1. Each player rolls 2d6. Highest roll goes first, next highest goes second, etc.
2. Roll 2d6. Highest roll goes first, then clockwise.
3. Roll 2d6. Highest roll goes first. Then roll 1d6: 1-3 clockwise/4-6 counter clockwise.
In multi-player games, each player checks the supply status of friendly units, during Production.
Cities and Towns which begin the game Neutral may be captured with normal movement only (not strategic). They must be garrisoned (any unit) to maintain control. You may not build new units (but you may build steps on existing units) in controlled Neutral Cities.
DIPLOMACY AND AIR RESPONSE
Players are encouraged to form alliances. An alliance (declared) allows units to co-exist in the same hex without fighting, subject always to the normal stacking rules for one player. Allied players move separately (hence co-ordinated attacks are not possible) but allies can AIR respond normally to to assist each other.
ACCUMULATED VICTORY POINTS
During Production, count the number of city points controlled by each player and record this number. A running total of these VPs determines the victor at the end of the game.
This four player scenario is for maps 1, 3, 5, 6 arranged as shown. Note that Canal Antonio connects an outer sea with a landlocked sea. Naval units can operate on this inland sea.
The Antonio Canal, by international treaty, allowed access to the inland sea for all four powers. The canal has been closed "for repairs" by Map 5 player, who is allied with Map 6 player. Map 3 and Map 1 players are upset with these developments.
Choose maps as desired. Choice of map also determines a player's ally for this scenario.
Each player begins with 20 units at full strength or 80pp of customized forces. Forces are deployed on friendly Cities as normal. Each player must have at least two (2) naval units deployed in coastal Cities/Towns of the Inland Sea.
Map players 1 and 3 must occupy all five Canal Antonio hexes within 10 game turns (before the Bloc of Nations ends the war with a cease-fire resolution). Total VPs are ignored - possession of the Canal Zone is all that matters.
Necessary space xxxxx for alignment
This scenario is for maps 7, 8, 9, 10 arranged as shown.
Player A is attempting to run convoys of resources though defended waters.
Player A controls maps 7/8. Player B controls map 10. Map 9 is neutral and all Coastal/Land hexes are unplayable (treat as shoals). Resource Hexes are ignored on all maps.
Player A begins with 20 units at full strength or 80pp of customized forces. Player B begins with 15 units at full strength or 60pp of customized forces. Forces are deployed on friendly Cities as normal. Each Production turn, Player A receives one resource unit (full strength) until six units have arrived in this way. Resource unit must be deployed in Troy or Bursa (map 7) and may only be converted to PPs in a City on map 8. See rules about converting Resources into PPs.
Player B has triple production in the Cities on map 10. Player A production is normal. Ignore Resource Hexes on all maps.
Player A earns 1VP for each PP spent which was converted from a Resource Unit arriving at a City on Map 8. Player A can earn a maximum of 48VPs, if all convoys make the run unscathed and are converted in 2PP Cities. Player B earns 2VPs for each CV of Resource destroyed. First player to 25VPs wins.
Two if by Sea
Opposing forces are divided by large sea area. The invaders must plan and execute a multi-wave invasion to be successful. The defender may choose to await the enemy on the beaches or aggressively engage the enemy with submarines.
Player A defends his territory (maps 7/8) from a superior Air/Naval force intent on invading and securing ports.
Set-up maps as shown.
Player A begins with 15 units at full strength or 60pp of customized forces. Forces are deployed on friendly Cities as normal. Player A may not build Naval Units other than Submarines. Player B begins with 30 units at full strength or 120pp of customized forces. Player B may build any unit type. Deploy in Cities and Towns as normal.
Player A Home Cities produce +1 meaning a 2pp city is worth 3pp and so on. Player B production is normal. Player B gets the benefit of this extra production for all controlled Home Cities of Player A.
Play 10 Turns. Winner is the player with the most PPs on Maps 7 and 8.
This scenario is for maps 2, 4, 7, 8 arranged as shown. Note that this combination produces several large islands. As usual each player controls 2 maps (with 4 players, each player controls 1 map).
Each of the 4 main islands is contested by opposing forces.
Choose maps as desired. In a two player game, Player A should have maps 2/7 and Player B, maps 4/8.
Each player begins with 20 units at full strength or 80pp of customized forces. Forces are deployed on friendly Cities as normal.
Control of all Cities/Towns on 3 of the 4 center islands OR use the accumulated VPs system (right) and play for 10 turns.