):Place the one normal Soviet
Action marker near the Soviet Nation Sheet, ready to be used. Following each Action, any Nations may select a Response
Place the Soviet Action markers labelled “1941” and “1942” on showing their flag from the same row on the Nation Sheet,
the 1941 and 1942 spaces on the turn track respectively – the by placing one of their available Action markers on it and
Soviet Union will receive these new Action markers at the start carrying out the listed Response. Note that a Nation may play
of these turns. Finally, place cubes on the three upgrade tracks a Response following its own Action. Responses from any
on the Soviet Nation Sheet - space 2 on the Build track, 0 on the Nations must be chosen in the order listed, top to bottom. If a
Air Force track and 0 on the Naval Aviation track. Nation declines to choose a particular Response, it cannot go
USA back and choose it after seeing which Responses other Nations
choose. Each Response may only be chosen once following a
Location Units
single Action – a Nation may not perform multiple Responses
USA One Level 1 Army of the same type in a row. For example, the USA could not
China One Level 1 Chinese Army perform two or more Strategic Bombing Responses following a
single German Build Action.
East Pacific One Level 1 Fleet
Reserves Two Level 1 Armies, two Level 1 Once all Responses have been resolved, the next Nation listed
Fleets, one Level 1 Chinese Army in the turn order may choose one Action, and other Nations
Spent One Level 2 Army, two Level 1 may choose Responses. This will continue in turn order, going
Armies, two Level 2 Fleets, one back to the first Nation when every other Nation has chosen
Level 1 Fleet their Action. A Nation does not need to choose an Action
when it is their time to do so, they may simply pass – doing
Other Markers (USA):Place the one normal USA Action nothing. This could be because they are out of Action markers
marker near the USA Nation Sheet, ready to be used. Place the or because they wish to save them.
USA Action markers labelled “1941” through to “1944” on the
corresponding spaces on the turn track – the USA will receive Example: The turn is 1940. Following turn order, Germany chooses
these new Action markers at the start of each turn, from 1941 to an Action first (no Nations choose a Response). Then the UK chooses
1944. Place the USA Action marker labelled “Axis attack” off to an Action (Germany chooses a Response), then Japan chooses an
the side of the map – it will be gained by the USA player under Action (no Nations Respond), then the Soviet Union chooses an
certain conditions (see below). Finally, place cubes on the three Action (Germany chooses a Response) and finally the USA passes,
upgrade tracks on the USA Nation Sheet - space 2 on the Build choosing to hold onto its Action marker and see how things play
track, 0 on the Air Force track and 0 on the Naval Aviation track. out. Every Nation has had a chance to choose an Action, so we go
back to the start of the turn order. Germany has spent all of its Action
3.5 AXIS ATTACK ACTION MARKER markers on one Action and two Responses, so it passes. Then the
UK chooses an Action, then Japan, and so on. This cycle of Nations
IMAGES (action marker) The USA has an Action marker labelled
choosing one Action at a time in turn order will continue until all
“Axis attack”. This special action marker is given to the USA
Nations have passed.
player immediately after an Axis Offensive that involves USA
units or Home Territory, e.g. a Japanese Offensive into the East
Pacific against USA Fleets, or a Japanese Offensive into the 4.2 SCORING
Philippines. However, if the USA conducts an Offensive Action,
When all 5 Nations have passed in succession, there will be no
a Strategic Bombing Response or a Submarine Warfare
more Actions and Responses this turn (even if some Nations
Response before an Axis Offensive against the USA, this
still have available Action markers) as it is time for scoring.

1 HOUR WORLD WAR II RULES | 3


Add up the total number of enemy or neutral Victory Spaces They place an Action marker in the Response column. Blitz
controlled by each side. The side with fewer controlled enemy allows an Offensive into any space, but the Germans decide
or neutral Victory Spaces loses Political Will (PW) equal to the to use it in Ukraine, to counter all the Soviet Responses that
difference. were just used to regain the space. Now that all Responses
have been chosen, play moves on to the next Nation listed in
Nations do not score based on control of Victory Spaces that the turn order – the UK. The UK could choose an Action in the
were already their own Home Territory – they must control same way as Germany just did, and other Nations could choose
spaces that were originally neutral or enemy Home Territory to Responses as well. This would continue through the turn order
count for scoring. Note that scoring occurs every turn, so it is and eventually go back to Germany.
possible for a single Victory Space to count for scoring 6 times
over the course of a game if one side manages to take and keep
4.5 ACTIONS
control of it for multiple turns. After scoring, if one side has 0
PW and the other side still has all of their Capital spaces, the Every Nation chooses from the same 4 Actions:Build,
side with 0 PW loses the game and the other side wins. Offensive, Strategic Move and Upgrade.

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.

