Colonial Legions and Merchant Marine
USE YOUR COLONIES TO SUPPLY RESOURCES AND MEN: When you build armies¸ the number of troops you can deploy is limited by the number of territories you occupy. Now your colonies are important for their raw resources and manpower. The more countries you occupy¸ the more men you can send to war. When you need troops¸ youll draft any rogue from any colony.
GET RESOURCES QUICK¸ BUT NOT CHEAP: Use your merchant marine to ship your grain¸ oil or minerals in a hurry. You can even get your precious cargos when youre under attack. The more merchant ships you own the more resources you can ship. You can buy anything from anywhere¸ if you have the money and the ships.
SECURE YOUR SEA LANES OR ELSE: Beware! The enemy may use his warships and subs to sink your merchant ships. Your days of war are numbered if youre cut off from your supplies of grain¸ oil and minerals. Remember: no ships¸ no sales; no money¸ no victory.
NEW RULES FOR BUILDING ARMIES¸ TRADING RESOURCES AND ATTACKING:
* Building Armies: Each turn you can build up to three armies for each territory you occupy.
* Tonnage Max: The bigger the fleet¸ the safer your shores. Each merchant ship can transfer a maximum of three units per turn.
* Danger Pay: If you try to ship resources during the attack stage¸ youll have to pay your merchant seamen danger pay. Middle Powers playing pieces included.
PLAYING EQUIPMENT:
* 480 Armies and Colonial Legions¸ color matched to the superpowers
* 160 Navies and Merchant Ships¸ color matched to the superpowers
* 160 Decals to identify your Merchant Ships
* 18 Nuclear Mushroom Clouds
* Rule Booklet (16 pages)