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@BeginSubSections

@SubSection @Title {German Replacement @Rules 3.1.2} @Tag {GermanReplacment} @Begin
@BulletList
  @ListItem{@Underline{Wehrmacht Replacements} #@Sym slash point
    @BulletList
    @ListItem{not in @I Isolated Areas}
    @ListItem{deploy 1 @I Reduced army from the @I{Army Pool}}
    @ListItem{replace 1 @I Reduced army with a @I Regular army from the @I{Army Pool}}
    @ListItem{replace 1 @I Regular army with a @I Panzer army from he @I{Army Pool}}
    @RawEndList}
  @ListItem{@Underline{Luftwaffe Replacements} #@Sym slash point
    @BulletList
    @ListItem{+1 in any of the @B{Air @Sym slash Naval Control} 3 @I Front tracks, or @I Germany track}
    @RawEndList}
  @ListItem{@Underline{Strategic Warfare Replacements} #@Sym slash point
    @BulletList
    @ListItem{+1 @B{Strategic Warfare} track}
    @RawEndList}
@EndList
@End @SubSection

@SubSection @Title {Strategic Warfare @Rules 4.1} @Tag {StrategicWarfare} @Begin
@BulletList
  @ListItem{roll @Sym numbersign @B{Strategic Warfare} dice, @Sym numbersign @I Technology marker as @GreyDie remaining as @WhiteDie
    @BulletList
    @ListItem{each @GreyCross @WhiteCross result is a @I Hit}
    @RawEndList}
  @ListItem{draw a @I Combat card and roll specified @Sym numbersign @I Western dice
    @BulletList
    @ListItem{each @BluePlane result is a @I Hit}
    @ListItem{each @BlueStar result is a Hit @B if @I USA is at war}
    @RawEndList}
  @ListItem{@GreyCard @WhiteCard @BlueCard : draw @Sym ampersand resolve a @I{Strategic Event} card (max @B 2), until the deck is empty @Reff EventCards}
  #@ListItem{draw a @I{Strategic Event} card (max 2) for each @I Card result (@I Western @Sym ampersand @I Axis)}
  @ListItem{@B if Axis Hits @Sym greater @I Western Hits : +1 @I Western @B{Air @Sym slash Naval Control}, +1 @Prestige @B{Head of Production}}
  @ListItem{@B if Western Hits @Sym greater @I Axis Hits : assigned difference between @B{Strategic Warfare} @Sym ampersand @I Germany @B{Air @Sym slash Naval Control}}
@EndList
@End @SubSection

@SubSection @Title {Movement @Rules 4.2} @Tag {Movement} @Begin
@BulletList
  @ListItem{@B cannot move to @B or from an @I Isolated @I Area}
  @ListItem{@B cannot move the last army out of an @B Occupied @I Area with @I Partisans}
  @ListItem{Stacking limits are enforced at the end of each Movement step}
  @ListItem{@Underline{Operational Movement} @Rules 4.2.1 (1 @I Front at a time)
    @BulletList
    @ListItem{move up to @Sym numbersign @B{Air @Sym slash Naval Control} @I armies}
    #@ListItem{to same @I Front @B or any adjacent @I Area, with @B{Axis Control} disk}
    @ListItem{to an @I Area with @B{Axis Control} disk, on the same @I Front @B or adjacent}
    @ListItem{@B 1 army @Sym slash @I Front may move @B{to @Sym slash from} an @I Area with @I {Naval Supply}}
    @RawEndList}
  @ListItem{@Underline{Strategic Movement} @Rules 4.2.2
    @BulletList
    @ListItem{up to @Sym numbersign @I Germany @B{Air @Sym slash Naval Control} movement @I actions}
    @ListItem{move @B{to @Sym slash from} the @I{Strategic Movement} space (may stay in, enter @Sym ampersand exit)}
    @ListItem{@I Satellite armies may @B only move to  @I{Eastern Front Areas}}
    @RawEndList}
  @ListItem{@Underline{Air Movement} @Rules 4.2.3
    @BulletList
    @ListItem{redistribute @B{Air @Sym slash Naval Control} points between the 4 tracks}
    @ListItem{@I Germany track may @B not decrease}
    @RawEndList}
@EndList
@End @SubSection

