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    Best posts made by Young Grasshopper

    • RE: Grasshopper’s Community Photo Album

      IMG_9065.jpeg

      The famous Victorian Monkey in Cliffside Toronto

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    • RE: Grasshopper’s Community Photo Album

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      Carrier Con

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    • RE: Grasshopper’s Community Photo Album

      IMG_7542.jpg

      Parker Dill

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    • RE: Grasshopper’s Community Photo Album

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      Moffett Field and group

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    • Grasshopper's 1940 Global 2nd Edition: Players Handbook (under construction)

      GRASSHOPPER’S 1940 GLOBAL 2nd EDITION: PLAYERS HANDBOOK

      1940 2ND EDITIONS.jpg

      GAME CREDITS:

      Game Design: Larry Harris
      Game Development: Kevin Chapman and Mons Johnson
      Rulebook Development: Larry Harris and Kevin Chapman
      Additional Playtesting: Jeffrey Auer, Eric Christoff, Mike Davis, Martin Frick, Randy Heath, Dan Kersey, Gregory Smorey, Kelly Thye, and Craig Yope
      Editing: Kevin Chapman and Jennifer Clarke Wilkes
      Art Direction: Ryan Sansaver
      Cover Illustration: Jim Butcher
      Graphic Design: Leon Cortez
      Cartography: Todd Gamble
      Photography: Allison Shinkle
      Brand Management: Chris Lindsay, Liz Schuh and Brian Hart
      Project Management: Neil Shinkle
      Production Management: Godot Gutierre
      Thanks to all of our project team members and the many others too numerous to mention who have contributed to this product


      YOUTUBE VIDEO: 1940 GLOBAL INTRODUCTION…
      https://www.youtube.com/watch?v=IlCNsElRYj4

      YOUTUBE VIDEO: 1940 GLOBAL UNBOXING…
      https://www.youtube.com/watch?v=LkMrMdDMYnI

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    • RE: Grasshopper's 1940 Global 2nd Edition: Players Handbook (under construction)

      TABLE OF CONTENTS:

      Game Components
      The Global Situation
      The Setup
      Summary of Play
      How the War is Won
      The Political Landscape
      Order of Play
      Purchase & Repair Units
      Combat Move
      Conduct Combat
      Noncombat Move
      Mobilize New Units
      Collect Income
      Winning the game
      Unit Profiles
      Global Rules
      Axis & Allies game Piece Directory

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    • RE: Grasshopper's 1940 Global 2nd Edition: Players Handbook (under construction)

      GAME COMPONENTS:

      AXIS & ALLIES 1940 GLOBAL 2nd EDITION - COMPONENTS LIST

      The following is a complete list of components you will get in Axis & Allies 1940 Europe and 1940 Pacific 2nd Edition (combined)

      COMMON ACCESSORIES:

      Game board:
      The game board is a map of the western hemisphere, circa 1940. It’s divided into spaces, either territories (on land) or sea zones, which are separated by border lines. The national production chart on the top of the game board tracks each power’s production level (income) during the game. The level is based on the combined Industrial Production Credit (IPC) values of each territory a power controls. Place one of your power’s control markers on the number on the tracker that matches your power’s starting IPC income. This is the power’s starting national production level. Each player should keep track of his or her power’s production level separately.

      4 Piece folding boards (spans 70"X32")

      18 - Major factories
      20 - Minor factories
      30 - Air bases
      32 - Naval bases
      6 - Kamikaze tokens


      Plastic Chips:
      Use the chips to save space in overcrowded territories and sea zones. Gray chips represent 1 combat unit each, green chips represent 3 units each, and red chips represent 5 units each. For example, if you wanted to place 10 infantry on a space, you would stack up 1 red chip, 1 green chip, 1 gray chip, and 1 infantry unit on top. (If you don’t have enough pieces to top off all your stacks, use any identifying item, such as a piece of paper with the unit type written on it.) The number of stacks is not limited by the number of plastic pieces available.

