# encoding : iso-8859-1 def @Actions { @LP @MTitle Actions @BulletList @ListItem{you may activate @B{up to 2} @I Spies /.5v @B{before or after} resolving any card of your @B{own colour}} @EndList @CurveBox margin {8p} paint {rgb .95 .95 .95 } { @BulletList #@ListItem{@B{money owed} : must always be paid back @B first} @ListItem{2x any amongs : Influence, Investment, Spy} @ListItem{3x Investment in 0-1 @I Worth country} @ListItem{Technology Research} @ListItem{Build a Military Unit} @ListItem{Deploy Nuclear Weapon} @ListItem{Remove an Occupied Marker} @ListItem{Resolve an Aggression} @ListItem{@Soviet occupies a @Soviet-aligned country : /.5v +1 @I Occupied @Sym ampersand +1 @I {Money Owed}} @EndList } } def @Investment { @Underline{@B Investment} - any country : @BulletList @ListItem{place 1 @I Investment (cancel each other with an enemy one)} @ListItem{@B once per country, you @B may spend the just placed @I Investment : @BulletList @ListItem{remove this @I Investment @Sym ampersand 1 @I Unrest} @ListItem{@B more than @B once @B if @US in a @Democratic country} @RawEndList} @ListItem{@B once per turn @B {after all} @I Investment have been placed : @BulletList @ListItem{use the just placed @I Investment to improve the country} @ListItem{2d6 + {@Sym numbersign}@I Investments - leftmost marker modifier} @ListItem{@B 6+ : remove @B all @I Investments and the @I Trade {@Sym slash} @I Destruction} @RawEndList} @EndList } def @Influence { @Underline{@B Influence} - @B not in @I{Civil War} : @BulletList @ListItem{success on @B 6+ (pure 1-2 is a failure) @BulletList @ListItem{+1 per @I Investment} @ListItem{+1 if same government @B or adjacent to a @I{fully aligned} country} @RawEndList} @ListItem{on @Underline failure : @B{may once} exhaust 1 @I Spy in the country to re-roll} @ListItem{on @Underline success : remove 1 friendly @I Investment @BulletList #@ListItem{shift @I alignment 1 step towards you} @ListItem{place 1 @I {Influence Cube} (cancel each other with an enemy one)} @ListItem{@B{or may if} @I aligned (@I{fully aligned} @B if @I Occupied) @BulletList @ListItem{replace government with yours} @ListItem{place 1 @I Unrest} @ListItem{remove any @I Occupied} @RawEndList} @RawEndList} @EndList } def @Technology { @Underline{Technology @B Research} : @BulletList @ListItem{place 1 @I bunker into your @I{force pool}} @ListItem{@B or place 1 @I Tech cube in a technology} @ListItem{@B{after any} of the above @B Research actions (regular or free) @BulletList @ListItem{@B if @I Supercomputer : +1 @I Tech cube : if 2 remove and place 1} @ListItem{@B if @I{Silicon Transistor} : place 1 more @I Tech cube in a technology} @RawEndList} #@ListItem{place a @I{Tech Theft} in the box when @US completes a tech @ListItem{@B when @US completes a technology : place 1 @I{Tech Theft} in the box @BulletList @ListItem{if 2 remove and roll to place 1 on the map (@Soviet chooses) /.5v max 2 @I{Thech Theft} in a country (if not possible, it's lost)} @RawEndList} @EndList } def @PlaceSpy { @Underline{@B Spy} - any country : @BulletList #@ListItem{when playing a @Red @Color Red or @Blue @Color Blue card, the corresponding player /.5v @B may activate up to 2 @I Spies @B{before or after} resolving the card} @ListItem{place @B or move 1 @B if none in the @I{force pool}, /.5v @B may be activated this turn} @EndList } def @SpyActions { @Underline{@B Spy Actions} : |2c 1d6 @Sym slash 2d6 from adjacent @Sym slash same country @BulletList @ListItem{@Soviet @Underline{Suppress @I Unrest} in @Communist country : @B 5+ -1 @I Unrest} @ListItem{@Soviet @Underline{Steal Technology} : @B 6+ -1 @I{Tech Theft} per success @BulletList @ListItem{+1 if @I Unrest} @ListItem{1 @I{Tech Theft} @Sym arrowdblright 2 cubes in 1 Tech (ony 1 in Farming {@Sym slash} Industry)} @RawEndList} @ListItem{@US @Underline{Secure Secret} : @B 5+ -1 @I{Tech Theft} per success} @ListItem{@US @Underline{Remove @I{Trade Item}} : 2d6 @B : @B 2x4+ -1 @I{Trade Item}} @ListItem{@Underline{Place @I Unrest} : @B 6+ place 1 @I Unrest per success @BulletList @ListItem{@B not in @I{Civil War}} @ListItem{+1 @B if 0-1 @I Worth country with @I Unrest} @ListItem{@US @I Spy in @USSR @B {may instead} place 1 @I Reform cube} @RawEndList} @ListItem{@Underline Counterintelligence : @B 6+ -1 @I Spy per success @BulletList @ListItem{country with @I Spy and not the enemy government} @ListItem{+1 @B if more than 1 @I Spy in the country} @ListItem{+1 @B if @Communist @Sym slash @Authoritarian country} @RawEndList} @EndList } def @Military { @Underline{Build @B Military unit} - from your @I{force pool} : @BulletList @ListItem{construct 1 @I bunker move it back into the @I{bunkers} box @BulletList @ListItem{remove 1 @I Unrest from your @I homeland} @ListItem{remove 1 enemy @I{Startegic Weapon} from the box} @RawEndList} @ListItem{@B or place 1 non-{@I Army} into the @I{Strategic Weapons} box @BulletList @ListItem{@B may be used to cancel an enemy @I{Strategic Weapon} instead} @RawEndList} @ListItem{@B or place 1 @I Army into a @I{Civil War}, @I aligned without enemy @I Army @BulletList @ListItem{@US places 1 @I Unrest in @I homeland} @ListItem{on 1d6 @B 3+ : add 1 @I Tech cube in @I{Land @Sym slash Air} technology} @RawEndList} @EndList } def @Nuclear { @Underline{Deploy @B{Nuclear Weapon}} - in @I Allied country : @BulletList @ListItem{grants 2d6 to MAD roll to prevent aggression} @ListItem{@B if the government changes to the enemy : @BulletList @ListItem{remove @I{Nuclear Weapons} from game} @ListItem{place 1 enemy @I Influence within 2 spaces of the country} @RawEndList} @ListItem{@B if mutual @I{Nuclear Weapons} within 2 spaces of @I homeland : @BulletList @ListItem{remove 1 for 1 now (do not care about SLBM)} @RawEndList} #@ListItem{@B if within 2 spaces of enemy @I homeland without SLBM # @BulletList # @ListItem{add 1 @I Unrest at the @Underline{end of each turn}} # @RawEndList} @EndList } def @Occupied{ @Underline{Remove @B Occupied marker} - any country : |1.3c facilitate gov change @BulletList @ListItem{remove 1 of its own @I Occupied marker} @ListItem{@Soviet add 1 @I Reform cube} @EndList } def @EndOfTurn { @MTitle {End Of Turn} @BulletList @ListItem{turn 4+ : check for @B{Sudden Death} delta 3+} @ListItem{advance the @I Turn marker} #@ListItem{move the @I Turn marker and reset @I{Civil War} track} @ListItem{@Soviet : @BulletList @ListItem{roll for the @I{5 Year Plan}} @ListItem{roll for a new @I{Tech Theft}} @ListItem{roll for @I Leadership change} @ListItem{add @I Reform cubes to the @I{Freedom @Char ampersand Reforms} track} @ListItem{@B may exhaust @I Spies in the @USSR to remove @I Reform cubes} @ListItem{remove 1 @I Embargo marker from the @I{Western Trade}} @ListItem{roll for a new @I{Trade Item} into the @I{Western Trade}} @RawEndList} @ListItem{@US : @BulletList @ListItem{move the @I{National Debt} track marker 1 space to the right} @ListItem{roll for the @I President} @RawEndList} @ListItem{reset the @I{Civil War} track} @ListItem{flip all @I Spies to unused} #@ListItem{add 1 @I Unrest {@Sym slash} @I{First Strike} enemy @I{Nuclear Weapon}} @ListItem{if no @I SLBM