Here are our house rules on espionage that we use in all of our Global games
The espionage sequence is rolled at the beginning of the turn before Germans play.
There is also an political world event sequence rolled before espionage as well.
The mechanics of this may seem clunky but it’s really fun and adds some real spice to the game.
I can answer any questions if needed. Slow day here at work due to the holiday vacations.
Roll order is same a play order. China is not permitted to conduct espionage due to lack of infrastructure and government. France, if Paris is currently Allied controlled (liberated or uncaptured) is allowed at that point to conduct espionage.
Germany USSR Japan USA England Italy ANZAC
Espionage roll 2 dice for each power in turn order.
5-9 No espionage. If a power is not at war, this phase is not conducted for that power.
2 �Military leader assassinations. Spy networks successfully infiltrate enemy military headquarters.
Result is limited combat movement. Combat can be conducted in total of 2 zones by nation .
On a successful infiltration attacker rolls 2nd dice D6 to determine targeted country.
Attacker roll one D6 for a successful assassination attempt on a 3 or less. Successful kill can be negated by defender on roll of 2 or less. Non-combat movement is unaffected.
Germany � 1/2 USSR, 3/4 United Kingdom � England only, 5/6 USA
Japan � 1/2 USSR, 3/4 United Kingdom � India only, 5/6 USA
Italy � 1/2 USSR, 3/4 United Kingdom � England only, 5/6 USA
USSR � If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
England � If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
Australia � Japan only.
USA � 1/2 Germany, 3/4 Italy, 5/6 Japan
3 � Technical espionage. Technology succeeds on a 5 or 6 this turn. Spy networks infiltrate and send back secrets about enemy weapons programs currently being developed.
4 � Deception � Negates movement detected. All enemy units defend at -1 this turn for the first round of combat. Does not apply to AAA or AA guns or SBR combat.
10 � Movement detected � negates deception. All units defend at +1 for the first round of combat. Does not apply to AAA or AA guns or SBR combat.
11 � Spy networks sabotage industrial facilities and rail lines. Roll one die of industrial attack for the next two turns. Roll 2nd dice to determine targeted country.
Germany � 1/2 USSR, 3/4 United Kingdom � England only, 5/6 USA
Japan � 1/2 USSR, 3/4 United Kingdom � India only, 5/6 USA
Italy � 1/2 USSR, 3/4 United Kingdom � England only, 5/6 USA
USSR � If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
England � If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
Australia � Japan only.
USA � 1/2 Germany, 3/4 Italy, 5/6 Japan
12 � Counter espionage. Negates all adverse espionage from any enemy spy network.
This is what we use and we like it “A LOT”!!!