      110 - Gray plastic chips
      30 - Green plastic chips
      20 - Red plastic chips


      Battle Strip, Casualty strip, & Dice:
      The battle strip is a card with columns that list attacking and defending units and their combat strengths. When combat occurs, the players involved place their units on both sides of the battle strip. Combat is resolved by rolling dice. Casualties are designated by being moved behind the casualty strip.

      1 - Battle Strip
      1 - Casualty Strip
      6 - Red dice
      6 - Black dice


      Research & Development Chart:
      The Research & Development Chart is used for an optional rule when combining this game with Axis & Allies Pacific 1940. If you’re playing the combined games, whenever you develop a new technology, place one of your power’s control markers inside the appropriate advancement box on the chart.

      1 - Research & Development Chart

      2 - Rule books (Europe 1940 / Pacific 1940)


      Combat forces:
      Take the plastic pieces that represent your power’s combat units. Each power is color coded as shown in the following chart, which also shows the power’s starting income level and treasury in Industrial Production Credits (see below). Place all of your power’s starting units on the game board as listed on your power’s setup chart.

      GERMANY:

      30 - Control Markers

      40 - Infantry
      8 - Artillery
      9 - Mechanized Infantry
      12 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      9 - Tactical Bombers
      4 - Strategic Bombers

      6 - Transports
      6 - Destroyers
      6 - Submarines
      4 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships


      SOVIET UNION:

      30 - Control Markers

      40 - Infantry
      8 - Artillery
      9 - Mechanized Infantry
      10 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      9 - Tactical Bombers
      2 - Strategic Bombers

      4 - Transports
      4 - Destroyers
      4 - Submarines
      2 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships


      JAPAN:

      30 - Control Markers

      40 - Infantry
      12 - Artillery
      9 - Mechanized Infantry
      12 - Tanks
      8 - Antiaircraft Artillery

      16 - Fighters
      9 - Tactical Bombers
      8 - Strategic Bombers

      12 - Transports
      12 - Destroyers
      12 - Submarines
      8 - Cruisers
      8 - Aircraft Carriers
      8 - Battleships


      UNITED STATES:

      30 - Control Markers

      40 - Infantry
      12 - Artillery
      15 - Mechanized Infantry
      12 - Tanks
      16 - Antiaircraft Artillery

      16 - Fighters
      15 - Tactical Bombers
      12 - Strategic Bombers

      12 - Transports
      12 - Destroyers
      12 - Submarines
      8 - Cruisers
      8 - Aircraft Carriers
      8 - Battleships


      CHINA:

      10 - Control Markers

      30 - Regular Infantry


      UNITED KINGDOM:

      30 - Control Markers (including 2 Union Jacks)

      40 - Infantry
      12 - Artillery
      12 - Mechanized Infantry
      16 - Tanks
      16 - Antiaircraft Artillery

      16 - Fighters
      12 - Tactical Bombers
      12 - Strategic Bombers

      12 - Transports
      12 - Destroyers
      12 - Submarines
      8 - Cruisers
      4 - Aircraft Carriers
      8 - Battleships


      ITALY:

      30 - Control Markers

      20 - Infantry
      8 - Artillery
      6 - Mechanized Infantry
      10 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      6 - Tactical Bombers
      4 - Strategic Bombers

      6 - Transports
      6 - Destroyers
      6 - Submarines
      4 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships


      ANZAC:

      30 - Control Markers

      20 - Infantry
      6 - Artillery
      6 - Mechanized Infantry
      8 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      6 - Tactical Bombers
      6 - Strategic Bombers

      6 - Transports
      6 - Destroyers
      6 - Submarines
      4 - Cruisers
      4 - Aircraft Carriers
      4 - Battleships


      FRANCE:

      30 - Control Markers

      20 - Infantry
      8 - Artillery
      8 - Mechanized Infantry
      10 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      6 - Tactical Bombers
      2 - Strategic Bombers