4 | 1 HOUR WORLD WAR II RULES


2. Offensive:An Offensive means moving units into an move through spaces which are friendly-controlled and
enemy or neutral space and then fighting a battle if there in supply for their Nation. In both cases, units may move
are enemy units there. To carry out an Offensive, units any distance as long as they follow these conditions. Units
must be in supply at the beginning and the end of it. So, a doing Strategic Movement may also be moved back into
unit may not move itself out of supply while carrying out Reserves on their own Nation Sheet. In a Strategic Move,
the Offensive. Units in spaces not controlled by their side each unit must be moved one at a time, which may change
may not leave that space during an Offensive. There are 4 the supply situation for subsequent units.
types of Offensives:
Note that Nations whose Capital is uncontrolled or
» Simple Offensive:This means moving any or all units controlled by the enemy may not do Strategic Movement
from one space into a single adjacent space. at all.
» Offensive in Place:This means no movement, just
IMAGES (play example)
fighting a battle in a single space where you and the
enemy both have units.
Example: The USA player is doing a Strategic Move. They
» Amphibious Assault:This is an Offensive with Armies have two Level 1 Fleets in East Pacific and a Level 1 Army in the
but involves crossing a single intervening sea space USA space. All these units can participate in the Strategic Move
instead of moving into an adjacent space. The single as they are all in supply. First, one Fleet is moved to the Atlantic,
intervening sea space must be controlled by friendly which is in supply as it is adjacent to the USA Capital. This opens
units and occupied by at least one Fleet belonging to up a supply line to the UK and to the Mediterranean (North
the Nation launching the Offensive. A single enemy Africa is UK-controlled and can be used as part of a land and
Fleet in a sea space prevents an Amphibious Assault sea supply line). The USA player then moves the other Fleet to
through that space. For example, the UK could launch the Mediterranean, and the Army from the USA to the UK.
an Amphibious Assault from Scandinavia into Germany,
provided that the Baltic sea space contains at least 1 UK 4. Upgrade:This Action lets the player shift one cube one
Fleet and no Axis Fleets. space to the right on any of the three Upgrade tracks on
» Offensive through Strait:This involves Fleets from their Nation Sheet – Build, Air Force or Naval Aviation. Note
a sea space moving through a single intervening land that Nations whose Capital is uncontrolled or controlled by
space with a Strait (anchor symbol). The Strait space the enemy may not Upgrade.
must be controlled by the same side as the Fleet.
For example, a UK Fleet in the Atlantic could do an 4.6 RESPONSES
Offensive into the Mediterranean if the Allies control
North Africa. There are a wide variety of Responses that Nations can choose
from, denoted by their flag.
Once movement is complete for the Offensive, a battle
is resolved. This happens before any Responses are The combined USA/UK flag symbol - - means that either or
selected. both of these Nations may choose the listed Response. Like
Actions, they are selected by placing an Action marker on them
Note that a Nation whose Capital is uncontrolled or and carrying out the instructions. Note that you cannot choose
controlled by the enemy may only do an Offensive in a Response to a Response, even if the first Response allows an
Place in their own Capital, not in any other spaces. Action like Offensive.

» 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

1 HOUR WORLD WAR II RULES | 5


against Japan. German Submarine Warfare shifts a total of » Chinese Nationalists:This allows the USA and/or UK
2 USA and/or UK units to Spent, or shifts a Level 1 Allied player to move a Japanese Army from China to the Spent
Fleet from the Atlantic or North Sea to Spent. These units box on the Japanese Nation Sheet, or to place a Chinese
are chosen by the German player. USA Submarine Warfare Army in China. The Chinese Army could be in the Reserve
shifts a Level 1 Japanese Fleet from the map to Spent or 2 or Spent box on the USA Nation Sheet and may be placed
Japanese units from Reserve to Spent – in both cases these regardless of which side controls China.
units are chosen by the USA player. In all cases, a Level » Chinese Communists:This allows the Soviet player to
2 unit counts as 2 units for these purposes, just as with move a Japanese Army from China to the Spent box on the
Strategic Bombing. Japanese Nation Sheet.
» Carrier Strike:This is simply an Offensive in any sea space » Marine Corps:This prevents the Japanese player from
using Fleets (not Armies), with a +1 bonus to the attacker’s selecting the Island Defence Response for the current Action.
initial strength. The USA must use this against Japanese
Fleets only. Because this is a Response and not a normal » Joint Offensive:This allows the USA to carry out an
Offensive Action, no Responses may be chosen following Offensive in the same space as the UK has just selected
it. for its own Offensive. This can be done in two ways. First,
the UK could resolve their own Offensive completely, and
» Counter-Offensive:This is an Offensive, which must be then USA units could conduct a separate Offensive in the
carried out in the same space selected for the preceding same space. Alternatively, the UK and USA could conduct
Offensive Action. The Soviets can only carry out a Counter- an Offensive in the same space simultaneously, combining
Offensive if the preceding battle involved Soviet units their total strengths. This would include the number of
or was on Soviet Home Territory. If such an Offensive is units they each send into the battle space, plus any Air
not possible, this Response may not be chosen. Because Support or Naval Aviation bonuses from both Nations,
this is a Response and not a normal Offensive Action, no plus Reserves committed from both Nations. If this
Responses may be chosen following it. second option is chosen, it must be announced before the
» Not One Step Back:This allows the Soviets to place a Offensive is actually carried out. It is an exception to the
single Level 1 Army from their Spent box directly in the rule that Actions must be fully resolved before resolving
space where the preceding battle was fought, as long as Responses.
the space was Soviet Home Territory. This does not require » Seize Initiative:This Response is simply a Strategic Move
a supply line or control of the space. or Offensive Action. The procedure is the same as an
» Lend Lease:This allows the Soviet player to shift 2 Level Action, but it is technically a Response so no Responses
1 units, or a single Level 2 unit, from Spent to Reserve. may be chosen following it.
Note that units may not be placed onto the map using this » Code Breaking:This involves selecting any Nation (not
Response. just the one doing the Response) to become 1st in turn
» Blitz:This is simply an Offensive in any land space. Because order. The selected Nation’s flag marker is picked up and
this is a Response and not a normal Offensive Action, no placed in the 1st slot, with all other flag markers shifting
Responses may be chosen following it. 1 space to the right if necessary to make room. In the
» Kampfgruppe:This allows Germany to place a single Level example below, the UK has carried out a Code Breaking
1 Army from their Spent box directly in the space where Response and shifted the Soviet marker to 1st in turn order.
the preceding battle was fought, as long as the battle was All other markers except the USA have shifted to the right
in a land space and involved German and/or Italian Armies. to fill the gap left by the Soviet marker, and the new turn
This does not require a supply line or control of the space. order is shown on the right. Note that the change in turn
order from this Response happens immediately, and play
» Iron Ore Trade:This allows Germany to shift 2 units continues in the new order shown.
from Spent to Reserve, provided the Allies do not control
Scandinavia. Level 2 units count as 2 units each for these IMAGES (order example)
purposes, so this Response could shift a single Level 2 unit
or two Level 1 units.
5. BATTLES
» Commonwealth:This lets the UK place two Level 1 units
from Reserve, or one Level 1 unit from Spent, directly onto Battles result from Offensive Actions or related Responses like
the map in India, Australia and/or Canada. Level 2 units Counter-Offensive, Carrier Strike and Blitz. In all cases, they
cannot be placed with this Response. Note that these are resolved in the same way. The Nation carrying out the
spaces do not need to be in supply or controlled by the Offensive is the attacker, the other side is the defender. The
Allies for this Response to take place. space where the battle is taking place is called the battle space.
» Island Defence:This lets Japan place a single Level 1 unit 1. Move in units:Depending on the type of Offensive, units
from Spent directly to the space where the preceding may have been moved into the battle space. This happens
battle was fought – Fleets for sea spaces and Armies for before any of the following calculations.
land spaces – if the battle involved Japanese units. This
does not require a supply line to the space or control. 2. Attacker initial strength:Add up the total strength of all
units on the attacker’s side which are in the battle space – this

