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Reds.
Rules version 2.0
1.0 Introduction
1.1 Reds
Reds is a game of the Russian Civil War during and after World War One. One player represents the Bolshevik Red Armies and the other the various forces trying to attain independence from Russia, invade Russia for their own ends and to remove the Bolsheviks from power. Units belonging to different nationalities are called factions. These may be controlled by either player or be neutral. They may change allegiance during a game. If neutral they will not move or attack either player.
1.2 Time Scale
Operational turns represent 1 month in Summer and 2 in Winter. Strategic turns are used for certain housekeeping tasks and do not represent the passage of time.
1.3 Map Scales
1 hex represents 40 to 50 miles from side to side.
1.4 Unit Scale
Infantry and cavalry units are in strength points of 10,000 men. These units can be combined or split up like loose change within a hex. Leader units represent a cadre of administration and supplies of insignificant size. Strength points are called points or units, leaders are also units. A single cardboard counter may represent up to 6 combat points and is treated as if it is a stack of 6 x 1 strength units for all purposes.
2.0 Set Up
2.1 Order of set up
Units are set up in the following order, stacks may be of any combination of strength points to make up the total strength.
2.2 Occupation and Green units set up by the White player 20 German units set up in hexes adjacent to the German occupation line on the West map edge side of that line.
4 Ottoman units in Kars.
4 Finnish units in any Finnish cities or city,
1 Georgian (Gg) unit in Tiflis.
1 Armenian unit in Yerivan.
1 Estonian unit in any Estonian city.
1 Latvain unit in any Latvain city.
1 Lithuanian unit in any Lithuanian city.
1 Siberian unit in Tomsk.
2 Czech (Cz) units in Vladivostok, 1 Cz unit in Omsk, 1 Cz unit in Samara, 1 Cz unit in Penza, 1 Cz unit in Cheliabinsk.
2.3 Red units set up by the Red player
All these units are infantry (except Trotsky)
1 B class strength point, 4 C class points plus Trotsky in Petrograd..4 C class points in Moscow.
1 C point in Yekaterinberg, 2 C in Perm, 2 C in Novorossiysk, 2 Cin Yekaterinodar, 2 C in Tsaritsyn, 1 C in Kazan, 2 C in Saratov,2 C in Tambov, 1 C in Simbirsk, 1 C in Vladikavaz, 1 C in Vitebisk,1 C in Smolensk, 1 C in Baku, 1 C in Bryansk, 1 C in Kursk, 1 C inYaroslavl.
2.4 White and Cossack units set up by the White player.
6 Cossack (B class cavalry) strength points in any Cossack cities.
1 White B unit plus Volunteer Army Leader stacked with any Cossackunits.
2 C White units plus Siberia Leader in Samara, 1 C White unit in Ufa,
1 C White unit in Novo Nikolayevsk, 1 C White unit in Krasnovodsk,
1 C White .unit in Chita, 1 C White unit in Khabarovsk.
1 C White unit plus the Northern Leader in Archangel.
2.5 City control
In addition to cities which are controlled by having friendly units in them, Omsk, Penza, Vladivostok and Chelyabinsk are all White (Siberian) controlled.
All other cities on the East map edge side of the German occupation
line are Red controlled.
2.6 Initial force control.
The White player controls all White, Azerbayjani, Cossack, Czech, UK and Ottoman units. The Red players controls Red units only. German, Finnish, Latvian, Estonian, Lithuanian, Siberian, Georgian, and Armenian units are neutral but if attacked will join the other player side.
German units will also become active against the player that crosses the German occupation line prior to the end of the Great War. Persia has no units. Units of any player may pass through Persia and draw supply through Persian hexes but are destroyed if they end a game turn in Persia.
2.61 Initial force pool levels
All force pools begin at zero.
2.7 National Co-operation
Units of differing factions belonging to the same player may stack together and attack together but such stacks suffer a 1 column shift to higher odds when defending and lower odds when attacking. Siberian units represent bandit troops and peasant minorities rather than a single nation.
This penalty also applies to units of differing factions attacking the same defender from multiple hexes or from within the same Siberian box. There is no penalty for White units of different factions attacking or defending together. If a player loses control of 1 faction in a mixed faction stack he must move his units out of the hex in his next movement phase.
Exception 1: White and Cossack units may stack without penalty.
Exception 2: If the Greater Poland card is in effect Polish and Ukrainian forces may stack without penalty.
Exception 3: Ottoman or Turkish and Azerbayjani units may stack without penalty.
Exception 4: All Blue units are considered to be the same nation when controlled by the same player.
