Days of Decision II Preliminary Errata for WiF Classic

July 26, 1997

World in Flames and all its components and kits, in both its electronic and printed forms, is Copyright 1996, Australian Design Group.

Permission is hereby granted to copy these rules electronically for your personal use only, provided that they are copied in their entirety (including this message). Any deletion or alteration or on-selling, without the express written permission of Australian Design Group, is a violation of domestic and international copyright law.

This errata is intended to make DoDII and World In Flames Final compatible for play. This errata has not been playtested and your input and comments are appreciated. Please contact David Martin at:

c/o Australian Design Group
PO Box 6253
Los Osos, CA 93412 USA

or e-mail dwmartin@pacbell.net or wiflames@slonet.org

The only thing the same about DoD & DoD II is the box. The DoD II contents are in the rules. The 4 counter sheets included are CS 13, CS 16 & 2 x CS 17.

Map: When playing with WiF Final, ignore all resource, factory and production multiple boxes on the map. Use the information on the World in Flames Final Edition maps instead.

Treaty Chart: An alliance with the USA has a US Entry effect of +3 in 36-37, +2 in 38-39, +1 in 40-41 and 0 from 42 onwards.

War Chart: A DoW on France only causes a -2 to Venezuela.

Unless stated otherwise, use a d6 for all rolls described in DoDII. WiFF still uses a d10.

3.2, 3rd bullet: The initiative order is Ge, It, CW, Fr, Ru, Ja, US & Ch.

3.2: The CW commences the game with the Netherlands guaranteed (IPO 12).

3.2: Germany places a marker on one Swedish resource, one Rumanian oil, and one Rhineland resource. Japan begins the game sending one production point to the US and the US must send 2 oil and 2 resources to Japan.

The Rhineland begins the game as a German controlled territory, not home nation territory (see GE Option 6).

4: Use the cities listed in WiF Final 13.8 as objective cities and change the number needed for victory to the following:

Major Power

Total Needed
Historical High Point
Germany
24
19
Italy
6
9
Japan
16
11
Fascist Total
46
39
France
6
6
Commonwealth
25
22
USA
18
15
China
4
2
Democrat Total
53
45
USSR
18
14
4 (Optional) "To the Bitter End":

Play continues until all major powers from one ideology have suffered complete conquest, and all but one have been eliminated from the second. Victory cities are then tallied and a victor determined as a percentage of historical high point.

6: 4th paragraph: If you bid for more than one option, add your bid modifier before dividing by the number of options played.

8.1.3 and 8.1.4: You may only use the red factories controlled by a minor country if it has joined your side as the result of IPO 5 (see 8.7.1 and 8.7.2 below).

8.1.4 While neutral, any units in a controlled, or formerly controlled, minor country, may trace supply out of the minor and need not leave, but no additional units may be moved into that minor.

8.4.5: A major power's US entry total is not factored into the US entry total when that major power has been eliminated (it controls no territory anywhere in the world)

8.4.5: Unconditional surrenders that cede all territory to the conquering major power are automatically successful and do not need to be answered by the 0(f) card.

8.5: You may only activate a minor that you can control.

8.5: Moving a marker "towards" a major power or to the "center" (see 8.7.1 IPO 1) of an ideology means that you must reduce the number of hexes between the political counter and the target. Similarly, moving "away" means you must increase the number of hexes between you and the target.

If you cannot move the counter in such a manner (i.e. "towards" or "away" from the target), the remainder of the movement points or modifiers are expended.

8.5: Replace the cost of moving a minor on the political status display with the following.

When applying the positive modifiers of a major power to a minor country it costs,

a) 3 points to leave the central neutral hex, or

b) 3 points to enter a hex that is inside another ideology.

c) 2 points to enter a hex in the yellow neutral zone, or

d) 2 points when entering a hex in the outermost faction of an ideology from the neutral zone, or

c) 1 point to move into a hex inside an ideology.

When applying the negative modifiers of a major power to a minor country it costs,

a) 4 points to enter a neutral hex less than 5 hexes from the center of an ideology while moving closer to that ideology, or

b) 4 points to leave the central neutral hex or,

c) 3 points when exiting a hex in the outermost faction of an ideology into the neutral zone, or

d) 3 points to enter a hex that is inside an ideology, or

e) 2 points to enter a hex in the yellow neutral zone, or

f) 1 point to enter a hex inside an ideology if the modifier belongs to a major power at war with that minor country.

It only costs 1 point (positive or negative) to enter any hex if the minor country is at war and moving closer to a major power that is at war with the same major power. In this case, negative modifiers can be treated as positive modifiers for a major power at war with the 'aggressor' major power.

Example: Germany has declared war on Spain, and the Commonwealth is at war with Germany. Spain is in the center of the neutral zone 11 hexes from Germany, and has a -11 modifier against Germany. When activated, the German -11 could be converted to a +11 for the Commonwealth. If this is not done, Spain would not move as it cannot move any farther from Germany.

It costs one extra point to move off of a major power political marker.

8.5: You may not activate any minor during the phase that you play your option 4.

8.6.1 [Optional] At the end of each J/F political phase in which your major power has been at war with another major power for at least 5 turns, roll a d6. Increase your political effectiveness by one if the result is greater than your current political effectiveness.

8.7.1 IPO 1: You may not play this option towards an ideology if you cannot move any closer to the center faction of that ideology.