      4 - Transports
      4 - Destroyers
      4 - Submarines
      2 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships


      YOUTUBE VIDEO: 1940 GLOBAL COMPONENTS…
      https://www.youtube.com/watch?v=2mK3NbTyEwQ&t=1s

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    • RE: Grasshopper's 1940 Global 2nd Edition: Players Handbook (under construction)

      THE GLOBAL SITUATION:

      It is spring 1940. Since the invasion of Poland nine months earlier, the United Kingdom and France have been at war with Germany. The Soviet Union and Germany have signed a secret protocol splitting Eastern Europe between them. In November of that year, the Soviets, using some false pretext, attacked
      Finland. The Russians didn’t fare well in this war. 200,000 Finns managed to hold up a Soviet army of 1,000,000 troops. Eventually, the Finns had to sue for peace and several disputed territories were annexed by the Soviets.
      The weakness and humiliating defeats suffered by the Red Army didn’t go unnoticed by the watching eyes of Nazi Germany. Before
      long, these two great powers would be caught up in a life-and- death struggle for their very existence. Before that day, however, the rest of Europe had to be dealt with. First, Norway and Denmark
      were invaded. Then, with an objective of nothing less than the total destruction of the British and French armies in northern France, Belgium
      and Holland were quickly overrun. Outflanking the Maginot line, to the great surprise of the Allied armies, the German army poured into the Low
      Countries. The Allied Expeditionary Force soon found its back to the sea and was forced to evacuate. During Operation Dynamo, the Allies, being forced into an ever-shrinking perimeter, made a desperate
      withdrawal from Dunkirk. More than 300,000 Allied troops evacuated back to England. However, much of the BEF’s equipment had been lost or left back on the beaches of Europe.
      During those desperate days, more than half of the French armor had been lost in Belgium. Now, with what was left and supplemented by some remaining Allied units, France is facing not only a larger German army, but an army whose tactics and way of conducting war are all too new and too effective. It’s at this point that you take command of one or more of the major powers and rewrite history. As an Allies player, can you stop this Axis momentum? As an Axis player, can you defeat France and/or Britain? Can you defeat the bear in the East? How are you going to deal with the awakening giant, the arsenal of democracy, the United States? Your task will not be easy, but world domination never is. Meanwhile on the other side of the world, Japan is at war with China, but not with any other country. Any attacks on British, Dutch, ANZAC (Australian-New Zealand Army Corps), or American territories or ships by the Japanese will be considered an act of war by all of the remaining Allied powers. A British or ANZAC attack on Japan, however, would not bring the U.S.
      into the war. The Japanese player can elect to go to war with the Allies immediately. If Japan does, the United States will automatically kick into its wartime economy. With tensions already high due to Japan’s occupation of parts of
      China, any further conquest in the Pacific will force the United States to go to war with Japan. Should Japan not attack immediately and use this time to better prepare and position its forces? This is
      the question that the Japan player must answer

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    • RE: Grasshopper's 1940 Global 2nd Edition: Players Handbook (under construction)

      AXIS & ALLIES 1940 GLOBAL 2nd EDITION - SETUP CHARTS

      Setup Charts:
      Take the setup chart for your power, located on the box top of the storage tray. It shows the name of the power, its units’ color, and its emblem. It also lists the starting numbers and locations of that power’s units on the game board.

