The Hotness
Games|People|Company
Dungeon Crawlers
Magic: The Gathering: Duels of the Planeswalkers (2009)
Diablo III
Neuroshima Hex!
Archon: The Light and the Dark
Minecraft
Elder Sign: Omens
Wind-Up Knight
Battle Chess
Karateka
Torchlight
Crysis
Tiny Tower
The Battle for Wesnoth
North & South
Royal Envoy
Civilization V
The Elder Scrolls V: Skyrim
Shadow Era
Ascension: Chronicle of the Godslayer
Infinity Blade II
Final Fantasy Tactics
Slaves to Armok II: Dwarf Fortress
The Secret of Monkey Island
Virtual Boy
Beneath a Steel Sky
Angband
Dragon Age: Origins - Awakening
Neverwinter Nights
Nelson Tethers: Puzzle Agent
Team Fortress 2
Ticket to Ride
Unreal Tournament 2004
Uplink
King of Dragon Pass
Tilt to Live
Windosill
Aralon: Sword and Shadow
Dungeon Raid
L.A. Noire
Torchlight 2
Magic: The Gathering - Duels of the Planeswalkers 2012
Hey, That's My Fish!
Crimson: Steam Pirates
Batman: Arkham City
Tom Clancy's Ghost Recon: Future Soldier
Starbase Orion
To the Moon
Junk Jack
Written Legends: Nightmare at Sea
Search: Titles Only:
Index | All | Recent | Guidelines
Article Edit | History | Editors

SturmEuropaLivingRules

1.0 THE MAP
The map is divided into territories which define the location and movement of land units.

1.1 TERRAIN
Each territory is categorized by the predominant geographical feature within it. Terrain affects the movement rate, combat effectiveness, and engagement limit of units.

1.11 Clear
Clear terrain does not impede movement or affect combat. The engagement limit is three to one (3:1) for both attacker and defender.

1.12 Desert
Desert terrain does not impede movement. Armor and mechanized units receive a +1 firepower bonus. The engagement limit is three to one (3:1) for both attacker and defender.

1.13 Marsh
All units except cavalry must end their operational or exploitation movement upon entering marsh terrain. Armor and mechanized units have their firepower reduced to one (1) in marsh. A unit may enter but not leave a marsh with exploitation movement. The engagement limit is two to one (2:1) for both sides and marshes provide double defense for defending units: two hits are required to remove a step.

1.14 Mountain
All units except cavalry must end their operational or exploitation movement upon entering mountain terrain. Mountain units receive a +1 firepower bonus while armor units receive a -1 firepower penalty in mountains. The engagement limit is two to one (2:1) for both sides and mountains provide double defense for defending units.

1.2 BORDERS
The border between adjacent territories can have the following effects:

1.21 Coasts
Oceans, seas, and lakes can only be traversed by land units via strategic redeployment or amphibious assault.

1.22 National Boundaries
Territories within a national boundary are defined as the home territories for that nation. Annexed areas are considered home territories but conquered areas are not. Movement across national boundaries is restricted by numerous political rules detailed later.

1.23 Rivers
Rivers do not impede movement but units attacking across a river may be repulsed and the engagement limit is two (2) attacking units per defender. Snow negates the terrain effects of rivers.

1.24 Straits
Straits are similar to rivers except that the engagement limit is one (1) attacking unit per defender and snow does not negate their effect.

1.3 CITIES
Cities are located within a territory and do not impede movement but have the following affects:

1.31 Fortresses
Cities that have been converted to fortresses function as a territory within a territory for combat purposes but there is no movement cost associated with entry or exit. If the fortress is a port city, it continues to function as a port only if the fortress is friendly controlled and uncontested. An unoccupied fortress is controlled by the side controlling the surrounding territory. Fortresses may not be entered or attacked except via airborne or amphibious assault until the surrounding territory has been cleared of enemy units. Armor units receive a -1 firepower penalty in fortresses. The stacking limit for defending units, which is based on the territory’s production value, is one unit per production point and is not modified by devastation or mobilization. The engagement limit within a fortress is two to one (2:1) for both sides and they provide double defense for defending units in a home territory.

1.32 Ports
A minor port allows strategic redeployment and supply to be traced across sea zones for one (1) unit. Major ports allow strategic redeployment and supply to be traced across sea zones for two (2) units.

1.4 RESOURCES
Territories may contain resources that are essential for waging war.

1.41 Production Value
The pre-printed number for each territory represents its production value in military production points (MPP). Territories without a pre-printed number have no production value. Nations collect income by controlling uncontested territories with non-devastated MPP.

