Pick an edition, name the players, and assign powers. Each player logs their own powers from the shared War Room.
Seven powers (adds Italy; China rides with the USA). The deepest ruleset — cruisers, destroyers, R&D, and victory-city play.
The tournament standard. Five powers, the full naval roster with cruisers and destroyers, submarines that defend at 1.
The fast on-ramp. Five powers, a lean unit roster, no research, and a quick win on enemy capitals.
The classic five-power game. No Italy, armour defends at 2, destroyers replace cruisers, and technology is bought with dice.
The full 1940 experience — both maps joined. Nine powers including France and ANZAC, mechanized infantry, tactical bombers, and base construction.
The European theater on its own map. Germany and Italy against the USSR, the UK, France, and the USA.
The Pacific theater on its own map. Japan against the USA, China, the UK (Pacific), and ANZAC.
The First World War. Central Powers vs. Allied Powers — no aircraft, trench-era infantry, and dreadnought fleets. The USA enters late.
Hold the target number of victory cities (default 15 of 18) at the end of a complete round to win.
China is controlled by Player 1 (rides with United States).