@SubSection @Title {Occupy Country @Rules 4.7.1.a} @Tag {Occupy} @Begin
@BulletList
  @ListItem{@B{@B{Axis Control} disk : highest @Sym numbersign @I Sector} - @B{Allied Control} disk : @Sym emptyset}
  @ListItem{@B Alignment : @I Occupied}
  @ListItem{+1 @I Resource @B if @Resource}
@EndList
@End @SubSection

@SubSection @Title {Activate Neutral Country @Rules 3.4.1} @Tag {ActivateNeutral} @Begin
@BulletList
  @ListItem{in each country's @I{Home Area} :
    @BulletList
    @ListItem{@B{Western Control} disk : lowest @Sym numbersign @I Sector (not in @I Bases)}
    @ListItem{@B Alignment : @I Western @B or @I Disputed if there is a @B{Axis Control} disk }
    @RawEndList}
@EndList
@End @SubSection

@SubSection @Title {France Surrenders @Rules 4.7.1.b} @Tag {FranceSurrenders} @Begin
@BulletList
  @ListItem{remove @B{Allied Control} @Sym ampersand @B{Alignment} disks from @I{French Home Areas} @Sym ampersand @I{ Belgium{@Sym slash}@I Holland}}
  @ListItem{@B Alignment : @I Occupied in @I{Northern France} @Sym ampersand @I{Belgium{@Sym slash}@I Holland}}
  @ListItem{@B{Axis Control} disk : highest @Sym numbersign @I Sector in @I{Northern France} @Sym ampersand @I{Belgium{@Sym slash}@I Holland}}
  @ListItem{@B{Axis Control} disk : Metz @I Sector in @I{Southern France}}
  @ListItem{set France to @B Vichy (@I{Southern France} @Sym ampersand @I{Northern Africa})}
  @ListItem{+1 @I Resource @B if @Resource (@I{Northern France})}
@EndList
@End @SubSection

@SubSection @Title {Activate Satellite Country @Rules 3.3.2} @Tag {ActivateSatellite} @Begin
@BulletList
  @ListItem{in each country's @I{Home Area} :
    @BulletList
    @ListItem{@B Alignment : @I Satellite}
    @ListItem{@B{Axis Control} disk : highest @Sym numbersign @I Sector}
    @ListItem{+1 @I Satellite army @B unless Vichy}
    @RawEndList}
  @ListItem{+n @I Satellite armies in the @B{Force Pool}}
  @ListItem{+1 @I Resource @B if @Resource}
  @ListItem{+ @I{Open Port} @Sym ampersand @I{Naval Supply} markers @B if @Port}
  @ListItem{+2 @B{Air @Sym slash Naval Control} in @I{Southern Front} @B if @I Italy}
@EndList
@End @SubSection

@SubSection @Title {Dismissals @Rules 4.3.1} @Tag {Dismissals} @Begin
@BulletList
  @ListItem{the owner of each General on its @I Questionned side rolls vs @I{Confidence Factor}
    @BulletList
    @ListItem{@Sym less : flip it back to its regular side, keep @I Dissident marker if any}
    @ListItem{@Sym equal : @B Dismissed @B if @I Dissident @B else add @I Dissident marker, +1 @I Unrest, +1 @I{Black Orchestra}}
    @ListItem{@Sym greater : @B Dismissed : removed it from game, +1 @I Unrest, +1 @I{Black Orchestra}}
   @RawEndList}
@EndList
@End @SubSection

