TotW Rules Final R
TotW Rules Final R
TABLE OF CONTENTS
1.0 INTRODUCTION
2.0 COMPONENTS
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8.0 PRODUCTION
9.0 ARMY & FLEET MOVEMENT
10.0 CONVENTIONAL COMBAT & AIRPOWER
Frontline Frontline Frontline Frontline Frontline Frontline
14.0 DESIGNER’S
Game Design: Ty Bomba NOTES
Nazi Germany vs. Imperial Japan
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Rebellion Phase
German Production Points Track 1-4 The targeted unit is eliminated.
5 The targeted unit is disrupted.
Recovery Phase If the targeted unit was already disrupted there’s no
Triumph of the Will
1.0 INTRODUCTION The land and sea areas delineated on the map regulate the placement
and movement of units across it. A unit is considered to be in only
one area at any one time. Each area on the map has a unique name
1.1 In General printed within it. They’re provided to help you find referenced places
Triumph of the Will: Nazi Germany vs. Imperial more quickly. They also allow you to record unit positions if a match
Japan (TotW) is a two-player, strategic wargame of has to be interrupted and taken down before it can be completed.
low-intermediate complexity that covers the Third
World War that likely would’ve occurred – fought 2.3 Unit Counters
for final global domination – if Nazi Germany and Most of the counters (also referred to as “units” and “unit counters”)
Imperial Japan had won World War II. The game’s systems are represent combat formations – armies, fleets and air forces – which
crafted to present a supreme-commander’s eye-view of such a war. would be on hand for the war modeled here. Additional counters are
It’s therefore fully strategic in its perspective, with only the most provided as informational markers and memory aids. After reading
pastel of operational and tactical undertones added to enhance its through these rules, punch out the counters. Trimming the “dog
tone and texture in those regards. ears” from their corners with a fingernail clipper will facilitate easier
The overarching theme of the situation is resource scarcity. That handling and stacking during play.
is, by 1945, when the Axis powers are presumed to have won
WW2, the world had been in crisis for a little over 30 years. 2.4 Sample Tank/Panzer Army
Their victory in that war pushed the Germans and Japanese to The unit shown below is the German 1st Panzer (a.k.a. Tank) Army. Its
the limit of their powers. The new war, therefore, sees them and nationality is shown by its background color. The unit is printed much
the rest of the war-weary globe in a state of near exhaustion in the same on both sides; however, the stripe on its reverse side is meant
terms of demography, natural resource availability and industrial to indicate “disruption.”That’s the state armies and fleets generally fall
production. In operative terms, that means you will always feel, into immediately after completing one move and/or attack each turn.
no matter which side you’re commanding, your military is at full- See sections 5.0 and 9.0 for more details.
stretch. You will always be hard-pressed to come up with the units
you need to carry out your plans.
2.0 COMPONENTS
2.1 In General 2.6 Nationality & Sides
The components to a complete game of TotW include: The German player commands all the units of that nation plus
those of the Italian Empire. The Japanese player commands all
One rulebook
the units of that nation. The Italian Empire starts the game as a
Two mapsheets
German ally, but it may defect to the Japanese side during play
Two die-cut countersheets
(see section 7.0 for details on that). The units’ nationalities are
Twelve six-sided dice
shown by their background colors.
One box and Lid set.
2.9 Markers
The counter-mix also includes the following types of informational
and memory aid markers. Their uses are explained in appropriate 3.0 SET UP & AREA CONTROL
sections of the rules.
3.1 Preparing to Play
• Variable Area Control Determination Markers (see 3.6) After deciding who will command which side, both players
should sort and set up the units of their own side according to
the following instructions. Normal stacking limits apply for both
players during set up (see section 8.0).
3.5 Ocean Area Control & Dead Water Place the “Atomic Blasts Totals Markers” in the “0” box of the
Don’t place any flag-control markers in any ocean area. Control of “Total Atomic Detonations Track.
ocean areas is based entirely on the undisputed presence of one of
Place the “Atomic Blast Markers” (which are back-printed with
more of your fleets in them, and that control disappears if those
images of unexploded bombs) in a loose pile conveniently in reach
fleets depart.
of both players, and then do the same in another pile with the
The Baltic Sea, the Black Sea, the Great Lakes and the Caspian “United Nations Rebellion Markers.”
Sea are shown on the map but they are termed “dead water”
That completes the entire set up process.
for play purposes. That is, during play they are simply and fully
ignored as if they were part of a regular all-dry land border. Fleets
never enter them.