2.8 Reinforcements
2.81 General
Most new units are brought on in the new units phases by the expenditure of force pool points. In some cases new units are brought on by other events, these are placed immediately and do not cost force pool points.
2.82 Game turn Reinforcements
Game turn 2. 4 Japanese units and 1 USA unit in Vladivostok. 1 UK unit in Archangel
Game turn 3. 3 Japanese units and 1 Siberian unit in Khabarovsk
2.83 Random Event Reinforcements
Some random event cards call for new units to be placed immediately.
2.84 Baku reinforcements
The instant that a Turkish unit enters Baku, 1 Azerbayjani unit is also placed in the city. Other Azerbayjani units are available for building when force pool points are available.
2.85 End of the Great WarThis event causes some units to be placed immediately and others to appear at defined intervals after the end of the war.
2.851 Units placed by the White player as soon as The Great War ends.
6 Ukrainian units on any city or cities behind the German occupation line which is not occupied by any other unit except other Ukrainian units. This is a maximum of 1 unit per eligible city.
2 Belarus units (By) in Minsk.
4 Romanian units in Bucharest, 2 Romanian units in Constantia.
1 Hungarian unit in Kaschau, 2 Hungarian units in Brasov.
4 Polish infantry and 1 Polish cavalry units on any Polish city not occupied by a non-Polish unit. This is a maximum of 1 unit per city.
2.852 Units placed in the White new units phase on the 1st Operational turn after The Great War ends
1 French unit in Odessa, 1 French unit in Sevastopol
2.86 Units placed in the White new units phase on 2nd Operational turn after The Great War ends
5 French units in Odessa
2.86 Control of new factions
All units of a faction will join the opposing side if a player attacks any unit of that faction or moves to cause it to be destroyed through lack of supply. Occupying a city belonging to a faction without combat will not cause a faction to lose neutrality. A player may attack his own factions in which case all surviving units will change sides in the next player turn.
When all units of a faction are destroyed the faction reverts to neutrality.
2.87 Intervention units
Intervention units are the Allied (Blue) units plus Germany, Ottoman, Hungary and Romania. These units may not move or attack but may defend unless they come under a player’s control by random event or combat from the opposing player. Some intervention factions begin the game under White control.
2.88 Random Event cards
Start with all the cards except those marked W. Add the W cards and remove the remaining Great War Ends card plus the German influence card when the Great War ends is played. All cards must be played when drawn. Cards with a diagonal stripe are replaced in the pack when drawn. Other cards are removed when drawn although their effects may last for several turns. The draw of a No Event card does count as the drawing of a card for the turn although the card has no effect and is returned to the pack.
3.0 How to Win
Victory is judged at the end of every combat phase. If no player has won by the end of the September 1920 turn the game is judged a White victory.
3.1 Red Victory
To win the Red player must control any 4 Red victory cities. These are any of Odessa, Rostov, Baku, Archangel, Vladivostok and Warsaw.
In addition if the Hungarian SSR card is in play the Red occupation of Bucharest counts as 2 victory cities. Bucharest is in Romania not Hungary, its capture should save the Hungarian Red army. None of modern Hungary fits onto the map. Note that Kaschau is now in Slovakia and Brasov in Romania. Both were taken form Hungary in 1919.
3.2 White Victory
To win the White player must control Moscow or Petrograd with a White faction. Control of either city by Poles or any faction except a White faction does not count as a White victory.
4.0 The Turn Sequence
4.1 In General
Turns are divided into Strategic and Operational turns, most turns are Operational.
4.2 Operational Turns
I. Red player places new units by expending force pool points from force pools that he controls. A maximum of 6 units may be placed from every Red controlled force pool.
II. White player places new units by expending force pool points from force pools that he controls. A maximum of 3 units may be placed from every White controlled force pool.
III. A random event chit is picked and acted upon. The deck of unused cards is then shuffled.
IV. White movement phase. All White controlled units are moved by the White player.
V. White combat phase all White controlled units may attack adjacent units. Units may not attack other units of their own faction but a player may use units under his control to attack other units under his control.
VI. Supply attrition.
IV. Red movement phase. All Red controlled units are moved by the Red player.
V. Red combat phase. All Red controlled units may attack adjacent
units. Units may not attack other units of their own nation but a player may use units under his control to attack other units under his control.
VI. Supply attrition.
VII. End of turn. Advance the game turn marker 1 space.
4.3 Strategic Turns
No combat or movement occurs during Strategic turns. Both players count up resources from cities under their control and add half these (rounding up fractions) to relevant force pools.