add 1 @I Unrest {@Sym slash} enemy @I{Nuclear Weapon} (without flag) /.5v within 2 spaces of your @I homeland} @ListItem{remove discs on @I Codebreaking} @ListItem{place 1 @I Tech cube for @I{Mainframe Computer}} @ListItem{discard then reassign @I{Intelligence Assessment} re-roll markers} @ListItem{reconstitute deck with : @I Turn, @I Cycle and @Red @Color @I{Oil Production} cards} @EndList } def @Aggression { @MTitle Aggression @BulletList @ListItem{target country must be adjacent to an @I Allied country} #@ListItem{consult the @I{Conventional Balance}} @ListItem{@I minor aggression @B only against a @B not @I Occupied 0-1 @I Worth country} #@ListItem{@I major aggression against any country} @ListItem{@US aggression : place 1 @I Unrest in @I homeland (2 if @I Major)} @ListItem{@Soviet aggression : place 2 @I Embargo in @I{Western Trade} box (3 if @I Major) /.5v @US gains a free @I{Remove Trade Item} action (do not exhaust the spy)} @ListItem{MAD roll @B if target is @I Occupied @B or has enemy government : /.5v (@Soviet needs the Atom Bomb) @BulletList @ListItem{defender rolls 1d6 (2d6 if @I{Nuclear Weapon}) vs @I{Nuclear Balance} : @BulletList @ListItem{on @Underline success : no aggression} @RawEndList} @RawEndList} @EndList @BulletList @ListItem{2d6 (max +{@Sym slash}-2) : @BulletList @ListItem{+ Aggression modifier (@I{Conventional Balance})} @ListItem{+1 @B if target in @I{Civil War}} @ListItem{-1 @B if through sea connection without @I Naval advantage} @ListItem{-1 per 2+ @I Worth adjacent enemy government country /.5v ignore sea connections @B if @I Naval advantage} @ListItem{@I Superpuissance with Naval advantage @B may after roll : @BulletList @ListItem{add a -1 DRM} @ListItem{add 1 @I Unrest to @I homeland on 1d6 1-3} @RawEndList} @RawEndList} @EndList @BulletList @ListItem{@B{1-3} @Underline Failure : @BulletList @ListItem{+1 @I Unrest in target country} @ListItem{+1 @I Unrest in aggressor's @I homeland (+2 on modified 1)} # FIXME or +3 ??? @RawEndList} @ListItem{@B 4 @Underline{Political Success} : @BulletList @ListItem{shift @I Influence 1 step towards aggressor} @ListItem{@B or place 1 @I Unrest and 1 @I Investment} @RawEndList} @ListItem{@B 5 @Underline Success : @BulletList @ListItem{set to aggressor government} @ListItem{shift @I Influence 1 step towards aggressor} @ListItem{place a @I Destruction over the rightmost factory} @ListItem{@B if @I{Civil War} place an @I Army} @ListItem{@B else place an @I Occupied @B if none} @RawEndList} @ListItem{@B 6 @Underline Blitzkrieg : @BulletList @ListItem{same as @Underline Success} @ListItem{@B{and may} continue same level aggression from target country /.5v @B without adding @I Embargo or @I Unrest} @RawEndList} @EndList } def @Coup { #@ListItem{@Soviet @B may Occupy an @Soviet-aligned country : @LLP take 1 @I{Money Owed} and place 1 @I Occupied marker} @MTitle Coup @BulletList #@ListItem{@Underline @I{Neutral Unoccupied} country : # @BulletList # @ListItem{set to 1 @I Unrest} # @ListItem{remove any government marker (revert to map default)} # @ListItem{1d6 : |.3c @B 1: +1 @US @I Influence |.5c @B{5-6}: +1 @Soviet @I Influence} # @RawEndList} #@ListItem{@Underline @I{Neutral Occupied} country : # @BulletList # @ListItem{DRM : |.1c @B -1 if @US @I Occupied |.4c @B +1 if @Soviet @I Occupied} # @ListItem{1d6 : |.3c @B 1: +1 @US @I Influence |.4c @B{5-6}: +1 @Soviet @I Influence} # @RawEndList} @ListItem{@Underline @I{Neutral} country : @BulletList @ListItem{set to 1 @I Unrest (keep @I Occupied)} @ListItem{@B {if not} @I Occupied : /.5v remove