4.0 HOW TO WIN
3.6 Variable Control Areas
There are four land areas – Mexico, Panama, the Northern Andes 4.1 Conventional Victory
and the Southern Andes – the control of which is indeterminate The first player to gain control of his opponent’s capital area wins
at the start of set up. To resolve that, those four markers (see 2.9) the game at that instant. The capital area of the German Empire
should be placed all together in any large-mouth opaque container (“Reich”) is “Greater Germany.” The capital area of Imperial
such as a coffee mug or cereal bowl. Both players then openly roll a Japan are the Japanese home islands (shown on the map simply
die to see who (blindly) picks the first marker from the cup (reroll as the island area “Japan”). Both home areas are marked by unique
ties). Then the other player (again, blindly) picks the second chit, symbols on the map in order to serve as a constant reminder of
etc., until all four chits are out of the cup, with two of the provinces their crucial status. Capital areas may never be changed or moved
having gone into each Axis empire. Mark their ownership using in any way.
appropriate flag markers.
4.2 Nuclear Winter
Design Note. The rationale behind the rule above is, though If “nuclear winter” descends across the planet (see 5.11), the player
we can’t know exactly how WW2 would’ve ended, we can be whose most recent successful atomic attack was the last one to be
fairly certain – given the macro geo-strategic realities of that detonated, and in that way was the proximate cause of the onset
struggle within our own timeline – the western edge of South of the climatological disaster, has lost the game at that instant. His
America would’ve been the last area where the two Axis empires’ opponent is declared the winner.
forces came together as they squeezed out the last of the Allied
opposition. So their initial ownership is always uncertain. 4.3 United Nations Victory
In the highly unlikely event every land area (mainland and island)
3.7 Completing Set Up falls into unsuppressed UN rebellion at the same time (see 5.12
With all the steps above completed, if one or both players built and section 12.0), that game ends and both players are considered
an atomic bomb and/or one or two air force headquarters, those to have lost.
counters should be temporarily set aside within easy reach (see
section 11.0 and 7.0 for more details on them). Next, both players
openly roll a die (reroll ties) and the high roller places any one
of the armies he built in any land area he controls. Alternatively,
he may place any one of the fleets he may have built into any
ocean area that borders on one or more land areas he controls.
Then the other player does the same in regard to his land and
ocean areas. That back-and-forth, one-unit-at-a-time placement
continues until one player first runs out of units to place. When
that happens, the other player then completes his side’s set up
with all his remaining units.
in any way.
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the human and electronic intelligence assets available to both
sides, there’s no “fog of war” in the game. That is, both players are
free to look over and through all the stacks of both sides deployed
on the map, as well as those on the various tracks and holding
boxes and off-map piles.
The Germans have one panzer army (6th SS) that’s considered elite, SEA
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and the Japanese have one fleet (Kido Butai) that’s considered BLA
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The two German tank units can move from Medio Oriente,
thru Iran and Azad Hind (flipping the area control markers
enroute), before stopping in India for combat.
Oriente in either direction across the land bridge presumed to land area bordering on that same ocean. The convoying disrupts
exist at Constantinople. The same is true between Denmark and both the involved army and fleet. If there is a chain of fleets lying
Frontline Frontline Frontline Frontline Frontline Frontline
Air Support southern Sweden.
Air Support across several ocean areas, the convoyed army may be moved to
any friendly controlled land area along that chain; however, all the
fleets that took part are disrupted at the end of the move. All such
convoy moves, no matter what their overall lengths, are considered
unitary “move actions.”
Air Support Air Support Air Support Air Support Air Support Air Support
Similarly, such convoys – in this case termed “amphibious invasions”
– may be used to move an army from a friendly controlled coastal
mainland or island area to go ashore in any enemy controlled area,
even if it’s also enemy occupied (again, multiple fleets may be used
to make for lengthy invasions).
in 9.7 are the only ways to get armies on and off of island areas.
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= Land Bridge
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land units are flipped to their
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disrupted sides before Combat.