8.7.1 IPO 2: When you play this option you may choose either one red factory, or up to two resources. If playing with WiFF optional 13.5.1, you may choose one red factory, one oil resource, or up to two non-oil resources.

8.7.1 IPO 5: When a minor joins your side, you may use its blue as well as red factories (see WiFF 13.6.2).

8.7.1 IPO 9: You cannot force a major power to play IPO 1 in a direction if it doesn't satisfy the prerequisites (including 8.7.1 IPO 1 above).

8.7.1 IPO 9: If you are the target of this card, playing IPO 1 once satisfies all IPO 9 effect 1 (<5) and effect 2 (<4) requirements, even if you have been the target more than once.

Playing 0(f) once will satisfy all IPO 9 effect 2 requirements. It will satisfy effect 1 requirements only if IPO 1 has already been played this turn.

Effect 3 (<3) is cumulative, i.e. you must tell your opponent what you intend to play in a different turn each time this card is played against you.

8.7.1 IPO 9: If not playing with the hidden card play optional rule (see 14.1), roll 2d6 and add the difference in initiative between your initiative and the target player's initiative. You may reduce your modified result, and then compare it to the following table to determine the outcome.

>14 Target must play IPO 1 at its next opportunity in a direction specified by you (equivalent to the effect of your political effectiveness being at least 5 less than the target).

13-14 Target must play option 0(f) at its next opportunity (~ <4).

11-12 Target must tell you what option it will try to play next (~ <3)

9-10 No effect

<9 You have been implicated (~ >).

8.7.1 IPO 10: Except for the USA, major powers do not need to hold an election while at war with a major power.

8.7.1 IPO 10: If IPO 10 has already been played this turn, you may attempt to play your option 0(c) instead.

8.7.1 IPO 10: If the USA does not successfully play IPO 10 (or its option 0(c)) in the relevant turn, then the Govt. has changed (Democrat to Republican in 1936 or later, with the possibility of the Govt. changing back later).

While a Republican Govt. is in power, reduce all US entry effects by 1 (e.g. a German declaration of war on Poland in 1939 would have a US Entry effect of +15 rather than +16).

8.7.1 IPO 11: Non-aggression pacts are not eliminated with this option unless you also satisfy the prerequisites for a DoW described in DoD 13.0 below.

8.7.1 IPO 14: The Vichy major power has a casus bellum against any major power that successfully gains control of territory, through the end of the next political phase.

8.7.1 IPO 14: This card can be used against entire administration groups.

Administration groups are created from the following categories.

- Minor countries that border one another and which are equidistant in sea zones and/or territories from the capitol of the surrendering major power.

Example: Morocco, Algeria and Tunisia are all 2 zones away from France, and border one another, thus form a single administration group. Syria is it's own group. If playing with Africa Aflame, Mauretania, French Sudan, Niger Colony, and Chad are all 3 zones away and form an administration group.

- Territories on the same map which do not have a capital and are not included in another administration group. Each such territory becomes it's own administration group.

Example: Reunion Island on the Asian Map would be its own group, six zones away from France.

When counting distance for a territory, always count the shortest route.

8.7.1 IPO 14: You can gain control of a Vichy administration group without the conquering major power playing 0(f), under the following conditions.

- Your initiative is lower than both the target major power and its conquering major power, and

- You roll a modified die roll (d10) of 11 or greater. Add two fifths the distance in sea zones and territories from the closest territory in the administration group to the Vichy home nation territory to the die roll. The range for the modifier is calculated in the same manner as described above.

Example: The Commonwealth plays IPO 14 in and attempt to gain control of Vichy Indo-China. French Indo-China is 7 zones away from Vichy France. If the CW rolls an 8 or better (11 - 14/5 = 8 1/5 round to 8), French Indo-China becomes a CW controlled territory.

8.7.1 IPO 15: The German naval multiple is 4.

8.7.1 IPO 15 (optional): The USSR is also now subject to the Naval Treaty. Her naval multiple is 5.

8.7.1 IPO 18: If you do not control your original capital and are not at war with any major power, you cannot receive the bonus (i.e. Vichy governments do not get a bonus).

8.7.1 IPO 19: Provided she has a casus bellum, the US player may embargo the resources being provided to Japan at the start of the game. The USA has a casus bellum against Japan while Japan is at war with any Democratic MP.

8.7.2 When the prerequisite for an option requires a certain production multiple (PM), convert it to PML using the following table. You must have geared to the PML shown in order to play the option. The first number is the PM shown on the card and the second is the required PML.

US, USSR & China

All others
.2 / 2
.5 / 1
.5 / 3
1 / 2
1 / 4
2 / 3
8.7.2 Option 0 (a): This option allows the you to buy the chance to increase your political effectiveness. Roll a die for every 3 money points you spend. If you roll a 6 on any die, increase your political effectiveness by one.

If your PE has been negative for at least 3 turns, reduce the cost of this option by 2 per die.

8.7.2 Option 0 (b): You may secretly advance build one unit for a minor country, if available in it's force pool. This unit will be part of that minor's set up. You may not play this option again for the same minor for 6 turns.

8.7.2 Option 0 (d): Use the WiFF cost for building a factory if you are at war with another major power.

8.7.2 Option 2:

All major powers start at the production multiple shown below, but can only use the number of home nation factories shown in parentheses (when you make a trade agreement you can't give away unavailable factories). The first few times you gear-up, your production multiple will not change, but more factories will become available. Your production multiple will advance as shown after you mobilize all your factories.