@SubSection @Title {Appointments @Rules 4.3.2} @Tag {Appointments} @Begin
@BulletList
  @ListItem{@B OKW cannot overrule appointments}
  @ListItem{@B{Head of Personnel} defines the order in which each @I Vacancy is to be filled
    @BulletList
    @ListItem{in any order, each player may pass or nominate a @B{greater or equal} @I Seniority General}
    @ListItem{@B{Head of Personnel} breaks ties @Sym ampersand designates an eligible player to fill an undesired position}
    @RawEndList}
  @ListItem{@B{Head of Personnel} may replace a General with one of his own with @B higher @I Seniority}
@EndList
@End @SubSection

@SubSection @Title {Landings @Rules 4.5.1} @Tag {Landings} @Begin
@BulletList
  @ListItem{draw a @I Combat card, check @I Landing condition @Sym ampersand browse priorities for a @I Neutral, @I Occupied or @I Satellite @I Area
    @BulletList
    @ListItem{activate a @I Neutral @I Area as an @I Axis @I Satellite @Reff ActivateSatellite}
    @ListItem{place a @B{Western Control} disk in a @I Sector with a @I{Landing Threat} symbol (@B{Head of Personnel} rolls)}
    @ListItem{move the @I Landing marker to the @I{ Landing Sector} @B and place a @I{No Western Offensive} in the @I Area}
    @ListItem{if possible, move the @I @B{Axis Control} disk in the next @B lower @I Sector}
    @ListItem{set the @I Area as @I Western controlled if the @B{Western Control} disk is in @I Sector {@Sym numbersign}1 @B else @I Disputed}
    @RawEndList}
@EndList
@End @SubSection

@SubSection @Title {Reorganization of the High Command @Rules 3.3.1} @Tag {Reorganization} @Begin
@BulletList
  @ListItem{flip all @I Section cards to their @I{Reorganized High Command} sides}
  @ListItem{@B{Head of OKW} takes the @I{OKW Agenda} card face up}
  @ListItem{@I{Hidden Agenda} are randomly distributed to other players}
@EndList
@End @SubSection

@SubSection @Title {Plot Exposed @Rules 3.3.3} @Tag {PlotExposed} @Begin
@BulletList
  @ListItem{@B{Head of OKW} may give the @I{Traitor} marker to a player}
  @ListItem{end game : -10 @Prestige if he had the @I Dissidents agenda else @B OKW -5 @Prestige}
@EndList
@End @SubSection