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Impassable
Atomic Attack Table
Trium
10 © 2017 Compass Games, LLC. Die Roll Re
Nazi German
German Units Available Holding Box
A moving force made up of one or more fleets must stop its move As with regular oceanic movement, fleets may attempt to move
al Japan
action when it first enters an enemy controlled ocean area that through the Arctic using the Northwest or Northeast Passage in
contains one or more enemy fleets in it. That stopped force must
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either direction. To do so, state the projected route, roll one die for
mba then attack the enemy defending force in that area. Remember:
Frontline Frontline Frontline Frontline Frontline Frontline
the entire moving force and cross-index that roll on the passage
an ocean area is only said to be controlled by one side or the other table printed on the mapsheet. If the move succeeds finish it like
ewskiwhile there is one or more fleets of a given side in it. For that
Frontline Frontline Frontline Frontline Frontline Frontline
any other regular fleet move (or convoy or invasion). If the move
ames control status to switch to your side, you need to enter with a force
of fleets, stop there and win the resultant battle (after which other
fails the involved fleet force is disrupted in the area from which it
entered the passage (while any transported armies
Triumph of the Will:are returned to
of your
Air Support undisrupted
Air Support fleets
Air could
SupportfreelyAir
Air Support enter and/or Air
Support
Air Support transit that
Support
Air Support Air Support Air Support Air Support Airtheir jump off land area and areNazi
Support disrupted
Germany there).
vs. Imperial Japan
Game Design: Ty Bomba
newly friendly ocean area). Fleets never enter or move through Map Graphics: Rafał Zalewski
island or mainland land areas; they only operate in seas. 9.11 O -M ff ap leet F
ove M
© 2017 by Compass Games
The only off-map move allowed in theNORTH
game MAP
is as follows:
within
9.9 Canals & Gibraltar the other movement strictures, fleets may move directly from the
There are two canals on the map: the Suez Canal in Africa Western Pacific Ocean to the South Pacific Ocean (and vice versa).
Orientale, and the Panama Canal in the area of that same name.
They allow fleets of the side that controls those land areas to move
freely through the canals from the Mediterranean Sea to the West
Indian Ocean (and vice versa) in the first case, and from the South
Pacific Ocean to the Caribbean SeaAvailable
German Units (and vice versa)
Holding Boxin the latter
case. Your fleets may not transit a canal in an area that’s controlled Battl
attacks, whether or not you own them at the time. See section 11.0
and the Atomic Attack Table on the mapsheet for details.
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BLA Frontline Frontline Frontline
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The Strait of Gibraltar –Game the narrow body of Northwest Passage – Western PacificRebellion
Ocean
Design: Tywater
Bombaconnecting the SOUTH MAP Phase
R
If the targeted unit was already disrupted there’s no Type of Unit Production Point Cost
6
Canada – Western
and a blast marker is placed.
America Atomic Bomb
The bomb failed to detonate. No blast marker is placed.
1
Tank/Panzer Army 2
Japanese Production Points Track Eastern America – Mexico Fleet 2
0 1 2 3 4 5 6 7 8 9 Kamchatka – Russia
Nuclear Winter Table
Manchukuo –1 Iran
19 through 24 1 or 2
SP
0 1 2 3 4 5 6 7 8 9
31 through 36 Notes
Not
Triumph o
Failed moves go back to the area from which they entered the passage and disrupt there.
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37 or More 1 through 5 No fleet may ever end a move in either passage area.
B LA
Adjacent
A player must
Nazi Germany vs
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fleets to transit. EA
Map Graphics:
© 2017 Compass Games, LLC.
© 2017 by 11
Com
Triumph of the Will
9.13 No Antarctic Transit 10.6 Combat Resolution
Though the areas of the Japanese Antarctic and German Antarctic Starting at either end of the manned frontline, both players
are part of the same large land mass, no overland movement is simultaneously (or as nearly so as is convenient for them) roll
allowed between them because the climatic conditions are too one die for every opposing army or fleet in that particular cross-
harsh to allow for it at army-level. frontline-box match up. High rolls win; the defender wins ties.
One losing army or fleet is eliminated for each winning “hit.”
10.0 CONVENTIONAL In cases in which there’s a mismatch between the number of armies
or fleets directly involved against each other across the frontline,
COMBAT & AIRPOWER resolve those one match up at a time. For example, say three
attacking armies or fleets are matched up against a lone defending
army or fleet. The defending unit would be pitted against all
10.1 In General three attacking armies/fleets, but it’s resolved one at a time. If
Combat is mandatory whenever a moving army force enters a land the defender survived the first exchange of rolls, that defeated
area that’s occupied by one or more enemy armies at that time. attacking unit would be eliminated, after which a new roll would
Combat is also mandatory whenever a moving fleet force enters an be made by both players to resolve the second army’s or fleet’s
ocean area that’s occupied by one or more enemy fleets at that time. attack. If air support is available to one side, it’s modifier is used
by that side throughout its supported multi-round engagement.