6 | 1 HOUR WORLD WAR II RULES


includes units which have just moved in and units which were the game regardless of the result – pieces stay in place after a
already there. If the battle space is a sea space, only Fleets are battle.
counted. If it is a land space, only Armies are counted. Level
1 units provide a strength of 1, Level 2 units have a strength NB:Minor Nations never benefit from Air Force or Naval
of 2. Then, add any bonuses from upgrades. The Air Force Aviation bonuses when fighting alone. For example, an Italian
bonus only applies to battles in land spaces and only applies Army fighting a battle would not gain the German Air Force
once, regardless of the number of Armies. Likewise, the Naval bonus, unless a German Army was also in the battle space. The
Aviation bonus only applies to battles in sea spaces. If the same applies for French and Chinese units.
battle is the result of a Carrier Strike, the attacker adds 1 to their
IMAGES (play example)
initial strength as well. If there are units from multiple Nations
in the space, every Nation adds its own bonuses. This total
number is the attacker’s initial strength. Example: It is 1944 and the Soviets are launching an Offensive into
Poland from Ukraine. They move two Level 1 Armies in Ukraine into
3. Defender initial strength:The defender then does exactly Poland, which is occupied by one Level 1 German Army. On previous
the same as the attacker and adds up the total strength of turns, the Soviets have used the Upgrade Action to boost their Air
units they have in the space and any Air Force or Naval Aviation Force up to 2. So, the Soviet initial strength is 4:2 for the Armies in
bonuses. The total number is the defender’s initial strength. the battle space plus the Air Force bonus of 2. The Germans have not
improved their Air Force, but start the game with an Air Force bonus
If the battle space is France and the Axis is defending against of 1. They have one Level 1 Army in the battle space, which makes an
an Allied Offensive launched through the North Sea, the Axis initial strength of 2.
defender adds +2 to their initial strength. This reflects the
“Atlantic Wall”, the defences built by the Germans along the Next, both sides roll a die for their Tactics Roll. The Soviets roll a 4 –
French coast. This bonus applies even if there are already Allied giving them a +1 bonus to their initial strength and raising it to 5.
units in France. The Germans roll a 2 and get no bonus. Then, the Soviets also decide
to commit Reserves. They shift one Level 1 Army from Reserve to
4. Tactics Roll:First the attacker and then the defender roll Spent, boosting their strength from 5 to 6. The Germans decline to
a single die. On a result of 4 or 5 they add 1 to their initial commit Reserves, having none left on their Nation Sheet. The Soviets
strength, on a 6 they add 2 to their initial strength. A result of have thus won the battle with a strength of 6 to 2. Because this is
1-3 has no effect. a 3:1 ratio, the single German Army is permanently removed from
5. Attacker Reserves:The attacker may now commit any the game, instead of being sent to Spent. The Soviets now control
number of units from their Reserve to boost their score. Only Poland.
Armies may be committed in a land battle, only Fleets may
be committed in a sea battle. Units committed in this way
are shifted from the Reserve box to the Spent box on their
6. STACKING, CONTROL AND SUPPLY
Nation Sheet. Each Level 1 unit committed raises the strength 6.1 ARMY AND FLEET STACKING
of the attacker by 1, while each Level 2 unit committed raises
the strength of the attacker by 2. A Nation may only commit There is a stacking limit of 3. A maximum of 3 Armies per
Reserves if the battle space is in supply for that Nation. Nation can be in each land space. A maximum of 3 Fleets PLUS
3 Armies per Nation can be in each sea space. If at any time
6. Defender Reserves:The defender may now commit these limits are exceeded, excess units chosen by the owning
Reserves in exactly the same way, raising their strength for each player are moved to the Spent box on their own Nation Sheet.
unit committed. Army units may be placed in or move into sea spaces as long
as the sea space contains a Fleet belonging to their Nation. If
7. Losses:The side with the highest total strength, including there are no Fleets belonging to a Nation in a sea space, any
units in the battle space, Air Force or Naval Aviation, Tactics Armies belonging to that Nation in the sea space immediately
Roll and Reserves committed, is the winner. The other side go to the Spent box on their Nation Sheet. This could happen
is the loser. If the winner’s total strength was at least 3 times because the Fleets in the sea space are removed by an enemy
higher than the losers, then one unit in the battle space from Action/Response or because they moved away.
the losing side is permanently removed from the game. If the
winner’s strength is higher, but less than 3:1, then one unit from
6.2 CONTROL
the losing side in the battle space is moved to the Spent box of
its own Nation Sheet. The loser chooses which particular unit is Control of spaces is a very important concept in the rules and is
removed in either case. If multiple Nations share the space and relevant for supply, movement and victory. Some key terms to
they cannot agree on losses, the winner chooses which unit is understand are the following:
taken as a loss. A loss could be a Level 1 or a Level 2 unit (Level
2 units are not harder to destroy, they are removed as a loss in » If you are playing as the Axis, your side means Germany
the same way as Level 1 units). The winner does not suffer any (including Italy) and Japan.
losses, and only a single unit is removed as a loss in each battle. » If you are playing as the Allies your side means the UK
If the total strength of both sides is equal, the battle is a tie and (including France), USA (including China) and Soviet Union.
no units are removed as losses. There are also no “retreats” in » Friendly means belonging to your own Nation or another

