Hi, Here are some "House Rules" I've added to my game that I enjoy, and believe add a bit of flavor to things. This is a re-post to correct the DRM thing, and make a few other changes. I've only tried these once, so I'd be interested to hear any thoughts from those more experienced in the game: 1. The game last a maximum of 18 turns. (You can use a spare marker on the National Production Track to keep up with this). 2. Victory Conditions: The Allies (Great Britian, USSR, and/or the USA) must occupy both Germany AND Northern Italy before the end of the game (turn 18). You must also control your own country. For the USSR, this means maintaining control of Lenningrad, Moscow, and Stalingrad. If you are Germany, you have two ways to win: A. You must control either the USA, Great Britain, or the USSR. (To control the USSR you must control Lenningrad, Moscow, and Stalingrad.) You must control these until the end of your turn for victory. You must also control Germany. OR B. Control Germany at the end of the game (turn 18). C. Any other outcome is a draw. 2. No more than 40 (forty) pieces of all types may be placed by one side in a single ground territory, sea area, or convoy box. 3. Every fourth turn (turns 4, 8, 12, and 16) are Winter turns. During a winter turn, both the Attacker and Defender has a plus one (+1) die roll modifier applied to their attack and defense rolls. However, a "natural" unmodified roll of one (1) is always a kill, even in Winter turns. EXCEPTIONS: There is NO winter die roll modifier for any combat that takes place in Morocco, Algeria, Tunisa, Libya, or Egypt. Infantry are NEVER subjected to the +1 Winter Die Roll Modifier. They always attack at 1 and defend with a 1 or 2. The Soviet player NEVER has a +1 winter die roll modification for any of his/her ground forces. However, Soviet air units (Fighters and Bombers) are subject to the +1 winter die roll modifier. ( A natural "1" still kills). 4. Non-Combat Movement: In addition to the normal non-combat movement rules, which are still allowed, units may also move through an unlimited number of territories or sea zones as long as the unit does not begin or end its move in a territory or sea zone in, or adjacent to, any enemy unit in that sea or ground territory. 5. Air Patrol: In addition to the normal rules, the defending player may also move and add to their defense any of their air units on ground territories that are adjacent to a sea zone being attacked by the enemy player. Any surviving defensive air units must return to the territory they came from. 6. Anti-Tank Guns: On defense, roll for any defending artillery seperately if the attacker has any armor units. In addition the normal rules, Artillery on defense (only) scores a hit on any attacking armor units with a roll of a three (3). If the attacker has any armor units, he must choose them first as a loss from defending artillery that rolls a three. If the defending artillery rolls a 1 or a 2, the attacker may select any unit for elimination. The attacker need not select armor as a loss on a roll of a 1 or 2 from defending armor unless he chooses to or has no other option. If the defending artillery rolls a three (3) and there is no attacking armor, then the three (3) result for defending artillery is ignored and has no effect. A three (3) result from defending artillery can never affect any attacking units other than armor. Note: Only Non-Soviet artillery acting in this "Anti-Tank gun" role are subject to the +1 winter DRM. (Thus a roll of a 3 would be modified to a 4, and have no effect). Soviet artillery is never affected by the +1 winter DRM. 7. Fighters: Land based fighters may only move into 1 (one) sea zone on the turn they attack. 8. AA Defense. Roll separately for attacking fighters and bombers. On a roll of "1" against fighters, roll again. On a roll of 1, 2, 3, or 4 still kills any fighters. A 5 or 6 aborts the fighter, and it must return from the territory or carrier it came from. On a roll of "1" against Bombers, roll again. A 1,2 or 3 kills the bomber. A 4,5, or 6 "aborts" the bomber, and it must return from the territory it came from. Aborted air units are considered "used" and may not may any further attack during that turn (but defend normally). 9. Sub vs. Sub combat: Submarines may never attack enemy submarines, regardless of the presence of any other types of units in the sea territory or convoy box. 10. Jet Fighters: Beginning on Game Turn 12, the German player rolls one die at the start of his turn. If he rolls a 1 or a 2, he has developed Jet Fighters, and in all subsequent turns, including the turn he/she rolled a 1 or a 2, all German Fighters receive a -1 DRM for all combat rolls, including those involving Strategic Bombing. 11. Advanced Submarines: Beginning on Game Turn 12, the German player rolls one die at the start of his turn. If he rolls a 1 or a 2, he has developed Advanced Submarines, and in all subsequent turns, including the turn he/she rolled a 1 or a 2, all German Submarines may make a "First Shot" attack as per the standard rules, regardless of the presence of enemy Destroyers. Regards, Stan ----- Gleaned from Consimworld http://www.consimworld.com Author: Stan Grossman pzlehr130@aol.com Sent by Skip Franklin Wargamr@swbell.net