Rise And Decline Of The Third Reich Computer Game Download
Designers | John Prados |
---|---|
Publishers | Avalon Hill |
Years agile | 1974 - current |
Genres | Chiliad strategy wargame, World War Two |
Players | two-half dozen |
Setup time | 15 + minutes |
Playing time | 4-x hours |
Random chance | Medium (dice rolling) |
1974 Charles S. Roberts Honour, Best Professional Game Winner |
Rise and Decline of the Tertiary Reich or more commonly Third Reich is a chiliad strategy wargame covering the European theater of Earth State of war Ii, designed by John Prados and released in 1974 past Avalon Hill. Players accept on the roles of major powers—Deutschland, Italy, United Kingdom, France, the Soviet Union, and the U.s.a.—from 1939 to 1946.
The game was popular because of the balance between economic science, politics, and land, ocean, air and strategic warfare. Players can attempt alternate history strategies (eastward.chiliad., a German invasion of Spain or the United kingdom of great britain and northern ireland). The game is complex and tin take many hours to complete.
Revised editions of the game were published in the 1980s. A farther redesign of the game, Avant-garde Third Reich, was published in 1992, followed by a Pacific theater counterpart, Empire of the Ascent Sun, in 1995. In 2003, nevertheless some other redesign of these two games was published by GMT Games equally A Globe at War. In 2001, Avalanche Press released a dissever new version, more closely resembling the original game, known as John Prados' Third Reich.
Gameplay [edit]
The game unremarkably starts in Fall 1939, although scenarios are provided for starting in 1942 and 1944 (the latter is recommended for learning purposes). Each quarterly turn (Spring, Summer, Fall, and Winter) represents 3 months of real fourth dimension.
Economics [edit]
Each major power has a pool of Basic Resource Points (BRPs - sometimes pronounced "burps"),[ane] to correspond economic power, and used to build units, declare war (35 BRPs to declare war on a major power, x to declare war on a pocket-size power), or offensives (15 BRPs). The side with more than BRPs moves get-go, so by economizing the previous season, a thespian may gain a "flip-flop" and make two sequent moves, possibly assuasive a devastating offensive. A Double Turn beyond winter 1939/40 is common: Federal republic of germany moves outset in Fall 1939, reduces her BRP full by building lots of units, so moves second in Wintertime, and then first over again in Leap 1940 as her BRP level refreshes, assuasive a spectacular German offensive in the West. Italy's BRPs are included with Germany's even when withal neutral, simply U.s. and Soviet BRPs are not included until they bring together the Allies, requiring conscientious play around the initiative change in the mid-state of war.
The annual Yr First Sequence ("YSS") begins with strategic warfare in an off-map box. German U-boats fight Centrolineal Anti-submarine warfare (ASW) factors - ASW become more effective subsequently in the war. Allied bombers, which are not equally cheap or effective every bit U-Boats, fight German interceptors, or German air factors withdrawn from the map. Excess bombers or U-boats eliminate enemy BRPs. After Strategic Warfare each power receives BRPs equal to its economic base of operations, which may increase or decrease by a per centum of the unused BRPs at twelvemonth-terminate (the growth rates are sixty% for The states, 50% for Deutschland, 40% for Great britain, 30% for the USSR and 20% for Italia - whatever extra are lost, so saving BRPs to increment the base of operations is non sensible for Italia). Extra BRPs are received for small-scale countries controlled; a conquered major ability (France or Italy after give up) is treated as a minor worth half her BRP base of operations. Frg, Britain and the United states may and then spend up to 10% of their totals on strategic warfare for side by side yr. Each major power's per-turn spending limit is half the full remaining after Strategic Warfare. Britain has a base of 125 BRPs, but as any BRP arrears from Strategic Warfare reduces the base, she often has to gear up aside half her BRPs to absorb U-Boat losses in mid-state of war. Germany begins with a base of 150 BRPs, just in mid-state of war will often have 300 or more BRPs including conquests, and after building all her forces may have enough of a surplus to run into her base increase sharply.
