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Cataclysm: A Second World War

Rulebook ~ by William Terdoslavich and Scott Muldoon


TABLE OF CONTENTS 9. OPERATIONS ........................................................ 18
9.1 OPERATION DEFINITIONS ......................................................... 18
TABLE OF CONTENTS...................................................... 1 9.2 OPERATION SEQUENCE .............................................................. 19
1. OVERVIEW ............................................................... 1 9.3 CAMPAIGN ......................................................................................... 19
9.4 RAID ...................................................................................................... 19
1.1 POWERS ................................................................................................ 1
9.5 INVASION............................................................................................ 20
1.2 NUMBER OF PLAYERS.................................................................... 2
9.6 SUPPLY................................................................................................. 21
1.3 SET-UP ................................................................................................... 2
9.7 ATTACKING A COUNTRY ............................................................ 21
1.4 ENDING THE GAME ......................................................................... 2
9.8 SPECIAL CASES ................................................................................ 21
1.5 HOW TO WIN ...................................................................................... 2
2. COMPONENTS......................................................... 2 10. COMBAT ................................................................. 22
10.1 COMBAT SEQUENCE............................................................... 22
2.1 THE MAP - THEATERS ................................................................... 3
10.2 SUPPORT ...................................................................................... 22
2.2 THE MAP - AREAS............................................................................. 3
10.3 AIR SUPERIORITY .................................................................... 22
2.3 THE MAP - OTHER FEATURES ................................................... 4
10.4 LAND COMBAT .......................................................................... 22
2.4 COUNTERS AND CUBES ................................................................. 5
10.5 NAVAL COMBAT ....................................................................... 23
2.5 POWER CARDS ................................................................................... 5
10.6 AIR COMBAT............................................................................... 23
2.6 CRISIS TABLES ................................................................................... 6
10.7 COMBAT RESULT ..................................................................... 23
2.7 DICE ......................................................................................................... 6
10.8 TRIUMPH AND DISASTER.................................................... 23
2.8 ACTION CUP ........................................................................................ 6
10.9 LOSSES........................................................................................... 24
3. SEQUENCE OF PLAY .............................................. 6 10.10 AFTERMATH............................................................................... 24
3.1 PRODUCTION PHASE ...................................................................... 6 10.11 RETREAT ...................................................................................... 24
3.2 ACTION PHASE................................................................................... 7 10.12 REGROUP ..................................................................................... 25
3.3 RESOLVING UNITS AND MARKERS ......................................... 7 COMPREHENSIVE LAND COMBAT EXAMPLE ................................ 25
3.4 END PHASE .......................................................................................... 8
11. CIVIL WARS ........................................................... 25
4. ECONOMICS ............................................................. 8 11.1 CIVIL WAR CRISIS EVENTS ................................................. 25
4.1 COMMITMENT ................................................................................... 8 11.2 CHINESE CIVIL WAR............................................................... 26
4.2 PRODUCTION SEQUENCE ............................................................. 8
4.3 RESOURCES ......................................................................................... 9
12. SPECIAL POWER RULES .................................... 27
12.1 FASCIST POWERS .................................................................... 27
4.4 LINE OF COMMUNICATIONS (LOC) ......................................... 9
12.2 DEMOCRATIC POWERS......................................................... 27
4.5 CONVERSION ...................................................................................... 9
12.3 COMMUNIST POWERS........................................................... 28
4.6 CONSTRUCTING UNITS.................................................................. 9
4.7 WAR ECONOMY OFFENSIVES..................................................... 9 GLOSSARY / INDEX. ......................................................... 1
4.8 REPAIR ................................................................................................. 10 COUNTER GUIDE .............................................................. 1
5. POLITICAL CONCEPTS ...................................... 10 CRISIS TABLES .................................................................. 3
5.1 INTERESTS ......................................................................................... 10
5.2 FLAGS.................................................................................................... 10
5.3 EFFECTIVENESS .............................................................................. 11 1. OVERVIEW
5.4 FAILED POLITICAL ACTIONS .................................................... 11 Cataclysm: A Second World War is a multi-player game
5.5 STABILITY .......................................................................................... 11 simulating political and military conflict in the 1930s and 40s.
5.6 WAR ....................................................................................................... 12 The games premise is that a second world war could have
5.7 WAR STATUS .................................................................................... 13 broken out at a time other than September 1939, given the
6. POLITICAL ACTIONS ......................................... 13 numerous political crises provoked by revisionism against the
6.1 ALLIANCE ........................................................................................... 13 post-Versailles order.
6.2 DECLARATION OF WAR (DOW) .............................................. 14 Each player commands a power or group of powers committed to
6.3 DIPLOMACY ....................................................................................... 14 an ideology: Fascism (Germany, Italy, and Japan), Communism
6.4 INCREASE COMMITMENT .......................................................... 14 (the Soviet Union) or Democracy (France, the United Kingdom,
6.5 MANEUVERS ..................................................................................... 15 and the United States). The status quo favors the Democracies,
6.6 PRESSURE........................................................................................... 15 while Communism and Fascism must use political or military
6.7 PROPAGANDA .................................................................................. 15
force to revise the world order to their liking... but once all three
6.8 POWER-SPECIFIC SPECIAL ACTIONS ................................... 15 ideologies are fighting, a second world war is on!
7. MILITARY CONCEPTS ....................................... 15 Many of the terms used in Cataclysm have very specific
7.1 OCCUPATION LIMITS .................................................................... 15
meanings. When in doubt, consult the Glossary at the end of the
7.2 MOVEMENT ....................................................................................... 16
playbook. When referencing a rule number in this rulebook, the
7.3 OPERATIONAL RANGE................................................................. 17
format of (x.xx) will be used; if the rule is in the playbook the
8. MILITARY ACTIONS ........................................... 17 format is (PB x.xx).
8.1 OFFENSIVES ...................................................................................... 17
When a term is defined, it will appear in blue boldface.
8.2 AUGMENTATION ............................................................................ 17
8.3 BUILDS ................................................................................................. 17
8.4 DEPLOYMENT .................................................................................. 18 1.1 POWERS
8.5 INTERVENTION ............................................................................... 18 There are two types of nations in Cataclysm, powers and
countries.

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Cataclysm: A Second World War RULEBOOK
Powers are nations run directly by players, while countries are The game also ends immediately when one or more of the
minor nations with no agency of their own in the game. A power following conditions apply:
that has not surrendered (5.5.3) is an active power. All powers in one ideology have surrendered (5.5.3).
Each power belongs to an ideology. The three ideologies are One ideology has caused the surrender of two powers.
Fascism, Communism, and Democracy. The Fascist powers are War status is Global War (5.7.2) and all powers are non-
Germany (gray), Italy (yellow), and Japan (orange). The sole belligerent.
Communist power is the Soviet Union (red). The Democracies are When the game ends, proceed immediately to scoring (1.5.1) to
France (blue), the United Kingdom (brown), and the United determine the winning ideology.
States (green). A powers ideology never changes during the
game. 1.5 HOW TO WIN
Several terms define the relationships of powers to each other.
In most scenarios, the winner is determined by which ideology
Powers from different ideologies are opposing powers.
has the greatest number of victory points when the game ends.
A power at war (5.6.1) with one or more other powers is
belligerent. Powers at war with each other are enemy 1.5.1 SCORING
powers. Design Note: Scoring is easyjust count the number of your cubes on
A counter, cube, or area is friendly to its controlling power. the map, then subtract the number of opposing or neutral cubes in
Counters, cubes, and areas controlled by an ally (6.1.2) are also your home or colony areas.
friendly if both powers are belligerent. A power scores victory points for controlling land or mixed areas.
Scoring is tracked immediately as points are gained or lost, and
1.2 NUMBER OF PLAYERS should always reflect the current situation on the board. There
Cataclysm plays best with three players, one in charge of each of are also ideology victory point markers to track the total for each
the three ideologies. ideology. The reverse of each victory point marker indicates a
negative total.
With four or five players, the Fascists and Democracies can be
divided: Germany and/or the United Kingdom (UK) can be run A power has one victory point for each of its cubes (2.4.1) in any
separately from the other powers in their Ideology. area on the map. Bases (2.3.2) do not count for scoring.
With two players, one player runs both the Democracies and A power is penalized one victory point for each opposing or
Communists. Changes to the rules for the full two-player game neutral cube in its home or colony areas. A powers score may
are noted in 1.5.1 and 5.2.2 (only). be negative.
Some scenarios have been designed specifically for two players, IMPORTANT
see the Playbook for details. Any cube, even a neutral cube or a cube from a power in the same
ideology, penalizes the original owner of the home or colony
1.3 SET-UP area.
Begin by laying out the map and deciding which scenario to play. A power that is no longer active (due to surrender, 5.5.3) is still
The powers are assigned among the players, and each player counted for scoring.
takes their associated power cards (2.5) and counters (2.4). 1.5.2 DETERMINING THE WINNER
Neutral counters (2.4.4) that are not currently in use are set
At the end of the game, total the score of all powers in each
aside, along with any counters not currently in a powers force
ideology; the ideology with the highest total score wins.
pool (4.1.1) or available markers box (2.4.3). Finally, each
ideology takes their dice (2.7) and player aid card (PAC). The If one or more ideologies are tied with the highest score, the
crisis tables (2.6) should be placed where all players can access Communists win if they are one of the tied ideologies; if they are
them. not, the Fascists win.
Design Note: A power never has access to all of their counters. Only a Design Note: If two players control powers in the winning ideology,
portion of their countermix will be available to them throughout the they may compare their scores to determine who won more.
game.
2P Only: If one player controls both the Democratic and
Communist ideologies, use only the lower of their two total scores
1.4 ENDING THE GAME for determining victory.
The game is over at the end of the scenario-designated final game
turn, or at the end of the turn indicated by the Global War
marker, whichever is later. 2. COMPONENTS
IMPORTANT Your copy of Cataclysm contains:
When flipped to its Global War side, the war status marker is One map, 22 x 34, depicting Europe, the Pacific Ocean, and
placed on the turn track two turns ahead to mark the last turn of their environs.
the game, or in the 1945-46 box, whichever is later. X double-sided counters, 9/16, in X sheets.
Example: Germany is at war with the UK and declares war on the Soviet 140 wooden cubes in eight colors.
Union during the 1943-44 game turn. This causes the game status to One 40page rulebook (youre reading it).
enter Global War. The Global War marker is placed in the 1947-48 box One Xpage playbook with scenarios, notes, and an extended
on the turn track and the game will end at the end of that turn. example of play.
Design Note: Even though a typical full game will end in 1945-46, if Eight 8.5 x 5.5 power status and ideology special rules cards.
Global War starts late, the game is extended to accommodate the Three four-panel fold-out play aid cards.
fighting.

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Colony areas have the following rule exceptions:
2.1 THE MAP - THEATERS An enemy power that conquers (10.10) a colony does not gain
The map is divided into two theaters: Europe (that part of the a flag or cause a stability test (5.5.1) unless the colony contain
map from South Africa to the Barents Sea) and the Pacific (from a resource (2.3.6).
Dutch Harbor to the South Indian Ocean). The areas comprising Colonies are ineligible for diplomacy attempts during the
the United States and Canada are in both theaters. Some surrender procedure (5.5.3).
scenarios focus on only one theater the scenario special rules Resources in Democratic colonies cannot be collected while
specify what areas are out of play. Status Quo is in effect (12.2).
A colony no longer controlled by its original power is treated as a
2.2 THE MAP - AREAS country (2.2.4) for all purposes. If the original power regains
The map is divided into three types of areas representing the control, it returns to colony status.
various nations and bodies of water during the 1930s and 40s. Design Note: The strategic importance of the Suez Canal to the
The three areas types are: mercantile economy of the UK was such that any act of seizing control
of Egypt and the Suez Canal would have been viewed as an act of war
Land land and air units may enter and occupy. against the UK. For that purpose, we have treated Egypt as a colony in
Naval units may enter and occupy coastal land areas the game even though it technically was not.
(2.2.5) only. (Example: Benelux)
2.2.3 AREA CONTROL
Sea all units may enter, but occupation is generally
An active power controls its home and colony areas containing
prohibited (7.1.2).
no opposing or neutral cubes, as well as any other areas
(Example: Central Pacific South)
containing at least one of its own cubes. A power that has
Mixed combines both land and sea in one area. surrendered (5.5.3) never controls any areas.
Borneo, Denmark, Hokkaido, New Guinea,
Sea areas (and the sea area portion of a mixed area) are never
Philippines, and Turkey are the only mixed areas.
controlled by any power. Land (and the land portion of mixed
areas) are always either controlled by a single power or
A unit on the map must always be located in a single specific area. uncontrolled.
Areas are adjacent if they share a non-red border. Units move Control of an area is important for scoring (1.5.1), collection of
(7.2) from area to adjacent area. resources (4.3), and deploying units (8.4). Control may change
due to crisis events (3.3.7), diplomacy (6.3), or military conquest
(10.10).
2.2.4 COUNTRIES
Land or mixed areas that are not a home or colony area are
countries.
Design Note: Each area in China is a separate country.
A country is controlled if a power has a cube (2.4.1) in it;
otherwise it is uncontrolled.
A country is garrisoned if it contains a powers land unit;
otherwise it is ungarrisoned. The presence of a minor army or a
Example: Turkey is a mixed area including the land across the non-land unit does not count. All uncontrolled countries are also
Dardanelles straits. It is adjacent to three sea areas and six land areas. ungarrisoned, by definition.
Red borders are impassable and may not be crossed. Areas Example: Germany has a cube in Romania, but the only unit there is the
separated by red borders are not adjacent. Romanian minor army. It is a controlled, ungarrisoned country.
Gray-shaded areas with no name are out of play and may not be China, colored in lilac, is not a power or country of its own. It is a
entered. region made up of several independent countries. Due to the
Chinese Civil War (11.2), a number of special rules apply to
2.2.1 PORTS AND AIRFIELDS China.
An area is a port if it is a coastal area (2.2.5) or if it is a sea area
containing a naval base (2.3.2).
2.2.5 COASTAL AREAS
All mixed areas and all land areas adjacent to at least one sea area
An area is an airfield if it is a land or mixed area, or if it is a sea
are coastal areas.
area containing a naval or air base (2.3.2).
Ports and airfields determine what areas can be occupied by SPECIAL COASTAL AREAS
naval and air units (7.1). A unit in Egypt, Ruhr, South Africa, or the United States may
move (7.2) or support (10.2) into any adjacent sea area. Note that
2.2.2 HOME AREAS AND COLONIES no unit may use naval movement through (i.e. into and out of)
At the start of 1933, a power controls all land and mixed areas in one of these areas unless it is friendly.
that power's color. Example: A UK unit beginning in Egypt may move to either the Eastern
If such a controlled area has its name in ALL CAPS, it is a colony; Mediterranean or the Arabian Sea. However, a UK unit may only move
through Egypt, from the Eastern Mediterranean to the Arabian Sea, if
otherwise, it is a home area. A power's capital is the home area Egypt is friendly.
with its name in red.
Lombardy and Spain each have two different coasts that are not
Example: Eastern Canada is a home area of the UK, but India is a colony.
connected. Lombardy has one coast adjacent to the Adriatic Sea,