      GERMANY:30 IPCs

      Germany: 11 Infantry, 3 Artillery, 1 Tac Bomber, 2 Bombers, 3 AA guns, 1 Major IC
      Western Germany: 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 3 Tac bombers, 3 AA guns, 1 Major IC, 1 Naval base, 1 Airbase
      Greater Southern Germany: 6 Infantry, 2 Artillery, 3 tanks
      Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
      Poland: 3 Infantry, 1 Tank, 1 Tac Bomber
      Romania: 2 Infantry, 1 Tank
      Holland/Belgium: 4 Infantry, 2 Artillery, 3 Tanks, 1 Fighter
      Norway: 3 Infantry, 1 Fighter
      Denmark: 2 Infantry

      Sea Zone 113: 1 Battleship
      Sea Zone 114: 1 Cruiser, 1 Transport
      Sea Zone 103: 1 Submarine
      Sea Zone 108: 1 Submarine
      Sea Zone 117: 1 Submarine
      Sea Zone 118: 1 Submarine
      Sea Zone 124: 1 Submarine


      SOVIET UNION: 37 IPCs

      Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Tank, 1 Fighter, 1 Tac Bomber, 2 AA Guns, 1 Airbase, 1 Major IC
      Novgorod: 6 Infantry, 1 Artillery, 1 Fighter, 2 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
      Archangel: 1 Infantry
      Karelia: 2 Infantry
      Vyborg: 3 Infantry
      Baltic States: 3 Infantry
      Belarus: 1 Infantry
      Eastern Poland: 2 Infantry
      Western Ukraine: 1 Infantry, 1 Artillery
      Bessarabia: 2 Infantry
      Ukraine: 3 Infantry, 1 Minor IC
      Volgograd: 1 Mech Infantry, 1 Tank, 1 Minor IC
      Caucasus: 2 Infantry
      Buryatia: 6 Infantry
      Sakha: 6 Infantry, 2 AA guns
      Amur: 6 Infantry

      Sea Zone 115: 1 Cruiser 1 Submarine
      Sea Zone 127: 1 Submarine


      JAPAN: 26 IPCs

      Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bombers, 3 AA Guns, 1 Airbase, 1 Naval Base, 1 Major IC
      Korea: 4 Infantry, 1 Fighter
      Manchuria: 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 2 Fighters, 2 Tac Bombers
      Jehol: 2 Infantry, 1 Artillery
      Shantung: 3 Infantry, 1 Artillery
      Kiangsu: 3 Infantry, 1 Artillery, 1 Fighter, 1 Tac Bomber
      Kiangsi: 3 Infantry, 1 Artillery
      Kwangsi: 3 Infantry, 1 Artillery
      Siam: 2 Infantry
      Iwo Jima: 1 Infantry
      Okinawa: 1 Infantry, 1 Fighter
      Formosa: 1 Fighter
      Palau Island: 1 Infantry
      Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base

      Sea Zone 6: 1 Submarine, 2 Destroyers, 2 Carriers each with 1 Tac Bomber & 1 Fighter, 1 Cruiser, 1 Battleship, 1 Transport
      Sea Zone 19: 1 Submarine, 1 Battleship, 1 Destroyer, 1 Transport
      Sea Zone 33: 1 Destroyer, 1 Carrier with 1 Tac Bomber & 1 Fighter
      Sea Zone 20: 1 Cruiser, 1 Transport


      UNITED STATES: 52 IPCs

      Eastern United States: 1 Infantry, 1 Fighter, 1 Artillery, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC
      Central United States: 1 Infantry, 3 Mech Infantry, 1 Tank, 1 Bomber, 1 Minor IC
      Western US: 2 Infantry, 1 Mech Infantry, 1 Artillery, 1 Fighter, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC
      Hawaiian Islands: 2 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
      Philippines: 2 Infantry, 1 Fighter, 1 Airbase, 1 Naval Base.
      Midway: 1 Airbase
      Wake Island: 1 Airbase
      Guam: 1 Airbase

      Sea Zone 10: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, 1 Carrier with 1 Tac Bomber & 1 Fighter
      Sea Zone 26: 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Transport
      Sea Zone 35: 1 Destroyer, 1 Submarine
      Sea Zone 101: 1 Cruiser, 1 Transport


      CHINA: 12 IPCs

      Suiyuan: 2 Infantry
      Shensi: 1 Infantry
      Kweichow: 2 Infantry
      Hunan: 2 Infantry
      Yunnan: 4 Infantry
      Szechwan: 6 Infantry, 1 Fighter