Countries may transfer BRPs to i another (Italy may give her spare BRPs to Frg for the high growth rate). Allied aid to the USSR, ordinarily sorely needed, must go via Murmansk (the Germans may oppose these transfers with naval, air and U-boat battles in an off-map box), or via Persia (certain to arrive, but taking an extra turn to achieve the USSR, with an initial 1-off payment demand to open up the pipeline).
Land movement and combat [edit]
About counters in the game represent corps, or Soviet armies roughly the size of other countries' corps. In full general 2 counters may stack in a hexagon, or five on a bridgehead (a bridgehead provides unlimited supply for the first post-combat supply phase, and supply may exist traced to information technology in subsequent turns as if it were a port). But armor units have a Zone of Control, which costs an actress two movement points to pass through (German language and Us armor take six movement points per turn, enabling them to move through 2 zones of control, other countries' armor units simply 5; US armor units, and the two German SS Panzer corps added in 1943, also have 5 force points rather than the usual 4). British and United states infantry accept 4 move points rather than 3, reflecting their higher degree of motorization. Units remain the same throughout the game, as both sides copied one some other's technological advances throughout the war.
Combat is completely voluntary. Units are ever at least doubled on defence (exception: German units in the first wintertime afterward their attack on Russia). Terrain, which has no effect on motility, triples units on defense, while fortresses (Maginot Line, Westwall, Gibraltar, Malta, Petrograd and Sevastopol) quadruple them. Each combat may outcome in the complete elimination of either side, or an exchange, or a compulsory counterattack, either at face value (i.e. ignoring terrain effects) or at odds dictated by the tabular array. A two:one attack is almost certain to succeed (admitting with some risk of an commutation), with merely a 1 in 36 gamble of an "attacker eliminated" - the dreaded roll of four, followed by 6.[2] An attack at odds of 3:1 or greater is guaranteed to succeed, the only incertitude existence whether or not the defender will be eliminated outright or inflict some exchange losses.
If the defender is eliminated, victorious attacking units may advance subsequently combat into the hex. Provided at to the lowest degree one attacking unit of measurement was armor, any other armor unit which did non attack, merely which was side by side to an attacking unit, may now exist placed on the newly gained hex (the "breakthrough hex"). These armored units may then "exploit", i.due east. motility once more, provided they proceed to a concatenation with no more than one empty hex between each unit of measurement, and so assail - a key tactic in surrounding enemy units. There is no limit to the number of armor units which may stack on or attack from the original breakthrough hex, provided the overstack is rectified by the stop of the turn. Breakthrough against an empty enemy-controlled hex is not allowed, simply a cardinal position tin be attacked by obtaining an overstacked armored breakthrough against a weakly held hex adjacent to it.
An alternative blazon of combat is "attrition". The attacker totals the land factors in contact with the enemy (air units play no part). The dice scroll may require the enemy to lose counters (major countries have replacement units - immobile single-cistron infantry units - used to garrison remote areas or to remove to fill up attrition losses, apart from the USSR which has many cheap single-gene infantry armies) or hexes - the attacker may not choose a capital, cherry-red objective metropolis or bridgehead. The defender may eliminate units from a hex to foreclose it being chosen for attrition occupation. At that place are three fronts (East, West and Mediterranean) on the map; in a multi-role player game, attrition may only be selected if all players of one side choose that option for that forepart - if 1 player wants to take an offensive, his allies must practice the same or else pass (neither motility into enemy-controlled hexes nor gainsay allowed).
Logistics [edit]
Each country has a prescribed "forcepool", which lists "commanded builds" likewise as forces initially on the map (around a quarter of Frg's forces showtime the game on the map - for other countries the proportion is much higher). Units built each turn appear at once in the dwelling state (except a rebuilt ix-factor fleet - see below). Infantry costs 1 BRP per factor, armor 2 BRPs per gene, and air, naval and paratroop units 3 BRPs per factor (e.thousand. 15 BRPs for a whole air unit). In Winter 1941 and the early turns of 1942 the USSR may - for a stiffening in her victory conditions - build some units for free (the "Siberian Transfer", merely half of which may be armor) representing transfer of troops from the Manchurian garrison afterwards Nippon goes to war with the USA. Most countries add a few new units to their strength pool in 1942. The USSR'southward forces are initially feeble, but she adds more powerful infantry and armor units in 1942. Federal republic of germany adds some new armor and infantry units in 1943 and 1944.
