Sequence of Play

Timetable Events
Make Japan/USSR peace roll (if card in play)
Place Reinforcements
Initiative Rolls
Weather Roll
China-Japan Action Limit Roll
First-player Action Phase:
First Supply Check
Blocked by seazone with enemy TFs and no friendly ships
Rail Movement
Path connected to home country—or China for Japan
Rebase Aircraft
May not fly over enemy area or seazone with enemy ships
Movement
Resolve searches if moving through an enemy seazone
Reaction Movement (into combat within range)
Air
Reserve movement via HQs
Special invasion reaction
Combat
Naval combat
Search rolls
Commit unallocated air (if search roll succeeded)
Combat
Land combat
Assign superior land units to land or air segment
Assign superior air/TF units to land or air segment
Combat round
Invasion combat
Coastal defenses roll
Naval combat (debarking convoys do not participate)
Land combat (invading land units halved)
Second Supply Check
Exploitation Movement
Armor
Infantry in same area as HQ
Naval units in same seazone as naval HQ
Air (into combat within range)
Exploitation Reaction Movement
Exploitation Combat
TFs may not participate in land combat
Second-player Action Phase
Check for Conquest of Countries
Collect Income
Subtract for subs and strategic bombardment
Draw and Purchase Cards
Research
Production
Check Victory Conditions
Bad Weather Effects
•	Attacking land units -1
•	Aircraft and ships -1
•	No exploitation

Out of Supply Effects
•	Land/Air units only
•	Combat factors -2
•	No exploitation
•	No repair

Movement Ranges
Infantry		1 Area
Armor		2 Areas
HQs		2 Areas
Air			2 Areas/Seazones
Naval Units	3 Seazones
•	Units may move double range if they do not enter an enemy occupied area/seazone
•	Naval units may move double range through enemy units if not successfully searched

Special Combat Factors
•	Subs may not fire at air or subs
•	Ships and air fire at subs with 1
•	Land units fire in air segment with 1
•	TF firing in land segment are halved (round up)

Research
Air Combat
•	Combat strength of air/TF +1 when firing at other air/TF
•	Air units with 1 (frontside) are excluded
Long Range
•	Air range increased by one
Better Subs
•	Sub combat strength +1
•	Search roll improvement
Sonar
•	Anti-sub combat strength +1
•	Search roll improvement
Radar
•	Search roll improvement