Difference between revisions of "Worldwide"

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1. The game starts in Winter 2000.  Each power builds 5 units in the sc's of his choice (out of his colored centers).  These are the sc's available for building for the rest of the game.
 
1. The game starts in Winter 2000.  Each power builds 5 units in the sc's of his choice (out of his colored centers).  These are the sc's available for building for the rest of the game.
  
2. 'S' denotes a strait.  Artilleries may cross straits without a convoy.  In addition, if both centers on either side of a strait are occupied, a fleet wishing to go through the strait must have permission of one of the occupying units (A Ethiopia Permit F Red Sea - Arabian Sea).  A unit is considered to occupy a center if it stays in or moves to that center.
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2. 'S' denotes a strait.  Artilleries may cross straits without a convoy.  In addition, if both centers on either side of a strait are occupied, a fleet wishing to go through the strait must have permission of one of the occupying units (A Ethiopia Permit F Red Sea - Arabian Sea).  A unit is considered to occupy a center if it stays in or moves to that center.  Permission does not constitute an order (so the same unit can support another unit or even be moving to the center in question).

Revision as of 18:18, 18 May 2008

Wwd abbrev.0.jpg

Rules are the same as usual except:

1. The game starts in Winter 2000. Each power builds 5 units in the sc's of his choice (out of his colored centers). These are the sc's available for building for the rest of the game.

2. 'S' denotes a strait. Artilleries may cross straits without a convoy. In addition, if both centers on either side of a strait are occupied, a fleet wishing to go through the strait must have permission of one of the occupying units (A Ethiopia Permit F Red Sea - Arabian Sea). A unit is considered to occupy a center if it stays in or moves to that center. Permission does not constitute an order (so the same unit can support another unit or even be moving to the center in question).