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Cataclysm: A Second World War RULEBOOK
and one adjacent to the Tyrrhenian Sea. Spain has one coast bases do not provide control of the country, but do provide an
adjacent to the Western Approaches, and one adjacent to the interest (5.1) in the area. Like other naval bases, they allow one
Mid-Atlantic Ocean and Western Mediterranean. A naval unit in naval unit and one air unit to occupy the country (and adjacent
Lombardy or Spain must be placed on one specific coast; no naval sea areas) while it remains uncontrolled.
unit may move directly between the two coasts. Design Note: These bases represent Sarawak, Hong Kong and
Siam has a single coast, adjacent to the Gulf of Siam. The portion Gibraltar, respectively. Gibraltar is on the south coast of Spain (2.2.5).
of its coastal border that is red is impassable. Unlike many WW2 games, Gibraltar does not directly restrict enemy
movement between the Atlantic Ocean and the Mediterranean Sea.
2.2.6 SPECIAL AREA RESTRICTIONS
Special British bases cannot be captured by a raid operation
EASTERN CANADA, SOUTH AFRICA, UNITED STATES (9.4.2).
Deploying units must stop upon entering these areas, and may
If a country with a special British base becomes controlled by
move no further during that action. Temporarily place such units
another Democratic power, normal occupation limits (7.1) still
in the Transit box in the area, as a reminder; at the end of the
apply these bases simply allow the UK to occupy the area even
action, move them to the area proper.
if not allied with the controlling power.
A line of communications (4.4) can only be traced into or out of
If a country with a special British base is attacked, ignore all
these areas, not through.
British units in the area if the UK is not at war with the attacking
Only United States units can enter the United States. power (the attack still counts as a provocation due to British
Only United Kingdom units can enter Eastern Canada and South interest). If the country becomes controlled by an opposing
Africa. power, remove the base marker and any friendly units there
must immediately retreat (10.11).
URALS
Only Soviet Union units can enter the Urals. 2.3.4 CROSSING ARROWS
Design Note: This means these areas cannot be attacked. A black crossing arrow connects two areas divided
by a strait (a narrow body of water). The areas are
2.3 THE MAP - OTHER FEATURES adjacent for all purposes. Attacking across a strait
gives the defenders +1 to their combat rolls (10.4).
2.3.1 ADVERSE TERRAIN A green crossing arrow indicates two non-adjacent
Adverse terrain (rough texture) represents land or mixed areas that are still close enough for air
difficult or mountainous terrain that negates operations. The areas are adjacent for movement
armor superiority and gives defenders a +1 to (7.2.3) and support (10.2) of air units only.
their combat rolls (10.4). Example: Siam is not adjacent to the Bay of Bengal due to the red
impassable border, but air forces can fly from Borneo to Siam across the
2.3.2 BASES impassable border because of the green crossing arrow.
Some sea areas contain base symbols printed in them,
representing facilities on landmasses too small to count as an 2.3.5 RESISTANCE
area. Each country has a resistance value ranging from zero
Bases start the game either owned by a specific power (indicated to two, represented by the number of red fist icons.
by a flag) or unowned (no flag). Ownership of a base may change A countrys resistance is subtracted from diplomacy attempts
due to a raid operation (9.4.2), but bases are never created or against it (6.3). If no resistance icon is printed in the country, its
destroyed (exception: special British bases may be removed from resistance is zero (i.e. no penalty). Areas with a neutral cube
the game see below). (2.4.5) have a resistance of one.
IMPORTANT Resistance does not apply to attempts to gain control of a country
Ownership of a base does not provide control of the sea area the after a failed attack (9.7.2).
base is in. Sea areas are never controlled.
2.3.6 RESOURCES
There are two types of bases: air bases and naval bases.
Resources are collected during production (4.3) and then
An air base allows one air unit to occupy its area, and converted into builds or offensives. Two types of permanent
each adjacent sea area (7.1.2). resources are printed on the map:
A naval base allows one naval unit and one air unit to natural resources and
occupy its area, and each adjacent sea area (7.1.2). A
submarine pack may occupy a sea area up to two sea industrial resources.
areas from a naval base. Natural resources have no special rules. Industrial resources
The occupation limits of an area with a base are increased by the provide bonus offensives (6.4.2) and war economy offensives
presence of a logistics unit (7.1.4). (4.7), and act as production sites (2.3.7).
Design Note: Bases are not separate locations; they are merely In addition to these permanent resources, there are limited and
symbols/markers that allow units to remain in areas normally special resources indicated by markers. Limited resources are
prohibited. Also, do not confuse an air or naval base with a logistics only used once before being discarded (4.3). Special resources
unit (see the Counter Guide). are permanent once they enter play (12.3).
2.3.3 SPECIAL BRITISH BASES 2.3.7 PRODUCTION SITES
In some scenarios, the UK has naval bases attached to the
countries Borneo, Guangdong, and Spain (south coast). These

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Cataclysm: A Second World War RULEBOOK
A production site is a home area controlled by its original power 2.4.2 UNITS
that contains a permanent industrial resource, even if damaged
There are several types of units in Cataclysm, broken into four
(9.4.4).
classes as shown on the Counter Guide.
Example: Lombardy is a production site for Italy, but Rome is not since
Rome is not a permanent industrial resource. Whenever the rules refer to an army, fleet, or air force, they refer
to both the regular and upgraded versions of such units. An
Example 2: German-controlled Paris is not a production site for any
power, since it is not controlled by its original owner (i.e. France). upgraded version of a unit always retains the capabilities of the
corresponding non-upgraded version.
A production site acts as a point of origin when its power places
newly constructed units (3.3) or traces a line of communications A land unit is an infantry army, tank army, fortress, minor
(4.4). army (2.4.6), or Chinese faction marker (11.2.1).
A naval unit is a surface fleet, carrier fleet, or submarine pack.
2.3.8 RESTRICTED TERRAIN An air unit is a tactical air force or strategic air force.
A restricted terrain symbol in an area reduces occupation A logistics unit does not fight, but provides other benefits
limits (7.1.3) and blocks lines of communications (4.4) through (7.1.4).
the area.
2.4.3 POWER MARKERS
Movement (7.2.1) is not affected by restricted terrain.
Each power has a set of markers in their color, as shown on the
The effects of restricted terrain are negated by a friendly logistics Counter Guide. Some powers have additional markers to denote
unit (7.1.4). limited or special resources, or to act as memory aids for special
Example: French North Africa is both adverse and restricted terrain. rules.
2.3.9 TRACKS AND DISPLAYS A powers flag (5.2), offensive (8.1), and resource (4.3) markers,
There are several tracks and displays included on the map to as well as markers associated with special rules for the power
record individual power and game states. (e.g. Lend Lease, A-Bomb) are kept in the powers available
markers box when not in use. These markers do not count
Effectiveness Track: This track records the political against a power's force pool limit (4.1.1).
effectiveness (5.3) of each power.
Failed Political Action Boxes: These boxes record when a 2.4.4 NEUTRAL MARKERS
power has failed a political action (5.4) and is eligible for a In addition to the counters associated with specific powers,
bonus on its next political action of the same type. Cataclysm includes several types of counters that are used either
Political Display: This triangular display records the existence with uncontrolled countries or for all powers. These are also
of wars (5.7) and alliances (6.1) between powers. shown on the Counter Guide.
Reserve Display: This display contains the counters held in 2.4.5 NEUTRAL CUBES
reserve by the powers (3.3.4).
Stability Track: This track records how close a power is to Neutral cubes (natural wood color) are used to mark home or
collapse (5.5.2). When a powers stability increases, move the colony areas that are uncontrolled due to civil war (11.1) or
marker towards Steady. When a powers stability decreases, surrender (5.5.3). An area with a neutral cube is an uncontrolled
move the marker towards Collapse. country with a resistance (2.3.5) of one.
Turn Track: This track records the current game turn, and [TESTERS: if you do not have cubes, use Uncontrolled Country
also acts as a holding box for counters to be added to the action markers instead.]
cup the following turn (3.1.1). 2.4.6 MINOR ARMIES
Victory Point Track: This track records the victory points of
each individual power, and the total victory points for each Some countries have a minor army for defense. A minor army
ideology (1.5.1). cannot move, attack, or retreat, but does count towards the
occupation limit of its area (7.1). Chinese faction markers
(11.2.1) are also minor armies for all purposes. A minor army
2.4 COUNTERS AND CUBES cannot be voluntarily removed by its controlling power.
Each power has a set of printed counters and wooden cubes in its Example: Germany gains control of Romania through diplomacy. Only a
color. The number of each powers counters and cubes are a hard single German army may occupy Romania, as the Romanian army counts
limit; you cannot make more or substitute other pieces if you run towards the occupation limit for land units.
out. Counters not in a specific power's color are neutral and do
not belong to any individual power. 2.5 POWER CARDS
Counters are divided into units and markers. Units represent the Each power has a status card that houses the power's force pool
various military forces that a power uses to project its might (4.1.1) and available markers (2.4.3). A powers status card also
around the globe. Markers represent abstract concepts, record tracks its current commitment (4.1), which determines the
game state information, or act as memory aids. powers force pool limit, conversion rate (4.5), effectiveness (5.3)
See the Counter Guide for a comprehensive listing of counter and home front penalty (4.1.2). The card also indicates which
types. opposing powers provoke the power (and are themselves
provoked) by a commitment increase (6.4) or alliance formation
2.4.1 POWER CUBES
(6.1).
A power's cubes are used to indicate control of an area (2.2.3),
Unless otherwise stated by a scenario special rule, a power has
wars (6.2), alliances (6.1), and failed political actions (5.4).
available all of its offensive/resource markers and all markers
[TESTERS: if you do not have cubes, use the small flag markers associated with its special rules. The number of flags a power
provided instead.]

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Cataclysm: A Second World War RULEBOOK
starts with (in 1933) is listed on the status card. A power will If two powers in the same ideology are tied, their player(s) can
never have all of its units in its force pool. resolve them in the order of their choosing. If they cannot decide,
Each ideology also has a special rules card that notes special determine randomly.
rules for that ideologys powers. These rules are duplicated in 12.
for your convenience. These special rules are in force at the start 3.1 PRODUCTION PHASE
of all scenarios unless otherwise indicated. The steps in the production phase are carried out in the following
sequence:
2.6 CRISIS TABLES 1. Collect turn track counters (3.1.1)
Two crisis tables one for peacetime, and one for use during 2. Collect flags (3.1.2)
Limited or Global War (5.7) are used to resolve the random
3. The United States designates any resources to be lent (4.3.1)
events associated with each drawn Crisis marker (3.3.7).
4. Production (4.2)
2.7 DICE 5. Place counters in reserve or action cup (3.1.4)
Cataclysm includes three dice for each ideology: black for 3.1.1 COLLECT TURN TRACK COUNTERS
Fascism, red for Communism, and blue for Democracy. There are First, any Crisis, Home Front, or Civil War Resolution markers on
three cardinal rules in Cataclysm regarding all die rolls: the turn track for this turn are placed in the action cup.
1. When you roll more than one die, count only the highest die, Next, any power counters on the turn track for this turn are
then apply any bonuses or penalties. placed in front of the corresponding power's player. These will be
2. If more than one 6 is rolled, the result before modification is previous turn production (4.6) or end of turn (3.4) counters.
6 +1 for each additional 6 rolled (i.e. three 6s is a result of 8). Do not remove the Turn marker or the Global War marker from
3. The minimum modified result of any die roll is 1. the turn track.
If a power is to roll one die and suffers a game effect requiring it IMPORTANT
to lose a die (i.e., would be reduced to zero dice), instead the If the Global War marker is on the turn track for the current turn,
power applies a -1 to the die result. the game is over at the end of the current turn.
Example 1: Germany rolls three dice for a political action, getting a '3', 3.1.2 COLLECT FLAGS
'6' and '6'. The result of their roll is '7' ('6' with a +1 for the second rolled
'6'). Then, each power receives one flag from their available markers.
Example 2: An ungarrisoned country defending against an attack rolls Italy may choose the special Il Duce flag if it is available (12.1).
only one die. If the attacker also has armor superiority, the defender Exception: Germany receives two flags while under Night of the
normally loses one die; but with only one die being rolled, the defender Long Knives (12.1).
would instead apply -1 to the die result.
Exception: While Status Quo is in effect (12.2) France and the
Example 3: The Soviet Union may find itself at 1 effectiveness while also
United Kingdom only receive this flag at the cost of a stability
in the military reforms posture. It will roll one die with a -1 to the result
for any political action. test, and the United States cannot receive this flag at all.
Design Note: The Democracies political activities are very limited
2.8 ACTION CUP during peacetime. Each flag earned from a provocation should be
used judiciously until Status Quo has ended.
The action cup contains all the counters due to enter play for a
given turn. During the action phase, the counters in the cup are 3.1.3 PRODUCTION
mixed and then drawn at random, one at a time. You will need to Next, each power in increasing effectiveness order collects
provide an opaque wide-mouthed container (such as an empty resources (4.3.2) and converts them to builds or offensives (4.5).
coffee mug) to serve as the action cup. Builds are spent immediately to construct new units (4.6), and
Unless specifically directed otherwise, inspecting or emptying the offensives are used in the action phase to move and attack with
action cup is prohibited. units on the map. All production choices are public knowledge. A
belligerent power (1.1) may also receive war economy offensives
(4.7) during production. A detailed step-by-step description of
3. SEQUENCE OF PLAY the production process is in section 4.
There are three phases to each two-year turn, a production 3.1.4 RESERVE AND ACTION CUP
phase, an action phase, and an end phase, carried out in that Finally, at the end of the production phase, each power may
order. reserve (3.3) a single counter from those accumulated during the
There are two means of determining player order in Cataclysm, production phase. All other flags, offensives, and newly
both involving comparing effectiveness (5.3): either in constructed units or markers are added to the action cup.
decreasing effectiveness order (highest to lowest) or in Exception: Newly-constructed fortress and surface fleet units are
increasing effectiveness order (lowest to highest). When NOT placed in the action cup, nor can they be placed in reserve;
resolving ties in decreasing effectiveness order, Fascists go instead they must be placed on the turn track to enter during the
before Communists, which go before Democracies. In increasing production phase next turn (4.6).
effectiveness order, Democracies go before Communists, which
Resource markers are never placed in the action cup. Any
go before Fascists.
resource markers not converted or placed in reserve by the end
Design Note: The effectiveness track spaces are subdivided to show of the production phase are discarded.
these tiebreakers.

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Each power may hold a single flag, unit, offensive, resource, or
3.2 ACTION PHASE upgrade marker in reserve. No other counters may be reserved. A
Once production is complete, the game moves to the action given power may never have more than one counter in reserve at
phase where counters will be played from the reserve or a time (not one of each). A resource marker in reserve is held for
randomly drawn from the action cup one at a time. The player potential use in the following turns production phase. All other
with the lowest victory point score (1.5.1) is in charge of drawing counters in reserve may be used to trump (3.3.5).
counters for the entire turn. Any time a power gains or receives an eligible counter (including
Design Note: Players can agree to have anyone be in charge of one drawn from the action cup) it may be placed in reserve. If the
pulling from the cup, but there may be a slight advantage in having power already has a counter in reserve, that counter is
some idea how many counters are left in the cup. immediately rejected (3.3.6).
Any time a counter is to be drawn from the action cup (even at 3.3.5 TRUMP
the start of the action phase) any eligible power may trump
Immediately before any counter is drawn from the action cup,
(3.3.5) to pre-empt that draw to play their counter from the
any power may trump by playing their counter in reserve. If
reserve.
more than one power wants to trump, priority goes in decreasing
Once all eligible powers decline to trump, a single counter is effectiveness order (3.).
drawn from the action cup and resolved as follows:
A trump may occur after another trump, however an ideology can
Flags or offensive markers are either played immediately by never act twice in a row via trumping. Specifically, a power
their power (3.3.1), placed in reserve (3.3.4), or rejected cannot trump if a counter from any power in its ideology
(3.3.6). (including itself, and including a Home Front marker) was the last
Units are either played onto the map (3.3.2), placed in reserve, to be drawn from the cup or played from reserve.
or rejected.
Example: Both Italy (Eff 1) and the UK (Eff 3) want to trump. The UK
Upgrade markers are either played immediately (3.3.4), placed has a higher effectiveness than Italy, so gets to trump first. After seeing
in reserve, or rejected. the effects of the UK trump, Italy can decide again whether it wants to
Crisis (3.3.7), Home Front (3.3.8) and Civil War Resolution trump in this case, Italy changes its mind and decides to wait before
markers (3.3.9) are resolved immediately. Once resolved, place trumping. Conversely, the UK (seeing that Italy wants to trump) could
them on the next turn of the turn track they will re-enter the decline and let Italy trump first, then after Italys play is resolved the UK
action cup at the start of next turn. could decide whether to trump.
After resolving the counter, if all eligible powers again decline to 3.3.6 REJECTION
trump, draw another from the action cup. Continue in this fashion A power may reject its counter when drawn from the action cup;
until the fourth and last Crisis marker is drawn (3.3.7). place the counter in the powers available force pool (4.1.1) or
available markers box (2.4.3).
3.3 RESOLVING UNITS AND MARKERS The Crisis, Home Front, and Civil War Resolution markers cannot
As noted above, when a power's counter is drawn, the player has be rejected.
a choice between playing the counter, rejecting it, or placing it in 3.3.7 CRISIS
reserve (exception: Home Front marker).
There are four Crisis markers in the action cup at the start of
3.3.1 PLAYING A FLAG OR OFFENSIVE each turn. When each of the first three Crisis markers are drawn,
When a flag is played, its power performs a single political action roll two dice, reading them as {highest die}-{lowest die}, and
(6.). consult the appropriate Crisis Table. Use the 'Wartime' table if
When an offensive is played, its power performs one or more war status (5.7) is Limited or Global War; otherwise, use the
military actions (8.). 'Peacetime' table.
Example: When the first Crisis marker is drawn, the drawing player rolls
3.3.2 PLAYING A UNIT a '2' and a '4'. This would be read as the '4-2' entry on the appropriate
When a unit is played, it is immediately placed on the map at a crisis table.
production site (2.3.7) for that power. The power may then After a Crisis marker is resolved, place it on the next turn of the
conduct a deployment action (8.4) for that unit alone. Units are turn track.
always placed on their non-upgraded side. Naval units must be When the third Crisis marker is drawn, flip the turn marker to its
placed in a coastal area nearest to a production site. Sudden Death side as a memory aid that the turn could end at any
If the unit has no legal area for placement, it is put on the turn time.
track for next turn. When the fourth and last Crisis marker is drawn, do not roll for
3.3.3 PLAYING AN UPGRADE MARKER an event instead, the game turn ends immediately (3.4).
Upgrade markers are used to improve existing units. When an 3.3.8 HOME FRONT
upgrade marker is played, its power traces a line of When a powers Home Front marker is drawn, it must
communications (4.4) to an area containing one of its units of the immediately make a home front stability test (4.1.2). Then, the
appropriate type, then flips the unit to its upgraded side (tank power may conduct a deployment action (8.4) (exception: during
army, carrier fleet, or strategic air force). Return the upgrade the End Phase). Finally, place the Home Front marker on the next
marker to the powers force pool. turn of the turn track.
3.3.4 RESERVE 3.3.9 CIVIL WAR RESOLUTION
A counter currently in the reserve box on the map is that power's When the Civil War Resolution marker is drawn, all currently
reserve. ongoing civil wars are resolved (11.1.3), including the Chinese