In addition to your home nation factories, you may use factories that you gain by card play (even if they become part of your home nation) or political manipulation.

You may not gear-up to a PML shown before the Jan/Feb turn of the year listed, unless the year prerequisite for gearing up is excepted by a rule.

PML

1
2
3
4
5
6
7
8+
US
(8) 1/3
(16) 1937
(All) 1938
1/2, 1939
3/4 1941
1 1942
1.25 1943
+1/4 +1 yr
CW
(5) 3/4
(9) 1937
(All), 1939
1 1940
1.25 1941
1.5 1942
1.75 1943
1.75 44+
France
(5) 3/4
(10) 1938
(All), 1939
1 1940
1.25 1941
1.5 1942
1.75 1943
1.75 44+
China
(2) 1/3
(5) 1937
(All), 1938
1/2 1940
3/4 1942
1 1944
1.25 1945
1.25 45+
USSR
(7) 1/2
(14) 1938
(22) 1939
(All), 1939
3/4 1941
1 1942
1.25 1943
1.5 44+
GE
(5) 3/4
(11) 1936
(All), 1938
1 1939
1.25 1941
1.5 1942
1.75 1944
1.75 45+
Japan
(5) 3/4
(10) 1937
(All), 1939
1 1940
1.25 1941
1.5 1942
1.75 1944
1.75 45+
Italy
(5) 3/4
(8) 1938
(All), 1939
1 1940
1.25 1941
1.5 1943
1.75 1945
1.75 46+
The maximum peacetime production multiple level (PML) is indicated with a ",". The US may only continue to gear up under certain conditions described below.

The cost of each gear up prior to the date shown is the larger of the value on the card or the number of build points you could have produced last turn assuming that every un-destroyed factory that you control had a resource (captured blue factories cannot produce build points even if supplied with one, thus don't count for the cost of a gear-up). If you gear up on or after the date shown, pay the cost on the card.

Increase your PM by 1/4 this turn if the target of an enemy land attack was inside your home nation (only the UK counts for the CW, and only attacks on the Asian and Pacific maps in which a German unit participates, count for Russia).

Increase the US PM by 1/4 while at war with a major power from another ideology, and an additional 1/4 in the turn that the US is at war with all major powers in an ideology.

The US production multiple increases by 1/4 from PML 8 (thus the US PM would be at least 1.5 at PML 8).

There is no upper limit on the US PML.

Starting money:

US

10
China
0
CW
10
France
10
USSR
5
Germany
15
Italy
5
Japan
20
8.7.2 Option 2: In addition to prerequisites a) through c), add:

or d) enemy major powers have captured or isolated at least 1/4 of your original home nation production capacity (i.e. 7 factories of your original 29)

The US may attempt to gear-up while a non-democratic major power's units (not their controlled minors) occupy any hex in North or South America, even if they do not satisfy any other prerequisites. The cost to gear up in this case is the printed cost.

8.7.2 CW Option 2: The Australian factory and red Indian factory begin production at PML 2 and the remaining Indian factories start up at PML 3.

8.7.2 Option 3: All mandatory conditions of trade agreements should be recorded for future reference.

8.7.2 Option 3: You can play this option to vary the terms of an existing treaty, even if you are already at the maximum treaty level with that major power. If you do so, it only costs 2 BPs to play, you do not suffer any US Entry or minor country effects, nor will your treaty level with the target major power increase.

Instead, if the target of the treaty modification accepts the changes and plays 0(f) in response, the number of resources & factories being traded may alter, up to the maximum allowed for your current level of treaty.

8.7.2 Option 3: If not at war with a major power that has declared war on one of your controlled minors, your forces may not enter that minor's territories. However, major powers with which you have a level 2 or 3 treaty may enter, provided they are at war with the major power declaring war.

8.7.2 Option 3: Trade agreements may include the exchange of build points for resources, oil for resources (if using WiFF 13.5.1), as well as factories for resources.

The amount of build points that can be traded are limited as if they were factories. The limit of oil resources that can be exchanged is half the limit on all resources. The total amount of resources, including oil, that you trade cannot exceed the limits given.

If the parties to the trade agreement can not agree on its terms, treat build points as factories. If one side demands oil, the other may not demand resources and vice versa.

Example: The USSR and Germany are concluding a trade agreement. Germany could take 3 oil while the USSR gets 1 build point and a resource point in exchange.

8.7.2 Option 3, Trade Agreement: Each turn, unless both major powers otherwise agree, the beneficiary is responsible for getting resources to overseas factories.

8.7.2 Option 3: Units may not be lend leased, however build points can be given away (see WiFF 13.6.4) subject to the lend lease limits. They can also be exchanged as part of a trade agreement (see 8.7.2 Option 3 above). The difference being that lend lease is optional. Trade agreements must be honored until the pact is broken.

8.7.2 Option 3: If at war with another major power, you have access to allied territory as shown in the following table (FTC refers to the foreign troop commitment limits described in WiFF 18):

Access Level

Your ally is at war
Your ally is neutral
Minor Country FTC
level 1
level 2
Home Nation FTC
level 2
level 3
cooperation
level 3
N/A
8.7.2 Option 3, Level 3 ~ replace 2nd last sentence with: If a major power from a different ideology to you declares war on a major power with which you have a level 3 treaty, you may immediately declare war on the aggressor. If you do so, follow the procedure as if you had successfully played option 4 against the aggressor (only) with the exception that you do not pay the cost of the option, and you ignore any US Entry effect, minor country effects, and political effectiveness shifts for the declaration of war.