any government marker (revert to map default)} @ListItem{@B else : /.5v DRM @B -1 if @US @I Occupied |.4c @B +1 if @Soviet @I Occupied} @ListItem{1d6 : |.3c @B 1: +1 @US @I Influence |.4c @B{5-6}: +1 @Soviet @I Influence} @RawEndList} @ListItem{@Underline @I Aligned country : 2d6 @BulletList @ListItem{@B{1-3} @Underline{Armed Conflict} @BulletList @ListItem{@B if @I Occupied @B or @I Worth 2+ : /.5v set to 1 @I Unrest (keep @I Occupied)} @ListItem{@B else +1 @I{Civil War} +1 @I Destruction} @RawEndList} @ListItem{@B 4 @Underline{Strongman @Sym slash Puppet} @BulletList @ListItem{set to 1 @I Unrest (keep @I Occupied)} #@ListItem{place 1 @Underline rebel @I Influence} @ListItem{shift @I Influence 1 step towards @Underline rebels} @ListItem{set to @Authoritarian government @B unless @I Occupied} @RawEndList} @ListItem{@B{5-6} @Underline Success @BulletList @ListItem{set to 1 @I Unrest (keep @I Occupied)} #@ListItem{place 1 @Underline rebel @I Influence, 2 on a 6} @ListItem{shift @I Influence 1 step towards @Underline rebels (2 steps on a 6)} @ListItem{set to @Underline rebel government @B unless @I Occupied} @RawEndList} @RawEndList} @EndList } def @CivilWar { @MTitle {Civil War} @BulletList @ListItem{@Underline gov is : @I government @Sym arrowdblright @I Influence @Sym arrowdblright @I Occupied @Sym arrowdblright @US} @ListItem{replace any @I Occupied with 1 @I Army} @ListItem{each side rolls 2 + {@Sym numbersign}Army d6 (+3 max DRM) : #@B 6+ is a @B Hit @BulletList @ListItem{+1 per @I Army} @ListItem{+1 per @I Investment} @ListItem{+1 if has @I Spy} @ListItem{+1 if 3+ @I{Civil War} markers (@Underline rebels only)} @RawEndList} @ListItem{@B 6+ is a @B Hit} @ListItem{remove all @I Investments} @ListItem{@B may withdraw all @I Armies (-1 @B Hit opposing side)} @ListItem{- 1 @I Unrest to the @I Army's @I homeland @Sym slash @B Hit (even if withdrawed)} #@ListItem{add 1 @I Unrest @Sym slash @B Hit to the @I Army's @I homeland (even if withdrawed)} @ListItem{@B if 0 @Underline rebel Army at the start of the @I{Civil War}: #-1 @I{Civil War} @Sym slash @B Hit} @BulletList @ListItem{-1 @I{Civil War} @Sym slash @B Hit} @ListItem{@Underline gov wins @B if 0 @I{Civil War} left} @RawEndList} #@BulletList #@ListItem{@Underline gov wins} #@RawEndList} @ListItem{@B if 0 gov Army at the start @B and 1+ Civil War @B and 1+ @Underline rebel @B Hit : @BulletList @ListItem{@Underline rebels win : set to @Authoritarian government} @RawEndList} @ListItem{@B else no winner: @BulletList @ListItem{@B if no @Underline gov @B Hit : +1 @I{Civil War} (max 3)} @RawEndList} @ListItem{@B if there is a winner : @BulletList @ListItem{remove all @I{Civil War} markers} @ListItem{replace any @I Army with 1 @I Occupied} @ListItem{set to 1 @I Unrest (keep @I Occupied)} @ListItem{set to at least @I aligned with the @B winner} #@ListItem{@B unless country was @Authoritarian @B and @I Neutral @B and not @I Occupied @ListItem{@B unless @Underline gov was set to @US by default, winner gets : @BulletList @ListItem{+1 Progress} @ListItem{+1 Progress @B if winner's @I Army was present at the start} @RawEndList} @RawEndList} @EndList } def @Definitions { @BulletList #@ListItem{@Soviet player always acts first} @ListItem{@B neutral country : 0 @I Influence cube} @ListItem{@B aligned country : 1 @I Influence cube} @ListItem{@B {fully aligned} country : 2-3 @I Influence cubes} @ListItem{@B allied country : same @I government and at least @I aligned} @ListItem{@B worth: sum of visible @I Factory values} @ListItem{@I allied countries @B not in @I{Civil War} earn you factory @I Worth} #@ListItem{@B{occupied} marker : counts has 1 @I Unrest} #@ListItem{@B{set to 1 unrest} : remove all @I Unrest then add 1 if no @I Occupied} @ListItem{@B{money owed} : must always be paid back @B first} @ListItem{@B{homeland crisis} : @USA or @USSR with 3+ @I Unrest @BulletList @ListItem{@US must place @I Investment to remove @I Unrest} @ListItem{@Soviet must place @I Investment @B or use @I Spy to remove @I Unrest} @RawEndList} #@ListItem{@B Waterway : +1 Naval Balance per @Soviet-allied country} @ListItem{@B{Geographical Objectives} : @BulletList @ListItem{lose 1 @I Intel per country @I Allied to the enemy} @ListItem{@USSR +1 @I Reform cube per country at the end of each turn } @RawEndList} @EndList } def @USSpecific { @MTitle {@US Specific Rules} @BulletList @ListItem{@Underline{National Debt} : @BulletList @ListItem{end of turn : shift once right} @ListItem{@B may at any moment shift left and add @US @I{Debt Money}} @RawEndList} @ListItem{@Underline{President} : @BulletList @ListItem{end of turn : 2d6} @ListItem{-1 per @I Unrest in @USA} @ListItem{+1 @B if @US is losing} @ListItem{place 2 discs} @ListItem{on double 1, 2 or 3 President Assassination : @BulletList @ListItem{+1 @I Unerst in @USA} @ListItem{re-roll 1 die and place only 1 disc} @RawEndList} @RawEndList} @ListItem{@Underline{@US Oil Thirst} : @BulletList @ListItem{1 card turn 5 cycle} @ListItem{@B if @USSR Oil Price is 2$ or 3$ : @BulletList @ListItem{+1 @I Unrest in @USA} @RawEndList} @ListItem{sum Oil @I Worth of countries not @I aligned with @USSR} @ListItem{@B if less than the Oil value show on the turn track : @BulletList @ListItem{per short : shift @I{Debt Track} left @B or +2 @I Unrest in @USA} @RawEndList} @RawEndList} @EndList } def @SovietSpecific { @MTitle {@Soviet Specific Rules} @BulletList @ListItem{@Underline{@Soviet 5-year plan} : @BulletList @ListItem{end of turn roll : codebreaking does not count} @RawEndList} @ListItem{@Underline{@Soviet Oil Production} : @BulletList @ListItem{end of turn : add 0-2 @I{Oil Production} card to the deck} @ListItem{when drawn : add @I{Oil Money} if @I{Oil Price} is @Sym greater than $1} @ListItem{@I{Soviet Oil} card turn 2 cycle : improve production} @RawEndList} @ListItem{@Underline{Western Trade} : @BulletList @ListItem{end of turn roll} @ListItem{can be bought with @I{Oil Money} or @I{Military Export} cards} @RawEndList} @ListItem{@Underline{@Soviet Leadership} : @BulletList @ListItem{end of turn roll} @ListItem{1d6 + @I Leadership and @I{Freedom @Char ampersand Reforms} DRMs} @ListItem{add 0-4 cubes into the @I Reform track} @ListItem{@B if Progressive : remove all @Soviet @I Occupations @BulletList #@ListItem{remove all @Soviet @I Occupations} @ListItem{cannot reoccupy countries} @RawEndList} @RawEndList} @ListItem{@Underline{Freedom @Char ampersand Reforms} : @BulletList @ListItem{-1 @I Unrest : @Soviet may remove 1 @I Unrest anywhere} @ListItem{+ @I Unrest : @USA may place them in @USSR /.5v or any @Communist country adjacent to the Ukraine} @RawEndList} @ListItem{@Underline{Waterway} : +1 Naval Balance per @Soviet-allied country} @ListItem{@Underline{Interceptor} : @B 5+ remove 1 built @US Bomber} @EndList } def @MarkersAggression { @B Aggression @BulletList @ListItem{@Underline{Influence} : minimize @I Influence shift towards aggressor} @ListItem{@Underline{Government} : enables MAD roll to prevents @I Aggression} @ListItem{@Underline{Occupied} : prevents minor @I Aggression @Sym ampersand enables MAD roll} @ListItem{@Underline{Nuclear