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Civil War (11.2.3). Then, place the Civil War Resolution marker on provides two military actions (1:2). Home front stability test is
the next turn of the turn track. at -2.
When a powers commitment changes, its new conversion rate
3.4 END PHASE (4.5) and force pool limit (4.1.1) take effect immediately. It may
When the fourth and last Crisis marker is drawn, the turn is over. also have to adjust its total number of available flags (5.2.1).
Immediately check to see if the game ends (1.4). 4.1.1 FORCE POOL
If the game does not end, turn out the contents of the cup and A power's force pool includes all of their units and upgrade
resolve the following in sequence (in increasing effectiveness markers that are currently available or in play. The number of
order within each step). these units and markers that are on the map, in the action cup,
1. Resolve the Civil War Resolution marker (3.3.9), if present. and/or unbuilt on its status card is constrained by the powers
force pool limit, dependent on its commitment. When a power
2. Resolve any Home Front markers (3.3.8), but ignore the
increases its commitment, it immediately adds (or subtracts)
associated deployment action.
units or upgrade markers until the new force pool limit is
3. Units are placed on the map (3.3.2), but ignore the associated reached. The exact units or markers added or removed are at the
deployment action. player's discretion. When removing units or markers, the player
4. Upgrade markers may be played immediately (3.3.3) or can remove them from any location on the map, in the action
placed on the turn track for next turn. cup or from its status card (this is the only time a player may
5. Flags and offensives are placed on the turn track for next turn. examine the contents of the action cup).
Example: Germany increases its commitment from mobilization to total
6. Powers place their current reserve (if any) on the turn track
war. It gets to add four new units or upgrade markers to its force pool
for next turn. (16 20). When its commitment reaches exhaustion, it will have to
7. Commitment markers on their Increased side and remove any four units or markers.
Effectiveness markers on their -1 side are flipped back to Unused units and upgrade markers not in a powers force pool
their front side. are out of play and should be kept in storage away from the
8. Flip the turn marker from its Sudden Death side back to its power status cards.
normal Turn side, advance it to the next box on the turn track,
4.1.2 THE HOME FRONT
and begin a new turn with the production phase.
When a powers commitment is increased to rearmament, place
its Home Front marker on the turn track for the next turn.
4. ECONOMICS Design Note: Your people wont start feeling the pinch of guns or
In the production phase, powers collect resources from areas butter immediately
they control, then convert them to either builds or offensives. When a Home Front marker is drawn, the associated power must
The ability of a power to produce material for war is governed by immediately make a stability test (5.5.1) as a home front check.
its commitment, a measure of the fraction of the powers Depending on its commitment level, a penalty is applied to this
economy geared for war. stability test (-1 at mobilization and -2 at total war or
exhaustion).
4.1 COMMITMENT After the home front check, the power may conduct a deployment
action (8.4) (exception: during the End Phase), and then must
A power's commitment determines its political effectiveness, its place the Home Front marker on the turn track to enter the action
force pool limits, and its military efficiency. Effectiveness and cup at the start of the next turn.
force pool limits are indicated on the status card.
A summary of all the game effects for each commitment level is
4.1.3 EXHAUSTION
provided below: A powers commitment shifts to exhaustion if it collapses (5.5.2)
while at mobilization or total war.
Civilian: Every two resources convert to one build (i.e. 2:1), no
rounding. May not declare war, convert resources to Exhaustion reduces the powers conversion rate and may reduce
offensives unless belligerent, or have upgrade markers in effectiveness, as well as its force pool limit the power will need
its force pool. No home front stability test. Each played to remove counters immediately (4.1.1). Remember to remove a
offensive provides one military action. flag when a powers effectiveness permanently decreases (5.2.1).
A power at exhaustion cannot declare war (6.2) or make a
Rearmament: Each resource converts to one build (1:1) or
surprise attack (9.8.3).
one offensive. May not declare war. Each played offensive
provides one military action (i.e. 1:1). Home front stability test Exhaustion is a permanent condition and cannot be alleviated in
is unmodified. any way.
Mobilization: Each resource converts to two builds (1:2) or
one offensive. Each played offensive provides two military
4.2 PRODUCTION SEQUENCE
actions (1:2). Home front stability test is at -1. In increasing effectiveness order, each power resolves their
Total War: Each resource converts to three builds (1:3) or one production as follows:
offensive. Each played offensive provides three military actions 1. Collect resources (4.3.2)
(1:3). Home front stability test is at -2. 2. Convert resources (4.5)
Exhaustion: Each resource converts to two builds (1:2) or one 3. Construct units (4.6)
offensive. May not declare war. Each played offensive
4. Receive war economy offensives (4.7)

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5. Repair: remove damage markers (4.8) from resources An LOC is traced from a production site (2.3.7) to the area
Design Note: Players may agree to carry out their production indicated. It may enter an unlimited number of areas, provided
simultaneously to speed play. each area is:
a friendly land area (including the target of an intervention
action, 8.5); OR
4.3 RESOURCES
a mixed area not controlled by an enemy power; OR
An area with an undamaged permanent resource symbol (2.3.6) a sea area within two areas of a friendly port (2.2.1),
produces one resource each production phase for its controlling containing no enemy naval units or enemy strategic air forces.
power. An LOC can be traced into or out of (but not through) a restricted
Limited resources are used once, then discarded. land area (2.3.8), Eastern Canada, or the United States. Restricted
A damaged (9.4.4) permanent resource is unavailable for mixed areas do not block LOCs.
production. Damage markers on permanent resources are
removed at the end of the production phase (4.8). 4.5 CONVERSION
4.3.1 LENDING RESOURCES Each successfully collected resource may be converted into a
In general, resources may not be lent or transferred between single offensive marker or a variable number of builds,
powers. However, the United States may lend resources via Lend depending on a power's current commitment level (4.1). A power
Lease (12.2) and/or must via US-Japan Trade (12.1). at civilian commitment may only convert a resource to an
offensive if it is belligerent (1.1).
When the United States lends a resource, it is collected by the
receiving power during its own production phase, by tracing a Commitment Level Builds Per Resource
line of communications (4.4) from the United States. The lent Civilian 2 resources to 1 build, no rounding (2:1)
resource counts towards war economy offensives (4.7) if it is an Rearmament 1 resource to 1 build (1:1)
industrial resource. Mobilization 1 resource to 2 builds (1:2)
Example: A neutral US lends a resource to the UK while the UK is at war Total War 1 resource to 3 builds (1:3)
with Germany. If the German player has units in Iceland and the North
Exhaustion 1 resource to 2 builds (1:2)
Atlantic Ocean, the UK could not trace a line of communications through
those enemy units. If the UK and Germany are not at war with each For each resource marker, the player either leaves it on the
other, German units cannot block UK resource collection. resource side (to convert it to builds at the ratio above), or flips it
4.3.2 COLLECTING RESOURCES to the offensive side (converting it to a single offensive,
regardless of commitment level).
A power may collect an undamaged resource if it can trace a line
of communications (4.4) to the area containing the resource. A
production sites own resource does not need to trace an LOC.
4.6 CONSTRUCTING UNITS
For each resource collected, the powers player takes one The power counts its resource markers and multiplies that
resource marker from its available markers box. If a power does number by its commitment conversion rate (4.5). The result is
not have enough resource markers, the excess resources are lost the number of builds available to be spent during production.
and unavailable for production this turn. When collecting a Then return the resource markers to the powers available
limited resource, take the limited resource marker itself from the markers box.
map. Example: France is at civilian commitment and has two resources
designated for builds, giving France 2 x = 1 build.
Design Note: Resource markers are on the back of offensive markers.
The power then uses its builds to construct new units and
Note the number of resources collected that were industrial upgrade markers as shown in the table below. Constructed units
resources (for war economy offensives, 4.7). and upgrade markers are selected from the powers force pool
The Democracies are limited as to which resources they can (4.1.1), never directly from the countermix. Any builds not spent
collect while Status Quo is in effect (12.2). by the end of the production phase are forfeit.
Once all resources have been collected, add to these any resource Unit Cost Placed
from the turn track (i.e. placed there from reserve at the end of Upgrade markers Two builds In action cup or reserve
the previous turn, 3.4). A resource from the turn track is never Surface fleets Two builds* On turn track for next turn
counted as an industrial resource for war economy offensives.
Fortress units One build On turn track for next turn
Example: If Japan controls Borneo, they can collect the Borneo resource
All other units One build In action cup or reserve
through the Philippines so long as Japan and the US are not enemies.
* Italy and France may purchase a single surface fleet for a cost of
Example 2: A German-controlled Moscow resource cannot be collected
one build by using the Dreadnought Refit Program marker.
by Germany, as it is surrounded by restricted land areas that block LOCs.
Design Note: Units and upgrade markers are never placed directly on
4.4 LINE OF COMMUNICATIONS (LOC) the board when constructed. They are played via the action cup or the
reserve.
A line of communications (LOC) must be traced under the
Once on the map, units may never be voluntarily removed from
following circumstances:
play.
To play an upgrade marker (3.3).
To collect a resource (4.3.2).
To receive bonus offensives (6.4).
4.7 WAR ECONOMY OFFENSIVES
To intervene in a civil war (8.5). Belligerent powers (1.1) now receive one offensive marker
To determine supply status during an operation (9.6). (from the available markers box) for each industrial resource

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they collected, regardless of whether it was a permanent or If a powers base effectiveness changes due to an increase in
limited resource. These are war economy offensives. commitment (6.4), add or subtract a flag as appropriate. The
Design Note: Recall that offensive markers are on the back of scenario rules may designate a flag to be placed on a commitment
resource markers. level box that means the flag becomes available when the
power reaches that commitment level. Temporary changes to
effectiveness, such as by certain crisis events, do not change the
4.8 REPAIR number of flags for a power.
Remove all damage markers (4.3) from permanent resources. Example: The United Kingdom is at a commitment level of rearmament,
with an effectiveness of two, and has three flags available for use. When
the UK increases commitment to mobilization, its fourth flag becomes
5. POLITICAL CONCEPTS available. When the UKs commitment subsequently becomes total war
or exhaustion, it will lose the fourth flag and go back to having only three
The political capital of a powers government is represented by flags available.
flag markers (5.2). When a power plays a flag, they may attempt
one political action (5.). Some powers have special political 5.2.2 GAINING FLAGS
actions only they can take (6.8). When a flag is gained, the power takes a single flag from the
Powers can gain flags during production (5.2.3), when they are available markers box of its status card and must immediately
provoked in an area within their interest (5.2.4), or through other put it in the action cup or in the reserve (rejecting its current
game events (5.2.5). reserve, if any). If no flags are available, any flag(s) it would have
gained are forfeit.
To succeed at a political action, a power usually must pass an
effectiveness check (5.3). Design Note: Try not to leave yourself with no flags on your status
card, or your opponents can provoke you with no penalty as you will
be unable to gain flags from their actions!
5.1 INTERESTS
A powers interests limit where it may gain a flag by provocation
5.2.3 FLAGS DURING PRODUCTION
(5.2.2), and where it may attempt diplomacy (6.3). Every power gains one flag at the start of the production phase
(3.1.2).
A power has interests in:
Every area it controls. Exceptions: Germany gains two flags while Night of the Long
Every area (land, mixed, or sea) adjacent to an area it controls. Knives is in effect. While Status Quo is in effect (12.2) France and
Every land or mixed area across a single sea area from its the United Kingdom only gain a flag at the cost of a stability test,
home or colony areas. and the United States cannot gain a flag at all.
Every area where it has an aid marker (8.5). 5.2.4 FLAGS BY PROVOCATION
Every area where it owns a base (2.3.2). A provocation is an action by an opposing (but not enemy)
Example: The UK has interests in Benelux, Denmark, Paris, Normandy, power that results in a flag being gained by another power. Flag
and Norway, across the North Sea from London; and interests in Ireland, gains by provocation are cumulative unless noted otherwise.
Portugal, and Spain across the Western Approaches. The US similarly has
interests in Guangdong and Jiangsu, across the South China Sea from the IMPORTANT
Philippines. Provocations only provide flags if the powers are opposing, not
Areas separated by red impassable borders (2.2) are never enemy powers (i.e. not at war with each other).
adjacent and interests do not extend between them. A power is provoked (gaining a flag) when a non-enemy opposing
It is possible for more than one power to have interests in a given power does any of the following.
area. Increases commitment (6.4), if indicated on its status card.
IMPORTANT Forms or joins an alliance (6.1), if indicated on its status card
Allies (6.1) share interests for all purposes. (maximum one flag per action).
Declares war on it or its ally (6.2).
Example: France and the UK are allies. If France controls Poland, both Declares an operation (9.) against an area where it has interest
the UK and France have interests in Poland.
(5.1), whether successful or not.
Makes a surprise attack against it (9.8.3) (cumulative with the
5.2 FLAGS provocation for the operation).
When a power plays a flag (from the cup or reserve), it may Gains control of an area where it has interest (5.1), including
attempt to perform a single political action (5.4). After a flag is by diplomacy (6.3), conquest (10.10), civil war decisive victory
played, it is returned to the available markers box on the powers (11.1.3), or crisis event (3.3.7).
status card. Intervenes (8.5) in an area where it has interest (5.1).
5.2.1 FLAG AVAILABILITY Example: When the UK increases commitment, both Germany and Italy
are provoked and gain a flag assuming they are not at war with the
Each power has at any given time a number of flags UK.
equal to its base (unmodified) effectiveness plus one. Example 2: If the UK and US form an alliance, Germany, Italy, and Japan
Flags are gained, played, and then recycled and available to be would all be provoked.
gained again. Available flags are held on the powers status card Example 3: Germany attacks Benelux, where France and the UK have an
in the available markers box. interest. France and the UK are each provoked.
Example: Germany has four flags to start the 1933 scenario. One is 2P Only: If one player controls both the Democracies and the
placed in reserve, one goes in the action cup and two are on its status Communists, Democracies do not gain flags from provocation by
card, available to be gained.
Communist actions, and vice versa.