8.7.2 Option 3: If for any reason one side is not able to satisfy a mandatory part of a trade agreement, their partner is not required to satisfy their part of the agreement.

8.7.2 US Option 3: The US may not sign a level 3 treaty with any major power until it is at war with a major power.

8.7.2 China Option 3: China may not build aircraft unless they have a level 1 treaty with the US.

8.7.2 US/French Option 3: The French CV may be interned if the US and France have a level 1 neutrality pact and if France is democratic and currently at war with another major power. The guidelines and restrictions in WiFF 13.3.2 also apply.

8.7.2 Option 4: You may not declare war on another major power if it is in the same ideology as you are.

8.7.2 Option 4: If you declare war on a major power, its production multiple is automatically and immediately increased to their peacetime maximum, if not already higher.

8.7.2 Option 4: If you declare war on another major power, increase their political effectiveness by 1. In the case of declaring war on the USA, increase its PE by 2.

8.7.2 Option 4: You may not activate any minor during the phase that you play this option.

8.7.2 Option 4: If you declare war on a minor country suffering a civil war and control the units for either side, control of those units passes to the closest MP from the third ideology.

8.7.2 Option 4: If a major power from another ideology that is at war with you, declares war on a minor country, that minor automatically joins your side whenever its political marker is stacked under yours. The effects of IPO 5 apply except US Entry and minor political effects (you do not need to play IPO 5 first, nor have an alliance with it, and you ignore any alliances another major power has with that minor).

8.7.2 Option 4: You may not declare war on a minor country that is at war with a major power from another ideology (or a major power has units under its control in it - see 8.1.4), unless you are at war with all such major powers.

8.7.2 Option 4: If you declare war on a minor country allied or guaranteed by a major power, the casus belli lasts until the end of the political phase following the minor's conquest.

8.7.2 Option 4: Directed minor countries produce units as described here.

Minor countries cannot share convoy pipelines with their directing (as opposed to controlling) major power.

8.7.2 Option 4: Whenever the conditions apply for a lapse of war (see WiFF 9.15) between a major power and a directed (as opposed to controlled) minor country, then war between them must lapse.

8.7.2 US Option 4: In addition to other prerequisites, you may not declare war on Japan unless you have 1 CV and 4 BB (8 SCS, and 1 CV of at least 2bp first cycle cost) based in Honolulu.

8.7.2 (Optional) Japan Option 4(c) Close Burma Road: (This is a sop for those who don't like the free wheeling and dealing of DoD.) This option may only be included if you are also using 14.8.

The effects of this card change to the following. The Burma road is now closed as per WiFF 13.3.3. US entry cost is half the value shown on the card.

The US may reopen the Burma Road by playing entry option 27 as described below (see 14.18).

8.7.2 Option 5: Acceptable terms of conditional surrenders may also include ceding control of home nation hexes or territories, setting the garrison ratio in a non-aggression pact, paying reparations in the form of oil resources or build points (limited as if a level one treaty has been established; see 8.7.2 Option 3), extending the restricted DoW period up to 9 turns, and guaranteed passage through restricted waterways during the restricted DoW period.

8.7.2 Option 5: A Vichy surrender is automatically accepted by any and all MPs you wish to surrender to, they do not need to play their 0(f) option. If they have played IPO 13 against you, you must surrender to all or none of the participating major powers nor are they required to accept your surrender.

8.7.2 Option 5: When you surrender (or are forced to surrender), use only the effects described here (thus you operate your major power as normal, with certain restrictions). None of the effects of WiFF 17 apply to a Vichy surrender in DoD.

If more than one major power is participating in the surrender, the major power that controls your capital city chooses who will be the conquering major power.

Control of territory

Use the method described in WiFF 13.7 to determine control of all non-home nation territory of the surrendering major power, with the following exception. Control of each territory always goes to the MP with the greatest influence where the surrendering major power is also treated as a conqueror.

Home nation territory is divided into at least two parts. A new home country called the Occupied country (e.g. "Occupied France") is created. Use the method described in WiFF 13.7.1 for creating the Occupied home nation (ignore ZOC's) from territory controlled by major powers participating in the conquest (conquering major powers), and isolated hexes controlled by the surrendering major power.

For the purposes of surrender, a hex is isolated if a friendly unit in the hex could not trace a supply line of unlimited length, while ignoring ZOC's. Isolated cities (those that cannot trace to another city through friendly controlled hexes) may be surrendered at the discretion of the surrendering major power.

Major powers participating in the conquest have the option to retain control of non-isolated territory (hexes), as described above, that they control. This territory does not become part of the Occupied home country. In this case, each set of adjacent hexes becomes a separate territory as defined in WiFF 13.7.1.

You (the surrendering major power) retain control of all remaining home nation hexes that are not part of a territory under the control of the conquering major power(s). This should include enemy controlled home nation hexes that are isolated as described above, as well as all non-isolated home nation hexes that you still control.

In the case of France, the conquering major power has the option of dividing France with the historical borders as described in WiFF 17.1. In this case, major powers participating in the conquest may not keep control of territory as described above.

Political effects

You suffer the following restrictions until you are at war with a major power that has accepted a Vichy surrender from you (voluntarily or not).

- Remove 1/2 your saved bid points.