Afterwards construction each state may strategically redeploy a sure number of units. SR is not permitted adjacent to enemy units, then a three-hex corridor is needed. SR from Britain into the Mediterranean requires either two fleets (via Gibraltar - one of the fleets must exist based there) or else two SRs and a one-turn filibuster (via the Greatcoat of Good Hope). The U.s.a. also has an Initial Deployment Limit, which restricts how many units may be moved by SR each plough from the USA (shown equally a box in the acme-left of the map) to its main base in Europe (normally United kingdom of great britain and northern ireland). Frg's SR limit (nine), although large, is not enough to cope with state of war on 3 fronts from 1944 - rebuilt Hungarian units tin can take a twelvemonth to walk dorsum to the Eastern Front - and can be a key factor in her collapse in the late game.
Supply may not be traced through zones of control, fifty-fifty if the hexes in question are occupied by friendly units. Unsupplied units cannot motility, and are eliminated after the construction stage, and cannot exist rebuilt in the same plough in which they are lost (unless the owning player deliberately loses them in poor-odds attacks).
Air warfare [edit]
Paratroops do not count for stacking, and negate the effect of rivers, but are lost permanently if not adjacent to a friendly unit when eliminated. They may also driblet during armored exploitation. For the first one-half of the game the German FallSchirmJaeger Corps is the only paratroop unit on the map. Britain and Italian republic each add a paratroop corps to their forcepools in 1942 (the USSR adds two slightly weaker ones); the USA also has a paratroop corps in her forcepool.
Up to five air factors may base at a urban center, or at an airbase counter (each major power has three of these, one of which may be placed each turn - once placed it can simply be moved by SR or relocated to the country's capital if out of supply). Initially Frg has 6 air units and Italy ii (i.e. 40 factors), confronting iii British and two French (i.e. 25 factors). Past the end of the state of war 5 High german air units (i.e. 25 air factors, assuming some accept been transferred to fight Allied bombers) might be facing 5 US, 4 British and three Soviet (i.eastward. 60 air factors). Air units may be voluntarily divide, and unmarried factors may be rebuilt provided they are combined by SR to form a complete air unit of measurement.
Air units may "phase" (move between bases upward to twice their combat range - during staging or SR they may fly across water upwardly to their gainsay range) and however exist used for combat. Air units may Counterair (set on enemy air at their bases - British air factors in Republic of malta may turn down combat but must be inverted if they practice and then), give Footing Support to attackers (including exploiting armor) or Defensive Air Support. For Ground Back up or DAS air factors up to three times the face value of the ground forces may be added; these factors can be removed as part of an exchange, to allow the survival of ground units, or may be eliminated if that side loses the gainsay altogether. While the assaulter may intercept DAS, a numerically superior defender cannot add extra factors to this air boxing; a common house dominion was to allow the defender to fly "escorts" to fight off interceptors.
In air gainsay from counterair or interception each side rolls a dice, the larger force adding the number of factors by which his force exceeds the smaller. Italia, French republic and USSR add a Dice Roll Modifier of -1 and minor countries -2. The deviation in the rolls is the number of factors lost past the defender - the winner loses half equally many; in the event of a tie both sides lose factors equal to a tertiary die ringlet. Used air units are inverted for the residuum of the plough. It is sensible to proceed air units out of counterair range, especially inverted units which count for zero in gainsay. Air superiority is vital in offensives, and the toll of rebuilding air factors is a major drain on BRPs.
[edit]
Each major power has generic 9-factor fleets: Britain has 10, Italy 5, Germany 4 (ii on the lath at the offset), France and the USSR 3 each. Four fleets (36 factors) may base at a unmarried port. They may not be voluntarily divide up and only whole fleets may exist rebuilt (at a price of 27 BRPs, and with a i-year delay).
Fleets may carry supply, may deport basis units for invasions (3 factors to carry each ground factor, i.east. a whole fleet to carry an infantry corps - a beach hex containing a port may not be invaded if a 9-gene fleet is in the hex), may requite shore bombardment (3 naval factors count as i ground factor in invasions or attacks on coastal fortresses), may bounding main send (conduct footing units in the combat phase, two factors per ground factor - Germany frequently transports units into Latvia) or may sea escort (a whole ix-gene fleet to help a single ground unit SR over h2o).
