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2. Sequence of Play

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6. Ground Combat

6. Ground Combat

1.2.2 Errata Counters

Replace the following counters with replacement counters found on Sheet 9:

•8 IRG counters on Sheet 2 (8P, 25P SMP, 12P, 19P, 24P, 29P, 56P CdoB) •1 Soviet MiG-19 counter on Sheet 2 •3 U.S. counters on Sheet 4 (9 ID, 101 AmobD, II MEF POMCUS)

1.3 Rules and Charts All rules are contained in this booklet. Also provided is a Playbook which contains scenario order of battle, setup information, and any scenario-specific rules, along with background information on the two alliances and their armed forces, plus designer and player notes.

Separate sheets are also included which contain air theater displays, nuclear attack point tracks, air transport tracks, holding boxes, critical loss displays, off-map movement charts, map legend, unit identification charts, terrain effects charts, national/factional data charts, tables of organization, combat results tables, game turn track, diplomacy track, victory point track, expanded sequence of play, combat odds track, and setup and reinforcement displays. 1.4 Diplomacy Cards [PG, CG] A set of 24 diplomacy cards is included: 11 Soviet diplomacy cards and 11 U.S. diplomacy cards, plus one blank card for each side. 1.5 Parts Inventory A complete game of The Third World War includes the following components:

• Nine full-color countersheets (9/16” size) • One Rulebook • One Playbook • Player Aid Cards (20 total) • Two sets of air theater displays (2 pages each) • Two Nuclear Attack Point, Air Transport Point,

Holding Box Displays • One Game Turn, Diplomacy, Nuclear War Level,

Victory Point Display • Two Critical Losses Displays • One Off-Map Movement Display • Two Map Legend and Unit Identification Chart Displays • Two Terrain Effects Chart Displays • One NATO Organization, National/Factional Data

Chart • One Warsaw Pact Organization, National/Factional

Data Chart • Two Miscellaneous Displays: Combat Results Table,

Air Combat Table, Air Defense Fire Table, Weather

Table, Nuclear War Table (one NATO, one Warsaw

Pact) • Two Combat Odds Tracks

• Two Expanded Sequence of Play Displays • Twelve Setup and Reinforcement Displays • Twenty-four Diplomacy Cards • Four six-sided dice • One game box

If any of these parts are missing or damaged, please contact:

Compass Games, LLC PO Box 278 Cromwell, CT 06416 Phone: (860) 301-0477 E-Mail: support@compassgames.com

Online game support is available. Visit us on the Web:

https://compassgames.com

You can also use the URL or QR code to reach

Compass Games online: https://linktr.ee/compassgames

2 . S E Q U E N C E O F P LAY

The Third World War is played in a series of turns, each representing the passage of one week. Each turn is divided into four segments, and the segments are divided into impulses, sub-impulses, and phases. To play a turn, follow the sequence of play from beginning to end, exactly as shown. Some phases may be skipped depending on the scenario played. No game activity may take place out of sequence. A Game Turn Track is provided on one of the Player Aid Cards, as well as a Game Turn marker (located on counter sheet 9). The Game Turn marker has one side that indicates Pre-war, and one-side that indicates War. See rule 20.5 for more information on pre-war and war turns. Additionally, informational markers are provided to track events that are key to game play. Use of these markers is discussed in the section of the rules relevant to each marker. Those markers include:

•Black Sea Fleet sortie (rule 13.4.2.2) •Pact SMD M+6 (rule 20.4.4.5) •NATO RDF Alert (rule 20.4.4.6) •War Turn 0 (see rule 20.4.4.8) •Pact Mobilization 1 (see rule 20.4.4.8) •War Turn 1 (see rule 20.4.4.8) •NATO Mobilization 0 (see rule 20.4.4.8). See The Sequence of Play on following page.

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