- You may only play your 0 option (except 0(f) to answer a pact). Other Options (and the 0(f) option) may only be played if the conquering major power agrees, their political initiative is greater than yours, and plays 0(f) in the same political phase.

- You may play option 4, but only against a major power whom you've surrendered to and if you satisfy the garrison requirements. Even if you meet the garrison requirements, you may not declare war for 5 turns following the surrender if a Fascist, 7 turns if a Communist and 10 turns if a Democrat.

- Decrease your garrison ratio in non-aggression pacts by one odds level.

- You automatically accept any conditional surrender if:

a) you played Option 4 against the surrendering major power in a previous turn, and

b) the surrendering major power that does not have units in your territory, and

c) all territory controlled by the surrendering major power that belonged to you before you declared war is returned as part of the surrender terms, and

d) there are no other terms to the surrender than described here (a standard neutrality pact is in effect).

- There are no US entry or minor country political effects for a major power surrendering to you.

- You do not gain bid points if you do not play an option in the political phase.

Units

Remove half of all units currently in the force pool by type at the time of surrender. Halve the number of dated units (by type) as they are added to your force pool.

Return all units to your force pool when you are at war with all major powers that have accepted your Vichy surrender.

8.7.2 Option 5: When a major power surrenders, it loses 1 PE for each major power surrendered to. If the US surrenders, it loses 2 PE for each major power surrendered to. This does not apply if a major power is forced to surrender via 14.13 below.

8.7.2 Option 5: Your PE may be reduced below 0. Each turn that your PE is below 0, you must lose money equal to your negative PE, if available (e.g. If your PE is at -3, you lose 3 money per turn). You must convert production points into money to pay your debt if you are at your debt limit. If you do not have enough production to convert into money, all resources you've loaned as part of trade agreements are lost, and you cannot spend or save any build points (see WiFF 13.6.8).

8.7.2 US Option 6: Your PE need not be greater than 0 to veto the neutrality act (see the above paragraph though).

8.7.2 China 6: Change the effects of this card to the following: Add land units dated for the following year to your force pool now. Treat the force pool entry date for land units as one year less than the printed date. If playing with WiFF Option 40, the combat values of Chinese Nationalist units are not halved on the attack if at least half of the attacking units are Chinese white print units. In addition, no Chinese units are halved if China plays an offensive chit in a land phase (an HQ may still double units as per WiFF 16).

8.7.2 Japan Option 6: Limited war does not exist. When you play this card, you are at war with China.

8.7.2 China and Russia Option 7: After their civil war ends, all Chinese units are treated as the same nationality for all purposes.

Every four turns after the Chinese civil war ends, the victor may add half of any units (by type) that remain in the loosing side's force pool to it's force pool.

8.7.2 CW Option 8: When this option is played, India is still nominally part of the Commonwealth.

You need not DoW India if you DoW the CW. You must DoW Britain (or already be at war with Britain) if you wish to DoW India. Apply half the war chart values for US entry and minor country effects if a separate DoW is made against India.

Indian units in the force pools are placed into their own force pool and are built with Indian build points at one PML less than the CW. Indian units on the map are moved to the nearest Indian hex. Units on the spiral arrive in India as normal.

CW units may not enter India until you regain control of it.

Control of India (i.e. its resources, factories, and units) returns to the CW while the CW is at war with a major power that controls a unit on the Asian or Pacific map. Indian units are also returned to the CW force pool.

When an enemy unit first enters India, all Indian units in the force pool are placed on the spiral to arrive next turn.

8.7.2 GE Option 11: Replace all effects of this option with the following:

You can only play this option if you control Kiev, or if (a) your political marker is in Poland's hex and (b) you do not have any level of treaty with Russia and (c) your initiative is at least 3 less than Russia.

1. The Ukraine becomes a German controlled minor at war with the USSR, with Kiev as the capitol. The Soviet player moves any Soviet units in Kiev to the nearest eligible hex.

The Crimean Peninsula (hexes 1427, 1327, 1626-1226, 1425, 1325) is only included as part of the Ukraine if Sevastapol is not controlled by the USSR when this option is played.

While the Ukraine is a minor, Kiev's factory is red (weather it's been moved or not). When Germany declares war on Russia, or if she is already at war with Russia, the Ukraine is considered to have joined Germany as per IPO 5 without any option play, cost, US entry, or minor effects.

When Kiev is captured by the Soviets the Ukraine ceases to exist as a minor country. All Ukrainian territory currently controlled by the Soviets (or liberated later) is now considered to be part of the Russian home country.

2. The Ukraine receives any militia units that are not on the map from Ukrainian cities as its starting forces. While Kiev is not Soviet controlled, Ukrainian units are placed into the German force pool when destroyed. Otherwise, place them into the USSR's force pool. If Kiev is liberated, Ukrainian units can no longer be activated by the Soviets as reserve units, but can still be built as militia.

3. Ukrainian militia may defect if attacked solely by German units as described in WiFF 17.6.

4. If Germany is not at war with the USSR, the Ukraine gains control of and may set up its starting forces in any Ukrainian hex not occupied by Soviet units. If Germany is at war with the Soviet Union hex control does not change (neither Germany nor the USSR will gain or loose control of any Ukrainian hex), and the Ukraine may only set up its units in Ukrainian hexes not controlled the USSR.