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5.2.5 FLAGS BY GAME EVENTS When a powers political action succeeds, discard its cubes from
all failed political action boxes.
A power gains a flag for any of the following:
Earning a triumph in land or naval combat (10.8). When an alliance (6.1) political action fails, each attempting
Honoring a defensive alliance (6.1). power places a cube in the failed political action box. All powers
Being targeted by a successful Pressure political action (6.6). attempting an alliance must have cubes in the box to receive the
Conquering an active enemy home area (two flags if a capital bonus, and all their cubes are removed if any of those powers
area), or active enemy colony area containing a resource attempt a different political action type (exception: When a third
(10.10). power attempts to join an existing alliance, only its own cubes are
placed or counted for failed actions).
Removing an enemy cube from one of its home areas (two flags
if capital area), or from its colony area containing a resource For special actions unique to a power (e.g.. the Soviet Union's
(10.10). Trans-Siberian Railway), use the 'special action' box; if a marker
When an enemy power collapses (5.5.2) or surrenders (5.5.3). would be added to the map on a successful effectiveness check
When Status Quo ends (12.2). with the action, place the marker in the special action box as a
When Japan ends the Washington Naval Treaty (12.2). reminder.
Powers may gain flags as instructed by certain crisis events Example: France attempts to increase its commitment while a non-
(3.3.7). belligerent and rolls a 2 failing. It places a single cube in the
commitment failed political action box. With its next flag play, France
Example 1: If Germany gains control of Paris, it would earn two flags attempts to increase commitment again and rolls a 3, which still fails
one each for Paris being an enemy home area and for being an enemy even with the +1 bonus from its previous failure. It places a second cube
capital. in the commitment box. France later draws another flag and attempts
Example 2: If the UK were to remove another power's cube from India, it diplomacy against Hungary, rolling a 4 and failing. Because France
would gain a flag...but if the UK were to do the same for Burma, no flag attempted a different type of political action, the two cubes are removed
would be gained. from the commitment failed political action box.
Design Note: We call these Cubes of Shame, and you can, too!
5.3 EFFECTIVENESS
Effectiveness represents a powers willingness and ability to 5.5 STABILITY
form and apply a coherent political policy.
The stability of each power is marked on the stability
Political actions undertaken by a power are resolved by an track, ranging from steady to wavering to unstable, and
effectiveness check (exceptions: increasing commitment while finally collapse. A power that collapses may surrender
belligerent; changing posture). The power rolls a number of dice and be eliminated from the game.
equal to its current effectiveness and if the modified result is 5 or
higher, the check succeeds. 5.5.1 STABILITY TESTS
The effectiveness of a power is based on its current commitment, A stability test is an effectiveness check (5.3). If the check
as listed on its status card. A powers current effectiveness is succeeds, the powers stability does not change. If the check fails,
recorded by an effectiveness marker on the Effectiveness Track. the powers stability is reduced one level. If a powers stability is
Some crisis events temporarily reduce a powers effectiveness. reduced below unstable, it collapses (5.5.2) or surrenders (5.5.3).
Effectiveness can never be reduced by more than one, to a A power must make a stability test under the following
minimum of one. Flip the powers effectiveness marker as a circumstances:
reminder that its effectiveness has been temporarily reduced. Home Front: When the powers home front chit is drawn. If
Example: The UK begins 1933 at an effectiveness of 2, as shown on its the powers commitment is at mobilization, this test is made
status card. When it reaches a commitment level of mobilization, its with a 1 penalty; if at total war or exhaustion, with a 2
effectiveness increases to 3. penalty.
If a power with an effectiveness of 1 has its effectiveness reduced, Military Disaster: When the power takes excess losses in a
per (2.7) apply a -1 to the result of their effectiveness checks land or naval combat (10.8).
instead. Loss of Control: When the power loses control of one of its
Note that if Italy plays the Il Duce flag, it has +1 effectiveness for home areas or one of its colony areas containing a resource.
the political action it is attempting. Make a second, additional test if it is the powers capital.
Collapse/Surrender: When the powers ally collapses (5.5.2)
IMPORTANT or surrenders (5.5.3).
The Soviet Unions posture (12.3) may impose a penalty to A-Bomb: Each successful A-Bomb attack requires the
political action effectiveness checks. defending power to make a stability test (12.2).
Events: Certain crisis events will require powers to make a
5.4 FAILED POLITICAL ACTIONS stability test.
Every time a power fails the effectiveness check when attempting 5.5.2 COLLAPSE
a political action (exception: diplomacy, 6.3), it may place a cube Collapse of a powers government can represent a change
in the corresponding failed political action box (2.3.9). If the ranging from the formation of a new cabinet to a coup dtat or
next political action by that power is the same type, apply a +1 worse.
bonus to the result of its effectiveness check for each of its cubes
If a powers stability marker is moved to the collapse box, the
in the failed political action box.
power collapses and may surrender.
When a powers political action fails, discard its cubes from all
Determine the powers surrender target number as follows,
failed political action boxes that do not match the type of political
starting with zero:
action attempted.

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+1 for each of the powers colony areas that it no longer 4. Remove all the powers remaining counters and cubes from
controls, if that area contain a resource. the game including base markers on the map and any
+1 for each of the powers home areas that it no longer counters in the action cup. Its printed bases become unowned
controls. if not owned by another power at this time.
+1 if the power does not control its capital (cumulative with 5. Place a neutral cube (2.4.5) in each of the powers home or
the above). colony areas not currently controlled by a power.
+1 if the powers victory point total (1.5.1) is currently zero or 6. Each power controlling one of the surrendered powers home
less. areas may conduct an immediate diplomacy political action
+1 if the powers commitment is exhaustion (6.4). (6.3) against each adjacent uncontrolled home area of the
The powers player rolls one die. If the roll is less than the surrendered power (i.e. those with a neutral cube). If more
surrender target number, the power surrenders, following the than one power succeeds for a given area, the highest rolling
sequence in 5.5.3. power places its cube (no marker is placed on a tie).
If the roll is greater than the surrender target number, or the 7. Any units that can no longer legally occupy an affected area
target number is zero, the power collapses. Follow the collapse must immediately retreat (10.11).
sequence below. 8. The opposing ideology that controls the most home areas of
IMPORTANT the surrendered power after applying all these effects has
A power also immediately surrenders (without a roll) if at any caused its surrender. In case of a tie, both opposing
time it controls none of its home areas. ideologies have caused its surrender. This may cause the
game to end (1.4).
Design Note: Yes, it is possible for the United States to surrender.
Example: Germany attacks Paris, winning the
Imagine this unlikely event as a historic shift toward extreme
isolationism. combat against a combined French and
British defense. Germany gains two flags for
COLLAPSE SEQUENCE the conquest one because it was an enemy
1. Any stability tests pending for the collapsed power are home area and another because it was the
canceled. enemy capital. France must take two stability
tests and fails both, sending its stability to
2. Set the powers stability to wavering. Collapse. France has zero victory points, has
3. If the powers commitment is mobilization or total war, set it lost Paris and Lorraine, and has lost its
to exhaustion and adjust the powers force pool and available capital, giving it a surrender target number of
four. France must roll one die; if the result is 4
flags, if necessary (4.1).
or less France will surrender.
4. Discard the powers reserve (3.3), if any. France rolls a 3 and surrenders. Germany gains a flag and the UK (as an
5. Each enemy power gains a flag (5.2.2). ally of France) must make a stability test. All French units and markers
are removed from the game. Then neutral cubes are placed in Normandy
6. Make an effectiveness check (5.3) for each area containing the and Provence. Only Germany is eligible to roll for control of Normandy
powers cubes but none of its land units; remove the cube if and Provence, needing a 6 (due to the neutral cubes resistance of one).
the check fails. Any allies with land units in such an area may Germany rolls a 4 for Provence and fails, but a 6 for Normandy and
immediately gain control of the area. Any units that can no succeeds, replacing the neutral cube there with a German one. The
longer legally occupy an affected area must immediately historical Vichy occurs, with an uncontrolled Provence and the rest of
retreat (10.11). the French home areas controlled by Germany. The Fascists get credit for
causing the surrender of France.
7. The powers allies must make a stability test (5.5.1). Then the
power breaks its alliance (6.1.4).
5.6 WAR
8. The power must offer an armistice (5.6.2) to all enemy
powers. Each enemy power, in increasing effectiveness order, In Cataclysm, war is a status between two opposing powers that
decides to accept the armistice or not. allows military operations against each other. A power at war is
belligerent. Opposing powers at war with each other are
If Italy collapses, the Il Duce flag permanently loses its special
enemies.
ability. If Germany collapses, the Night of the Long Knives special
rule is cancelled for the remainder of the game. 5.6.1 STARTING WARS
After collapsing, the power remains in the game as part of its A power enters a state of war with an opposing power by
original ideology and functions as normal except as noted above. performing or being the target of a declaration of war political
Design Note: Its possible that a collapse does no lasting harm to a action (6.2) or surprise attack (9.8.3).
power, especially early in the game. IMPORTANT
5.5.3 SURRENDER Communist and Democratic powers can only initiate a war by a
declaration of war political action; Fascist powers can start war
When a power surrenders, it is eliminated from the game and is
by either a declaration or a surprise attack.
no longer an active power. Apply the following effects strictly in
order: When powers enter a state of war, their allies must decide
1. Each enemy power gains a flag (5.2.2). whether to uphold their respective alliances and join the war.
Any allies that do not join the war must break the alliance (6.1.4).
2. Any allies with land units in the powers controlled areas or
air or naval units in areas with the powers bases may Indicate a state of war by placing cubes of the belligerent powers
immediately gain control of those areas or bases. together in the war box on the political display.
3. The powers allies must make a stability test (5.5.1). Then the
power breaks its alliance (6.1.4).

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IMPORTANT 6. POLITICAL ACTIONS
Powers within a single ideology fighting a common enemy
combine into a single war. This is irrespective of alliance status. A power attempts a political action when it plays a flag (5.2) or
Example: There are three wars occasionally via a crisis event (3.3.7).
ongoing in the above figure. War #1 is In general, a political action requires an effectiveness check to see
Germany and Italy versus the Soviet if the action succeeds. Unless stated otherwise, the power playing
Union; war #2 is US versus Japan; and the flag uses its own effectiveness value to make the effectiveness
war #3 is UK and France versus check. If the check succeeds, the action is successful. If the check
Germany and Italy. Note there are no
alliances.
fails, the power may qualify for a failed political action bonus
(5.4).
If the US forms an alliance with the UK,
wars 2 and 3 would be combined into The remainder of this section details each political action.
one large war: US + UK + France
versus Germany + Italy + Japan, since 6.1 ALLIANCE
all the Fascists would have at least one
common enemy (the US). A power may play a flag to attempt to form an alliance with one
If instead Japan declared war on the UK, wars 2 and 3 would still be or more other power(s) in its ideology. The other power(s) must
combined, even though the US and the other Democracies are not in an each have a flag in reserve, which is played as part of the attempt.
alliance. The key is that the UK is an enemy of all three Fascist powers, so Only one effectiveness check is made for the attempt. Use the
the wars must be combined into one. effectiveness of the least effective power to make the check.
5.6.2 ENDING WARS Design Note: If Italy plays its Il Duce flag for an alliance attempt,
Once started, a war can end two ways. remember to add one to its effectiveness.
Armistice: A war can be ended at any time by the mutual If successful, indicate the alliance by placing cubes from all allied
consent of participating powers. A power that collapses (5.5.2) powers together in the alliance box on the political display.
must offer an armistice to each enemy power and abide by Example: France and the UK attempt to form an alliance.
each enemy powers decision to accept or not. If only some The effectiveness check is made using France's effectiveness
powers in an alliance agree to an armistice, the powers of one, not the higher UK effectiveness. A six is rolled and the
accepting the armistice must break the alliance (6.1). attempt is successful; a French cube and a UK cube are
placed in the Democracy Alliance box.
Capitulation: A war ends if all participants from one
participating ideology have surrendered (5.5.3). A successful alliance is a provocation (5.2.2) to opposing powers
(see the powers status cards for which opposing powers are
When a war ends, remove the corresponding power cubes from affected). A power cannot gain more than one flag from a given
the political display. alliance political action.
Example: When France and the UK form an alliance, Germany and Italy
5.7 WAR STATUS only gain one flag each not two.
The war status marker tracks the global extent and intensity of 6.1.1 JOINING AN ALLIANCE
war. It does not apply to any individual power.
There can only be one alliance per ideology. If two powers are
When resolving a crisis event (3.3.7), if the war status marker is allied, the third power in the ideology may only join this alliance.
on the political display (Limited War) or turn track (Global War), To do so, that third power only must play a flag and pass an
resolve the Wartime event; if it is not, resolve the Peacetime effectiveness check. Provocation due to a successful alliance
event. would occur based on all three powers in the alliance, noting that
5.7.1 LIMITED WAR an opposing power cannot gain more than one flag from an
alliance formation.
When any powers first become belligerent (1.1),
immediately place the war status marker on its Limited 6.1.2 ALLIANCE EFFECTS
War side in the center of the political display. Powers in an alliance share interests (5.1).
The war status marker is never removed from play, even if at a Additionally, belligerent allies are friendly (1.1).
future time there are no belligerent powers. They may occupy the same area (7.1).
Example: The Soviet Union and Japan go to war early in the 1935-36 They may move (7.2) or trace an LOC (4.4) into or through
turn. The war status marker is placed in the center of the political each others controlled areas.
display on its Limited War side and all crisis events from now on will use They may use each others bases (2.3.2) for occupation (7.1)
the Wartime event table.
and for tracing operational range (7.3).
5.7.2 GLOBAL WAR They may activate their units together for an operation (9.).
Flip the war status marker from its Limited War side to its Global 6.1.3 ALLIANCES AND WAR
War side immediately when any power increases its commitment
When a power in an alliance enters a state of war (5.6.1), its allies
to total war or at least one nation from each ideology is currently
may join the war immediately at no additional cost; any that do
belligerent. Once on its Global War side, the war status marker
not must break the alliance.
never reverts back to its Limited War side.
If a belligerent power forms or joins an alliance, its new allies
IMPORTANT must join the war at no additional cost.
When flipped to its Global War side, the war status marker is
If only some powers in an alliance agree to an armistice (5.6.2),
placed on the turn track two turns ahead (or 1945-46, if later) to
the powers accepting the armistice must break the alliance.
mark the last turn of the game (1.4).

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Design Note: Essentially, allies must always be at war with the same The target country cannot contain a Civil War marker (11.1.1)
enemy powers, or the alliance is broken. (exception: areas in China not occupied by a faction marker may
be targeted.)
6.1.4 BREAKING AN ALLIANCE
Design Note: Remember that allies share interests for all purposes,
A power breaks its alliance when: which expands potential diplomacy targets for powers in an alliance.
It fails to join a war along with its allies (6.1.3).
It collapses (5.5.2) or surrenders (5.5.3). The acting power must make an effectiveness check (5.3), with
It accepts an armistice (5.6.2) and an ally does not. the following bonuses and/or penalties:
Powers that are no longer allies remove their cubes from the Subtract the country's resistance (2.3.5).
political display. Subtract one if the target country is controlled by an enemy
If a single power breaks a three-power alliance, the other two power.
powers may remain allied. Add one if the acting power has an aid marker under a flipped
Civil War marker in the area (8.5).
After an alliance is broken, units in areas they cannot legally
Example: Italy spends a political action to attempt to place a cube in
occupy must retreat (10.11). If units from multiple powers must
uncontrolled Yugoslavia via diplomacy. Italy rolls a five, which becomes
retreat, do so in decreasing effectiveness order. a four due to the one resistance in Yugoslavia Yugoslavia resists Italy's
Example: Germany and Italy are allies. Italy collapses and must break its attempt to control it.
alliance with Germany. German units in Italian-controlled areas (and
If the effectiveness check succeeds, the power places one of its
vice versa) must retreat.
cubes in the country, removing any cube(s), Civil War Winner
Example: France, the United Kingdom, and the United States are allies. marker, or aid markers (8.5) already in the country. However, if
France accepts an armistice with Germany, but the UK and US do not.
France breaks its alliance, but the UK and US remain allied to each other.
the area is a home or colony area of an active power in the same
ideology, no cube is placed and control is returned to the original
power.
6.2 DECLARATION OF WAR (DOW)
The placement of a powers cube counts as a provocation (5.2.2)
A power may enter a state of war with a target power by and increases the power's victory points (1.5.1) by one. Any units
succeeding in a declaration of war (DOW) political action. in the country belonging to other powers (except allies) must
IMPORTANT immediately retreat (10.11) (in decreasing effectiveness order, if
A declaration of war is not required to attack an ungarrisoned more than one power).
country (9.7). Design Note: One should consider successful diplomacy not just as
political alliances, but also small military actions below the scale of
A power joining a war due to alliance (6.1) does not have to meet the game (e.g. the historical German invasion of Norway could be
any requirements for a DOW listed here. represented by a successful diplomacy action).
To declare war, a power must have a commitment of mobilization
or total war. The United States and its allies may not attempt a 6.4 INCREASE COMMITMENT
DOW against Japan if the US-Japan Trade marker is in play.
A power may attempt to increase its commitment by playing a
If all conditions are met, a power may attempt to declare war on
flag and making a successful effectiveness check (exception: if
an opposing power (and potentially its allies) by playing a flag
the power is currently belligerent the effectiveness check is
and making a successful effectiveness check.
automatically successful).
If war is successfully declared, place the newly belligerent
powers cubes on the political display as described in 5.6.1. The IMPORTANT
target power gains a flag immediately. Each ally of the declaring A power may only increase its commitment to total war if it is
power must either join the war or break the alliance (6.1.4). Each belligerent (1.1) or the war status (5.7) is currently Global War.
ally of the target power must either join the war (and gain a flag If successful, move the powers commitment marker one column
for doing so) or break the alliance. to the right on its status card. A power may not voluntarily
IMPORTANT increase its commitment beyond the total war commitment level.
After successfully declaring war, the declaring power must No power may successfully increase its commitment more than
immediately conduct one operation (9.), which must target the once per turn; flip the commitment marker when it is increased
same power as the DOW. If such an operation is not possible, the as a reminder.
DOW is canceled, all its effects are negated, and the political 6.4.1 EFFECTS OF INCREASING COMMITMENT
action used for it is forfeit.
Increasing commitment is a provocation (5.2.2) to some opposing
Design Note: Be sure you can make a valid attack before declaring powers, as listed on the status cards.
war!
Any markers in the new commitment level column become
available to the power. The powers effectiveness and conversion
6.3 DIPLOMACY rate may change. The power must also adjust the total number of
A power may play a flag for a political action to attempt to gain counters in their force pool.
control of an ungarrisoned country (2.2.4) by diplomacy. The When commitment reaches rearmament, the power
power designates a single ungarrisoned country in their interest becomes subject to home front stability checks each
as the target. A power may attempt diplomacy against a country turn (4.1.2), beginning the following turn.
controlled by another power, even in its own ideology, or against A power also gains bonus offensives (6.4.2) upon increasing
a home or colony area with a neutral cube (2.4.5). commitment to mobilization or total war.