Interception (determined by a dice roll) is less likely to succeed over longer distances. Combat is like to air gainsay (including similar national DRMs; Germany has a DRM of +2, United kingdom of great britain and northern ireland +1 and Italy -ane), with losses multiplied for size in large battles. Unlike air combat no losses are taken in the upshot of ties, and naval units assisting ground attacks are seldom required to take losses. SR may not be intercepted so naval combat is quite rare.
Miscellaneous [edit]
Finland, Hungary, Rumania and Bulgaria (Bulgarian units may not enter the USSR) enter the game in 1941 as German minor allies, their troops controlled and paid for by Federal republic of germany. Their entry may exist delayed by Great britain or the USSR granting them BRPs every bit "Foreign Assist". Turkey activates every bit a British minor ally in 1945 if not already involved in the war. Other small countries, if attacked, may become "Associated Minors" (Poland is a British Associated Minor in 1939), whose units may be rebuilt by her patron simply which may not motility more than i hex beyond their home country.
Each player may draw one of 10 "variants". Many of these were minor amendments to the force pools, e.g. extra French armor units instead of the Maginot Line. 2 of the German variants were potential game-throwers, assuasive Espana (and hence seizure of Gibraltar and transfer of the Italian armada to the Atlantic, prior to invasion of Britain) or Turkey to join the Axis. The fourth edition diluted the chances of this happening by adding an extra 10 for each side, including "Hitler Assassinated" (requiring Germany to pass for a turn, with a chunk of her BRPs frozen).
Modest countries are conquered at once if their capital is captured. U.k., Italia, Germany and French republic have a turn to recapture their capital, although only France is allowed only those counterattacks which have at least some chance of success. This prevents French suicide attacks, as one-half France'southward remaining forces (including naval factors, which return to Marseilles) form the new pro-German land of Vichy France. The British player rolls separately to determine whether French North Africa (Morocco, People's democratic republic of algeria and Tunisia) and Syria become Vichy French or Free French (some Costless French units may join the British forcefulness pool). Vichy French units are removed from the game when the Allies deactivate her by die roll.
The USSR is not conquered on the loss of Moscow, only may be forced to offer to give up (see beneath); if this one-off offering, which still leaves office of the map under Soviet control, is refused then the USSR is eliminated but on the loss of her last unit. The United states of america cannot exist conquered but volition stop the state of war at once if all France, Britain and the USSR are conquered (a Soviet give up does not count as a "conquest" although American chances in the absence of Britain and France, the USSR having surrendered, would be minimal).
French units may non stack with British units - they may commit Ground Support to each other'south attacks, as this flies over the German defenders, merely not Defensive Air Back up - nor may British units enter Paris nor the Maginot Line, but they may acquit articulation attacks. France is controlled by the Soviet thespian if there is no separate French histrion. Soviet units may not stack or combine with Western Centrolineal units for combat, although the Allies may send a small expeditionary force (of no more ten factors, i.e. about iii corps) to fight in the USSR - this facility was removed from later versions of the game system. Britain and the Usa share victory atmospheric condition, and their units may always stack and fight together.
The Allies may build partisans, forcing Deutschland to garrison Belgrade and Athens to prevent BRP loss. Partisans may also be built in the USSR or France. A mutual house rule was to let partisans in Poland to represent the Warsaw uprising.
In 1939 Deutschland sets up last of the major powers, and has a complimentary offensive against Poland. The Soviets may and so seize "Eastern Europe" (Eastern Poland, Bessarabia and the Baltic states), which prevents Deutschland moving in on the Baltic States which would put her forces dangerously close to Petrograd.