@SubSection @Title {Combat Resolution @Rules 6.0} @Tag {CombatResolution} @Begin
@BulletList
  #@ListItem{@B{Head of Operations} sets the resolution order}
  @ListItem{the combat takes place in the defender's @I{Control Disc} @I Sector}
  @ListItem{there is no @I Allied attack if there is no @Sym numbersign dice (@I{Head of Army Group} special rule might still cancel the effect)}
  @ListItem{activate the @B{Head of Army Group} with highest @I Seniority in the @I Area, @B{Head of Operations} breaks ties
    @BulletList
    @ListItem{select an adjacent @I Area with non-engaged army if there is none, respect @I Land @Sym slash @I Amphibious Pawn}
    @RawEndList}
  @ListItem{a @B{Leading General} of lower @I Seniority must be activated if there is at least one German Army (@B OKW cannot overrule)
    @BulletList
    @ListItem{the highest @I Seniority proposed @I General is chosen, @B{Head of Army Group}, if none @B{Head of Personnel} breaks ties}
    @ListItem{if no @B{Leading General} are proposed, @B{Head of Personnel} must appoint 1 if possible}
    @RawEndList}
  @ListItem{dice roll are made by @B{Leading General} @Sym arrowdblright @B{Head of Army Group} @Sym arrowdblright @B{Head of Operations}}
  @ListItem{Apply Special effects
    @BulletList
    @ListItem{@GreenPlane : roll as many @I Western dice, -1 @B{Air @Sym slash Naval Control} if at least 1 @BluePlane}
    @ListItem{@Flash : reduce 1 @I Axis army}
    @ListItem{@Snow : reduce 1 @I Axis army if in winter}
    @ListItem{@Flag : eliminate 1 @I Satellite army, if none +1 @I Hit to @I Soviet combat roll}
    @ListItem{@YellowCard : resolve 1 @I{Strategic Event} card}
    @RawEndList}
  @ListItem{@I Allied Dice roll #@Sym numbersign modification
    @BulletList
    @ListItem{if the @I Allied is defender
      @BulletList
      @ListItem{in @I Rough : +1 dice}
      @ListItem{in @I Fortified @Sym ampersand has a @I Landing marker : +2 dice}
      @RawEndList}
    @ListItem{@B{Air @Sym slash Naval Control} @Sym equal 1 @Sym ampersand not @I Winter @Sym ampersand @I Western faction : +1 dice}
    @ListItem{for each adjacent same @I Allied controlled @I Area with a @Bonuses : +1 dice}
#    @RawEndList}
#  @ListItem{@I Allied Dice results
#    @BulletList
    #@ListItem{@BlueStar @RedStar : 1 Hit @BlueTank @RedTank : @I Plains 2 Hits else 1 Hit @BluePlane @RedPlane : first -1 @B{Air @Sym slash Naval Control} if 1 -1 Hit next 1 Hit}
    @ListItem{@BlueStar @RedStar : 1 Hit}
    @ListItem{@BlueTank @RedTank : 2 Hits in @I Plains else 1 Hit}
    @ListItem{@BluePlane @RedPlane : first -1 @B{Air @Sym slash Naval Control} unless already 1 else @Sym ampersand following : 1 Hit}
    @RawEndList}
  @ListItem{@I Axis Dice roll #@Sym numbersign modification
    @BulletList
#    @ListItem{@B{Air @Sym slash Naval Control} @Sym equal 5 @Sym ampersand not @I Winter : +1 @WhiteDie}
    @ListItem{+1 @WhiteDie if @B not @I Winter @Sym ampersand @B{Air @Sym slash Naval Control} @Sym equal 5}
    @ListItem{+1 @WhiteDie if @I Axis is @B defending in @I Rough terrain}
#    @ListItem{+1 @WhiteDie if
#      @BulletList
#      @ListItem{not @I Winter @Sym ampersand @B{Air @Sym slash Naval Control} @Sym equal 5}
#      @ListItem{@I Axis is @B defending in @I Rough terrain}
#      @RawEndList}
    @ListItem{if the @I Area is @B Isolated : Panzer Army @Sym arrowdblright @GreyDie Regular Army @Sym arrowdblright @WhiteDie}
    @ListItem{may use @I Paratroops when @B attacking not in @I Winter + 1 @GreyDie then 1d6 :
      @BulletList
      @ListItem{if @Sym greater : remove the @I Paratroop marker}
      @ListItem{if @Sym less : lower @I Paratroop marker}
      @RawEndList}
#    @RawEndList}
#  @ListItem{@I Axis Dice results
#    @BulletList
    @ListItem{@BlackCross @GreyCross @WhiteCross @YellowCross : 1 Hits}
    @ListItem{@BlackTank @GreyTank : 2 Hits in @I Plains else 1 Hit, @I Amphibious : no effect}
    @ListItem{@GreyGun @WhiteGun : 2 Hits if @I Axis is @B defending @Sym ampersand @B{Assault Guns Project}, @I Amphibious : no effect}
    #@ListItem{@WhiteDie @YellowDie: no effect}
    @RawEndList}
  @ListItem{Apply Combat rolls effects simultaneously}
  @ListItem{@GreyCard @WhiteCard @YellowCard @BlueCard @RedCard : draw @Sym ampersand resolve a @I{Combat Event} (max @B 2), until the deck is empty @Reff EventCards}
  @ListItem{@I Combat result
    @BulletList
    @ListItem{decisions are made by @B{Head of Army Group} @Sym arrowdblright @B{Head of Operations}}
    @ListItem{@I Axis Hits @Sym greater @I Allied Hits : +1 @Prestige @B{Leading General}, if @I Axis is the attacker : apply 1 @I Advance @Reff Advance
      @BulletList
      @ListItem{@B{Head of the Army Group} may apply a 2 @Sup{nd} @B advance in @I Plain or @I River @I Sector without @I Landing marker}
      @ListItem{if so : apply 1 @I Reduction @Reff Reduction @Sym ampersand @B{Head of Army Group} +1 @Prestige}
      @RawEndList}
    @ListItem{@I Axis is defending @Sym ampersand @I Axis Hits @Sym equal @I Allied Hits : @B{Head of Army Group} applies 1 @I Reduction @Reff Reduction or 1 @I Retreat @Reff Retreat @Sym ampersand is @I Questionned}
    @ListItem{else : -1 @Prestige @B{Leading General}
      @BulletList
      @ListItem{@I Axis is attacking : apply 1 @I Reduction to 1 Army @Reff Reduction @Sym ampersand @B{Leading General} is @I Questionned}
      @ListItem{@I Axis if defending : @B{Head of Army Group} applies 1 @I Reduction @Reff Reduction or 1 @I Retreat @Reff Retreat @Sym slash Hit in the difference
        @BulletList
        @ListItem{@B{Head of Army Group} @Sym ampersand  @B{Leading General} are @I Questionned if at least 1 @I Retreat or 2 Reductions are applied}
        @ListItem{if more than @B{Head of OB} is @I Questionned too}
        @RawEndList}
      @RawEndList}
    @RawEndList}
@EndList
@End @SubSection