Weapon} : @B 2d6 in MAD roll} @ListItem{@Underline{Naval Balance} : @B may weight heavily} @ListItem{shifts @I Influence towards aggressor @Sym ampersand replace government} @EndList } def @MarkersCoup { @B Coup @BulletList @ListItem{@Underline{Unrest + Occupied} : leads to @I Coup} @ListItem{@Underline{Influence} : minimize @I Influence shift towards rebels} @ListItem{@Underline{Occupied} : prevents government change} @ListItem{shifts @I Influence towards rebels @Sym ampersand replace government} @EndList } def @MarkersCivilWar { @B {Civil War} @BulletList #@ListItem{@Underline{Occupied} : is replaced by an @I Army} @ListItem{@Underline{Army} : prevents @Underline enemy victory (@I Occupied @Sym arrowright @I Army @Sym arrowright @I Occupied)} @ListItem{@Underline {DRM} : @BulletList @ListItem{+1 @B if 3+ @I {Civil War} markers} @ListItem{+1 @B if any @I Spy} @ListItem{+1 per @I Investment} @ListItem{+1 +1d6 per @I Army} @RawEndList} @ListItem{@B if @Underline gov wins : set to at least @I aligned} @ListItem{@B if @Underline rebels win : set to @Authoritarian} @EndList } def @MarkersActions { @B Markers @BulletList @ListItem{@Underline{Government} : @BulletList @ListItem{+1 place @I Influence} @ListItem{prevents @I Spy @I Counterintelligence @Sym ampersand enables MAD roll} #@ListItem{enables MAD roll to prevents @I Aggressions} @RawEndList} @ListItem{@Underline{Influence} : @BulletList @ListItem{needed to change government} @ListItem{protects against @I Influence shift in @I Coup @Sym ampersand @I Aggression} @RawEndList} @ListItem{@Underline{Investment} : @BulletList @ListItem{remove @I Unrest, @I Destruction} @ListItem{+1 per @I Investment in @I Influence placement @Sym ampersand @I{Civil War}} @RawEndList} @ListItem{@Underline{Unrest} : @BulletList @ListItem{leads to @I{Homeland Crisis} and @I Coup} @ListItem{+1 @I{Steal Technoogy} @Sym ampersand @I{Place Unrest}} @RawEndList} @ListItem{@Underline{Occupied} : @BulletList @ListItem{is replaced by an @I Army in @I{Civil War}} @ListItem{prevents @Sym slash harden government change in @I Coup @Sym slash @I Influence} @ListItem{prevents minor @I Aggressions @Sym ampersand enables MAD roll} @RawEndList} @ListItem{@Underline{Spy} : @BulletList @ListItem{re-roll in @I Influence placement} @ListItem{+1 in @I{Civil War} @Sym ampersand @I Counterintelligence} @RawEndList} @ListItem{@Underline{Army} : +1 +1d6 @Sym ampersand prevents enemy victory in @I {Civil War}} @EndList } def @Markers { @MTitle {Markers Definitions} @BulletList @ListItem{@Underline{Government} : @BulletList @ListItem{+1 place @I Influence} @ListItem{prevents @I Spy @I Counterintelligence @Sym ampersand enables MAD roll} #@ListItem{enables MAD roll to prevents @I Aggressions} @RawEndList} @ListItem{@Underline{Influence} : @BulletList @ListItem{needed to change government} @ListItem{protects against @I Influence shift in @I Coup @Sym ampersand @I Aggression} @RawEndList} @ListItem{@Underline{Investment} : @BulletList @ListItem{remove @I Unrest, @I Destruction} @ListItem{+1 per @I Investment in @I Influence placement @Sym ampersand @I{Civil War}} @RawEndList} @ListItem{@Underline{Unrest} : @BulletList @ListItem{leads to @I{Homeland Crisis} and @I Coup} @ListItem{+1 @I{Steal Technoogy} @Sym ampersand @I{Place Unrest}} @RawEndList} @ListItem{@Underline{Occupied} : @BulletList @ListItem{is replaced by an @I Army in @I{Civil War}} @ListItem{prevents @Sym slash harden government change in @I Coup @Sym slash @I Influence} @ListItem{prevents minor @I Aggressions @Sym ampersand enables MAD