1 HOUR WORLD WAR II RULES | 7


Nation on your side. Enemy means belonging to any which are controlled by your side and include at least one of
Nations on the opposing side. When the rules say your your Nation’s Fleets. Remember that to control a sea space
Nation, this means your specific Nation, not your entire there must be no enemy Fleets in it.
side. Home Territory means land spaces in your Nation’s
colour. Neutral land spaces have no colour. Land and Sea:This is a combination of the above two. A land
and sea supply line consists of a line of connected land spaces
» To control a land space, it must be either friendly Home
controlled by your side along with sea spaces controlled by
Territory or contain more friendly Armies than enemy
your side and occupied by Fleets belonging to your Nation.
Armies. This could be:
» Friendly Home Territory containing no Armies, or only A space is “in supply” for a particular Nation if that Nation can
friendly Armies. trace a supply line from its Capital to the space. The space itself
» Your own Home Territory, or Home Territory of another might be controlled by the enemy, but as long as it is adjacent
Nation on your side, containing more friendly Armies to a series of controlled, connected spaces leading back to the
than enemy Armies. Capital following the above rules, it is in supply.

» An enemy or neutral space containing only friendly IMAGES (play example)


Armies.
» An enemy or neutral space containing more friendly Supply Line Example 1:In this example, India is in supply for the
Armies than enemy Armies. UK. It can trace a continuous line of controlled spaces back to the UK
Capital space. The only sea space in the supply line – the Atlantic – is
Example:If a space has one German Army, one USA Army and one occupied by a UK Fleet. Note that if the Atlantic was occupied by a
UK Army it would count as being controlled by the Allies (two Allied USA Fleet instead of a UK Fleet, this would not be a valid supply line
Armies and only one Axis Army). If one of the USA Armies moved out for the UK. In contrast to India, the Italy space is not in supply for the
of the space, it would no longer be controlled by the Allies. Note that UK. Despite there being a UK Fleet in the Mediterranean, the single
unit Level is irrelevant here – a Level 2 Army is the same as a Level 1 Axis Fleet in the Mediterranean blocks control there, thus blocking
Army for the purposes of control. supply. This means the UK could not do an Offensive into Italy, nor
could it Build or Strategically Move into Italy.
To control a sea space, it must contain only Fleets from one
side. A single Fleet from the opposing side blocks control IMAGES (play example)
of a sea space. For example, if the UK has two Fleets in
the Mediterranean but there is a single Italian Fleet in the Supply Line Example 2:In this example, the German Army in
Mediterranean, neither side controls that sea space. Moscow is NOT in supply, as Ukraine is Soviet Home Territory and
not currently controlled by the Axis. This German Army in Moscow
If a space is not controlled by either side, it is uncontrolled. This cannot perform Actions and cannot benefit from German Reserves.
includes: If the Germans were to move the Army from Poland into Ukraine
using an Offensive Action, thus taking control, it would open a
» Neutral land spaces containing no Armies. supply line to Moscow.
» Land spaces containing an equal number of Armies from
both sides.
6.4 OCCUPIED CAPITALS
» Sea spaces containing no Fleets.
If a Nation’s Capital space is currently controlled by the enemy
» Sea spaces containing Fleets from both sides.
or uncontrolled, it is under severe restrictions. It may not
Uncontrolled spaces cannot form part of a supply line and do perform any Responses, and the only Actions it may choose
not count for either side during scoring. are Build and Offensive. When Building, it may shift units from
Spent to Reserve but may only place Armies in its own Capital
if placing them on the map. It cannot place Fleets. When doing
6.3 SUPPLY LINES
Offensives, it may only do an Offensive in Place in the Capital
Nations require supply lines to perform any Actions in spaces space itself. A Nation with its Capital controlled by the enemy
around the map and to commit Reserves in battle. A supply or uncontrolled also counts as being out of supply in all spaces
line is a line of any number of connected and controlled spaces except the Capital itself. As soon as control of the Capital space
leading from a Nation’s Capital to other spaces. Nations trace is regained, the Nation reverts back to normal rules.
their own supply lines from their own Capitals.

There are 3 ways to trace a supply line: 7. VICTORY


If either side controls two enemy Capitals at the same time,
Land only:This means tracing a line of connected and friendly
they immediately win. If one side has 0 PW after scoring, the
controlled land spaces back to the Capital. The land spaces
other immediately wins if they still control all of their Capital
used in such a supply line could belong to another Nation on
spaces. If neither of these conditions occur, the game ends at
the same side.
the end of the 6th turn – 1945 – and the side with the highest
Sea only:This means tracing a line of connected sea spaces PW wins. If there is a tie in PW scores, the Axis win.