@SubSection @Title {Amphibious Combat Resolution @Rules 6.9} @Tag {AmphibiousCombat} @Begin
@BulletList
  @ListItem{Panzer cannot participate, @B{Air @Sym slash Naval Control} small number is the maximum @Sym numbersign Armies that may participate}
  @ListItem{activate @B{Head of Army Group} @Sym ampersand @B{Leading General} but do not apply their Combat Rules}
  @ListItem{+1 @WhiteDie if @B not @I Winter @Sym ampersand @B{Air @Sym slash Naval Control} @Sym equal 5}
  @ListItem{+1 @GreyDie if @B not @I Winter @Sym ampersand @I Paratroops are activated}
  @ListItem{success if @GreyCross @WhiteCross @YellowCross @B{greater or equal} @I Defense value of the Combat Card (strictly greater if @I{Great Britain})
    @BulletList
    @ListItem{+1 @Prestige @B{Leading General} @Sym ampersand @B{Head of Army Group}}
    @ListItem{place an @I Occupied marker on a @B base, it then @B cannot be attacked by the @I Allies, in @B{Great Britain} :
      @BulletList
      @ListItem{set alignment to @I Disputed, @I{Axis Control Disk} in @B Southampton @Sym ampersand @I{Western Control Disk} in @B London}
      @ListItem{set an @I{Open Port} marker @Sym ampersand a @I{Naval Supply} marker}
      @ListItem{apply 1 @I Reduction @Reff Reduction @Sym ampersand and move the armies to @I{Great Britain}, @B must leave 1+ Army in an @I Occupied Area with @I Partisan}
      @RawEndList}
    @RawEndList}
  @ListItem{on failure : apply a @I Reduction @Reff{Reduction}, @B{Head of Army Group} @Sym ampersand @B{Leading General} are @I Questionned}
@EndList
@End @SubSection