10.2 Undefended Enemy-Controlled Land Areas
Entering an enemy-controlled land area that only contains an
10.7 Combat Die Roll Modifiers
enemy control (flag) marker doesn’t require your moving force to
Whenever a tank/panzer army is part of any attacking force, add
stop (though you may certainly choose to end its move there).
one to its die roll result before comparing it to the result of the
In such cases, control status switches from one side to the other
opposing defender. Further, if the attacking panzer army is the
instantaneously.
6th SS, instead of adding one add two to its die roll. Panzer/tank
10.3 Defended Land & Water Areas armies on the defense generate no die roll modifiers, not even 6th
Entering an enemy-controlled land or ocean area that contains SS Panzer
one or more enemy armies or fleets, respectively, causes you to end Whenever the Kido Butai fleet is part of any attacking or defending
your move and immediately fight a battle there. Neither player Japanese force, add one to its die roll result before comparing it to
may hold back any portion of his involved force; all units of both the result of the opposing unit.
sides present in the area must take part in that fight.
If the units in a frontline box have an aircraft unit supporting
10.4 Combat Set Up them, every one of those armies adds one to its rolled result. An
Whichever player has fewer involved units should take all of them air support modifier is cumulative with the two other types of
and put them in a row, one unit per box, in neighboring frontline modifiers described above.
boxes along one side of the Battle Board (whichever side is easiest
for him to reach; it doesn’t matter which). The other player should 10.8 Ending a Battle
then do the same with his involved units, matching his opponent’s Combat in a battle continues as described above, through as
placement box for box but on the other side of the frontline. That many rounds as necessary, until all of one side’s involved force
second player will have units left over, which he should then stack, is eliminated. Between rounds, rearrange the units on both sides
in any way he chooses, in any one or more of his already manned of the Battle Board’s frontline as necessary, as given in 10.4, in
frontline boxes. If both players have the same number of armies or order to fight your way through to the total elimination of the
fleets, the defender places first, followed by the attacker. entire force of one side or the other. Airpower remains available
throughout the overall battle, but there may never be more than
10.5 Air Force Participation one such die roll modifier added onto any one die roll. That is,
The player who has air superiority (see 5.5), provided he still has
in any one round of combat, it’s not allowed to add more than
one or more unexpended aircraft units, may now commit them
one airpower modifier onto any one ground unit’s combat die roll.
(he’s not required to do so), at the rate of one aircraft counter
(Also keep in mind aircraft units aren’t eliminated; they’re just
per Air Support box located behind one or more frontline boxes
used up for the phase at the end of the battle, even if their side
that contain one or more of his armies. Once an aircraft unit is
won).
committed in this way, it’s out of play for the rest of the turn as
soon as its portion of that overall battle is resolved. Air units Once all that’s been resolved the side with one or more surviving
committed to support a given ground battle do so in every round armies or fleets places it back into the area where the battle has
of it, until such time as it’s ended according to rule 10.8. just taken place and disrupts it/them there. If it was a land area,
switch the control marker to show the flag of the new owner.
COMBAT EXAMPLE
The Holding
German 1st Combat Round
n Units Available Boxplayer is attacking, but the defending Japanese player Ja
has air superiority. After both sides have set up their involved units Air Support Air Support
Battle Board
Air Support Air Support Air Support Air Support
on the Battle Board (defending Japanese player first as he has the
fewest units, per 10.4), the situation is as pictured here.
The two players simultaneously roll dice, one for each of their units
in the frontline boxes of the Battle Board. The German player’s
6th SS Panzer Army will add two to its die roll result because it’s
both a panzer unit and an elite unit on the attack. The other three Frontline Frontline Frontline Frontline Frontline Frontline
German units are all regular panzer on the attack, so they will add
one to their die rolls (If the Germans were defending, they wouldn’t
get any of those die roll modifiers), and the German Infantry unit Frontline Frontline Frontline Frontline Frontline Frontline
gets no DRM. Only the three Japanese units with Air Support will
add one to their die rolls (and that would be true no matter if they
were attacking or defending, since air superiority works in both
those ways.)