      UNITED KINGDOM: (Europe Side) 28 IPCs

      United Kingdom: 2 Infantry, 1 Mech Infantry, 2 Fighters, 1 Bomber, 4 AA guns, 1 Airbase, 1 Naval Base, 1 Major IC
      Scotland: 2 Infantry, 1 Fighter, 1 AA gun, 1 Airbase
      France: 1 Artillery, 1 Tank
      Ontario: 1 Infantry, 1 Artillery
      Quebec: 1 Infantry, 1 Tank, 1 Minor IC
      New Brunswick Nova Scotia: 1 Naval Base
      Iceland: 1 Airbase
      Gibraltar: 1 Fighter, 1 Naval Base
      Malta: 1 Infantry, 1 Fighter, 1 AA gun,
      Alexandria: 2 Infantry, 1 Artillery, 1 Tank
      Egypt: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Naval Base
      Anglo-Egyptian Sudan: 1 Infantry
      Union of South Africa: 2 Infantry, 1 Naval Base, 1 Minor IC
      West India: 1 Infantry

      Sea Zone 106: 1 Destroyer, 1 Transport
      Sea Zone 109: 1 Destroyer, 1 Transport
      Sea Zone 110: 1 Cruiser, 1 Battleship
      Sea Zone 111: 1 Destroyer, 1 Battleship, 1 Cruiser
      Sea Zone 91: 1 Cruiser
      Sea Zone 98: 1 Cruiser, 1 Destroyer, 1 Carrier with 1 Tac Bomber, 1 Transport
      Sea Zone 71: 1 Destroyer


      UNITED KINGDOM: (Pacific Side) 17 IPCs

      India: 6 Infantry, 1 Artillery, 3 AA Guns, 1 Fighter, 1 Tac Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
      Burma: 2 Infantry, 1 Fighter
      Malaya: 3 Infantry, 1 Naval Base
      Kwangtung: 2 Infantry, 1 Naval Base

      Sea Zone 37: 1 Battleship
      Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport


      ITALY: 10 IPCs

      Northern Italy: 2 Infantry, 2 Artillery, 1 Tank, 1 Bomber, 2 AA Guns, 1 Major IC
      Southern Italy: 6 Infantry, 2 Fighters, 2 AA Guns, 1 Naval Base, 1 Airbase, 1 Minor IC
      Albania: 2 Infantry, 1 Tank
      Libya: 1 Infantry, 1 Artillery
      Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 Tank
      Ethiopia: 2 Infantry, 1 Artillery
      Italian Somaliland: 1 Infantry

      Sea Zone 95: 1 Destroyer, 1 Cruiser, 1 Submarine, 1 Transport
      Sea Zone 96: 1 Destroyer, 1 Transport
      Sea Zone 97: 1 Cruiser, 1 Battleship, 1 Transport


      ANZAC: 10 IPCs

      Queensland: 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base.
      New South Wales: 2 Infantry, 2 AA guns, 1 Minor IC, 1 Naval Base.
      New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
      Malaya: 1 Infantry
      Egypt: 2 infantry

      Sea Zone 62: 1 Destroyer, 1 Transport
      Sea Zone 63: 1 Cruiser


      FRANCE: 19 IPCs

      France: 6 Infantry, 1 Artillery, 1 Tanks, 1 AA gun, 1 Fighter, 1 Airbase, 1 Major IC
      Normandy/Bordeaux: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
      Southern France: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
      United Kingdom: 2 Infantry, 1 Fighter
      Morocco: 1 Infantry
      Algeria: 1 Infantry
      Tunisia: 1 Infantry
      Syria: 1 Infantry
      French West Africa: 1 Infantry

      Sea Zone 72: 1 Destroyer
      Sea Zone 93: 1 Destroyer, 1 Cruiser
      Sea Zone 110: 1 Cruiser


      YOUTUBE VIDEO: 1940 GLOBAL SETUP…
      https://www.youtube.com/watch?v=GgJzxTbyrzQ&t=22s

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    • RE: Grasshopper's 1940 Global 2nd Edition: Players Handbook (under construction)

      1940 GLOBAL RULES:

      The rules in this hand book describe how to combine Axis & Allies Europe 1940 with Axis & Allies Pacific 1940 to play them together as a single game called Axis & Allies Global 1940.