8 | 1 HOUR WORLD WAR II RULES


8. OPTIONAL RULES Armies go into Spent. The UK gets two Fleet points to place
in the North Sea, Atlantic, Indian Ocean and/or Reserves.
Players may choose to add any or all of these optional rules to All remaining Fleets go into Reserves. The UK also gets one
change the game, as long as all players agree. Upgrade point to spend on any of their Upgrade tracks.
» Japan:Japan gets three Army points to place in any of
8.1 DICE-FREE BATTLES their Home Territory spaces and/or Reserves. All remaining
To reduce the effects of luck, players may use this rule. Ignore Armies go into Reserve. Japan gets three Fleet points to
the Tactics Roll step when resolving battles, so no dice are place in the North and/or South Pacific, with any remaining
used. All other battle rules still apply. Fleets going into Reserves. Japan also gets two Upgrade
points to spend on any of their Upgrade tracks.
8.2 FRENCH FLEET » Soviet Union:The Soviet Union gets five Army points
The game includes a single French Fleet counter which is not to place in any of their Home Territory spaces, with a
used in the usual set up. If using this rule, the French Fleet is maximum of three Army points per space. All remaining
placed in the Mediterranean during set up. If the France space units go into Spent. The Soviet Union also gets one
is taken control of by the Axis, the French Fleet is permanently Upgrade point to spend on any of their Upgrade tracks.
destroyed – it is assumed that the fleet will be attacked by the » USA:The USA gets three Army points to place in any of
British and scuttled as it was historically. their Home Territory spaces and/or Reserves. All remaining
Armies go into Spent. The USA gets three Fleet points
8.3 HIGHER PW to place in the East Pacific, Atlantic and/or Reserves. All
remaining Fleets go into Spent. The USA also gets one
For players who find their games ending too quickly due to
Upgrade point to spend on any of their Upgrade tracks.
PW of either side dropping to 0, they may choose to begin the
game with both sides at 12 PW. Note that this will benefit the
Allies, who are much stronger in the late game. 8.5 SPECIAL ACTIONS AND RESPONSES
IMAGES (action marker) The game includes 18 double-sided
8.4 VARIABLE SET UP Special Action/Response markers – 5 for Germany, 4 for Japan
and 3 for each Allied Nation. If using this optional rule, players
Instead of the historical set up provided in the rules, players
may choose to let Nations have a certain amount of these
may choose to do a variable set up. This allows a much wider
markers each:
variety of strategies to be tried.
» Low:Allied Nations have 1 each chosen randomly,
The stacking limit of 3 units per Nation still applies during set
Germany has 2 chosen randomly, Japan has 1 chosen
up. These rules use the terms “Army points” and “Fleet points”.
randomly.
A Level 1 Army/Fleet counts as 1 Army/Fleet point, and a Level
2 Army/Fleet counts as 2 Army/Fleet points. For example, » Medium:Allied Nations have 2 each chosen randomly,
Germany gets 6 Army points in this set up – this could be six Axis Nations have 3 each chosen randomly.
Level 1 Armies, two Level 2 Armies and two Level 1 Armies, » High:Allied Nations have 3 each chosen randomly,
or one Level 2 Army and four Level 1 Armies. These rules also Germany has 5 chosen randomly, Japan has 4 chosen
refer to “Upgrade points” – each Upgrade point spent allows a randomly.
Nation to shift a cube to the right on one of the three Upgrade
tracks. A Nation could spend multiple Upgrade points on a The markers have a name on one side and specify an Action
single track. or a Response on the other. The side with the name might
also have a year, showing when in the game the marker may
If doing a variable set up, follow this procedure: be played. For example, the German “V2 Rocket” marker has
“1944+” – this means it can only be played during the 1944 or
» The units for Italy, China and France are placed as per the 1945 turns of the game.
normal set up.
» Set all cubes to the leftmost position on all Upgrade Special Actions work just like normal Actions and are played
tracks on all Nation Sheets – Build 1, Air Force 0 and Naval in accordance with the usual turn sequence. If a Special Action
Aviation 0. allows the conducting of a standard Action like an Offensive,
it is carried out as normal and the usual Responses may be
» In turn order (Germany, UK, Japan, Soviet Union, USA),
chosen following it. For example, the “Zhukov” marker allows
Nations may choose their starting positions in this way:
the Soviets to conduct an Offensive, with a bonus to their initial
» Germany:Germany gets six Army points to place in any strength in the resulting battle. After this Offensive is resolved,
one of their Home Territory spaces and/or Reserves (no the Responses following a Soviet Offensive could still be
more than four Army points in any one space). All other chosen, such as a German Counter-Offensive.
units go in Reserve. Germany also gets two Upgrade points
Special Responses may be played following any Action from
to spend on any of their Upgrade tracks.
their own Nation and count as being listed first in the order
» UK:The UK gets two Army points to place in any of their of Responses. For example, if the USA carried out a standard
Home Territory spaces and/or Reserves. All remaining Offensive Action, they could then play the “Patton” Special

1 HOUR WORLD WAR II RULES | 9


Response and resolve it before any other Responses like the Indian Uprising:This Action allows Japan to place a Japanese
German Kampfgruppe. There are two exceptions to this – Army from Reserves or Spent directly in India, regardless of
Manstein and Kamikaze (see below for specifics). control or supply.

Playing a Special Action or Special Response still requires using


UK
an Action marker to play it – place the Action marker on top of
the Special Action/Response marker to show that it has been French Resistance:This Action allows the UK to place the
used. French Army unit in France, whether it was in Reserve, Spent
or somewhere else on the map. It can be placed regardless of
Each Special Action/Response can only be used once. At the supply or control.
end of each turn, all Special Action/Response markers that
have been used are removed from the game as a reminder. The Monty:This Action allows the UK to conduct an Offensive in
Action markers spent to play them are not removed from the France or North Africa. The UK will get a +2 bonus to their initial
game and are returned to the players. strength in the resulting battle. Aside from the bonus strength
this is treated as a normal UK Offensive, so the USA could
Special Actions/Responses may only be played by a Nation conduct a Joint Offensive Response along with it, and Germany
which still controls their own Capital. can use the Kampfgruppe Response.
The specific rules for each Special Action and Response are Radar:This Action downgrades the German Air Force track by
shown below: 1 and increases the UK Air Force track by 1.