2 Page 1
All firing of both sides is considered to be taking place at the same
time. The table below shows the rolls, DRMS, and results, with the Air Support Air Support Air Support Air Support Air Support Air Support
In the second round of battle, the German player’s luck abandons him
while the Japanese 2nd Combat Round
German Units Available Holding Boxplayer rolls well. See the table below for the rolls,
DRMS, and results, with white hexes marking the winner. Air Support Air Support
Battle Board
Air Support Air Support Air Support Air Support
All three German units are eliminated and the Japanese have retained Frontline Frontline Frontline Frontline Frontline Frontline
control of the area in which the battle was fought. The Japanese airpower,
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though not eliminated, isn’t available for any more support operations
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during that turn. Both side’s eliminated armies are eligible to be reentered
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into play according to the “Production” rules given in section 8.0. MED
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Finally, the remaining Japanese units are flipped to their Disrupted sides
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and placed back in the area where the battle was initiated. If the German Air Support Air Support Air Support Air Support Air Support Air Support
player had won the battle and had surviving Panzers, he would not have
Triumph of the
been able Will:
to use Tank/Panzer Army Momentum Combat, per rule 10.9,
azi Germany vs. not
as he did Imperial
have airJapan
superiority this turn.
Game Design: Ty Bomba
Map Graphics: Rafał Zalewski
© 2017 by Compass Games
NORTH MAP © 2017 Compass Games, LLC. 13
Triumph of the Will
10.9 Tank/Panzer Army Momentum Combat
If you’re the attacker and a battle ends with you victorious (meaning
12.0 UNITED NATION
the defending force has been entirely wiped out), and one or more
of your surviving armies is a panzer/tank army, and you also have
REBELLIONS
air superiority that turn, and you also have one or more aircraft
12.1 Procedure - Identical to rule 5.12
units still unused that phase, you may (you’re not required to
During every turn’s Rebellion Phases, both
do so) declare “tank/panzer army momentum combat.” In that
players should cooperate to identify every land
case, instead of immediately disrupting them for the remainder
area on the map (mainland and island) that
of the phase as would normally be done, take one, some, or all
doesn’t have at least one German, Japanese
your victorious tank/panzer armies and move them into any one
or Italian army in it (but excluding both sides’
immediately adjacent enemy-controlled mainland land area
capital areas). As each area like that is identified, the player who
(provided at least one such is available at that location; this can’t
doesn’t own it rolls a die. On a result of six or more, a rebellion
be done using convoying or island areas in any way). If that area
(under the auspices of the renegade “United Nations” resistance
is undefended, those victorious panzer/tank armies then take
organization) has broken out in that area. Add one to the rolled
immediate control of that area and end their action by disrupting
result for every area adjacent to the area being rolled for that
in it. If that area is defended, fight a battle as described above.
already has one or more rebellion markers in it. (For example,
Either way, there may never be multiple momentum combats by
if you were rolling for Brasil, and there was already a rebellion
the same force during the same AAP; one is the limit. Similarly,
underway in Patagonia and the Northern Andes, you’d add two
if you have more than one eligible panzer/tank army present,
to whatever result you rolled.) The same player then immediately
they may not be split up to go into different areas (though one
rolls a second die and places that many revolt markers in the newly
or more might be left behind in the original area to disrupt there
revolted area (one through six). See section 12.0 for more details.
for the phase). Also note that, though you need to have overall air
superiority and at least one potentially available aircraft unit in 12.2 UN Forces in Combat
order to qualify for this type of combat, with those preconditions UN rebellion units never move or attack from their area of
in place you’re not actually required to give your momentum force placement; they merely ‘metastasize’ as described in 5.12. Each
air support in their new locale. one defends as if it were an infantry army in combat, whether
attacked by the Japanese or the Germans or Italians. They always
10.10 Multiple Attacks into the Same Area fight to the finish; they never retreat. At the same time, though,
It is permitted for the same unit(s) in the same area to be attacked
a rebelling UN area never receives reinforcement; it’s unit-count
more than once per AAP; it’s just that it will be impossible to
can only potentially go down after its rebellion has begun. Even
do so using the same attacking force more than once during any
further, however, any eligible area may potentially go into rebellion
given AAP. In subsequent actions, fresh enemy forces might be
any number of times during a game; just because one rebellion was
moved in to give it another try.
crushed there doesn’t mean another can’t restart there.
11.4 For more on this topic, see rules 2.9, 3.3, 3.7, 3.8, 4.2, 5.3,
5.4, 5.7, 5.11, 8.4, 9.9 and 12.4.