5. Reduce German PE by 2.

8.7.2 GE Option 12: Germany may play this card twice.

Do not add German SS units to the force pools until this option is played, even if dated from the current or prior year. When played the first time, add all SS from the current and subsequent years as normal.

When played the second time, add the remaining SS (i.e. all SS from dated prior to the first time the card was played), and reduce the cost of advancing SS units by one build point. Advanced SS may now be chosen at random separately from other land units. Other rules apply to advancing SS units, i.e. you may not advance an SS armor unless you have no armor in your force pool.

9.2.4: This section does not apply to the Chinese civil war.

9.2.4: If you DoW a country in civil war, the government and rebel units may not co-operate, although they still fight on the same side against you.

10.1: Use the procedure described in WiFF 13.6 to determine your production total.

10.1.2: This section does not apply to the Chinese civil war.

10.1.2: Each side in the civil war receives build points equal to the number of cities, ports, resources and factories they control.

10.2: If your home nation is conquered, you may place reinforcements in any territory you control. However, a 2nd (or 3rd, etc.) unit may not be placed in a territory unless each other controlled territory has at least 1 unit.

10.3.2 Create an entry chit pool using the WiFF entry chits, starting with the 1939 chits. Add subsequently dated chits six turns after the pool was created. If you run out of chits, add new chits to the pool as described in WiFF 13.2.

When you are at war with a Democracy (except China), the US adds an entry chit to your total each turn (in the US entry phase) if they roll a 6 or less on a d10. Subtract 1 from the die roll after the first anniversary of war, 2 from the second anniversary, and so on.

If you are at war with China, the US rolls a d10 -3 each turn and draws an entry chit against you if the roll is less than the number of Chinese resources that you control.

It is possible for the US to draw two chits against you if you are at war with both China and another Democracy.

13.0 Use the effects of neutrality pacts as described in WiFF 9.5 and ignore the effects described in DoD 13.0.

When a non-aggression (neutrality) pact is concluded, entry chits may be drawn (see WiFF 13.2) from the time that the two powers share a common border, provided that the they are from different ideologies. If either power decides to draw a chit, the other always has the option to do the same. Common borders are defined in WiFF 9.5. No entry chits for neutrality pacts may be drawn in 1936.

Example: The USSR and Germany conclude a pact in January/February of 1937, but do not share a common border. In September of that year Germany declares war on France and in the same phase, brings Rumania in as a German ally by playing IPO 5. At the end of the Sept/Oct turn, Germany may draw two chits and the Soviets one, as they now share a common border.

After a non-aggression pact is in effect, Fascists cannot declare war on that major power during the first three turns following the signing, Communists during the first four turns, and Democrats during the first six turns. The length of this period may be increased by up to six turns if both sides agree.

You can play option 4 against another major power and break a pact (without additional US entry or minor country effects) in the declaration of war phase by satisfying the conditions in WiFF 9.5.

If you break a neutrality pact with a major power as a result of the "Enemy Aircraft" provision described in WiFF 9.5, you have a casus bellum against that major power through the end of the next political phase.

If you could have broken a neutrality pact with a major power in the previous turn, as a result of the "Enemy Aircraft" provision described in WiFF 9.5, you have a casus bellum against that major power until the end of the current political phase.

Defensive garrison value decreases from the time the two powers establish a common border as per WiFF 9.5.

The Soviet Union needs a modified 1:1 garrison ratio to declare war on another major power, even if they do not have a non-aggression pact with that major power.

14.3 and 14.4: When a major power enters another ideology, subtract its current number of victory cities needed for victory from the victory total of its former ideology.

When a major power enters an ideology from the neutral zone, add 2 to the current number of victory cities it needs to win, and add this total to the number of victory cities needed by its new ideology. This effect is permanent and cumulative (i.e. don't bounce between ideologies).

When Germany, the USSR or the US enter an ideology from the neutral zone add 4 to the number of victory cities required for it and its side's victory instead of 2, as described above.

When a major power enters the neutral zone, remove half of the units (by type) in it's force pool.

When a major power enters an ideology from the neutral zone, replace half of the units that have been removed from it's force pools (i.e. 1/4 of the units stay out). All remaining units are returned to it's force pool six turns following it's entry into an ideology.

14.3 and 14.4: A major power may not be forced to leave an ideology if the target of IPO 9.

14.12 Alternate Minor Activation

Instead of activating a minor country yourself (see 8.5), you pick the minor as well as a major power from another ideology to activate that minor.

14.13 Vichy Conquest

A new option 4(a) "Force Vichy Surrender", is added to the war card; the BP cost, all minor country and US entry effects are halved.

Prerequisites for option 4(a) are: You must control the capital city of the target major power and you must control at least 60% of the original home nation factory capacity (note that relocated Soviet factories under Soviet control are still part of the Soviet's factory capacity, even if their original sites are captured).

Any of the aggressor major powers may force a Vichy surrender in this manner provided that they all agree. The target (surrendering) major power may choose to remain at war with any major powers that do not to accept the Vichy surrender.

The surrendering major power must surrender to all major powers that have signed combined war aims against it, and wish to accept their surrender.

Any combined war aims treaty is dissolved if some members accept a surrender and others do not.

14.14 New Option 4 (b) "Close Passages"

After playing this card, passage through any restricted waterway that you control may be denied to any target neutral major power that you do not have a treaty with and who is not in your ideology. The cost, minor country and US Entry effects are half of what a declaration of war against the target major power would be.

14.15 Intelligence

You may use the intelligence system described in WiFF 22.1, except as modified here.

