The day President Roosevelt ordered the atomic bomb to remain
as a last ditch weapon, against the wishes of his advisors,
sealed the fate of over a billion people. Two months later,
Japanese scientists in a secret lab in Hiroshima finished development of a nuclear V-2.
In the five years of escalation that followed, twelve thousand one-hundred and twenty-seven uranium and plutonium bombs were exploded in Europe, Britain, Russia, and the US.
Of course that was not the end, soon the radiation spread and
affected the environment. It is a time of storms and hot
winds. Vegetation is dying and the icecaps are melting,
creating floods and moving coastlines. Earthquakes can appear
anywhere with no warning and rain, when it falls is so acidic
it must be treated before drinking. And this is the US, which
was spared most of the destruction!
There hasn't been a good crop in twenty years and what
government is left is disjointed and usually controlled by an
ambitious local. The federal government has relocated to a
deep bunker system outside of Chicago, which is defended as
much from the irate American public as the ever present axis
threat.
WWII 1/2 is played by 2 or 4 players on a chessboard. You will also need a deck of cards and lots of coins.
- Each turn you can:
- move/invade once
AND THEN
raise an additional army on any open territory on the board.
- Each square of the board is called a territory. When your units are in a territory, it is considered your territory.
- Each player starts with 6 armies on one corner of the board. This corner is called your capital.
- If your capital has enemy armies on it at the end of your turn, you can't raise an army on that turn.
- You can combine up to ten armies (called forces) on each territory by movement. You can't raise an army directly onto a force.
- In your movement phase, you can move all or part of any one of your forces to any of its eight bordering territories. You can combine/separate forces through movement.
- When you move a force into another player's territory, an invasion begins. If only part of your force moves into the territory, only that part of the force is involved in the invasion.
- After an invasion, half (round down) of the armies involved from each side are sent to the player's other forces. Only one army can be added to each force, any left over are eliminated.
- The remaining armies of the victor claim the territory. The remaining armies of the vanquished are eliminated.
INVASION SUCCESS CALCULATION |
| DEFENDING ARMIES |
INVADING ARMIES | |
Once you have assigned your invading forces, hand the defender the top card. If the defender's card beats or equals the card indicated by the chart, the invasion fails. It's the defender's responsibility to remove the eliminated armies and then place the card face up on the discard pile.
The last player with armies on the board WINS!