@SubSection @Title {Advance @Rules 6.7.1} @Tag {Advance} @Begin
@BulletList
  @ListItem{if @I{Allied Control Disk} was in @B first @I Sector :
    @BulletList
    @ListItem{add an @I{Axis Control Disk} in @I Sector 1 @Sym ampersand set alignment to @I Disputed}
    #@ListItem{@B{Head of Operation} moves 1+ Army that participated to the combat}
    #@ListItem{@B must leave 1+ Army in an @I Occupied Area with @I Partisan activity}
    @ListItem{@B{Head of Operation} moves 1+ Army that participated to the combat, @B must leave 1+ Army in an @I Occupied Area with @I Partisan activity}
    @ListItem{if 2+ Armies moved, move the @B{Head of Army Group} into the combat @I Area add @I Vacancy marker if needed}
    @RawEndList}
  @ListItem{if @I{Allied Control Disk} was in @B last @I Sector : set alignment to @I Occupied, +1 @I Resource @B if @Resource}
@EndList
@End @SubSection

@SubSection @Title {Retreat @Rules 6.7.2} @Tag {Retreat} @Begin
@BulletList
  @ListItem{if @I{Axis Control Disk} was in @B last @I Sector : add a @I Soviet or @I{Western Control Disk} @Sym ampersand set alignment to @I Disputed, -1 @I Resource @B if @Resource}
  @ListItem{if @I{Axis Control Disk} was in @B first @I Sector : set alignment matching the @I{Control Disk}, then @B{Head of Operations} must :
    @BulletList
    @ListItem{move Armies to adjacent @I Area(s), controlled by @I Axis or @I Disputed, eliminate excess armies}
    @ListItem{move @B{Head of Army Group} into another @I Area or in players's board}
    @ListItem{if further retreats must be applied, apply them to @I Axis controlled adjacent area closest to a @B{Festung Sector}}
    @RawEndList}
  @ListItem{in a @B{Festung Sector}, retreat are applied as @I Reductions @Reff{Reduction}, when all armies are eliminated :
    @BulletList
    @ListItem{move the @I{Axis Control Disk} into the @B{Germany Box}, set @I{Allied Control Disk} @Sym ampersand @I Soviet or @I Western alignment}
    #@ListItem{move the @I{Allied Control Disk} into the @I Sector and set @I Soviet or @I Western alignment}
    @ListItem{@B{Leading General}, @B{Head of Army Groups} @Sym ampersand the @B{Head of the OB} are dismissed, -1 @I Resource @Resource}
    @RawEndList}
@EndList
@End @SubSection

@SubSection @Title {Reduction @Rules 6.8} @Tag {Reduction} @Begin
@LLP
|1c @BlackDie @Sym arrowdblright @GreyDie
|1c @GreyDie @Sym arrowdblright @WhiteDie
|1c @YellowDie @Sym arrowdblright @Sym emptyset
|1c @WhiteDie @Sym arrowdblright @Sym emptyset
|1c @BlackDie @Sym arrowdblright @WhiteDie
|1c @GreyDie @Sym arrowdblright @Sym emptyset
|1c @BlackDie @Sym arrowdblright @Sym emptyset
@End @SubSection

@SubSection @Title {Event Cards @Rules 7.0} @Tag {EventCards} @Begin
@BulletList
  @ListItem{@EventBottom ignore the card and place it at the bottom of the deck}
  @ListItem{@EventYear ignore the card and add it to the following year's cards}
  @ListItem{@EventDiscard resolve the recurring event, not the {@Xrgb powderblue} @Colour @B {obligatory unique} event then discard the card}
  @ListItem{resolve recurring and {@Xrgb powderblue} @Colour @B {obligatory unique} event then discard unless stated otherwise}
  @ListItem{@USSR increase @B USSR commitment track, activate @Reff USSRActivation when war is reached}
  @ListItem{@USA increase @B USA commitment track, impacts @I{Strategic Warfare} roll @Reff StrategicWarfare when at war}
  #@ListItem{@Misfortune apply Misfortune @Reff Misfortune}
  @ListItem{@Misfortune Misfortune : on a @GreyCross remove 1 random elligible @I General from the game, place a @I Vacancy marker if it was @I AG or @I{OB Head}}
  @ListItem{@Influence apply Influence Count @Reff InfluenceCount}
@EndList
@End @SubSection