The Axis histrion has a free choice every bit to when Italy enters the war, and up to ten Italian gainsay factors (ofttimes including an air unit or the ii pocket-size Italian armored corps) may be "lent" to participate for free in German offensives. Italia may declare war during the battle of France, assuasive Italian air units to be lent to Germany or for German panzer corps to execute (or threaten) a thrust south of the Alps. In the 1981 and subsequent editions Italy may give up (as in reality) once there are no Axis units in North Africa (Germany may thwart this by a sneaky invasion of Casablanca), and the Allies have the initiative, control Sicily (or both Sardinia and Corsica) and a foothold on the Italian mainland. Control of Italian hexes (other than ones the Allied player has taken control of) passes to the German actor, along with the aristocracy Italian Folgore paratroop unit of measurement (which tin can yet stack for gratis just must at present fight as ground troops) and a few (adamant by a die curlicue) Italian naval factors. All other Italian units are removed from the game.
The USSR may non declare war on Germany prior to 1942, provided Federal republic of germany maintains a sufficient garrison on the Eastern Forepart (i.east. Republic of finland, E Prussia and occupied Poland). The USA may declare war on Deutschland (sic - in reality Hitler declared war on the United states) in Spring 1942.
Soviet give up depends on the size of forces in USSR, although there is a BRP penalty for loss of Moscow and/or Leningrad. Britain suffers a similar penalty for loss of Gibraltar and/or Suez, just surrenders if the Axis capture London. More than detailed rules for British surrender (including a provision for some British forces to fight on under US control) were published in the "General" Magazine Book xviii Number v.
In a ii-player game, Centrolineal victory is determined past how quickly they eliminate the Axis powers, while Germany wins by acquisition United kingdom or the USSR (both for a decisive victory), or tin can win a marginal victory past decision-making 28 objectives in late 1943. In a multi-player game the Western Allies (i.e the USA and United kingdom of great britain and northern ireland jointly) and Soviets separately tally the number of objective cities they control; the French or Italian players "win" by surviving longer than their real-life counterparts.
Tactics [edit]
3rd Reich was a favorite at conventions and in Avalon Hill's magazine, The Full general, with intricate tactics known to experienced players. Paratroops may capture a port, allowing reinforcements to be SRd in, provided another fleet carries supply. Upwards to three British units may stack in London (in the 4th Edition), to forestall its seizure by German paratroops with massive air support. A double line of defenders blocks armored exploitation (unless paratroops make a pigsty in the second line). Paratroops may negate the issue of a river in combat, just a bridgehead, allowing overstacking, may even so be placed - useful in taking Warsaw or Paris. Armour, automatically supplied the turn after exploitation (although they may not exploit again unless they can trace supply in the normal way - the same is truthful of paratroops in the turn later they have dropped) may exploit backside friendly lines to defend against an enemy double-plough. If French republic places a tank corps in the Maginot Line, Germany must garrison the Rhine with three corps, which otherwise cannot be built in a Zone of Control. Helsinki is not a port then Germany has no way of getting a corps to Republic of finland unless it sets upwards there. The Germans can take Oslo with paratroops (from an airbase in Denmark) then transfer them to the Hague to threaten both London and Paris; once Kingdom of norway is conquered, a German nine-factor armada in Bergen prevents a British invasion. Germany may use air units in the west in 1940 then transfer them to E Prussia as inverted air factors count towards the required garrison. Frg needs to put a replacement in Ploesti to go along the USSR out of Romania before 1941. Partisans can exist used to increase an attrition total on a front end or to isolate a embankment garrison in the Adriatic. Germany may attack the USSR early (e.g. Wintertime 1940) to get the Get-go Russian Winter out of the way, but the tertiary Edition allowed Russia to defer the furnishings of the Russian Winter until the following Winter if the initial German foray was weak enough.
The Soviets, curt of things to exercise earlier 1941, may invade Turkey - mostly a bad thought as it opens another road of German language attack, and if left alone Turkey joins the Western Allies in 1945 anyway. Other suggestions included the "crapshoot" (a German attack on France in 1939 if the French player has set carelessly), an Italian invasion of Turkey, a British invasion of Italy in 1939, the "Spanish Gambit" (a German invasion of Spain to seize Gibraltar, making East European minor countries less likely to bring together the Germans but perchance assuasive the Italian navy to help invade Uk), and the "shotgun" (a brutal German offensive against the USSR over a double turn).
History [edit]
Rise and Decline of the Third Reich saw four editions, which cleaned upwardly inaccuracies and ambiguities in the units (2nd edition), map (tertiary edition), and rules (4th edition). Because some elements were not inverse in some editions, the labels did non always match; the 4th edition was labeled on the box as third edition despite having 4th edition rules.