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When any power increases its commitment to total war, time are immediately destroyed and returned to their powers
the war status (5.7) immediately shifts to Global War force pool.
(5.7). Flip the war status marker to its Global War side
and place it two turns ahead (or 1945-46 if later) on the
IMPORTANT
A powers units may not occupy the same area as opposing units,
turn track. The game is now set to end on that turn (1.4).
except while moving during a deployment action (8.4), or in the
6.4.2 BONUS OFFENSIVES target area during an operation (9.).
Immediately upon increasing commitment to mobilization or Units from the same ideology may occupy an area together only if
total war, a power receives bonus offensives, one for each their powers are friendly (1.1), i.e. allied and belligerent.
industrial resource it can trace a line of communications to (4.4). 7.1.1 LAND AND MIXED AREAS
A power receives these bonus offensives even if non-belligerent.
Occupation in land and mixed areas is limited as follows:
Counting a limited industrial resource for bonus offensives is
Up to two land units, but a maximum of one fortress and one
optional; discard the resource if it is counted (4.3).
Chinese faction marker (11.2.1) per area.
Example: Germany mobilizes while still controlling the Ruhr limited Up to two naval units in a coastal area (2.2.5); naval units may
industrial resource; Germany discards it, gaining three bonus offensives:
not occupy a non-coastal land area.
the Ruhr limited resource and one each for the industrial resources
printed on map in Ruhr and Berlin. Up to two air units.
Up to one logistics unit (7.1.4).
6.5 MANEUVERS Restricted terrain reduces the occupation limits in land and
mixed areas (7.1.3). A logistics unit negates restricted terrain in
A power may play a flag to attempt to perform one military action its area for this purpose (7.1.4).
(8.). If the effectiveness check is successful, the power designates
and conducts a single military action. As indicated on the map, there are no occupation limits in the
United States, Eastern Canada, or the Urals. This applies to all
Design Note: You do not have to declare the type of military action or types of units.
any other specifics before making the effectiveness check.
7.1.2 SEA AREAS
6.6 PRESSURE Units may not occupy sea areas, except for the following:
One naval and one air unit may occupy a sea area that contains
A power may play a flag, designate another power, and make an
a friendly base (2.3.2); up to two of each may occupy a sea area
effectiveness check. If successful, the designated power
with a friendly base and logistics unit.
immediately gains a flag (5.2.2).
While belligerent, one naval unit (and one strategic air force)
may occupy each sea area adjacent to an area with a friendly
6.7 PROPAGANDA port (or airfield). They may not occupy an area containing
A power may play a flag to attempt to increase its stability (5.5). opposing units or an opposing (non-enemy) base. This is not
If the effectiveness check is successful, increase the powers cumulative with occupation allowed by a base in the area.
stability one level (but never beyond steady). While belligerent, one submarine pack (only) may occupy each
sea area two areas away from a friendly port. They may not
6.8 POWER-SPECIFIC SPECIAL ACTIONS occupy an area containing opposing units or an opposing (non-
enemy) base.
Several powers have special actions listed on their ideologys During an operation, up to two naval units and/or two air
special rules card. A successful effectiveness check is still units may occupy a sea area.
required to perform the action.
Example: While the UK is belligerent, one British naval unit and one
Germany may attempt to flip the Rhineland Demilitarized strategic air force may occupy the Norwegian Sea area (due to the
marker to its Ruhr Limited Resource side. friendly adjacent land area of Scotland). No other British units may
Italy may attempt to play the Abyssinian Adventure marker. occupy the Norwegian Sea area.
The US may attempt to remove the US-Japan Trade marker. Example 2: One British naval unit and strategic air force may occupy
The US may attempt to play the Lend Lease marker. the Eastern Mediterranean sea area (due to the British naval base
The Soviet Union may attempt to play the Trans-Siberian there). While belligerent, no additional units may occupy the Eastern
Railroad marker. Mediterranean sea area, even with the adjacent port in Egypt.
The Soviet Union may attempt to change its Posture Example 3: While belligerent, one German submarine pack may occupy
(exception: changing Posture does not require an effectiveness the Western Approaches sea area (it is two areas away from the Ruhr, a
check). German port area). No German fleets or strategic air forces may occupy
the Western Approaches sea area, since there are no friendly adjacent
port or airfield areas. If Germany controls Normandy, a fleet and
7. MILITARY CONCEPTS strategic air force could occupy the Western Approaches, and submarine
packs could occupy the North and Mid Atlantic Ocean sea areas.

7.1 OCCUPATION LIMITS IMPORTANT


When a port or airfield changes hands, re-check all occupation
Units occupy the area they are located in. The number of units of limits in nearby sea areas that might be affected. Units in excess
a given type allowed in a given area is the occupation limit. of the limit must retreat immediately (10.11), in decreasing
Occupation limits apply separately for each ideology. effectiveness order if controlled by more than one power.
A player may never voluntarily exceed occupation limits except 7.1.3 RESTRICTED TERRAIN
while moving during a deployment action (8.4) or operation (9.).
Units found to be in excess of the occupation limit at any other

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Restricted terrain (2.3.8) reduces the occupation limit in land and During a deployment action, land movement may only enter
mixed areas to one land unit, one naval unit, and one air unit. friendly land or mixed areas.
Restricted terrain never applies to the sea portion of a mixed During an operation, land movement is conducted the same as
area. A friendly logistics unit in the area negates this penalty during a deployment action, except units can also enter the target
(7.1.4). area of the operation (9.), but must stop there.
7.1.4 LOGISTICS UNITS 7.2.2 NAVAL MOVEMENT
A logistics unit represents a concentration of facilities and Naval units use naval movement to move from a sea or port
material strength. (2.2.1) area to an adjacent sea or port area. Naval units cannot
A logistics unit negates the effects of restricted terrain (7.1.3 move directly from a land area to an adjacent land area, even if
occupation limits and 4.4 LOC) in its area. both are ports.
In a sea area with an air base it increases the occupation limit in Land and logistics units must use naval movement to deploy
that area to two air units. across one or more sea or mixed areas to a destination port area.
In a sea area with a naval base, it increases the occupation limit in Air units must use naval movement to deploy across more than
that area to two naval units and/or two air units. one consecutive sea area.
Example: Japan deploys a logistics unit to the Carolines IMPORTANT
sea area. Up to two naval units and/or two air units may
Units using naval movement may only enter sea or mixed areas
now occupy the Carolines.
within two areas of a friendly port (three if using extended
range).
Logistics units are limited to one per area and are destroyed if
control of its area or ownership of the base in its area is lost for
any reason.
Logistics units never move except when played from the action
cup or reserve (3.3.2). They never participate in combat and are
destroyed if forced to retreat (10.11). They cannot regroup
(10.12).
7.1.5 NAVAL AND AIR BASES
A base allows naval and/or air units to occupy areas where they
are normally prohibited.
A base (2.3.2) in a sea area or a special British base in a land or Example: If the US loses control of the Philippines, it would need to be
mixed area (2.3.3) allows occupation of the area by: allied with the UK to enter the Palaus sea area, as its closest naval base is
Up to one logistics unit. Ellice Islands three sea areas away.
One naval unit and one air unit with a friendly naval base; two Naval movement cannot end in an area containing an opposing
of each type with a logistics unit. unit or base.
One air unit with a friendly air base; two with a logistics unit. Naval movement cannot enter an area containing an enemy naval
A belligerent power (1.1) may also occupy adjacent sea areas unit or strategic air force.
(7.1.2). Exception: Submarine packs may enter an enemy-occupied area,
but cannot remain there.
7.2 MOVEMENT During a deployment action, naval movement may only enter
Units move during deployment actions (8.4), operations (9.), sea areas or friendly port areas.
support (10.2), retreat (10.11), and regroup (10.12). During an operation, naval movement is conducted the same as
Moving units cannot enter a non-friendly land or mixed area during a deployment action, except units can also enter the target
unless it is the target area of an operation. area of the operation (9.), but must stop there.
Adverse (2.3.1) or restricted (2.3.8) terrain has no effect on 7.2.3 AIR MOVEMENT
movement. Air units use air movement to move from one area to an
IMPORTANT adjacent area.
Fortress units and logistics units may only move when played Air movement cannot enter or remain in an area containing an
from the action cup or reserve (3.3.2). They never retreat (10.11) enemy air unit.
or regroup (10.12). Air movement is allowed across black or green crossing arrows
7.2.1 LAND MOVEMENT (2.3.4). Air movement cannot cross red impassable borders.
Land and logistics units use land movement to move from a land When an air unit wishes to move through (not just into) more
or mixed area to an adjacent land or mixed area. than one consecutive sea area, it must use naval movement
(7.2.2) instead.
Land movement is allowed across black crossing Example: A UK air force deploys from London to Egypt, by naval
arrows (e.g. from Philippines to New Guinea, 2.3.4). movement through the Bay of Biscay, Mid-Atlantic Ocean, Western
Land movement cannot cross red impassable Mediterranean, and Tyrrhenian Sea, to the UK air base in the Central
borders. Mediterranean. From there, it uses air movement to cross the Eastern
Mediterranean to Egypt.
Design Note: Land movement across straits represents ferrying below
the scale of the game.

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During a deployment action, air movement may only enter The tactical air force has an operational range of only one area, and can
friendly land or mixed areas, or any sea areas. only reach the Ruhr using extended range. The UK would suffer a -1
penalty in any ensuing combat involving the tactical air force (i.e. air
During an operation, air movement is conducted the same as combat). Note that neither air force could support into the Ruhr since
during a deployment action, except units can also enter the target support can only be to adjacent areas.
area of the operation (9.), but must stop there.

7.3 OPERATIONAL RANGE 8. MILITARY ACTIONS


Operational range describes geographic limits imposed on A military action allows a power to move and attack with their
naval and air movement and operations. forces on the board, among other related activities.
During a deployment action (8.4), units using naval movement A power may perform one or more military actions when it plays
are required to remain in operational range of a friendly port at an offensive (8.1). A power may perform a single military action
all times. This range is traced from any friendly port as the unit via a successful maneuvers political action (6.5), a successful
moves, and may change area by area. DOW political action (operation only), or when its Home Front
marker is drawn during the action phase (deployment only).
Operational range has no effect on air movement during a
deployment action. Military actions may be spent for augmentation (8.2), builds
(8.3), deployment (8.4), intervention (8.5), or for operations (9.).
During an operation (9.), naval and air units may only move to
and attack areas within operational range of their port or airfield Design Note: Operations are a big deal, so they get a whole section to
of origin, respectively. This range may be extended by one at the themselves.
cost of a combat penalty (see below). Military actions may be spent individually or in combination,
During retreat (10.11) or regroup (10.12), naval and air units depending on the type of action.
must move to a friendly port or airfield (respectively) within Augmentation actions are spent in addition to the action for an
operational range, if possible; or the nearest such area if none are operation, to enhance that operation.
within operational range. Two build actions are spent together to construct units that
Design Note: When counting operational range from a base, do not cost two builds.
start counting with the area the base is in. Bases are not spaces! An invasion operation costs two military actions.
All other military actions are spent individually.
7.3.1 NAVAL OPERATIONAL RANGE
The operational range of a unit using naval movement is two 8.1 OFFENSIVES
areas from a friendly port.
A power plays an offensive (from the cup or reserve) to
Example: The naval base in the Central Mediterranean can trace
perform one or more military actions, depending on its
operational range up to two sea areas away from the Central
Mediterranean area itself. As such, a naval unit in the Central commitment level (4.1). These may be the same or
Mediterranean can conduct an operation at normal range targeting any different type of military actions, at the player's
of following: the Aegean Sea, Greece, Turkey, Eastern Mediterranean, discretion. A power may forfeit some or all of these
Egypt, Libya, North Africa, Tyrrhenian Sea, Western Mediterranean, military actions.
Provence, Lombardy, Rome, Sicily, Adriatic Sea, Yugoslavia or Albania. A Example: The Soviet Union is at total war commitment when it plays an
UK carrier fleet based in the Central Mediterranean could move to the offensive marker from the reserve. It conducts up to three military
Tyrrhenian Sea ('range 1') and end in the Western Mediterranean actions.
('range 2').
7.3.2 AIR OPERATIONAL RANGE 8.2 AUGMENTATION
The operational range of a tactical air force is one area from a At the immediate start of any operation (9.), including an
friendly airfield. invasion, a power may spend additional military actions to
The operational range of a strategic air force is two areas from a augment that operation, applying a bonus to all of its combat
friendly airfield. rolls.
7.3.3 EXTENDED RANGE For each additional military action spent, a power adds a +1
bonus to all of its combat roll results for the entire operation.
At the start of an operation (only), the operational range of
These additional actions must come from the same offensive
activated air and/or naval units may be extended one area by
marker.
declaring extended range and accepting a 1 penalty to all
combat involving extended range units during the operation. Example: The US is at total war, and plays an offensive for three military
actions. For one military action it designates an operation. As the first
Extended range applies to retreat (10.11) and regroup (10.12) by
step of the operation, it augments it with the remaining two actions,
these units as well. gaining a +2 bonus for all combats during the operation.
Operational range may not be extended beyond one additional
area. 8.3 BUILDS
Example: The UK uses a military action to
A belligerent power (1.1) may spend one or more military actions
conduct a raid against the Ruhr, activating
a strategic air force and a tactical air force to generate an equal number of builds (4.6). The power must use
in London. The strategic air force has an the builds immediately and can build any available unit or
operational range of two areas and can upgrade marker in its force pool.
reach the Ruhr via either Benelux (thanks The constructed counter is added to the action cup, reserve, or
to the green crossing arrow) or the North
turn track as if it was built during production (3.1.4). To build a
Sea.

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fleet or upgrade marker, a power must spend two military communications (4.4) to the client area. For this purpose, areas
actions from the same offensive for the required two builds. occupied by the target factions markers are friendly, and areas
occupied by opposing faction markers are enemy (blocking the
8.4 DEPLOYMENT LOC).
A deployment action allows a power to move some or all of If an LOC can be traced, the patron places one of their offensive
their units an unlimited number of times. Allied units may not be markers in the client area to the left or right of the Civil War
moved during a deployment action, even if they occupy the same marker, as appropriate to the aided faction in a non-Chinese civil
area as the activating power's units. war; or the marker is placed under the designated Chinese
faction marker.
Deploying units move one at a time, area by area. A power may
move one unit, move another unit, and then go back and move Design Note: Not all civil wars were neatly divided into left vs.
right, but designating them this way in Cataclysm keeps things
the first unit again. There is no limit to how far a deploying unit
simple and organized. There is no other game significance to these
may move (exception: operational range during naval movement, terms.
7.3).
A patron may have multiple aid markers in a client and a client
Units move using land, naval, or air movement, depending on the
can have aid markers from multiple patrons. A patron may only
type of unit and the area being entered (7.2). Within a single
intervene to support one side in a given civil war area, but may
deployment action, a unit may freely intermix eligible types of
provide aid to both GMD and ChiCom Chinese faction markers.
movement.
Example: A land unit might use land movement to reach a coastal area, 8.5.2 AID EFFECTS
then use naval movement to move to a coastal area on the other side of Intervention is a provocation (5.2.2) to any power with interest
the map, then land movement again, etc. in that area.
Occupation limits (7.1) do not apply during the movement of a An aid marker grants interest (5.1) in the client area to its patron.
given unit, but do apply when the unit stops moving (i.e. when
another unit begins moving, even if the original unit will move A client that is attacked even by the patron rolls one extra die
again later in the same action). for defense by expending an aid marker (10.4). When resolving a
civil war, the faction with the most aid rolls an additional die
FORTRESSES AND LOGISTICS UNITS (11.1.3).
A fortress or logistics unit may not move during a deployment
action, except when played from the action cup or reserve (3.3.2). 8.5.3 AID REMOVAL
However, during a deployment action, a power may withdraw Aid is removed and returned to the patrons available markers
any of its fortress or logistics units from the map and place them box if the client area comes under control of any power (even the
in the action cup, to be redeployed when drawn. A fortress or patron), if the civil war ends (11.1.4), or voluntarily by the patron
logistics unit can only be withdrawn if its power can trace an LOC at any time.
to it (4.4). Aid given to Chinese faction markers does not return to the
Design Note: This represents the additional time and effort required patron if the Chinese civil war goes inactive (11.2.2), but remains
to move facilities and supplies. on the map until removed as above.

