Communist China! Have fun coming up with rules for this one, it’s a brain burner. Best I can do off the top of my head:
8.0 Communist China:
8.1 If Communist China is included in the game, then the Soviet Union becomes a third, separate Alliance and no longer wins and loses with the Allies. Soviet Units may no longer share territories or Sea Zones with Allied powers, and vice-versa. Combat between the Soviet Union and the Allies is possible.
8.2 The Soviet Union wins the game if a round ends with the Soviet Union and/or Communist China in control of 5 or more victory cities, three of which must be USSR home cities.
8.3 Communist China is a minor power controlled by and moving with the Soviet Union.
8.4 At the end of each Soviet turn, Communist China places one infantry in any territory they control for every two original Chinese territories they control. If they control only one territory, roll a d6 and place one infantry on a roll of 3 or less. Additionally, the communists may place up to one artillery unit in any territory that is connected in an unbroken chain of Soviet- or Communist-controlled territories to any Soviet home city.
8.5 If there are no communist forces remaining on the board at the end of the Soviet turn, roll a d6. On a 3 or less, choose one of the following: an unoccupied Chinese territory adjacent to a Soviet-controlled territory, or: a Soviet-controlled Chinese territory. Place 1 Communist infantry and a communist control marker (removing any other control marker) in that territory.
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Roundels (print @ 4x6in):
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