5.0 Resources
5.1 In general
The only border on the Reds map is that of Persia. Cities are rated for resource value, the big number in the centre of the city circle.
Those resources are added to the force pools of the controlling nation or faction.
5.2 Possession of cities
In general a city in controlled by the last faction to move forces through the city hex (or control a city in a box in Siberia).
Exception 1: Cities belonging to the following groups always revert to their own nation’s control unless they are garrisoned by at least 1 strength point. In that case they belong to the owner of that garrison.
Lithuania, Latvia, Estonia, Armenia, Azerbayjan, Georgia, Finland and Siberia.
Exception 2 : In addition to exception 1, Azerbayjani force pool points may be collected from Baku if Baku is only occupied by Turkish units.
Exception 3: If the Czech units are White controlled then any cities controlled by the Czechs are instead treated as Siberian White faction controlled.
Exception 4: Any cities occupied or passed through by Cossack units are treated as Volunteer Army controlled. If those cities are also Cossack recruiting cities only Cossack units may be raised there.
Exception 5: Blue units never control cities.
5.3 Collection of resources.
Players simultaneously collect resources from cities on Strategic urns. These are added to the force pool of the controlling faction ot the pool chosen by the controlling player. 1/2 of the total points collected by any faction is added to the force pool of that faction.
Force pools are also increased as a result of the capture of cities in combat.
5.31 Factions
A faction is defined as any group having a box on the force pool chart, factions can be nations, parts of the White armies, anarchists or groups hoping to gain independence. Some groups of counters have no force pools and may never collect resources. The presence of their units in a city does prevent any other faction from collecting resources from that city.
Exception 1: Blue units do not prevent White units from controlling a city when they are White controlled or Neutral. They do prevent White resource collection if they are pro-Red.
Exception 2: Ottoman and Turkish units do not prevent the collection of Azerbayjani force pool points.
5.32 Limits on resource collection.
Each faction has a maximum force pool size. The force pool may never be any larger than this limit even before new units are built.
Some factions may not collect resources from some cities. In brief you conscript your own people not someone else’s.
The Polish force pool is only supplied from Polish cities. Note that if the Polish and Ukrainian force pools are combined by a random event then Ukrainian cities are included. In this case the combined force pool may be used to build Polish or Ukrainian units the 2 colours being treated as a single faction but retaining 2 troop qualities.
All force pools which are used to build solely green coloured units can only collect resources from cities of the same faction as the
faction itself. Ukrainians in the Ukraine, Estonians in Estonia and so on.
The Hungarian force pool may only collect from Hungarian cities.
The Romanian force pool may only collect from Romanian cities.
The Anarchist force pool may collect from any city.
The Red force pool may collect from any city except Bucharest and Constantia.
The White faction force pools may recruit from any city except those marked as Cossack and Hungarian.
5.33 Enemy units and force pool collection
Although enemy and neutral units can block rail lines for the purpose of drawing supply they do not prevent a city from supplying force pool points. Enemy and neutral units also do not affect which White faction draws resources from White controlled cities. This is not the same as enemy possession of cities which will prevent a city producing force pool points. If a city is friendly controlled but cut off by land from all other friendly cities it still supplies force pool points to its relevant pool.
5.33 White force pools
The White armies are divided into a number of White factions and Cossacks.
The Cossack force pool collects from Cossack cities, even if these cities are garrisoned by White units.
Other White cities are declared to be in the possession of the White faction which is the last to have a combat unit to pass through it
The allegiance of White combat units depends on which faction they belong to. It is generally easy to see which White force pool a White unit has been raised from because the White factions are spread around the board. Use White control markers to highlight any Siberian White units which come close to Volunteer or Northern stacks.
White force pools are kept distinct and their points may only be used to build White points for that faction. These units may only be placed in cities controlled by that faction.
5.34 Neutrals and Resource collection
Neutral factions may not collect resource points to build up their force pools. They may not deploy units unless they come under the control of a player by random events or attack. If a faction becomes neutral and has remaining force pool points these points are not lost but cannot be spent until that faction becomes active again.
Some factions are not created until The Great War ends, until the faction comes into play they may not collect resources or build troops.
Note that Azerbayjan does exist from the beginning of the game although it has no ability to collect resources until Baku is vacated by Red units.
5.35 Force pool expenditure
Force pool points may be used to bring on new units in any friendly new unit phase. Not all force pool points need to be spent at the same time. A faction may have more points in its force pool than it has new units ready to bring on. No force pool may ever exceed the stated maximum.
The Red player may place 6 new units from each of his force pools in each turn. The White player may place 3 units from each force pool.