GERMANY SOVIET UNION


V2 Rockets:This Action lowers Allied Political Will by 1 and can Russian Winter:This Action allows the Soviets to permanently
only be played in 1944 or 1945. destroy a single Level 1 German or Japanese Army in a Soviet
Home Territory space.
SS Panzer Korps:This Action allows Germany to place a
Level 2 Army from Spent in any land space on the map that is Zhukov:This Action is simply a Soviet Offensive on land, with
controlled and in supply (just like during a Build Action). the Soviets gaining a +2 bonus to their strength in the resulting
battle.
Manstein:This Response allows Germany to conduct a Blitz
following its own Offensive OR to conduct a Counter-Offensive People’s Republics:This Action lets the Soviet player place
in a space where a Soviet Offensive has just taken place. In a Level 1 Army from Reserves or Spent directly into Poland,
either case, Germany will get a +3 bonus to initial strength in Balkans or China on the map. This does not require control or a
the resulting battle. This Response takes place before any other supply line to the space.
Responses, including enemy Special Responses.

Jets:This Action upgrades German Air Force track by 1 and


USA
downgrades the UK and USA Air Force tracks by 1. It can only Manhattan Project:This Action can only be played in 1945. It
be played in 1943 onwards. requires the USA to spend an additional two Actions – meaning
that a total of three USA Action markers need to be placed on
Hungary:This Action allows Germany to place a Level 1 Army the Manhattan Project marker to play it. It immediately reduces
from Spent or Reserve directly into the Balkans, regardless of Axis P.W. by 2.
control or supply.
Patton:This Response allows the USA to carry out an Offensive
JAPAN in France or Germany. This still counts as a Response
Kamikaze:This Response may only be chosen following a USA War Bonds:This Response allows the USA to shift a total of
Offensive in the North Pacific, South Pacific or East Pacific in four units from Spent to Reserve. Level 2 units count as two
1944 or 1945. It downgrades Japanese and USA Naval Aviation units each for this purpose.
by 1, and permanently removes 1 USA Fleet (Level 1 or Level 2)
from the space, chosen by the Japanese player. This Response
takes place before any other Responses, including enemy 9. DESIGNER’S NOTES
Special Responses. Where to start?

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

10 | 1 HOUR WORLD WAR II RULES


Operations) and uses many of the same mechanics as the game ACTION AND RESPONSE
you now see. Small unit density, largely luck-free combat and
The core mechanic of the game is Actions and Responses. This
a tight decision space in a small point-to-point map. Later
is very simple. When it is my turn, I choose one of the 4 Actions
on, I did an interview with Major Ed Farren from the British
on my Nation Sheet by placing one of my Action markers on
Army, who had played ETO and enjoyed it. He suggested
it. Once the Action is resolved, other Nations may spend their
expanding the game into a series covering each major theatre:
own Action markers to carry out Responses listed to the right
the Mediterranean, the Pacific and the Eastern Front. I liked
of the chosen Action. This could be allied or enemy Nations,
this idea, and it was possible that One Hour WW2 would have
or even your own Nation, depending on the Response. So, an
been released as 4 different postcard games joined together!
individual Action could be followed by up to three Responses
Instead, I decided to make a single game covering the whole
from different Nations.
war. But just like ETO, which played in about 15 minutes, I
wanted it to pack a punch in a small package. Fast to play and This system actually has a lot going on. Every decision has to
simple rules but with absolutely savage player interaction be weighed against the enemy reaction. If I launch an Offensive
where you are sweating on every decision. I got to work on this on the Eastern Front as Germany, there is a good chance the
idea in early 2023 and quickly got a serviceable prototype up Soviets will Respond. They might throw in hastily recruited
and running. I sent it out and many publishers were interested, conscripts, represented by the “Not One Step Back” Response
but Worthington Games proved by far the best fit. Mark Wylie, (the language of which refers to Stalin’s 1942 order to hold
my developer at Worthington, gave me a huge amount of help Stalingrad at all costs). To continue the Stalingrad example,
in the design process. The finished product is the result of both the Soviets might then also use a Counter-Offensive Response,
of our intense efforts over a feverish few months in late 2023. A hitting my forces in the same space. If I have already committed
testament to teamwork, despite the challenge of different time Reserves in my own Offensive and the Soviets have saved
zones - East Coast of Australia for me and East Coast of the USA theirs, their Counter-Offensive might shatter my line and take
for Mark. control of a key space.
So that is where the idea came from. But what was I trying to In terms of the effect on players, the Action > Response
achieve with One Hour WW2? Well, one way to explain it is mechanic means there is no downtime. Every single move,
that the game is a “hate letter” to Axis and Allies. Now, I love there is a chance for you to jump in on the enemy’s plans or
Axis and Allies. It got me into wargaming as a teenager. I have for them to jump in on yours. You can’t just zone out and
played it for endless hours and love the plastic pieces, the dice check your phone for 2 minutes, because there is always an
rolling, the grand strategy, the teamwork and the trash talk. opportunity somewhere on the board. It also means that
It is a classic and I will always love getting together with a big players are always engaging with each other, looking over at
group of gamers and spending a whole day chucking dice and the Nation Sheets of their allies and enemies alike. Despite
conquering the world. BUT Axis and Allies has its problems. It is the euro feel of discrete actions and shifting wooden cubes
heavily reliant on luck. It takes a ridiculously long time to play. around, this is the exact opposite of “multiplayer solitaire”.
The victory conditions (especially in the Global 1940 edition) Conversation is essential!
are almost unattainable within a timeframe of less than 10
hours. Even when you win, you knew you were going to win Responses also allow Nations to help each other at a distance
several hours before. Plus, there is a near total lack of realistic and work together to accomplish a goal. The Soviets and
logistics rules. No supply lines. No strategic movement. A turn Americans can both fund their respective groups in China
is nominally 6 months, so it takes Soviet infantry in Siberia 3 (Communists and Nationalists) to tie down the Japanese in
years to march to Moscow. The Axis are severely overpowered, a quagmire on the mainland. The British and Americans can
while the Soviets and USA are severely underpowered. Now all Strategic Bomb Germany at the same time, whittling down
of this is making me sound like a deranged, dorky troll on an their production capacity and interrupting the flow of units to
internet forum. But all of these things are common complaints the front. If the USA is hitting Japan hard, Germany could use
– not just about Axis and Allies but other games too. Submarine Warfare to target American shipping and ease the
pressure. Many Responses get overlooked by new players until
I decided that my game would deliberately appeal to all they see a specific situation where it helps. I can assure players
wargamers, especially those “casual” gamers who like Axis that every single Response in the game has been used by me
and Allies. But I also didn’t want it to be totally ahistorical or in at least a few situations, even the ones that seem to be not
unrealistic. I wanted the Grognards to actually give it a go. worth spending an Action marker on at first glance.
They might still grumble about scale, victory conditions and
historical accuracy, but if the game only takes an hour, they So what was the inspiration for this Action-Response system?
would still try it out once! And maybe realise that the outcomes It actually comes from several different games. First of all is
they’re getting aren’t too far off the real history. Twilight Imperium and its superb strategic action system.
Basically, it allows all other players to jump in and do a
secondary action when one player does the primary action
on their chosen strategy card. This was in turn borrowed
from the famous euro game Puerto Rico. There is also the
COIN series, where each faction has a list of operations and
associated special activities. At a further remove from the