SUBSEQUENT ACTIVATION
Deploying units may not be activated for an operation later in the 9. OPERATIONS
same offensive. However, units that have already been activated
for an operation previously during this offensive may deploy. An operation is a military action to activate one or more friendly
units in an area to move to and attack a target area.
IMPORTANT The target area must be controlled by an enemy power, contain
Deployed fleet and air forces are eligible to support immediately an unowned or enemy base, be occupied by enemy units, or be an
(10.2). uncontrolled country (exception: surprise attacks, 9.8.3).
Example: Germany is at mobilization and gains Units may be activated by multiple actions during a single
two military actions when it plays an offensive. offensive for successive operations.
It deploys an army and two air forces to Poland,
already occupied by a tank army. This uses its Example: Germany is at mobilization and plays an offensive for two
first military action. military actions. Germany activates a tank army in Ruhr to attack and
conquer Benelux. With its second military action, Germany then activates
For its second military action it conducts a campaign operation to attack the same tank army and attacks Paris.
into Ukraine with the tank army the infantry army cannot participate
because it deployed earlier in the same offensive. The two air forces can
support the attack on Ukraine, even though they deployed to Poland
9.1 OPERATION DEFINITIONS
earlier in the same offensive. 9.1.1 ATTACKER AND DEFENDER
During an operation, the attacker is the power conducting the
8.5 INTERVENTION operation. The defender is determined according to the
A power may intervene in a civil war by providing aid to a following order of priority:
faction (11.1.2). If the target area is an ungarrisoned country (2.2.4), the
country itself.
8.5.1 PLACING AID
The power controlling the area, if it owns a participating unit.
A power (the patron) may spend a military action to provide aid A power with a participating unit in the area (but not
to a civil war faction (11.1.1) or Chinese faction marker (11.2.1), controlling the area). If more than one power qualifies, players
termed the client. To provide aid, the patron must trace a line of

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must agree who will be the defender, or it is determined Minor armies cannot move or attack and thus cannot be activated
randomly. for a campaign, even if they occupy the same area as an activated
The power controlling the area (if the area has no participating unit.
units).
9.1.2 OPERATION TYPES 9.4 RAID
There are three types of operations: A power may spend a military action to activate one or more
Campaign (9.3) a land operation to attack an adjacent land friendly fleets and/or air units to attack an area. The activated
or mixed area. units must be in a single friendly port or airfield area unless
Raid (9.4) an air and/or naval operation to attack air or making a coordinated attack (9.8.1). At least one of the activated
naval units, bases, or resources. Raids are further classified as units must belong to the power performing the action.
naval raids, sweeps, base captures, or strategic bombing. Submarine packs are never activated for operations.
Invasion (9.5) a special operation to attack a land or mixed Design Note: At Cataclysms scale, submarine activity is about
area across one or two sea areas. Invasions require two interdiction and sea denial. They can only block naval movement and
military actions. LOCs, not conduct offensive operations.
Raids are classified according to the intended objective,
9.2 OPERATION SEQUENCE determining the types of units that are eligible to be activated to
Every operation is resolved according to the following sequence: participate.
1. The attacker declares: Raid Type Objective Eligible Units
a. The type of operation (9.1.2), including which type of raid Naval Raid Enemy naval units Fleets and Strategic
if appropriate (9.4). Air Forces
Base Capture Enemy or unowned Fleets and Strategic
b. Which units are activated for the operation (more than base Air Forces
one area requires a coordinated attack, 9.8.1; more than
Sweep Enemy air units Air units
one power requires joint operations, 9.8.2).
Strategic Bombing Enemy resource Strategic Air Forces
c. The target area (determining the defender).
The activating power designates the type of raid and the target
2. If the attacker is a Democratic power, and the target is an area, which must contain a target of the type matching the raid
ungarrisoned country not controlled by an enemy power, or is type. The area must be within operational range (7.3) of all
an unowned base, the Democratic power must pass an activated units (possibly including extended range).
effectiveness check or the operation is canceled and the
The activated units move to the area and initiate combat. Enemy
action is forfeit (9.7).
units that are the objective of a raid must participate in the
3. The attacker declares any augmentation for the operation ensuing combat. Units may be committed to support the combat
(8.2). normally (10.2). Units in the target area that are not objectives by
4. Each power provoked by the attack gains a flag (5.2.2). If the raid type, and do not support, do not participate in the combat.
operation is a surprise attack (9.8.3), the defender gains an Land and logistics units in the target area are always excluded
additional flag. The attacking and defending powers (and from combat during a raid.
potentially their allies, 6.1.3) are now at war.
9.4.1 NAVAL RAID
5. Attacking and defending units must trace an LOC for supply
A naval raid operation targets enemy naval units in any type of
(9.6); place a Limited Supply marker on units that cannot.
area.
6. Attacking units move to the target area (7.2). Occupation
Fleets in a friendly port area and strategic air units in a friendly
limits apply normally in the target area (7.1).
airfield area are eligible to activate for a naval raid. Air and naval
7. Resolve combat (10.): units may support.
a. Commit supporting (10.2) units, attacker first. A naval raid is resolved as a naval combat, including air
b. Resolve air combat (10.6), if necessary. If the main combat superiority.
is a land or naval combat, determine air superiority (10.3). Example: Italy has a fleet and a tactical air force in Sicily. The UK has a
c. Resolve land (10.4) or naval combat (10.5), if any. strategic air force in the Central Mediterranean Sea (using the air base
there). The UK plays an offensive and declares a naval raid operation
d. Resolve the aftermath (10.10); remaining units retreat against Sicily, activating its strategic air force in the Central Med and
(10.11) or regroup (10.12). moving it to Sicily. The Italian fleet must participate, and Italy also
commits the tactical air force there to support.
9.3 CAMPAIGN Air combat is resolved, and the result is a tie, so the Italian tactical air
force is destroyed and the British strategic air force is flipped to its
A power may spend a military action to activate one or more tactical side.
friendly armies to attack an adjacent enemy land or mixed area
In the ensuing naval combat, the British start with only one die in the
or uncontrolled country (9.7). The activated armies must be in a naval combat due to having no naval units, but roll an additional die
single area unless making a coordinated attack (9.8.1). At least thanks to air superiority. The British air force is immune to losses, since
one of the armies must belong to the power performing the only naval units take losses in naval combat.
action.
9.4.2 BASE CAPTURE
The activated armies move to the adjacent area and resolve land
combat (10.4). A base capture operation targets a sea area containing an enemy
or unowned base (2.3.2) (exception: special British bases [2.3.3]
cannot be captured).

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A Democratic power may only attempt to capture an unowned Strategic air units in a friendly airfield area are eligible to activate
base if it is already belligerent (1.1) and must pass an for strategic bombing. Only air units may support.
effectiveness check to do so.
Strategic bombing is resolved as an air combat.
Fleets in a friendly port area and air units in a friendly airfield
area are eligible to activate for a base capture operation. Enemy IMPORTANT
naval units in the target area must participate in the combat. Air If there are no defending air units, the defender still rolls one die
and naval units may support. for intrinsic air defense, but cannot choose to retreat (10.11).
The base capture operation is resolved as a naval combat if any During the air combat, the defender may apply one loss to the
naval units are participating, otherwise resolve it as an air resource, damaging it.
combat only. If no enemy air or naval units are present after
Damaged resources cannot be collected during production
support has been committed, skip to the aftermath (10.10).
(4.3.2). A limited resource that is damaged is instead destroyed
During the aftermath of the combat, if the attacker is eligible to and immediately removed from the map.
regroup (10.12), replace the enemy or unowned base in the area
Example: The UK declares a strategic bombing operation against the
with one of the attackers base markers of the same type. Any Ruhr, activating a strategic air force in London. Germany supports with
enemy logistics unit present is destroyed and returned to its a single tactical air force. In the air combat, the UK rolls a 5 (reduced to
owners force pool. a 4) and Germany only a 2, resulting in two losses for Germany. If the
Design Note: A vacant base is automatically captured if your Germans declare a retreat and reduce their losses to one, they would
opponent cannot (or chooses not to) support the base against your have to apply a loss to damage the resource and not the air force, since
attack. at least one unit has to actually retreat. Still, this is better than suffering
two losses and losing everything, so the German player retreats his
Example: Japan just took the Philippines from the US in a surprise tactical air force and damages the resource.
attack, then got lucky and drew another Japanese offensive from the cup.
The Japanese player uses the first of his two actions to declare a base
capture operation against the Marianas. He activates a Japanese carrier
9.5 INVASION
fleet in the Palaus and moves it to the target area. No US units are An invasion is an operation (requiring two military actions) to
present or adjacent, so it is unopposed and the Japanese place one of attack a land or mixed area across one or two sea areas. An
their air base markers in the Marianas. The Japanese carrier fleet
invasion may not be conducted as a coordinated attack (9.8.1) or
regroups to the Marshalls.
surprise attack (9.8.3). The operation sequence for an invasion is
With his second action, the Japanese players declares another base modified as follows:
invasion against the Ellice Islands, occupied by a US surface fleet and
tactical air force. The Japanese player activates the carrier fleet in the 1. The attacker spends two military actions, declares the
Marshalls again, and moves it to the target area. The US surface fleet invasion, activates one or two armies in a single area as the
must participate, and the US tactical air force supports. No other units invasion force, and declares the target area.
are in range to support. The Japanese carrier superiority is offset by
American air superiority. The Japanese luck out and roll a 6 to the US roll
2. If the attacker is a Democratic power, and the target is an
of 2. The US fleet is destroyed in a disaster, and the US must make a ungarrisoned country not controlled by an enemy power, the
stability test. The Japanese player gains a flag and places their port Democratic power must pass an effectiveness check or the
marker in the Ellice Islands. The American air force must retreat to invasion is canceled and the actions are forfeit (9.7).
either Samoa or the Phoenix Islands. The Japanese player may remain in 3. The attacker declares any augmentation for the operation
the Ellice Islands or regroup back to the Carolines or the Marshalls.
(8.2).
9.4.3 SWEEP 4. Each power provoked by the invasion gains a flag (5.2.2).
A sweep operation targets enemy air units in any type of area. 5. Attacking and defending units must trace an LOC for supply
Air units in a friendly airfield area are eligible to activate for a (9.6); place a Limited Supply marker on units that cannot.
sweep. Only air units may support. 6. Designate one or two sea or mixed areas as the invasion path.
The invasion path must connect the area containing the
A sweep is resolved as an air combat.
invasion force to the target area in a contiguous line of
Example: The US would like to invade the Ruhr directly but cant adjacent areas.
support an invasion there from London. The US play an offensive for Each area of the invasion path must contain at least one
three actions and declares a sweep against Ruhr, which contains two fleet friendly to the active power. Submarine packs cannot
German tactical air forces. The US uses his remaining two actions to enable invasion.
augment the sweep twice, for a +2 bonus during combat, then activates
two strategic air forces in London, one US and one UK, and moves them If the invasion path consists of two areas, the invasion is at
to Ruhr. Neither side can support since the occupation limit for air units extended range, and the attacker receives a -1 penalty in the
has been reached. Any German naval or land units in the Ruhr will be invasion land combat (7.3).
completely unaffected by the sweep, regardless of the result. 7. Move the invasion force directly to the target area and resolve
The sweep is resolved as an air combat. The US rolls a 3 modified to 5, land combat (10.4). Occupation limits apply normally in the
and the Germans roll a 4, for one German loss. Germany declares a target area (7.1).
retreat, reducing his losses to zero. He retreats both air forces to Bavaria,
where they will still be able to support combat in the Ruhr. The 8. Resolve combat (10.). If the invasion force retreats, return it
chagrined US player regroups the attacking air forces back to London. directly to its original area. If the invasion succeeds, units may
regroup (10.12) to and/or from the original area.
9.4.4 STRATEGIC BOMBING
Example: Japan has conquered Siam and Malaya and decides to bypass
A strategic bombing operation targets a resource in an enemy- Burma and invade India directly. During previous offensives, Japan
controlled area. captured the naval base in the Indian Ocean and deployed fleets there
and in the Bay of Bengal. Japan spends two actions, designates an army
unit in Malaya as the invasion force, and the Bay of Bengal and Indian

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Ocean as the invasion path. The army is moved from Malaya to India and A Civil War marker (11.1) has no effect on whether a country can
a land combat is fought there. Unfortunately, Japan forgot to base an air be attacked. Remove the Civil War marker if a power takes
force at the naval base in the Indian Ocean and could not achieve air control of the country.
superiority in India they roll low and lose the land combat, suffering
one loss. Japan chooses to reduce their losses to zero and retreat, moving When a country marked with a Civil War marker is attacked, a
their army from India back to Malaya. single aid marker (8.5) must be spent to assist the countrys
Design Note: An invasion in Cataclysm does not mean an entire
defense, if available (10.4). Remove any remaining aid if the
army unit of two or three dozen divisions gets on transports and hits attacking power gains control of the country.
the beaches. Instead, think of the invasion action as establishing a 9.7.2 FAILED ATTACKS
beachhead with notional smaller-scale units, then if the beachhead
holds, major forces continue the fight inland. If a power attacks an uncontrolled country (exception: any
Chinese country) but fails to take control of it by the end of the
9.6 SUPPLY campaign operation, an opposing power may attempt to gain
control of the country.
At the start of an operation, each area containing activated or First, if the attacking power has any enemy powers, one of these
defending units must trace a line of communications (4.4) for enemy powers may immediately gain control of the country. If
supply. If an LOC cannot be traced, place a Limited Supply marker multiple enemy powers wish to gain control, each enemy power
with the affected units for the duration of the operation. Units makes an effectiveness check. The power with the highest
with a Limited Supply marker apply a -1 penalty to their combat successful check (i.e. at least '5') gains control of the country; no
rolls. control is gained in the case of a tie, or if no power succeeds in
The following never require supply: their effectiveness check.
Minor armies (2.4.6) If the attacking power has no enemy powers, any opposing
Logistics units (7.1.4) powers with an interest (5.1) in the country may attempt to gain
Supporting units (10.2) control of it. All such powers may make an effectiveness check
Intrinsic defense (10.4) and the power with the highest successful check gains control of
Chinese faction markers (11.1.1) the country; no control is gained in the case of a tie, or if no
Japanese infantry armies (12.1) power succeeds in their effectiveness check.
Japanese fortresses (12.1) Ignore the countrys resistance (2.3.5) for these effectiveness
checks.
9.7 ATTACKING A COUNTRY If no power succeeds or no power is able to attempt to take
REMINDER: A country is controlled if a power has a cube in it control, the country remains uncontrolled.
(2.4.1); otherwise it is uncontrolled. A country is garrisoned if a If a power gains control of the country, it places one of its cubes
power has a land unit in it; otherwise it is ungarrisoned. The in the country, removing any cube(s), Civil War Winner marker,
presence of a minor army or a non-land unit belonging to a power or aid markers (8.5) already there. Gaining control of a country in
does not make a country garrisoned. this way counts as a provocation (5.2.2).
A power may attack a garrisoned country only if it is controlled Example: Italy is at mobilization and plays an offensive for two military
by an enemy power. actions. For its first action, it campaigns against an uncontrolled
Yugoslavia moving an army from Lombardy into Yugoslavia and
A Fascist or Communist power may attack an ungarrisoned
supporting with an air force. No enemy or opposing powers have interest
country whether it is controlled or not. No declaration of war or in Yugoslavia, so no powers are provoked. The combat goes poorly for
surprise attack occurs the Fascist or Communist power simply Italy and it fails to conquer Yugoslavia, retreating back to Albania. The
declares an operation against the country. UK and Soviet Union do not have an interest in Yugoslavia, but both are
A Democratic power may only attack an ungarrisoned country at war with Italy. Both wish to place cubes, so both the UK and Soviet
if they are already belligerent (1.1). After declaring the operation, Union make effectiveness checks. The UK rolls a 6 and the Soviet Union
rolls a 2 the UK places its cube in Yugoslavia.
unless the country is enemy-controlled, the Democratic power
must immediately pass an effectiveness check (5.3) to continue. If
the check fails, the operation is canceled and the military action is 9.8 SPECIAL CASES
forfeit. 9.8.1 COORDINATED ATTACK
A Democratic power is restricted in the same way when Normally, units from a single area are activated for an operation.
attempting to capture an unowned base using a raid operation To activate units from more than one area to attack a single
(9.4.2); they must already be belligerent, and must pass an target area, you must declare a coordinated attack. Each area
effectiveness check to proceed. containing activated units requires one military action. There is
An attack against a country provokes (5.2.2) all opposing powers only a single combat, and occupation limits apply as normal in
with an interest in the country. Whether a country is controlled the target area.
or not does not change how a country defends against an attack Coordinated attack cannot be used with an invasion operation
it only impacts which powers are provoked by the attack. (9.5).
Example: France has a cube in Poland, but the only land unit in Poland is
the Polish minor army. Germany plays an offensive and uses a military 9.8.2 JOINT OPERATION
action to campaign against Poland. Germany is not at war with France A power may activate units belonging to any allied power if the
because of this attack, but France (and any of its allies) gain a flag for allied power gives permission. Allied units may support (10.2) an
the provocation due to French control. The Soviet Union, which has
operation without making the operation joint. The power
interest in Poland by adjacency, also gains a flag.
initiating the operation must activate at least one of its own units
9.7.1 CIVIL WARS & AID for the operation. Allied units must meet all normal requirements

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to conduct the operation. Occupation limits (which are per 1. Commit all supporting (10.2) units, attacker first.
ideology) apply as normal in the target area. 2. Resolve air combat (10.6). If the main combat is a land or
Design Note: Joint operations and coordinated attacks may be naval combat, this determines which side has air superiority
combined to activate an allied unit in a separate area. (10.3).
Example: The US and UK are at war with 3. Resolve land (10.4) or naval combat (10.5), if any.
Japan and both are at mobilization. The
4. Resolve the aftermath (10.10); remaining units retreat
UK plays an offensive for two military
actions, and chooses a raid against the (10.11) or regroup (10.12) as necessary.
Palaus. It activates the surface fleet from
the naval base in the Bismarcks and 10.2 SUPPORT
with US permission the US carrier fleet
in Papua. The UK commits the tactical Air units in an airfield area and fleets in a port area may support
air force in the Bismarcks for support. combat in their area or an adjacent area. Supporting units must
use appropriate movement (7.2) to enter the target area and
This is a joint operation (US and UK) and a coordinated attack obey occupation limits (7.1).
(Bismarcks and Papua). Note that even though the US has an additional
surface fleet in Papua, the fleet cannot participate in the raid since it Design Note: Units cannot use extended range to support.
would exceed the occupation limit. Operational range has no bearing on support eligibility.