1.42 HQ Resources
The command, communication, and transportation infrastructure that enable a nation to conduct large scale military operations are referred to as HQ resources. They are represented by a flag or roundel symbol in the capital territory. The Ops per season for a side is limited to the sum of HQ and natural resources that it controls and are both supplied and non-devastated. HQ resources are immediately devastated if the territory they are located within is conquered. They cannot be repaired until the nation that originally owned them regains control of the territory.

1.43 Natural Resources
Territories rich in natural resources that are critical to modern warfare contain a pick or oil derrick symbol. Each supplied and non-devastated natural resource increases the Ops limit of the controlling side by one per season.

1.5 OPERATIONAL THEATERS
The operational theaters represent six groups of connected land territories used for allocating air units and determining weather.

1.51 Central Europe
Central Europe is defined as all territories in Austria, Czechoslovakia, Denmark, and Germany (including East Prussia). The weather is dry in spring and summer, snow in winter, and variable in autumn (dry / mud).

1.52 North Africa
North Africa is defined as all territories in Egypt, French Levant (including Cypress), French West Africa, Iran, Iraq, Libya, and Turkey excluding Istanbul. The weather is always dry in North Africa.

1.53 Eastern Europe
Eastern Europe is defined as all territories in Estonia, Hungary, Latvia, Lithuania, Poland, Romania, and Russia excluding Karelia, Murmansk, and Viipuri. The weather is dry in summer, snow in winter, and variable in spring (mud / dry) and autumn (dry / mud).

1.54 Northern Europe
Northern Europe is defined as all territories in Finland, Norway, and Sweden, and Karelia, Murmansk and Viipuri in Russia. The weather is identical to Eastern Europe.

1.55 Southern Europe
Southern Europe is defined as all territories in Albania, Bulgaria, Crete, Greece, Italy, Malta, and Yugoslavia, and Istanbul in Turkey. The weather is dry in spring and summer, and variable in the autumn (dry / mud) and winter (mud / snow).

1.56 Western Europe
Western Europe is defined as all territories in Belgium, England, France, Gibraltar, Holland, Portugal, Spain, and Switzerland. The weather is identical to Central Europe.

1.6 SEA ZONES
The map is divided into six (6) sea zones that are used for the allocation of naval units: the Artic, the Atlantic, the Baltic, the Black, the Mediterranean, and the North Sea Zone.

2.0 THE SIDES
The Axis, the Allies, and the Soviets are the three player controlled sides. Each side’s units are always considered opposing units to both other sides at all times and for all game purposes. Units of the same side may never attack each other.

2.1 POLTICAL STATUS
All nations are neutral, inclined to, aligned with, or conquered by one of the three sides.

2.11 Aligned
A nation which is aligned with a side is actively contributing to that side’s war effort. Its production, resources, and units may be directly controlled by the player controlling that side though with restrictions in the case of minor powers. Units of aligned sides may freely move through and attack from each other’s territories. A nation may only be aligned with one side at a time.

2.12 Conquered
A nation which is conquered has been defeated militarily and is now controlled by the conquering side. It no longer produces units and its production and resources are counted directly as income for the controlling side. It is otherwise treated as being aligned with that side.

2.13 Inclined
A nation which is inclined to a side is passively contributing to that side’s war effort. Units of that side may freely move through but not attack from the inclined nation’s territories. That side may also utilize the resources of an inclined nation to increase its Ops limit. Inclined nations have no production and their units do not move or attack unless attacked first. A nation may only be inclined to one side at any given time.

2.14 Neutral
A nation which is not conquered, aligned with, or inclined to a side is neutral. It has no production and does not share its resources. No side’s units are allowed to enter its territories without violating neutrality and neutral units do not move or attack unless attacked first.

2.2 MAJOR POWERS
France, Germany, Russia, the UK, and the USA are initially major powers. Until conquered, their activities are entirely controlled by the side they are aligned with. Once conquered, they are considered minor powers until liberated. In 1939, France and the UK are aligned with the Allies, Germany is aligned with the Axis, and Russia is aligned with the Soviets. The USA is the only major power that is neutral in 1939.

2.3 MINOR POWERS
All nations that are not major powers are considered minor powers. When aligned with a side, they are subject to restrictions that limit how the controlling player may conduct their activities. A nation that is initially a minor power may never become a major power.

2.4 VIOLATING NEUTRALITY
Entering a neutral territory or attacking from an inclined territory is a violation of neutrality and eliminates all influence of that side on the nation.

2.4 DECLARATION OF WAR
At any time during its turn a side may declare war against another side or nation not aligned with it. This is a significant because, unless allowed by an event card, a surprise attack is only possible if one side attacks another prior to either declaring war. A nation or side automatically declares war on a side that attacks its units or occupies its territories.