1 HOUR WORLD WAR II RULES | 11


specific mechanic here, I have long admired Martin Wallace as a fronts and hope the enemy collapses before they can muster
designer. Both his wargames and euro games generally follow an effective strategy. The Allies have the option of winning
the same structure – two actions in a turn. The idea of a turn by taking control of both Germany and Japan – they might
consisting of a simple one-two punch has therefore been in the be able to pull this off quickly if the Axis are caught napping,
back of my mind for sometime. Hopefully you will find that it but usually it is a slow and deliberate campaign of marching
keeps you on your toes for the whole hour! directly towards the enemy Capitals. Both of these victory
types are rather rare though. Usually it will come down to
HISTORICAL ACCURACY AND VICTORY whoever has the highest Political Will at the end of the game. In
CONDITIONS the vast majority of play test games, the difference in scores is
2 or less. Typically the game will be very close and hard fought
This is a huge issue in historical wargaming. How do you ensure down to the very last turn.
your game is historically plausible without railroading players
into historical outcomes? Well, at the very start of the design One thing about the victory conditions might irk people - the
process I decided that the game would follow a very rough fact that the Axis can be reduced to perhaps a few spaces on
pattern. The Axis should have the advantage from 1940 to 1941. the map but still “win”. Well, there are reasons for this. As the
The Allies should have the advantage in 1944 and 1945. 1942 Allied player, you are aiming to at least achieve what the Allies
and 1943 should be the hinge of the game narrative, where did historically – Germany occupied and totally defeated,
the really decisive moments and dramatic swings occur. The all of Europe and the Pacific under control, with just Japan
Allies should be feeling the pressure as they mount desperate holding on. Let’s say you have mostly defeated the Axis, but
defences of North Africa, Moscow, India and the Pacific. They the Japanese still rule Australia, India and the Philippines. Or
should come very close to losing the game in 1942 or 1943 – you have occupied Japan, but Germany still controls a third of
in fact it should be very possible for the Axis to actually win Europe. You need total victory, by the end of 1945. This is not
during this time. But then, if the Allies survive the crucial middle just a gameplay reason either. The war absolutely exhausted
years, they should begin sweeping counter-attacks on every and bankrupted the Allied powers. Britain effectively sacrificed
front as the industrial might of the USA and superior numbers its empire, the Soviets lost tens of millions of men – only the
of the Soviet Union are brought to bear. From 1944, the Axis USA was getting off relatively lightly. It is debatable how
should be scraping together new defensive lines and trying hard all of these countries would have fought if the war had
to hold on until the end of the war. Within this very broad lasted into 1946, 1947 or beyond. Would American and British
historical narrative, there could be significant variation. But you taxpayers keep paying? Would Russia keep pouring out its
will find most games follow the pattern. If the Axis win, they blood? Probably yes, but at a cost that may be considered
will win in the middle game by forcing the Allies to collapse, or unacceptable to the various Allied regimes. If you are the Axis
eke out a “victory” by lasting longer than they did historically. If player, you are doing what the Axis did historically - keep
the Allies win, it will almost certainly be in 1945. It may be due fighting tooth and nail for every inch of ground until the
to taking Berlin and Tokyo, or it may be just wearing down the hammer and sickle is raised over the Reichstag and the B-52’s
Axis. But the Allies are not going to win quick. By the way, your are bearing down on Hiroshima and Nagasaki.
first few games will probably go for more than one hour!
As a side note, nuclear weapons are not in the game as a
This relates directly to another important aspect of the game distinct rule unless you are using the optional “Special Actions
– victory conditions. These went through many iterations, but and Responses” rules. But you may notice that American
the focus was always on taking ground and holding it as long Strategic Bombing against Japan is absolutely devastating.
possible. The key metric is Political Will – an abstract measure It requires having units in the North Pacific sea space, which
of the population’s willingness to keep fighting the war. It starts thematically includes islands like Iwo Jima and Okinawa
high for both sides, but will be lowered as the enemy gains that the Americans needed as airbases. By the time you are
ground. If it reaches 0, your side is done and will surrender. The Strategic Bombing Japan you have already swept their fleets
only way to lower enemy Political Will is to take control of their from the Pacific and the game turn is probably 1945. It should
Victory Spaces, and if you can take and hold a Victory Space it also be remembered that the Soviets launched an absolutely
will continue to benefit you and hurt the enemy during scoring massive offensive into Japanese-occupied Manchuria in 1945
every turn. This is quite different to a system where you play to help force Japanese surrender. In game terms, this would be
to a time limit and then count up “points” or a system where a Soviet Offensive from Siberia to China on the final turn. I have
you automatically win as soon as you have a certain number of found that this will often be necessary to finally tip the Axis
spaces. It is attritional, but also encourages both sides to get over the edge in terms of Political Will.
off their butts and go take ground as quickly as they can. If the
Germans have been occupying France since 1940 and it is 1944, SCALE
you better get in there and take it back – it has already earned
the Axis a lead of 4 or 5 points. Likewise, you can’t just “turtle” Another sticking point for historical gamers will be grasping
as the Axis. You need Victory Spaces and you need them soon. the unit scale of the game. This is highly abstract, but to cram
all of World War Two into an hour some accommodations need
Now, within this system of Political Will there are actually three to be made! Basically, a single unit is something like an Army
distinct ways to win. Either side, typically the Axis, can win or Army Group, plus the logistical tail required to support it.
instantly by reducing the enemy Political Will to 0. Pursuing The 21st Army Group in Northwest Europe would be a good
this is a quick and risky strategy, where you go all out on all example. Fleets are similar, representing something like the