Intelligence is not be rolled until three major powers are at war.

No major power may conduct more intelligence operations than there are major powers at war.

If a major power is the only major power in it's ideology it receives two intelligence operations at no cost.

If the Democrats tie for the highest roll they are taken to have out-rolled the other ideologies by one.

If the Fascists and Communists tie for the highest roll they have both out-rolled their opponent by one.

It costs 10 intelligence points to effect a d6 (or 2d6) roll by 1.

You may not use intelligence points to affect entry chits.

New political option 0(h) Intelligence campaign: If two major powers are at war, you may convert bid points equal to one third of your political effectiveness into intelligence operations to use in the intelligence phase (even if you are neutral). Neutral major powers subtract one from their highest die roll.

14.16 Experimental US Entry Rules

The DoD US Entry rules are replaced with the following.

8.4.4 Create a Communist and Fascist US Entry pool. When a non-democratic major power plays a card the US rolls a d10. If the roll is less than or equal to the modified 1938-1939 US Entry value the US player may either draw an entry chit and put it in that ideology's US Entry pool, or move a chit from that ideology's entry pool into that major power's tension pool. The reverse is true for negative modifiers.

When a democracy plays an option the US rolls a d10. If the roll is less than or equal to half the modified 1938-1939 US Entry value, the US player removes a chit from both the Communist and Fascist entry pools.

If the modified US Entry for an action is greater than 10, an entry chit is automatically drawn for each multiple of 10, and a d10 is rolled against the remainder.

Remove a chit from the Fascist pool for each chit added to the Communist pool.

When the US plays an option, it rolls against the modified US entry cost as above, except that the US player chooses either an ideology's entry pool or a major power's tension pool (before rolling) and returns the requisite number of entry chits into the entry pool. For negative modifiers, the US may add a chit to any major power's tension pool or an ideology's entry pool.

8.4.5 The US can only declare war on a major power if it successfully rolls on the WiFF 9.4 It's War Chart.

The US cannot attempt a roll if the US entry level for that ideology is less than 30.

Use the modifiers as indicated in WiFF 9.4, except for the +1 for US entry option 43. Add 1 to the die roll if the US is not geared to its maximum peace time PML. In addition, modify the roll by -2 if the US had the 1st political initiative, and by -1 if the US was 2nd, 3rd, or 4th.

If the US fails an entry roll, remove one tension and one entry chit from the target major power's tension pool and ideology's entry pool respectively.

The US entry level against a Fascist major power is 2/3 the total it it's ideology's entry pool.

The tension level against a target is simply the entry chit total in it's tension pool.

10.3.2 The US player chooses either an ideology's entry pool, or a major power's tension pool before rolling for the war with a Democracy chit.

13.0 When you create an entry pool, the 1940, '41 and '42 USSR entry chits from AfA become the 1936, 1937 and 1938 entry chits respectively. Add the WiFF entry chits as dated.

If the entry pool is emptied add them as described WiFF 13.2.

14.17 Sanctions: Six turns after a Democratic major power is at war with a Fascist major power, the US player may add one sanction as described in WiF 13.3.2 as an effect of one democratic card per turn as well as to any US card.

Options 13, 27, 31, 35, 36, 45, 47, 48, 50, 51, 53, and 55 can be implemented using this option only if the US entry level equals the option number and if other prerequisites are fulfilled (the others can be accomplished using other methods in DoDII). When calculating USE, use the method described in 8.4.5. For the purposes of this calculation, those options that target Fascists in Europe or the Pacific, the "target major power" becomes all Fascists in that theater.

All costs, US entry and minor country effects are applied as if the US played a separate option at the same time as the 'host' major power. The US does not get to activate a minor country.

The monetary cost of the option is half the unmodified US entry cost shown on the WiFF chart.

The US entry effect is half the die roll for the option chosen (see WiFF Table 13.3.2).

Halve the minor country effects shown on the war chart. Use the German values on the war chart for options 13, 36, 47, 53, and 55. use Japanese values for options 27, 31, 45, 48, 50, and 51. Add one quarter of each for option 35.

Democratic naval forces may not be based at Pearl Harbor until the US is at war with Japan, has a non-aggression pact with Japan, or plays "Relocate Pacific Fleet to Pearl Harbor" as described in WiFF 13.3.2 #31 (see 8.7.2 US Option 4).

The US may not declare war on Japan unless they have based their fleet at Pearl Harbor

15.1 Set-up

If playing WiF Classic, each major power may spend an equivalent number of build points as the original DoDII setup. You must spend the same number of points on land, naval and air units as were spent in the original set-up.

If playing with expansion sets, set-up expansion set units as per that described in that expansion set. Remaining points are spent by class as above.

If playing with WiFF Option 48, any minor country that has oil dependent units may set up one oil point if desired, and all major powers start the game with at least one saved oil point.

15.1 4.c(v): While resources are being provided by the US to Japan, use the conditions and restrictions from WiFF 5.1.1 for transporting the resources. Exception, so long as the US receives the Japanese build point, the US must still provide the resources. If Japan is not able to, or does not wish to establish convoy chain larger than one point per sea zone the US need not supply the resources and may use them.

15.5.1: If you desire, you may declare which countries you will be going to war with this turn during Political Affairs (to forestall a subsequent playing of IPO 12 this turn). If you do so declare, you must declare war on these countries in your first impulse of the turn.

