The Tux War

Overview

The nation of Tux is wracked by civil war. The Republican faction, a grass-roots movement of the working classes, is out to end the power of the Monarchist faction and break its old-fashioned, outdated, rigid class system. Both sides are receiving help from foreign nations who are interested in the outcome, and want to test their military machinery in live battle.

Terrain

Lay out the boards as shown. There are a few special rules regarding the terrain in this scenario:

  1. Foreign land. Units may never enter foreign land or coastal hexes during the game. Foreign hexes are:

  2. BB and CA may not pass through the canals; the canals are old and were not designed for large, modern, deep-draught ships.

  3. Ungarrisoned cities and RS centers revert to control of the Republicans.

  4. All towns and roads are considered neutral, and may be used for strategic movement and supply by either side.

Setup

Both sides may set up simultaneously. Note that each side has a limited counter mix, which limits how many and what types of units each side may posess. Also see the Special Rules for other limitations on unit types and production.

Special Rules

The following special rules apply to this scenario:

  1. Logistics units. Do not use any logistics counters except destruction markers (for the many important canals and bridges). Since there are no EN units in the game, destruction markers can be repaired during the Production phase, but only if there is a land unit in the same hex.

  2. Republican forces.

  3. Monarchist Forces.

  4. Adding Steps. MT, IN or SU units do not have to be in a city to add steps, but may add steps using pp from any city to which they can trace supply.

  5. Merging Units. The Republicans may use the Merging Units optional rule on IN und RS units. The Monarchists may only merge RS units.

  6. First Turn. The player who wins the initiative for turn 1 must fight at least 1 round of combat in San Carlos before retreating.

Victory

The game is 8 turns long. At the end of turn 8, the player with the most pp of cities wins a marginal victory. The game can end with a decisive victory if one of the following is true:

The Republicans win a decisive victory if they own the capital (Bransk) during a Victory Check phase.

Either wins a decisive victory if it controls all the cities of 3 boards during a Victory Check phase.