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Great War ends. All German and Turkish units change to quality C. Roll D6 for every German unit on this and all subsequent White new unit phases, remove on a 1 or 2. Deploy Poles, Romanians, Hungarians, Ukranians, Belarus. |
Ottoman Empire/Turkey. When 1st drawn, Ottoman Empire collapses, remove all Turkish units. Replace card in pack as a W card. On 2nd draw place all Turkish units in Erzerium. Turkish units are under White control. |
Bolshevic revolt. The Red player chooses 1 city not containing any Blue units held by any faction to revolt. Remove all strength points in the city to their force pools (or destroy if not applicable). Place 1 (C) Red unit in the city |
Plague. The Red player chooses 1 non-Red stack and the White player chooses 1 Red stack to be affected. A stack of 4 or less strength points loses 1 point. A stack of 5 or 6 looses 2. losses are not removed to the relevant force pools but are destroyed. |
W Czek forces go home. The Red player gains control of all Czek units. The units must be moved every turn towards the nearest port not under Red control. Stacks may not be split up. Czek units may only attack Green units. |
Great War ends. All German and Turkish units change to quality C. Roll D6 for every German unit on this and all subsequent White new unit phases, remove on a 1 or 2. Deploy Poles, Romanians, Hungarians, Ukranians, Belarus. |
W Improved Red army. In all future recruitments 1 B class unit may be taken for every 4 C class strength points raised from the force pool, force pool points must be paid for all 5 units. |
W Finnish offensive. The White player gains control of all Finnish units until they are all eliminated or control changes due to a random event. |
W Budenny. Red player recieves Budenny leader. Red cavalry units may be built at 1 force pool point each. |
W Hungarian SSR proclaimed. Red player controls Hungarian units, White player controls Romanian. |
Foregn aid to Whites In all future recruitments 1 B class unit may be taken for every 3 C class strength points, all points must be paid for from the force pool. |
W France evacuates. Remove all French units. If any French units are due to arrive as reinforcements they are not placed on the map. |
German influence. The White player gains control of all German units.The White player may continue to control German units if he rolls1 to 3 on a D6 at the beginning of every game turn. On a 4-6 treat as Great War Ends |
W Makno. The Red player places the Makno unit plus 4 Anarchist strength points adjacent to annt Ukranian city. They are controlled by the Red player but any towns captured by Makno are Anarchist not Red controlled |
W Yudenich. New White leader. Place in any Estonian city with 2 C class strength points. These units may draw supply through Estonian units to any Baltic port |
W Greater Poland. The White player controls all Polish and Ukranain units. The Polish and Ukranian force pools are combined. The Red player controls all Lithuanian units. Place Petlura leader with any Ukranian stack. Control continues until a 6 is rolled at the start of any subsequent |
W Allies evacuate. Remove all foregn units except Japanese. White units may not be built as B class (excluding Cossacks) until Tula is White controlled and can draw a supply line to any White controlled Ocean port. |
W Foreign intervention. Roll a D6, 1-3 Red player controls all units of nation for 1 turn, 4-6 White player. D6 for nation, 1-2 Japan, 3 France, 4 USA, 5 Germany, 6 Turkey. Continue to control on a 1-3 every turn
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W Nationalist offensive. Roll a D6, 1-3 Red player controls all units of nationality 4-6 White player. D6 for units, 1Poland, 2 Ukraine, 3 all Baltic states, 4 Siberia, 5 Finalnd, 6 Cossak units if Red player in control, no effect for White player. Roll 1-3 to retain control every turn |
Anti-Bolshevic Revolt. Divide all Red cities into groups of 6 and choose 1 from each by random die roll. Then randomly choose 1 of these to revolt. Remove all units in the city to the Red force pool. Place 1 White C unit in the city. |
Note, cards in bold are returned to the pack when played. Others are set aside.
Red Force Pool 22 Max
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Volunteer Force Pool 22 Max |
Siberia Force Pool, maximum 12
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Yudenich Force Pool, maximum 8 |
Northern Force Pool, maximum 2
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Anarchist Force Pool, no limit. |
Ukranian Force Pool, maximum 8 |
Belarus Force Pool, maximum 4
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Finnish Force Pool, maximum 2 |
Cossak Force Pool, maximum 6 |
Romanian Force Pool, maximum 4
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Hungarian Force Pool, maximum 4 |
Azerbaijan Force Pool, maximum 1 |
Polish Force Pool, maximum 4
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Lithuanian Force Pool, maximum 2 |
Latvian Force Pool, maximum 1 |
Estonian Force Pool, maximum 2
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Armenian Force Pool, maximum 1 |
Georgian Force Pool, maximum 1 |