9.8.3 SURPRISE ATTACK In a given combat, the attacker must commit all support first,
then the defender. Units may only support a combat if they
A surprise attack is an operation that creates a state of war. It
belong to the attacker, the defender, or an ally of either the
requires neither a political action nor an effectiveness check and
attacker or defender (at that allys discretion).
can only be done by Fascist powers.
When an ungarrisoned country is the defender, only units
To conduct a surprise attack, a Fascist power with a commitment
belonging to powers that are at war with the attacker may
of mobilization or higher spends a military action to attack (9.) a
support it.
non-enemy opposing power (exception: no invasions, 9.5).
Air units may support any type of combat: land, naval, or air.
A surprise attack results in a state of war (5.6.1) during the
Fleets may only support naval combat. No other unit type
operation between the attacker and defender (and potentially
(including submarine packs) can provide support.
their allies, 6.1.3). The defender gains an additional flag for the
provocation. Design Note: Note that tactical air forces can support in combats
that they could not be activated to participate in.
For the duration of the surprise attack operation, the defender
suffers a surprise penalty of 1 to its combat results. Place a Example: France and the UK are allies when Germany
Surprised marker in the operations target area. At the end of the attacks Paris. Germany first moves a tank army into
Paris. Then, Germany commits a tactical air force in
operation, flip the Surprise marker to its No Surprise side and
support. A UK tactical air force in London can support
move it to the political display to show that surprise penalties do against this attack even if no UK unit is in Paris, as
not apply to the defending ideology for the remainder of the London is adjacent to Paris for air forces and France is
game. an ally. Whether France commits the air force in Paris
The allies of a power conducting a surprise attack also benefit, if or not, only one of the air forces in London can support
the operation is a joint operation (9.8.2). due to occupation limits.
Once committed to the combat, supporting units suffer all the
Design Note: An ideology can only suffer the surprise penalty once
per game. effects of the combat (e.g. retreat, regroup, etc.)
Example: In the 1941-42 turn, Japan conducts a
surprise attack against US fleets in the Hawaii sea
10.3 AIR SUPERIORITY
area. The US and Japan are now at war with each Air superiority is determined during the resolution of a land or
other, and the US gains two flags. If the US or Japan naval combat.
had allies, their allies would have to decide
immediately whether or not to uphold the alliance(s). An air combat (10.6) is resolved and whichever side has more air
units remaining gets air superiority. If only one side has air units
A Surprise marker is placed in the Democracies circle on the political
display. During this operation, all US combat rolls will suffer a -1 penalty.
present, they automatically have air superiority (without
After resolving the combat, flip the Surprise marker on the political combat). In case of a tie, or if there are no participating air units,
display to its No Surprise side. Democracies are not subject to the neither side gets air superiority.
surprise penalty for the remainder the game. The side with air superiority rolls one additional die in the main
land (10.4) or naval (10.5) combat.
10. COMBAT Design Note: Air superiority plays a vital role in land and naval
combat, so always take air support into account.
Combat occurs when a power moves one or more units into an
area that contains a cube or unit of an opposing power, or into an 10.4 LAND COMBAT
uncontrolled country.
Combat is resolved sequentially always finish the resolution of Land combat may occur as a result of a campaign (9.3) or
one combat before starting another. invasion (9.5) operation. Only land units participate in land
combat.
10.1 COMBAT SEQUENCE Resolve land combat as follows:
By default, each side rolls two dice. If one side has no land
All combat is resolved according to the following sequence:
units, it rolls only one die.

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Air superiority: The side with air superiority (10.3), if any, Air combat may occur as a result of a raid operation (9.4) or to
rolls one additional die. determine air superiority (10.3) in a land or naval combat. Only
Armor superiority: If one side has more tank armies than air units participate in air combat.
the other side it gets armor superiority. A power rolls one Design Note: Carrier fleets are not air units.
fewer die in land combat if the opposing side has armor
Resolve air combat as follows:
superiority. If both sides have the same number of tank
armies, no tank armies are present, or if the target area has By default, each side rolls two dice.
adverse terrain (2.3.1), neither side gets armor superiority. During a strategic bombing raid, a defender with no air units
REMINDER: If a side is rolling one die and must lose a die, rolls one die instead.
instead apply a -1 penalty to their roll (2.7). Calculate bonuses and/or penalties to each sides combat roll.
Aid. If the defender is a client with one or more aid markers Attacker +1 for each augmentation action spent for this
(8.5), one aid marker must be discarded and the defender operation (8.2).
rolls an additional die. No more than one aid marker may be Attacker -1 if any of its air units are operating at extended
used in a single combat. If multiple patrons cannot decide range (7.3).
whose aid is spent, spend the aid from the patron with the Defender -1 if surprised (9.8.3).
lowest effectiveness; if tied, determine randomly which aid Attacker or defender -1 if marked Limited Supply (9.6).
marker is spent. Both sides roll and determine the results of the combat (10.7).
Calculate bonuses and/or penalties to each sides combat roll.
Attacker +1 for each augmentation action spent for this 10.7 COMBAT RESULT
operation (8.2).
All combat is resolved in the same manner. Each side rolls a
Attacker -1 if the operation is an invasion at extended range
number of dice as determined above and the modified scores are
(7.3).
compared. The higher score wins the combat and the loser incurs
Defender +1 if the target area is adverse terrain, if defending
losses (10.9) and/or retreats (10.11). If the final scores are tied,
across a strait, and/or if defending against an invasion.
neither side wins; both sides takes one loss and cannot retreat.
These bonuses are not cumulative.
Defender +1 if defending units include a fortress. The side that loses the combat must take a number of losses
Defender -1 if surprised (9.8.3). equal to the winners score divided by the losers score (drop all
Attacker or defender -1 if marked Limited Supply (9.6). fractions); e.g. if the winners score is double the losers, the loser
suffers two losses.
Both sides roll and determine the results of the combat (10.7).
Design Note: In most cases, the loser will only suffer one loss.
10.5 NAVAL COMBAT Example: Germany and France fight an air combat, each side rolling two
dice. Germany rolls a '6' and '6', while France rolls a '1' and a '2'.
Naval combat may occur as a result of a raid operation (9.4). Germany's final score is 7 (remember, each additional '6' counts as +1!)
Only naval units participate in naval combat. and France's final score is 2. Since 7 is three full multiples of 2, France
Resolve naval combat as follows: incurs three losses (7 2 = 3.5 = three full multiples).
Additional Examples: Final modified scores of 5 vs. 2 would cause two
By default, each side rolls two dice. If one side has no naval
losses, but 5 vs. 3 would only cause one loss (which could be taken as a
units, it rolls only one die. retreat). 7 vs. 2 would cause three losses while 7 vs. 1 would cause seven!
Design Note: This can happen if one side in the naval combat has only 4 vs. 4 is a tie, which causes one loss for both sides.
strategic air forces. Design Note: All combat in Cataclysm relies upon this variable loss
Air superiority: The side with air superiority (10.3), if any, dynamic that for each full multiple of the losing sides roll that is
rolls an additional die. achieved by the winner, a loss is incurred. It is important to
understand how this interacts with rolling fewer dice or having
Carrier superiority: If one side has more carrier fleets than penalties to your roll.
the other side it gets carrier superiority. A power rolls one
fewer die in naval combat if the opposing side has carrier Apply the combat result in the following sequence:
superiority. If both sides have the same number of carrier 1. Determine if a triumph/disaster occurs (10.8) (land or naval
fleets, or no carrier fleets are present, neither side gets combat only).
carrier superiority. 2. Except in case of a tie, the loser may reduce their losses by
REMINDER: If a side is rolling one die and must lose a die, one by declaring a retreat (10.11).
instead apply a -1 penalty to their roll (2.7). 3. Apply all remaining losses (10.9). In case of a tie, the defender
Calculate bonuses and/or penalties to each sides combat roll. applies their loss first.
Attacker +1 for each augmentation action spent for this 4. If a retreat was declared, the losing units retreat from the
operation (8.2). operations target area (10.11).
Attacker -1 if any of its naval units is operating at extended 5. Resolve the aftermath of the combat (10.10).
range (7.3).
Defender -1 if surprised (9.8.3).
Attacker or defender -1 if marked Limited Supply (9.6).
10.8 TRIUMPH AND DISASTER
Both sides roll and determine the results of the combat (10.7). In a land or naval combat (only), if the result will inflict more
losses than the loser can sustain, the winning power wins a
10.6 AIR COMBAT triumph and gains a flag (5.2.2) and the losing power(s) suffers a
disaster and must make a stability test (5.5.1).
A triumph only affects the winning attacker or defender (9.1).

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A disaster affects all losing powers with a participating land or 2. Remove all cubes, any Civil War marker, and all aid markers
naval unit in the combat. (including from the attacking power) from the area.
10.8.1 LAND TRIUMPH/DISASTER 3. Unless the area is a home or colony area of an active power in
the attackers ideology (including the attacker itself), the
A triumph/disaster can only occur in a land combat if both sides
attacker places one of their cubes in the area (two cubes if the
have at least one land unit in the battle.
area is a capital).
A disaster suffered by a lone defending minor army (including a
4. Adjust victory points for each cube added or removed (1.5.1).
Chinese faction marker) does not result in a stability test, even if
controlled by a power; however, the attacking power still gains a 5. Remaining defending units must immediately retreat (10.11).
flag. Any defending logistics unit in the area is destroyed (return it
to the owners force pool).
Example: Japan attacks the Soviet Union and inflicts three losses on the
Soviet defenders. The Soviets only have a single tank army, which can 6. Land and air units friendly to the attacker may regroup
take two step losses. The tank army is destroyed, Japan gains a flag and (10.12).
the Soviet Union must make a stability test.
Example 2: Germany and Italy occupy a single area and attack an
10.10.2 NAVAL COMBAT AFTERMATH
adjacent French home area containing a British and an American army. After naval combat, if no attacking naval units remain OR at least
Germany is conducting the operation, so is the attacking power. France one defending naval unit remains in the target area, the attacking
has no land units in the target area, so the Democracies agree the US will units must retreat (10.11); naval and air units friendly to the
be the defender. Germany rolls well and triumphs, eliminating both the defender may regroup (10.12).
British and American armies and gaining a flag. As the defender, the US
must make a stability test. If the only remaining naval unit(s) in the target area belong to the
attacker, the defending units must retreat and naval and air units
10.8.2 NAVAL TRIUMPH/DISASTER friendly to the attacker may regroup. A defending base in the sea
A triumph/disaster can only occur in a naval combat if the losing area may be captured (9.4.2).
side has at least one fleet in the battle. Land units in the area are unaffected in either case.
Example: Italy sends two surface fleets supported by a tactical air force The capture of a base may result in units no longer being eligible
to raid a British submarine pack in the Tyrrhenian Sea. The UK supports
with a tactical air force, but no fleets. If the naval combat results in the
to occupy nearby sea areas (7.1.2). Units in excess of any
UK taking two or more losses, the UK will neither lose its tactical air occupation limit must retreat immediately.
force, nor be required to make a stability test. Likewise, Italy will not 10.10.3 AIR COMBAT AFTERMATH
gain a flag.
After air combat (with no accompanying land or naval combat)
10.9 LOSSES losing air units must retreat (10.11), and air units friendly to the
winning side may regroup (10.12).
For each loss suffered by a side in combat, an upgraded unit is In the case of a tie, the attacker retreats and the defender
flipped to its non-upgraded side or a non-upgraded unit is regroups.
destroyed and returned to its owners force pool. The same unit
can take multiple step losses in a single combat (i.e. an upgraded When fighting an air combat to determine air superiority, the
unit can be flipped, and then destroyed, to satisfy two step aftermath is not resolved until after the main land or naval
losses). combat. However, air units that choose to retreat to reduce losses
must do so immediately, and do not count towards determining
The attacker and defender choose how to apply losses to their air superiority.
sides units (including whether to declare a retreat, 10.11) within
the following restrictions:
First, at least one loss must be to flip an upgraded unit, if
10.11 RETREAT
possible. The losing side of a combat may choose to reduce its losses by
Second, at least half of a sides losses must be applied to units one by declaring a retreat; this may reduce losses to zero. A
of the attacker or defender (9.1), if possible. retreat may not be declared if the combat result is a tie.
Air units, even when they are the only units on a side, never take Units may also be forced to retreat in the aftermath (10.10) of a
losses from land or naval combat only from air combat. combat.
Retreats follow all the rules and restrictions of movement (7.2).
10.10 AFTERMATH In a land or naval combat, the retreating side must retreat all its
units. In an air combat, only air units retreat; land or naval units
The aftermath of a combat determines whose units may remain
never retreat as a result of air combat.
in the target area.
A retreat may only be declared if eligible units will survive to
10.10.1 LAND COMBAT AFTERMATH actually make the retreat (i.e. you cannot reduce losses by
After land combat, if no attacking land units remain OR at least declaring a retreat, and then destroy all your retreating units.)
one defending land unit remains in the target area, the attacking
units must retreat (10.11); land and air units friendly to the
10.11.1 LAND RETREAT
defender may regroup (10.12). Each retreating land unit must move to an adjacent friendly land
or mixed area that it can legally occupy (7.1). If unable to retreat,
If the only remaining land unit(s) in the target area belong to the
the unit is destroyed instead.
attacking side, the attacker conquers the area, gaining control of
it. Resolve the effects according to the following sequence: Fortress units, logistics units, and minor armies (exception:
Chinese faction markers, 11.2.1) cannot retreat and are
1. Powers gain flags (5.2.4, 5.2.5) or make stability tests (5.5.1)
destroyed if they must.
triggered by the conquest.