6.0 New Units
6.1 Cost of new units
1 force pool point will buy 1 combat unit strength point if available leaders are returned for free.
6.2 New unit placement
New units are placed in cities during the Red and White new unit phases.
Units may only be placed in cities which could have provided force pool points to build that unit. The maximum number of new units which may be placed in a city is equal to the resource value of that city.
6.21 Siberian (Green) units.
There is no Siberian force pool. If a box in Siberia is not occupied by any combat units, except Japanese units, in the Red new units phase place 1 Siberian unit in that box.
6.3 Choosing new units.
If a faction has units available of differing combat quality then all new units must be of the lowest combat class (C) available. If there are not sufficient units of the relevant class available then excess units may not be built. Infantry units must be built, not cavalry.
Exception 1: Cossack force pool points will always build cavalry.
Exception 2; If the Budennny Leader is in play the Red faction has a limited ability to build cavalry.
Exception 3: Polish force pool points may be used to build cavalry if units are available.
7.0 Stacking
Up to 6 factors of combat strength may stack in a hex. In Siberian boxes the stacking limit is 6 combat factors for each colour of unit in each box for each side. In any Siberian box there may be a White, Red, Blue and Green stack. If 1 player controls some Blues and others are neutral there could be more than 1 Blue stack. If all the Blue stacks become neutral or controlled by a single player these are merged
into a single stack. In the event of this stack being over 6 strong excess units must retreat towards Vladivostok. If Vladivostok is fully stacked excess units are removed.
Only 1 stack in a Siberia box may benefit from the city for combat and supply. That is the original owning faction of that city or the stack to most recently gain control by eliminating all previously controlling units.
8.0 Supply
8.1 When to check supply.
Supply is checked for al units in the supply attrition phases of each Operational turn. Any units found to be out of supply at this time are eliminated.
Units may be in supply by tracing a supply line to a supply source or being in city supply. Some units in a hex may be in city supply and others able to trace a supply line.
8.2 Tracing supply
Supply is traced along a path of up to 2 hexes free of enemy units to a supply source or unbroken chain of rail hexes which leads to a supply source and is not blocked by an enemy unit. Supply may not be traced through terrain which the unit cannot cross. Supply may be traced into but not through mountains except when a railway line
runs through mountain hexes.
For the purposes of supply neutral Blue units do not block supply for White or Green units but do block supply of Red units. Pro-Red Blue units do block White supply.
Blue unit supply is blocked by Red units.
Ottoman and Turkish supply is blocked by any non-Turkish unit except Azerbayjani units.
German supply is blocked by Red and White units only.
Cossack units are treated as White units for tracing and blocking supply.
8.3 Supply sources.
Red units have Moscow or Petrograd as supply sources.
White and Blue units trace supply to Ocean ports, not the ports on the Caspian.
Green units trace supply to any city of the same faction.
Polish units trace supply to any Polish city.
Hungarian units trace supply to any Hungarian city.
Romanian units trace supply to any Romanian city.
Turkish units trace supply to Kars or Erzerium.
German units draw supply to Ocean ports.
Cossack units trace supply to any Cossack city or any White controlled Ocean port.
Siberian units are always in supply in Siberia boxes
8.31 Ocean Ports
Ocean Ports are always cities. They are marked by anchor symbols on the map.
8.4 City Supply
A city can supply up to its resource factor of units stacked in that city hex provided that those units could have been raised by force pool points drawn from that city. Ukrainians are out of supply in Belarus and such.
8.5 Anarchist supply
Anarchist units are always exempt from supply rules.
8.6 White Faction supply
White factions all draw supply from Ocean ports. Not all units of the same faction have to draw supply from the same port. Units of 2 different White factions may draw supply to the same port.
8.7 Combining White factions
If 2 White Leaders end a movement phase stacked in the same hex 1 of the 2 commanders is permanently removed and the 2 force pools are immediately merged.
8.8 Plague
Plague is a random event, it does not affect leaders.
9.0 There is no 9
10.0 Troop Quality
Combat units are rated for strength points and troop quality. Leaders are rated for troop quality only. Strength points may be broken down and combined at any time during Operational turns. Troop quality never changes after a unit is built. Strength points of different troop quality may combine in a hex with no penalty.
10.1 Red and White Troop quality.
Red and White units have a letter B or C on all combat units and A, B or C on leaders this is the troop quality of that unit. New Red and White units are generally built as C although Red cavalry are Bs. Red and White B infantry units may only be built if a random event is in play which allows their creation.