@SubSection @Title {USSR Activation @Rules 7.1} @Tag {USSRActivation} @Begin
@BulletList
  @ListItem{set @B USSR commitment track to : at war}
  @ListItem{@I Area @B 5 : @B Alignment : @I Disputed, @B{Soviet Control} disk : @I Sector 2}
  @ListItem{@I Areas @B{6-13} : @B Alignment : @I Soviet, @B{Soviet Control} disk : @I Sector 1}
@EndList
@End @SubSection

#@SubSection @Title {USA Activation @Rules 7.2} @Tag {USAActivation} @Begin
#@BulletList
#  @ListItem{set @B USA commitment track to : at war}
#@EndList
#@End @SubSection

#@SubSection @Title {Misfortune @Rules 7.3} @Tag {Misfortune} @Begin
#@BulletList
#  @ListItem{roll @GreyDie : on a @GreyCross remove 1 random elligible General from the game, place a @I Vacancy marker if needed}
#@EndList
#@End @SubSection

@SubSection @Title {Influence Count @Rules 7.4} @Tag {InfluenceCount} @Begin
@BulletList
  @ListItem{each @B{activated} @I General grants 1 @I{Influence Points} to it's @I{Interest Group}}
  @ListItem{each @B{in command} @I General grants 2 @I{Influence Points} to it's @I{Interest Group}}
  @ListItem{@I Generals with the @I Dissident marker are considered to belong to the @I{Dissidents Interest Group}}
@EndList
@End @SubSection

@SubSection @Title {Coup @Rules 7.5} @Tag {Coup} @Begin
@BulletList
  #@ListItem{If Germany collapses as a result of a successful Coup, the player with the @I DISSIDENTS Agenda card is awarded 20 @I PPs}
  @ListItem{each player chooses as many @I{Black Orchestra} cards as they wish to play}
  @ListItem{shuffle the selected cards with the remaining cards in the @I{Black Orchestra} deck}
  @ListItem{@B{Head of OKW} process the cards one by one}
  @ListItem{+2 per @I Control disk in the @I{Collapse of Germany} box}
  @ListItem{+1 per @I General with a @I Dissident marker in @I AG or @I{OB Head} box}
  @ListItem{if @I{Coup Value} @Sym greater @I Fanatism : @I Hitler is assassinated, @I{Collapse of Germany}, proceed to @I{Victory Determination} @Reff VictoryCheck}
  @ListItem{if @I{Coup Value} @Sym greater 5 : @I Hitler is assassinated : @I Fanatism @Sym slash 2 round up, set 3 @I Replacement markers to 0}
@EndList
@End @SubSection

@SubSection @Title {Supply Check @Rules 4.7.2} @Tag {SupplyCheck} @Begin
@BulletList
  @ListItem{@I Areas with a @B{Festung Sector} always have @I{Land Supply}}
  @ListItem{An area has @I{Land Supply} if it is connected to a @B{Festung Sector} @LLP through a @I{Land Line} chain of adjacent @I Areas with @B{Axis Control} disk}
  @ListItem{An area has @I{Naval Supply} if it has or is connected to an @I{Open Port} @LLP through a continuous chain of adjacent @I Areas under @B{Axis Control} @LLP @I Areas with only @I{Naval Supply} must be marked}
  @ListItem{mark other @I Areas as @I Isolated, -1 @I Resource @B if @Resource}
@EndList
@End @SubSection