12 | 1 HOUR WORLD WAR II RULES


entire US Navy 5th Fleet in the Pacific Theatre. listen to the IJN and focus on sinking the US Navy in the Pacific?
As Germany, do you actually launch Barbarossa or focus on
However, this only refers to the frontline units on the map. economic warfare against Britain?
The pieces in the game go through a sort of pipeline, cycling
between Spent, Reserves and the map itself. Committing
DICE OR NO DICE?
Reserves to a battle (shifting units from the Reserve space
to the Spent space on your Nation Sheet) represents not just I don’t mind chucking dice. But you will notice that the game:
throwing more large formations into a fight, but expending
additional artillery shells, ammunition, replacement troops Uses dice very sparingly and with limited scope to change
and the other necessities of war. This is also why things like results.
Strategic Bombing move enemy units from Reserves to Spent. Includes a dice-free optional rule.
It is not that the bombing is wiping out entire Army Groups,
but rather that several months of intense bombing is wrecking I actually prefer to play the dice-free option. There are a lot of
the factory and rail infrastructure of the country and thus reasons for this. First of all, I have a general design philosophy
preventing the flow of material to the front. that if your game works without luck, it will work with luck, but
the reverse is not true. Testing your game with an assumption
The relative strengths of the Nations are also not to be taken of average dice rolls will let you see how balanced it really is.
as exact 1:1 comparisons. Sorry France, I only gave you a single Also, the “buckets of dice” factor is a paradox. Many games will
Level 1 Army. This is not because the French Army is small or make players roll multiple dice to resolve a single action. This
weak, it is just that modelling the collapse of 1940 while still is because more dice smooths out the probability distribution
keeping the game balanced would require too many additional and reduces the chance of wild swings in fortune. So, lots of
rules. Also, the French Army can be saved by the British player dice means less luck and therefore more emphasis on player
and eventually brought back into the field – that single piece decisions. But keep adding dice and averaging the results -
becomes the Free French! infinite dice will end up the same as no dice. Buckets of dice
Players will notice that the Level 2 pieces have a different taken to its logical conclusion ends up being totally dice-less.
picture – tanks for Armies and aircraft carriers for fleets. This There are also no cards, hidden chits, or any other RNG’s
is not necessarily because they represent units with more of (random number generators) in the game.
these types of equipment (although they do). It is simply to So, no luck means more emphasis on player decisions. Like
differentiate them visually. The Level 2 units in each Nation’s Chess or Go. If you lose, there is no excuse to hide behind! You
order of battle are their heavy hitters – reinforced mechanised have been outsmarted and cannot blame luck. I like this kind
Army Groups or Fleets containing several Carrier Task Forces. of playing – every move is on a razor’s edge and you need to
To take a concrete example, Operation Barbarossa in 1941 seriously outwit your opponent. There is still scope for traps,
should be imagined in game terms as an Offensive/Blitz uncertainty and unexpected outcomes – but they all stem from
launched by Germany from Poland with three units – two the decisions of the other player and not a separate factor that
Level 2’s (Army Groups North and Centre) and a Level 1 (Army is beyond either of your control.
Group South). Similarly, the battles of Pearl Harbour and
Midway should be understood as being fought primarily by the Having said this, the default way to play the game is with dice
single Level 2 Japanese Fleet, against one of the Level 2 USA and it is certainly very enjoyable! It gives both sides more of a
Fleets. In both cases the frontline units are not the only pieces reason to just go for it – you might get that lucky roll and take
involved, there are many in Reserve. But this gives you a hint the enemy Capital, or sink their Fleet before they can recover.
of the zoomed out and abstracted scale of the game, and the An even more exciting way to play is with the variable set up
kinds of decisions involved. As the Allies, do you go into the rules, where you choose where to deploy your units before the
Mediterranean and aim to invade Italy by 1943/44? As Japan game begins. This adds big replay value to the game. So here is
do you go listen to the IJA and focus on China and India, or how I would break down the ways to play, using a combination
of these two optional rules:

Casual Play:Standard set up, normal rules (dice). Best


introduction to the game for most wargamers.

Chess-like:Standard set up, dice-free. My preferred way to


play.

Advanced:Variable set up, dice-free. This will push you to the


limit among experienced players.

Crazy:Variable set up and standard rules (dice). This can result


in widely diverging outcomes, so be prepared! Good news is
the game goes for about an hour so you can reset if the enemy
outsmarts you and wins by 1942.

1 HOUR WORLD WAR II RULES | 13

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