      PLAYER ASSIGNMENTS:

      This game can be played by two to six players. If you control more than one power, keep those powers’ income and units separate. You can conduct operations for only one power at a time. Split control of the powers between the players as follows:

      Two players
      Player 1: Axis powers
      Player 2: Allied powers

      Three players
      Player 1: Axis powers
      Player 2: Soviet Union, United States, and China
      Player3:United Kingdom, ANZAC, and France

      Four players
      Player 1: Axis powers
      Player 2: Soviet Union and France
      Player 3: United States and China
      Player 4: United Kingdom and ANZAC

      Five players
      Player 1: Germany and Italy
      Player 2: Japan
      Player 3: Soviet Union and France
      Player 4: United States and China
      Player 5: United Kingdom and ANZAC

      Six players
      Player 1: Germany
      Player 2: Japan
      Player 3: Italy
      Player 4: Soviet Union and France
      Player 5: United States and China
      Player6:United Kingdom and ANZAC

      ORDER OF PLAY:

      Use the following order of play. Powers take their turns in this order regardless of which player controls them.

      1. Germany
      2. Soviet Union
      3. Japan
      4. United States
      5. China
      6. United Kingdom
      7. Italy
      8. ANZAC
      9. France

      STARTING INCOME:

      The powers start with the following IPC income levels and treasuries:

      Germany - 30 IPCs
      Soviet Union - 37 IPCs
      Japan - 26 IPCs
      United States - 52 IPCs
      China - 12 IPCs
      United Kingdom (Europe) - 28 IPCs
      United Kingdom (Pacific) - 17 IPCs
      Italy - 10 IPCs
      ANZAC - 10 IPCs
      France - 19 IPCs

      THE TURN SEQUENCE:

      1. Purchase and Repair Units
      2. Combat Move (Powers at War Only)
      3. Conduct Combat (Powers at War Only)
      4. Noncombat Move
      5. Mobilize New Units
      6. Collect Income

      HOW THE WAR IS WON:

      The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play (ending with the next turn of the Axis power that captured the final required city), as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.
      The Allies win by controlling Berlin, Rome, and Tokyo for a complete round of play (ending with the next turn of the Allied power that captured the third capital), as long as they control an Allied capital (Washington, London, Paris, or Moscow) at the end of that round.


      YOUTUBE VIDEO: 1940 GLOBAL BASICS…
      https://www.youtube.com/watch?v=bRHxahObgeU

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    • RE: Grasshopper's 1940 Global 2nd Edition: Players Handbook (under construction)

      SPACES ON THE BOARD

      Territories:
      The border colors of the territories on the game board show which power controls them at the start of the game. Each power has its own color and emblem (the United Kingdom controls the Canadian territories in addition to those with its own emblem). When the rules refer to the “original controller” of a territory, they mean the power whose emblem is printed on the territory. All other spaces are neutral and are not aligned with any power. Most territories have an income value ranging from 1 to 20. This is the number of IPCs the territory produces each turn for its controller. A few territories, such as Iceland, have no income value. Units can move between adjacent spaces (those that share a common border). Spaces that meet only at a point (such as United Kingdom and sea zone 111) are not adjacent to one another, as they do not share a common border.

      All territories exist in one of three conditions:
      Friendly: Controlled by you or a friendly power.
      Hostile: Controlled by a power with which you are at war.
      Neutral: Not controlled by any power, or controlled by a power on the other side with which you are not yet at war. Neutral territories, such as Switzerland, have white borders and do not have any power’s emblem on them. Most such territories also have a unit silhouette with a number, which indicates how many infantry units the territory will generate to defend itself when its neutrality is violated. The Sahara Desert and Pripet Marshes are impassable and may not be moved into or through by any units.