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10.11.2 AIR AND NAVAL RETREAT Both sides start with two dice, since they both have armies present.
Germany has air superiority, gaining one extra die for the land combat.
Retreating air or naval units use air or naval movement Germany also has armor superiority, causing Poland to roll only one die
respectively to move to a friendly port or airfield within instead of two.
operational range (7.3) of its current position (including No bonuses or penalties to their combat rolls apply, so Germany rolls
extended range, if declared at the start of the operation). If this is three dice and Poland rolls one. Germany rolls a robust 6-6-4, while
not possible, it must move to the nearest friendly port or airfield Poland manages only a 3. The German score is a 7, taking the highest die
that it could legally occupy (7.1), owners choice if more than one (a 6) and adding +1 for the extra 6. This is at least double Poland's score
is equally near. If unable to retreat, the unit is destroyed instead. (7 to 3), so Poland suffers two losses. This is more than can be satisfied by
Poland; one loss is sufficient to destroy Poland's minor army. That means
A retreating unit must leave its current area, even if the area this combat is a triumph for Germany and a disaster for Poland.
contains a friendly port or airfield. Germany receives a flag immediately, which it places in reserve. Even
though Poland was controlled by France, the Polish disaster does not
10.12 REGROUP affect France in any way.
Since the Polish army cannot retreat, it must take a loss and is removed
Regroup allows units to reposition after combat even units that from play. In the aftermath of the combat, since the German armies are
were not involved in the combat. All eligible units belonging to alone, Germany conquers and gains control of Poland. France, the UK,
powers on the regrouping side (including allies) may regroup: and the Soviet Union each gain a flag, then Germany removes Frances
land units after land combat, naval units after naval combat, and cube and places one of its own. Germany gains one victory point and
air units after any combat. France loses one victory point.
Regroup does not cost any actions nor does it activate the units Germany is eligible to regroup, so they move their infantry army from
involved. All rules of movement (7.2) apply. At the end of Poland into Czechoslovakia, which is adjacent and friendly controlled
(having a German cube). The German tank army remains in Poland. The
regroup, occupation limits must be obeyed in all affected areas
German air force moves to Silesia, although it could remain in Poland,
(7.1). which is now a friendly airfield. If another German air force was in
Design Note: Its possible for a side to be eligible for regroup and yet Czechoslovakia (for instance), it could regroup into Poland, even though
not be able to remain in the target area, i.e. a raid against an enemy it did not participate in the combat.
land or mixed area. In that case the regroup just allows units to return The conquest of Poland is complete, but before a new piece is drawn from
to friendly ports and airfields. the action cup, France plays its flag from reserve to attempt a
Land units may regroup by moving from the target area to any declaration of war on Germany. France rolls a 5 a second world war
has begun!
adjacent friendly land or mixed areas, or vice versa. Minor armies
(including Chinese faction markers, 11.2), fortress units, and
logistics units may not move during regroup. 11. CIVIL WARS
Air and naval units may regroup by moving from the target area
to any friendly ports or airfields within operational range A civil war is an internal conflict within a country. Powers may
(including extended range, if declared at the start of the intervene in a civil war for their own advantage.
operation), or vice versa.
11.1 CIVIL WAR CRISIS EVENTS
COMPREHENSIVE LAND COMBAT When the crisis event Civil War or Colonial Revolt occurs (3.3.7),
EXAMPLE the player who drew the crisis marker rolls two dice and consults
the table in the event listing. The result designates one or more
It is 1939 and there are no belligerent powers. A German flag is drawn areas where a civil war has broken out.
from the action cup. Germany decides to spend its political action to go
on maneuvers, but must make an effectiveness check or the political If any land unit(s) belonging to a power occupy the area, the civil
action fails. At rearmament, Germany rolls three dice for effectiveness war is suppressed and the crisis event has no effect. Otherwise,
checks, and easily passes, rolling a 6, a 4, and a 3 (needing a 5 or better place a Civil War marker in the area; if it is a home or colony area,
on its highest die). place a neutral cube (2.4.5) as well. Remove any minor army in
Germany spends its resulting military action on a campaign operation the area. Any non-land units in the area must immediately retreat
(Fall Weiss) targeting French-controlled Poland. Since the French have (10.11).
no units in Poland, this is not an act of war against France, and Poland
Diplomacy (6.3) may not be attempted against an area marked
itself is the defender. Germany activates a tank army and an infantry
army in Silesia for the attack. Poland will defend with its minor army. with a Civil War marker (exception: areas in China not occupied
by a faction marker may be targeted). However, such an area may
Since France has a cube in Poland, it receives a flag for the provocation
be attacked normally (9.) and aid to either faction may assist in
of the German attack. It places this flag in reserve, currently empty of
French counters. The UK is allied with France, so it also has an interest in its defense.
Poland and receives a flag. The UK has a resource currently in reserve, so If a power gains control of a civil war area, the civil war ends
rather than rejecting the resource and losing it, the UK chooses to place immediately (exception: the Chinese Civil War); remove any
their flag into the action cup. The Soviet Union, which has interest in remaining aid markers, neutral cubes, and the Civil War marker.
Poland due to being adjacent, also receives a flag, which it places in
reserve. 11.1.1 CIVIL WAR FACTIONS
Both sides now check supply. Poland's minor army does not need to trace Each civil war has two factions, a notional left side and right side.
an LOC for supply, and the German armies easily trace an LOC from
Berlin (a German production site) to Silesia. Therefore, no supply If a civil war breaks out in an area controlled by a power, the
penalties for either side. cube is removed (if a country) or a neutral cube is placed (if a
Germany moves its armies into Poland, then commits a tactical air force
home or colony area); subtract one victory point from the
from East Prussia in support. Poland cannot get support from France powers score. The former controlling power may immediately
since France is not at war with Germany (and there are no French air place one aid marker for either faction (this placement does not
units adjacent to Poland anyway). cause provocation).

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Design Note: The aid represents the remnants of the original regime Resolve the Chinese Civil War along with all other civil wars
aligned with the former controlling power. whenever the Civil War Resolution chit is drawn from the action
cup.
11.1.2 INTERVENTION
While a civil war is in effect, powers may spend military actions 11.2.1 FACTION MARKERS
to intervene (8.5) to assist either faction. Chinese GMD and ChiCom faction markers count as
minor armies (2.4.6). Unlike minor armies, they may
Example: A civil war has broken out in Spain.
retreat if defeated in combat, but only to an
Germany and Italy have spent military
actions to send aid to the left faction. The uncontrolled Chinese country without a faction
Soviet Union spends a military action to send marker. No more than one Chinese faction marker
aid to the right faction, seeking to oppose the may occupy each Chinese country.
Fascist influence in Spain and also allowing
CONTROL
the Soviet Union to gain an interest in the
area.
A power may control (i.e. have a cube in) a Chinese country
occupied by a faction marker, but such a country is not friendly
11.1.3 CIVIL WAR RESOLUTION to the controlling power. Specifically:
When the Civil War Resolution marker is drawn from the The power cannot move units (7.2) or trace a line of
action cup, one round of civil war combat is immediately communications (4.4) into or through the area. Note that this
resolved in all areas marked with a Civil War marker means any resource in the area cannot be collected (4.3.2).
(including the Chinese Civil War, 11.2.3). The power does control the area for scoring (1.5.1) and for
The order of resolution is determined by the player who drew the determining interests (5.1).
marker. After resolving all combats, place the Resolution marker DIPLOMACY
on the turn track to enter the action cup at the start of the next Diplomacy (6.3) against a Chinese country occupied by a faction
turn. marker is prohibited while the Chinese Civil War is active
To resolve a round of civil war combat, each faction starts with (11.2.2). A power that controls a Chinese country without a
two dice. The faction with the most aid rolls an additional die, if faction marker must apply a -1 penalty to diplomacy actions
applicable. Any player can roll, though the patrons (8.5) have against any Chinese country occupied by a faction marker.
priority. AID
Compare the rolls and apply the results as follows: Aid (8.5.2) to a Chinese faction marker is attached to the
individual faction marker, and not to the faction as a whole. When
Stalemate (rolls tied): Both factions discard all their aid
tracing an LOC to intervene (8.5.1), faction markers of the
markers, but the civil war continues.
opposing side block the line of communication.
Marginal Victory (one roll higher, but not double the
other): The losing faction discards all its aid markers, but the 11.2.2 ACTIVE/INACTIVE STATUS
civil war continues. If instead the losing faction had no aid The status of the Chinese Civil War is checked at the
markers, the civil war ends in a marginal victory for the start of civil war resolution.
winning faction (11.1.4).
Decisive Victory (one roll at least double the other): The If any Chinese country is garrisoned, set the Chinese Civil War
losing faction discards all its aid markers, and the civil war marker to its Inactive side. Otherwise, set the marker to Active.
ends in a decisive victory for the winning faction (11.1.4). 11.2.3 CHINESE CIVIL WAR RESOLUTION
11.1.4 ENDING CIVIL WARS PATRON
When a civil war ends with a marginal victory, flip the Civil War First, determine the current patron for each faction, according to
marker to its reverse side and place any remaining aid markers the following priority:
under it. Any power with an aid marker under a flipped Civil War 1. Most control cubes in the factions areas.
marker may apply a +1 bonus when attempting diplomacy (6.3) 2. Most aid attached to the factions markers.
against this country. 3. The Soviet Union (for the ChiComs) or the United States (for
the GMD).
When a civil war ends with a decisive victory, one of the
winners patrons (8.5), if any, immediately gains control of the The current patron for a faction makes all decisions for attacks,
area, placing their cube in it (this counts as a provocation). If the retreats, and expansion.
winning faction has multiple patrons, their players must agree on RESOLUTION
whose cube is placed or no cube is placed (treat as a regular If the Chinese Civil War is Inactive, no combat occurs between
victory in this case). Remove any remaining aid markers, neutral the GMD and ChiCom factions. Instead, each faction attempts to
cubes, and the Civil War marker. expand (11.2.5).
If the Chinese Civil War is Active, the faction with more faction
11.2 CHINESE CIVIL WAR markers in China must attack an adjacent area containing an
Design Note: Throughout the period covered by Cataclysm, China opposing faction marker. If the two factions are tied in strength,
was fractured by civil war, with two major factions represented by the the GMD must attack.
Guomindang (GMD) and Chinese Communists (ChiCom). The Do not move the faction marker into the adjacent area, simply
complexity of the situation in China requires additional rules. designate the two opposing faction markers that will be fighting.
China begins the game in a state of civil war. Each area in China is The faction markers attack is resolved in an identical manner to
an individual country. a regular civil war (11.1.3), but with the following modified
Manchuria is a separate country and is not part of China. effects:

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Stalemate (rolls tied): Both faction markers discard all their RHINELAND DEMILITARIZED
attached aid markers. Neither faction retreats or is destroyed. While the Rhineland Demilitarized marker is in play, Germany is
Marginal Victory (one roll higher, but not double the denied the use of all resources in the Ruhr.
other): The losing faction marker discards all its attached aid Germany may flip the Rhineland Demilitarized marker to its
markers. If instead it had no aid, the marker must retreat to an limited resource side, either by taking a political action to do so
adjacent uncontrolled Chinese country with no faction marker; (and making a successful effectiveness check), or by moving a
if there is no legal retreat area, destroy the marker instead. If German unit to the Ruhr via a deployment action or other means;
the area is vacated, the winning faction expands into it by in either case, this is a provocation against France.
placing a new faction marker there; remove any cube from the
area. 12.1.2 ITALY
Decisive Victory (one roll at least double the other): The IL DUCE
losing faction marker discards all its attached aid markers. When you play the Il Duce flag for a political action, roll an
Then flip the losers faction marker to the winners side, and additional die for the effectiveness check. Permanently canceled
remove any cube in the area. if Italy collapses.
11.2.4 ENDING THE CHINESE CIVIL WAR ABYSSINIAN ADVENTURE
When faction markers from only one Chinese faction remain in If the Abyssinian Adventure marker is available and Italy is non-
play, the Chinese Civil War immediately ends. Set the Chinese Civil belligerent, Italy may spend one or more military actions to
War marker to its Inactive side, and place a flipped regular Civil invade Ethiopia. France and the United Kingdom are provoked
War marker to show that the winning factions patrons (if any) by this action. Italy rolls one die for each military action spent - if
apply a +1 bonus when conducting diplomacy (6.3) against any the result is 5 or more, place the Abyssinian Adventure marker
Chinese country with a faction marker that has aid from that and an Italian cube in Rome.
patron. DREADNOUGHT REFIT PROGRAM
During each subsequent civil war resolution, the victorious If the Italian Refit marker is available, the cost of building a single
faction attempts to expand (11.2.5). fleet from the Italian force pool may be reduced to one. Remove
Once the Chinese Civil War has ended, no power may intervene in the Refit marker from the game when it used.
China. 12.1.3 JAPAN
11.2.5 CHINESE EXPANSION RICE AND WATER
Chinese factions attempt to expand while the Chinese Civil War Japanese fortresses and infantry armies (but not tank armies) are
is Inactive. never required to trace supply.
Each faction with markers in China (GMD first) may attempt to US-JAPAN TRADE
expand using diplomacy (6.3) into one adjacent ungarrisoned While the US-Japan Trade markers are in play:
Chinese country with no faction marker. The same area may be The United States must lend one industrial resource to Japan
selected by the ChiComs if the GMD fails their diplomacy attempt. each production phase.
GMD effectiveness for expansion diplomacy is 2. ChiCom The United States and its allies cannot declare war on Japan.
effectiveness for expansion diplomacy is 1, or 2 if they have won As a political action, the United States may attempt to remove the
the Chinese Civil War. Do not apply the -1 penalty for diplomacy US-Japan Trade markers from the game. If it succeeds, Japan
against an area controlled by an enemy power. gains a flag.
If the expansion diplomacy attempt is successful, place a faction Remove the US-Japan Trade markers from the game if Japan is at
marker of the expanding side in the area and remove any cube war with any Democratic power or Japan loses control of Tokyo.
there. Any units in the area must immediately retreat (10.11) (in
decreasing effectiveness order, if controlled by more than one 12.2 DEMOCRATIC POWERS
power). Chinese expansion is not a provocation against powers
with interests in the target area. STATUS QUO
While the Status Quo marker is in play:
Democratic powers do not gain a flag during the production
12. SPECIAL POWER RULES phase. France and/or the United Kingdom may choose to gain a
flag, but each of them that does must immediately make a
12.1 FASCIST POWERS stability test.
Democratic powers cannot collect resources outside of home
STRESA FRONT areas (i.e. from colonies or controlled countries).
While the Stresa Front marker is in play, Germany and Italy Democratic powers cannot increase their commitment to
cannot declare an operation or attempt diplomacy against an mobilization.
area in the others interest.
Immediately remove the Status Quo marker from the game when:
Remove the Stresa Front marker from the game once Germany Germany, Italy, or the Soviet Union increases their
and Italy are allied, or once France and the United Kingdom are commitment to mobilization; or
allied, or if Germany or Italy are at war with any power.
The combined victory point total of Germany and Italy is
12.1.1 GERMANY greater than the combined total of France and the United
Kingdom; or
NIGHT OF THE LONG KNIVES
In the production phase of every turn, Germany receives an Any Democratic power becomes belligerent.
additional flag. Permanently canceled if Germany collapses. When Status Quo is removed, each Democratic power
immediately gains a flag.

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WASHINGTON NAVAL TREATY (WNT) INDUSTRIAL REFORM
While the Washington Naval Treaty marker is in play: The Soviet Union gains Special Resource markers when
Japan, the United Kingdom, and the United States may not add increasing commitment to mobilization (gained in Volga) and
fleets to their respective force pools. total war (gained in Urals). These markers function for all
No power may deploy units to or attack areas in the Pacific purposes like permanent printed industrial resources. They
Ocean, including the Philippines, Borneo, New Guinea, Papua, immediately count towards bonus offensives.
and Australia. Deployment to Japan, Hokkaido, Hawaii, or any GENERAL WINTER
mainland Asia area is legal. See the WNT line on the map. The Soviet Union ignores all restricted terrain (affecting lines of
Remove the Washington Naval Treaty marker from the game if communication and stacking) in its home areas in the European
the United Kingdom or United States are at war with any power. theater.
Japan may end the treaty and remove the marker from the game TRANS-SIBERIAN RAILROAD
at any time, at no cost even in the middle of an action. Doing so As a political action, the Soviet Union may attempt to place the
is a provocation against the United Kingdom and United States. Trans-Siberian Railroad marker in Siberia.
12.2.1 FRANCE While the Trans-Siberian Railroad marker is in play, the Soviet
DREADNOUGHT REFIT PROGRAM Union ignores all restricted terrain (affecting lines of
If the French Refit marker is available, the cost of building a single communication and stacking) in its home areas in the Pacific map
fleet from the French force pool may be reduced to one. Remove region.
the Refit marker from the game when it used. Design Note: Units in Primorye and Baykalsky are out of supply until
this marker is in play.
12.2.2 UNITED STATES
NO RETREAT
LEND LEASE The Soviet Union rolls an additional die for all propaganda
As a political action, the US may attempt to place the Lend Lease
political actions, and for all stability tests except home front tests.
marker in the United States.
Until the Lend Lease marker is in play, the US may not form or
join an alliance.
While the Lend Lease marker is in play, during each production
phase the United States may lend its home area resources to any
belligerent power(s) it chooses (no more than one of any type
per power).
ATOMIC BOMB
When the US increases commitment to total war, place the A-
Bomb marker two turns ahead on the turn track. Place the A-
Bomb marker in the available markers box at the start of that
turn; it may be constructed for one build. When drawn, place it
on the map in the United States.
When the US conducts strategic bombing, it may discard the A-
Bomb marker from the map before rolling for air combat to have
each enemy loss additionally cause a stability test (1 to the
surrender check for each loss, if the power collapses). Return the
A-Bomb marker to the available markers box.

12.3 COMMUNIST POWERS


12.3.1 SOVIET UNION
POSTURE
The Soviet Union is always in one of three postures indicating
penalties to its actions. The Soviet Union may spend a political
action to change its posture (no effectiveness check required).
Posture may only be changed once per turn (flip the Posture
marker as a reminder).
Design Note: While the uses for a flag are all political actions, not all
effectiveness checks are political actions (e.g. stability tests).
MILITARY REFORMS
Roll one fewer die for all your political actions.
POLITICAL PURGES
Roll one fewer die for your diplomacy political actions.
1 penalty to your score in all combats.
COLLECTIVE SECURITY
Roll one fewer die for your political actions except diplomacy.
You may not play offensives or convert resources to offensives.

Rulebook ~ v45.3 (2016-06-01) ~ Page 28 of 28

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