15.5.1: You pay all costs, minor country and US effects after you first declare war on a country. You do not pay these costs if you end up not declaring war on any country this turn.

15.5.2: Use WiFF 9.5 for the definition of garrison units, with the addition that a garrison unit is also any unit controlled by a major power with which you have a level 3 treaty and which is not in an enemy ZOC.

15.5.3 - RU and CH option 7: Chinese Communist units are removed from the Chinese force pools and are added to the Soviet force pools.

The Chinese civil war ends when one side does not control any Chinese city, resource or port.

If the Communists win; China becomes a communist major power. The USSR places the Chinese Major Power political marker in any hex adjacent to the Soviet marker.

15.5.3: The Chinese civil war does not end when a major power declares war on China, but CC units may not attack CN units.

The USSR may not play Option 7 if China is at war with another major power.

15.5.3: If the Soviet Union plays RU 4 against China, control of the Communist units goes to the Chinese player. If the CC units are in the Soviet force pool, they are returned to the Chinese force pool.

15.5.3: The Spanish Nationalists and Republicans each have their own force pools. Each side receives the percentage of their own force pool. Naval units are split between the two sides. All remaining units (except SCS not placed on the map) are available to be build.

Example: A 70/30 split is rolled. Each side has 13 land units, 1 air unit and identical naval units. The first would receive 70% of 13 or 9 land units and the second would get 4. The side that rolled a 70 would also get one air unit and 3 naval units while the other would not get an air unit, but would get the one ship that was not chosen by the other. Each side's remaining units except the SCS would be available as part of the force pools.

15.5.4: Chinese communist units may not enter a nationalist controlled city unless at war with nationalist China or CH 8 has been played (This rule supersedes the WiFF situation where CC and CN can exchange control of cities). Chinese Nationalist and Communist units may trace supply to any Chinese controlled city (see WiFF 2.4.2).

15.6 - Reinforcement Phase: Minor countries which are directed and not controlled build their own units until conquered.

15.6.1: The initiative track now consists of 4 boxes numbered -1 to +2. Your ideology may have all ideologies re-roll their initiative if they are in the '0' or higher box. Your ideology cannot call a re-roll if it won initiative on the first roll. The initiative can only be re-rolled once. If your ideology calls a re-roll move your initiative marker down one box before rolling initiative again.

After resolving initiative, the ideology that has the second highest initiative can elect to have their impulse after the ideology with the lowest initiative. The ideology that is highest in initiative can then chooses where in the initiative order it wishes to move. If there is a conflict, the Commonwealth chooses for the Democracies, the USSR for the Communists and Germany for the Fascists.

Example: The Fascists win the initiative, the Democrats are second and the Communists last. The Democrats decide to have their impulse after the Communists. The Fascists then elect to have their impulse after both other ideologies. The communists must thus have their impulse first.

15.6.2: While not at war with a major power you may only perform combined or pass impulses.

15.6.2.1~WiF 10.5.2.2 Naval Movement Restrictions

You control passage through a restricted waterway if you can pass through that waterway as defined in WiFF 11.4.4. References to "the other side" should be read as "a major power from another ideology with which you do not have a treaty."

You may deny passage through a restricted waterway, that you control, to any major power.

If you are playing with 14.15 above, you may not deny passage to a major power that is not at war with another major power unless you play Option 4(b) against that major power.

Germany may deny passage through the Kiel canal to any major power, including neutral major powers at any time.

Major powers gain control of a minor's waterway only if they take possession of it militarily or if they have played IPO 5 on that minor country (i.e. minor country control as defined in 8.1.2 is not good enough).

Passage through a restricted waterway may never be granted to a major power at war with the controller of that passage.

15.6.3: Use the procedure described in WiFF 9.9.

15.6.4: Modify the last impulse test (WiFF 12.0) as follows. Each faction has its own marker on the impulse track. At the end of your faction's impulse, roll a die. If your roll is less than the impulse number, the turn is over. If the turn is not over, advance your marker one space in addition to the amount indicated by the current weather. Do not add the extra space when advancing your initiative marker if the weather roll for May/June was a 7 or greater, or July/August roll was a 3 or less.

Adjust ideological markers on the initiative track as follows:

(a) If your ideology had more impulses than another move your marker down one box.

(b) If your ideology had fewer impulses than another ideology move your marker up one box.

15.7.3: The US player rolls for an entry chit against the Japanese when they take control of a Chinese city as per WiFF 13.3.3, not as a result of their attack roll.

15.7.3: Unless you play with the optional rule above, none of the restrictions specified in WiFF 13.3.2 apply except as covered in DoD II, or in the above errata. For example, the US can reinforce the Philippines, Japan can no longer close the Burma Road (except by getting CW agreement), and the Chinese can build aircraft and the USA can build strategic bombers from the start of the game.

15.7.4: During the Chinese civil war, Communist Chinese controlled resources and factories become available for Soviet production.

15.7.4: Production multiple increases or enemy occupation of territory or factories described in WiFF 13.6.3 do not occur. Use the bonuses described in 8.7.2 Option 4 instead.

15.8: Use WiFF 13.7.1 to determine when conquest happens.

Use all effects of conquest described in WiFF 13.7.1, except where changed or clarified by the following.

When a major power is incompletely conquered, two thirds of that major power's units in the force pools are removed from the game (chosen randomly by type and first round cost). All other units are removed as normal.

20: South America includes all American territories south of the USA.