10.2 Other faction troop quality
10.21 A quality units
Germany (before the Great War ends)
Estonia
Finland
Czechoslovaks
10.22 B quality units
Ottoman (before Great War ends)
Turkey
Lithuania
Latvia
Poland
Romania
Hungary
Japan
10.23 C quality units
France
UK
USA
Siberia
Belarus
Ukraine
Georgia
Azerbayjan
Armenia
Germany (after the Great War ends)
Anarchists
Ottoman (after Great War ends but before creation of Turkey)
11.0 Leaders
Red and White units have a limited number of leaders who have no intrinsic combat strength and have no effect on stacking. Combat units are rated for strength points and troop quality. Leaders are rated for troop quality only. Strength points may be broken down and combined at any time during Operational turns. Troop quality never
changes after a unit is built. Strength points of different troop quality may combine in a hex with no penalty.
11.1 Leaders and troop quality.
Leaders have a troop quality rating the same as combat units.
No more than 1 leader may stack in a hex except for the instant when 2 White formations combine. Leaders of 2 opposing sides may be present in a single Siberia box.
11.2 Removing leaders
White leaders are permanently removed when factions combine. If all units stacked with a leader are destroyed in combat the leader is removed. White leaders are returned in the next White new units phase.
Siberia Leader to any Siberia box.
Volunteer Leader to any city on the South map.
Northern Leader to Archangel.
Yudenich permanently removed.
Petlura permanently removed.
Red leaders are destroyed on 5 or 6 on a D6 otherwise returned in the next Red new units phase. Returning leaders may be placed with any friendly stack. Red Leaders lost as a result of attrition are permanently removed.
12.0 Weather
Some operational turns are noted as Wet or Snow weather. All hexes on both maps have the same weather. Weather affect movement and combat.
13.0 Movement
13.1 Movement points
Infantry units have 4 movement points and cavalry 6. All leaders except Budenny move 4 movement points. Budenny moves 6.
13.2 Limits
Movement points may not be accumulated from turn to turn nor loaned to another unit. Once 1 stack has completed moving and another has begun to move the original stack may not move again in the same movement phase even to retrace its steps or spend unused movement points.
13.3 General movement rules.
Units move from hex to adjacent hex. Hexes may not be skipped. Clear hexes cost 1 movement point to move through other hexes cost more based on the terrain in the hex.
Rivers and lakes border hexsides, additional movement points are spent to cross these hexsides during certain weather. No unit may enter a hex if it has insufficient movement points to do so. All sea hexes may not be entered nor lake hexsides
be crossed except lake hexsides during Snow Weather.
13.4 Terrain and movement
Forest and marsh hexes cost 2 movement points to enter. Rough 1 point and mountain 2. River hexsides cost 1 extra movement point to cross in Wet and Snow weather. Lakes are impassable except in snow weather.
Cities do not add an additional penalty to movement, units pay the cost of the rest of the terrain in the hex.
On the South map 1 hex contains the edge of the Crimea at Kerch and the Asian mainland. White, Blue, Cossack and Green units may treat this as any clear terrain hex. Red and other units may not cross this hex and should treat the Eastern edge as a lake hexside. The foreign navies in the Black sea are a factor here.
13.5 Railways
Railways pass through hexes not between them. They have no effect on combat but are an aid to movement. The other terrain in the hex is not considered for rail movement but is considered for combat.
All units that begin a movement phase on a rail line may move up to 12 hexes but may not leave a rail line hex. They must follow a path of connected rail line hexes and may not take short cuts to adjacent rail hexes which are not connected by the same rail line.
Railway movement is not allowed in Snow.
13.6 Movement in Siberia
Siberia does not have hexes like the main portion of the map. Its boxes represent very large areas of land grouped around the Trans-Siberian Railroad.
13.61 Entering Siberia
Siberia can only be entered by rail from the hexes marked A and B. Units entering from A enter the North Eastern Siberia box (Yekaterinburg), from B they go to the South Eastern (Chelyabinsk). It costs 4 rail movement hexes to enter either box, this point is not reduced because the unit is travelling along a rail line.
13.62 Leaving Siberia
Units may leave the 2 Eastern Siberia boxes and enter the main map regardless of the presence of enemy or neutral units in these boxes, this costs no movement points. They enter at hex A from the North or B from the South. The unit has 1 movement point to spend on the main map. If hex A or B is occupied by enemy units the owning player must retreat those units 1 hex.
13.63 Movement in Siberia
Units may move from box to box in Siberia by rail but treating movement from box to box as 4 rail movement hexes. A unit must stop when it enters a box that also contains a Green unit or any enemy unit. In Winter units may only move 1 box to an adjacent box or onto the main map.