@SubSection @Title {Port Check @Rules 4.7.2} @Tag {PortCheck} @Begin
@BulletList
  @ListItem{1d6 : open on @B{7+}}
  @ListItem{@I{Northern Africa} @Sym ampersand @I Libya
    @BulletList
    @ListItem{+ Southern @B{Air @Sym slash Naval Control}}
    @ListItem{+ {@Sym numbersign}@B Bases under @I{Axis Control}}
    @ListItem{+2 if @I Egypt is under @I{Axis Control}}
    @ListItem{-4 if @I{Southern Italy} is @B not under @I{Axis Control}}
    @RawEndList}
  @ListItem{@I{Great Britain}
    @BulletList
    @ListItem{+ Western @B{Air @Sym slash Naval Control}}
    @ListItem{-4 if @I{Southern France} is @B not under @I{Axis Control}}
    @RawEndList}
@EndList
@End @SubSection

@SubSection @Title {Italy @Rules 8.1} @Tag {Italy} @Begin
@BulletList
  @ListItem{@ITindependence Independence : 0 @I German armies allowed}
  @ListItem{@ITintervention Intervention : 1 @I German army in 1 single @I{Italy Home} including @I Libya}
  @ListItem{@IToccupation Occupation :
    @BulletList
    @ListItem{@I Areas @B{22-33}: remove @I Satellite armies, @B Alignment : @I Occupied}
    @ListItem{@I Areas @B{26-27-28}: remove @I Axis armies @Sym ampersand @I Control disks, @B Alignment : @I Western with @I Control disk in @I Sector 1}
    @ListItem{@I Italy box in @I{Force Pool}: remove @I Satellite armies}
    @RawEndList}
@EndList
@End @SubSection

@SubSection @Title {France @Rules 8.2} @Tag {France} @Begin
@BulletList
  @ListItem{@FRrepublic Republic : belongs to @I Western faction}
  @ListItem{@FRvichy Vichy : @I Areas @B{20-21-26} are @I Neutral}
  @ListItem{@FRffl Forces Fran{@Char ccedilla}aises Libres : @I Areas @B{21-26}, @B Alignment : @I Satellite @Sym arrowdblright @I Occupied, @B{Head of Operations} move 1 @I German army in @I Area 21}
@EndList
@End @SubSection

@SubSection @Title {OKW Overrule @Rules 10.0} @Tag {OKWOverrule} @Begin
@BulletList
  @ListItem{+1 @B Unrest value, overruled player loses -1 @Prestige on 1d6 @Sym less 3}
@EndList
@End @SubSection

@SubSection @Title {Victory Determination @Rules 11.0} @Tag {VictoryCheck} @Begin
@BulletList
  @ListItem{resolve ties with this priority : @I Dissidents, @I Professionals, @I Sympathizers, @I{Old Guard}, and @I OKW}
@EndList
@End @SubSection

@SubSection @Title {Section Cards @Rules 5.2} @Tag {SectionCards} @Begin
@BulletList
  @ListItem{distribute priorities in reverse order of @Prestige, @B{Head of OKW} breaks ties}
  @ListItem{@B after the @I{Reorganization of the High Command, @B OKW keeps its @I{Section Card}}}
  @ListItem{players choose their @I Section card in order of priority}
#  @ListItem{@B before the @I{Reorganization of the High Command}
#    @BulletList
#    @ListItem{players choose their @I Section card in order of priority}
#    @RawEndList}
#  @ListItem{@B after the @I{Reorganization of the High Command}
#    @BulletList
#    @ListItem{same as above except that Head of @B OKW keeps its @I{Section Card}}
#    @RawEndList}
@EndList
@End @SubSection

@SubSection @Title {Genaral Cards @Rules 5.3} @Tag {GeneralCards} @Begin
@BulletList
  @ListItem{@B{Head of Personel} takes the first priority}
  @ListItem{distribute remaining priorities in reverse order of @Prestige, @B{Head of Personel} breaks ties}
  @ListItem{players choose 1 @I Ggeneral, alternating between order of priority and reverse order, starting with order}
  @ListItem{a player may discard 1 of his @I General, place a @I Vacancy marker if he had a position}
  @ListItem{if a player passes, he cannot choose another @I General in the current @I Segment}
@EndList
@End @SubSection

@EndSubSections