      Sea Zones:
      Sea zones are either friendly or hostile. Friendly sea zones contain no surface warships (this doesn’t include submarines and transports) belonging to a power with which you are at war. Hostile sea zones contain surface warships belonging to a power with which you are at war. (The presence of a surface warship belonging to an enemy power with which you are not yet at war doesn’t make a sea
      zone hostile.

      Note: The Caspian Sea (surrounded by Caucasus, Kazakhstan, Turkmenistan, Eastern Persia, Persia, and Northwest Persia) is considered to be a sea zone, even though it does not have a number.

      Islands:
      An island or island group is a single territory surrounded entirely by one or more sea zones. A sea zone can contain more than one island or island group, but each one is considered one territory. Each territory has a separate name and emblem on it. It’s not possible to split up land-based units so that they are on different islands in the same group.

      For example, Sardinia and Sicily are both located in sea zone 95. These named islands can each have independent land-based units. However, West Indies, located in sea zone 89, is an island group (one territory), so any land units there are all together, not on separate islands. Islands that have no name label, such as the one in sea zone 114, are not game spaces and may not have units moved onto them.

      Canals and Narrow Straits:
      Canals and narrow straits are geographical features that can help or hinder sea movement, depending upon who controls them. Canals are artificial waterways that connect two larger bodies of water, while narrow straits are natural passages that do the same. In either case, control of the land territories surrounding these features gives the controlling power and its allies the ability to travel through them while denying access to enemy powers. There are two canals on the game board. The Panama Canal connects the Pacific Ocean to the Caribbean Sea (sea zones 64 and 89), while the Suez Canal connects the Red Sea to the Mediterranean Sea (sea zones 81 and 98). A canal is not considered a space, so it doesn’t block land movement. Land units can move freely between Trans- Jordan and Egypt. Central America, containing the Panama Canal, is one territory, so no land movement is required to cross the canal within Central America.There are three narrow straits on the game board. The Turkish Straits connect the Mediterranean and Black Seas (sea zones 99 and 100), the Strait of Gibraltar connects the Atlantic Ocean to the Mediterranean Sea (sea zones 91 and 92), and the Danish Straits connect the North and Baltic Seas (sea zones 112 and 113). Most narrow straits can’t be crossed by land units without the use of transport ships. However, Turkey is one territory that contains a narrow strait within it, so no land movement or transport ships are required to cross the straits within Turkey. If your side (but not necessarily your power) controlled a canal or narrow strait at the start of your turn, you may move sea units through it (you can’t use it in the same turn that you capture it). If a canal or narrow strait is controlled by a power not on your side, but with which you are not yet at war, you must ask permission to use it, which may be denied. You can’t move sea units through a canal or narrow strait that is controlled by a neutral territory or by a power with which you are at war. In order to control a canal or narrow strait, you must control its controlling land territory or territories. They are as follows:

      Canal/Narrow Straits
      Suez Canal Panama Canal Turkish Straits Strait of Gibraltar Danish Straits
      Controlling Territories
      Egypt and Trans-Jordan Central America Turkey
      Gibraltar
      Denmark

      If there is only one controlling territory, the power that controls it controls the canal or strait. If there are two controlling territories, the side that controls both of them controls the canal or strait. If one side controls one territory and the other controls the other, the canal or strait is closed to all sea units. Turkey begins the game as a neutral territory, so neither side may move through the Turkish Straits until Turkey is captured.

      Exception: Submarines of any power may pass through the Strait of Gibraltar regardless of which power controls it.
      The movement of air units is completely unaffected by canals and straits, whether they are moving over land or sea. They can pass between sea zones connected by the canal or strait regardless of which side controls it.

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    • RE: Grasshopper’s Community Photo Album

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