If the attacker is at war with another side, the defending nation immediately aligns with that opposing side. If the attacker is at war with more than one side, the defending nation aligns with the side that has the most influence on it. If both sides have the same influence, the nation will align with the Allies first, the Axis next, and the Soviets last - but not the side that attacked it!

3.0 ARMIES
The wooden blocks are army or corps sized military units with each step representing approximately corps strength forces. The blocks add surprise and secrecy to the game. When standing upright, information about the unit is hidden from the opponent. Blocks have numbers and symbols that define type, nationality, movement, combat capabilities, cost, and designation.

3.1 UNIT TYPE
Unit type is indicated by the symbol in the center of the block. A unit’s movement rate, which is generally the number of adjacent land territories it may move in a phase, is defined by its unit type.

3.12 Infantry

Infantry represent units that move and fight primarily on foot. They may possess tanks but their allocation prevents them from operating in an independent or highly mobile fashion. Infantry have a movement rate of one (1).

3.12 Armor

Armor units are fully mechanized formations with a high concentration of tanks. They have a movement rate of two (2) and may blitz.

3.13 Airborne

Airborne are corps sized units that are capable of transport by air. They move and fight like infantry but can also perform airborne assaults which increases their movement rate to two (2) and affords them special combat capabilities.

3.14 Amphibious

Amphibious units represent formations created specifically for seaborne invasions. They move and fight like infantry but can also perform amphibious assaults.

3.15 Cavalry

Cavalry represent corps sized units that move and fight primarily on horseback. They have a movement rate of two (2) and may blitz.

3.16 Decoy

Decoy units are not actual formations but attempts at large scale deception to hide the location of real units. They have unlimited movement and no terrain restrictions but no actual combat value. They are eliminated the instant they are revealed to an opposing side.

3.17 Mechanized

Mechanized units are fully motorized formations with some tank support. They have a movement rate of two (2) and may blitz.

3.18 Mountain

Mountain units are specially trained and equipped for alpine combat. They move and fight like infantry but receive a +1 firepower bonus in mountain terrain and are not affected by snow.

3.19 Security

Security units are lesser quality troops intended for garrison, police, or support roles. They defend normally but may only attack as reserves. They have a movement rate of one (1) and may not enter contested territories unless non-security units are present.

3.20 Shock

Shock units are formations with a high concentration of artillery. They move and fight like infantry but are allowed to perform one artillery strike per season when attacking. The firepower of the artillery strike is equal to the current strength of the shock unit.

3.2 NATIONALITY
The nationality of a unit is indicated by its block color as follows: German (grey), Russian (red), American and British (green), traditionally Axis aligned (black), traditionally Allied aligned (blue), and traditionally Neutral (orange). A national icon, typically a flag or roundel, is printed on the upper left hand corner of the unit (as viewed at full strength). This is largely decorative but is useful for identifying several of the minor powers that share common block colors.

3.3 STRENGTH
The current strength of a unit is the number of white squares on the top edge when the block is standing upright. Strength determines how many hits a unit may sustain before being eliminated as well as how many six-sided dice (d) are rolled in combat. A unit at strength 4 rolls 4d (four dice); a unit at strength 1 rolls 1d. For each hit taken in combat, the unit’s strength is reduced one step by rotating the block 90 degrees counter-clockwise. Blocks have a maximum strength of between 2 and 4 steps.

3.4 COST
The cost in MPP to produce each step is indicated on the upper right hand corner of the unit. If the value is white, the unit is returned to the force pool when eliminated and may be rebuilt an unlimited number of times. If the value is black, the unit is permanently removed from play when eliminated and cannot be rebuilt.

3.5 COMBAT VALUE
The combat value is indicated on the lower right hand corner by a letter and number, such as B3 or C2. The letter is the unit’s quality and determines when a unit fires in combat. A units fire first, then all B units, then all C units, then lastly all D units. Quality also determines how many exploitation actions a unit may perform. A units may perform up to three (3) exploitation actions, B units may perform two (2), C units may perform one (1), and D units may not perform any at all. The number is the unit’s firepower and indicates the maximum dice roll that will score a hit.

EXAMPLE: A unit rated C2 only scores a hit for each “1” or “2” rolled and fires after A and B units but before D units. A unit rated B3 scores one hit for each 1, 2, or 3 rolled and fires after A units but before C and D units.

3.6 DESIGNATION
A unit’s historical designation may be indicated by a number or letter abbreviation in the lower left hand corner. The color and typeface are more subtle to eliminate confusion with other unit data. For instance a grey infantry block labeled 6 on the lower left is the German Sixth Army. Unit designation is important because the combat value of these units can vary throughout the course of the war as they are upgraded or rebuilt. If a nation has two units with the same unit designation, only one version may be in play (on the map or in the force pool) at any given time.

[What Links Here]
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.