roll} @RawEndList} @ListItem{@Underline{Spy} : @BulletList @ListItem{re-roll in @I Influence placement} @ListItem{+1 in @I{Civil War} @Sym ampersand @I Counterintelligence} @RawEndList} @ListItem{@Underline{Army} : @BulletList @ListItem{+1d +1 @Sym ampersand prevents enemy victory in @I {Civil War}} @RawEndList} @ListItem{Coup @Sym ampersand Aggression : @BulletList @ListItem{shift @I Influence} @ListItem{replace government} @RawEndList} @ListItem{Civil War : @BulletList @ListItem{@B if @Underline gov wins : set to at least @I aligned} @ListItem{@B if @Underline rebels win : set to @Authoritarian} @RawEndList} @EndList } def @NuclearBalance { @B @Underline{Nuclear Balance} @BulletList @ListItem{a built @I{Strategic Weapon} goes into the @I{Strategic Weapons} box /.5v @B or is used to cancel another one : @BulletList @ListItem{Bombers @Sym arrowdblright Bombers} @ListItem{ICBM @Sym arrowdblright ICBM or Bombers} @ListItem{SLBM @Sym arrowdblright SLBM, ICBM or Bomber} @ListItem{MIRV @Sym arrowdblright MIRV} @ListItem{Mobile Missile @Sym arrowdblright Mobile Missile} @ListItem{Bunker @Sym arrowdblright any} @ListItem{the UK Nukes is concidered a Bomber} @RawEndList} @ListItem{@B may limits @I Aggression via MAD roll} @EndList } def @ConventionalBalance { @B @Underline{Conventional Balance} @BulletList @ListItem{is influenced by technologies @Sym ampersand @I{The Red Army card}} @ListItem{limits @I Aggression and sets @I Aggression DRM} @EndList } def @NavalBalance { @B @Underline{Naval Balance} @BulletList @ListItem{is influenced by technologies @Sym ampersand @USSR control of @I{Waterways}} @ListItem{@B may weight heavily on @I Aggression} @EndList } def @IntelAssessment { @B @Underline{Intel Assessment} : @BulletList @ListItem{is influenced by technologies @Sym ampersand @I{Geographical Objectives}} @ListItem{differential grants re-roll markers} @ListItem{any 1 die may be re-rolled except for end of turns die rolls} @EndList } #def @Definitions { #@B @Underline{Definitions} : #@BulletList #@ListItem{@Underline{Aligned country} : with at least 1 @I Influence} #@ListItem{@Underline{Fully Aligned country} : with 2+ @I Influence} #@ListItem{@Underline{Allied country} : same government @Sym ampersand @I Aligned} #@ListItem{} #@ListItem{} #@EndList #} def @StrategicOutlook { @MTitle {Strategic Outlook} @BulletList @ListItem{@Underline{Nuclear Balance} : @BulletList @ListItem{a built Strategic Weapon goes into the Strategic Weapons box /.5v @B or is used to cancel another one : @BulletList @ListItem{Bombers cancels Bombers} @ListItem{ICBM cancels ICBM or Bombers} @ListItem{SLBM cancels SLBM, ICBM or Bomber} @ListItem{MIRV cancels MIRV} @ListItem{Mobile Missile cancels Mobile Missile} @ListItem{Bunker cancels any} @ListItem{the UK Nukes is concidered a Bomber} @RawEndList} @ListItem{@B may limits @I Aggression via MAD roll} @RawEndList} @ListItem{@Underline{Conventional Balance} : @BulletList @ListItem{is influenced by technologies @Sym ampersand @I{The Red Army card}} @ListItem{limits @I Aggression and sets @I Aggression DRM} @RawEndList} @ListItem{@Underline{Naval Balance} : @BulletList @ListItem{is influenced by technologies @Sym ampersand @USSR control of @I{Waterways}} @ListItem{@B may weight heavily on @I Aggression} @RawEndList} @ListItem{@Underline{Intel Assessment} : @BulletList @ListItem{is influenced by technologies @Sym ampersand @I{Geographical Objectives}} @ListItem{differential grants re-roll markers} @ListItem{any 1 die may be re-rolled except for end of turns die rolls} @RawEndList} @EndList }