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Wysyłka w ciągu: 45 dni
Wydawca: GMT Games

Podstawowe informacje

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Czas gry

od 30min. do 50godz






2nd Printing including all Erratas.

Unconditional Surrender! is a strategic level game covering the World War II European Theater. Players make the political decisions and control the military forces of the Axis, Western, and Soviet factions which fought for European dominance and survival.


With its emphasis on force projection and decision making, players remain focused on the big picture of managing the military fronts and political opportunities that arise or they make of their choosing. Through the use of simple mechanics and low on-map counter density, players easily handle the strategic action without a myriad of complicated subsystems or tall stacks of counters.


   Though the focus is on the big picture, Unconditional Surrender! still delivers historical detail. Each country in the game has an historical army level order of battle, and the relative strength of its economy and national will to fight are effectively and simply modeled. Also represented are such World War II events as airdrops, Free Forces, jets, naval evacuation, partisans, radar, railroad artillery guns, and ULTRA; all which are nicely woven into the game's core mechanics for ease of play


Unconditional Surrender! has many scenarios ranging from quick playing individual campaigns to longer ones covering up to the entire war. Depending on the scenario, playing time varies from as short as 30 minutes to as long as 50 hours.


Design Highlights:

Scale: army, fleet, or air wing level units; 30-60 miles per hex; monthly turns.

Low On-Map Counter Density: The number of counters on the map is relatively low.

Simple Stacking: No more than one air, ground, convoy, or warship unit per hex.

No Factors on Counters: There are no combat or movement factors on counters.

Single Combat System: One combat resolution sequence and Combat Results Table covers all types of combat, yet the results differ for air/naval, ground, or strategic combat.

Integrated Movement & Combat System: Units move and fight in a combined activation.

"Use it or Lose it" Economic System: Simple math with minimal record keeping

Historical or Variable Entry: Units and events can enter play using an historical or variable timeline.

Variable Politics: Most countries’ belligerence and faction alliance is not predetermined.



  • 840 counters on 3 countersheets
  • Two 22"x34" maps
  • Three 11"x17" Player Aid Sheets
  • Three 8.5"x11" Faction cards
  • Two 8.5"x11" Flowchart cards
  • Rulebook
  • Playbook
  • Three six-sided dice
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