At the starting time of 1986 Avalon Loma published a Gamers Guide to Third Reich. This featured Designers Notes, stressing the game's focus on economic science, air and armor (in that order), and mentioning that Prados' original draft had been at sectionalisation-level with a much larger number of air points, making it an exercise in "finger dexterity". There were also several strategy articles, many of them written by Marcus Watney and many of which had previously appeared in The General, outlining plans for German attacks on France & Yugoslavia, an Italian attack on Yugoslavia, and British, French and Soviet defenses confronting German attack. There was too a discussion of the game'due south portrayal of economics, and a draft diplomacy organization, a later version of which would be included in Advanced 3rd Reich. The guide criticized the unrealistic weakness of the late war Soviets in BRPs, air and armor units.
Draft rules for British surrender, with some free British forces potentially fighting on from Canada (ie. the United states box), were published in The General (Vol 18 No 5). Further draft rule changes by Robert Beyma were also published in that magazine in the mid 1980s, giving the Soviets a few extra air and armor units later in the game, and extra BRPs for control of fundamental cities (several of them in the Urals), and causing the U.s.a. forcepool to arrive in three annual tranches (1942–44), making a massive landing in France in 1942 equally unfeasible every bit it was in reality. These and other dominion changes, including a version of the diplomacy system trailed in the Gamers' Guide, were developed and incorporated into a new version, Advanced 3rd Reich (1992), designed past Bruce Harper, which also brought together many variants and revised maps. Empire of the Rise Sun (1995), a Pacific theater counterpart to Advanced Tertiary Reich, included rules for aircraft carriers and research (eg. of air ranges, torpedo effectiveness and atomic bombs), likewise as rules to combine the games to simulate the whole of World State of war Ii around the globe.
Avalon Hill's Estimator Third Reich was a computer version of the wargame. Computer Gaming World, in 1992, stated that the AI opponent offered a "sufficient challenge for beginners"; good at finding weak points in opponents but not always good at choosing the right ways to exploit them. The magazine recommended the figurer version to those who wanted to learn the game only could not find local opponents, but suggested that experienced players only buy it to play by mail.[three]
A combination of Avant-garde Third Reich and Empire of the Rising Sun, initially designated "Global War 2000", began development with rules and components posted online, publicly bachelor for anyone who might want to exist a playtester and might offer feedback. This was somewhen published by GMT Games in 2003, every bit A Globe at War. The game'southward development continues, with updated rules and components available online.
At the aforementioned time, Barrage Press was developing a variation known equally John Prados' 3rd Reich. Designed by Brian Fifty. Knipple and published by Avalanche Press, it has distinctly different mechanics from Rise and Decline of the 3rd Reich, although it is simpler and resembles the original more closely than the GMT version.
Reception [edit]
In the November 1981 edition of Dragon (Issue #55), Tony Watson reviewed the updated third edition game components that had just been released, specifically a new map, new rules and new forcefulness-pool cards. He plant changes to the map to be minor, simply changes to the rules to take a major touch on on the game, peculiarly in air and naval combat and strategic warfare. Watson recommended that Tertiary Reich players get the new components, maxim, "Though some of the new rules take a little getting used to..., one time they are understood they testify out to be changes for the better. It would seem that it is possible to improve upon a good affair, and the folks at Avalon Hill should be commended for caring enough to take another look at ane of their products."[4]
In Issue 34 of Phoenix, M. Watney also reviewed the updated third edition game components and found several problems with the new rules, including air combat and certain armor motility rules. On the other hand, Watney found certain changes to be very positive, including the revised naval rules, ground gainsay and strategic rules. He concluded, "The new game is a definite and very major improvement."[5]
Awards [edit]
At Origins 1975, Ascent and Decline of the Third Reich won the Charles South. Roberts Award for "Best Professional Game of 1974".[6]
In popular culture [edit]
Roberto BolaƱo's novel The 3rd Reich features a war game champion who specializes in playing Rise and Decline of the 3rd Reich.
See too [edit]
- Avant-garde 3rd Reich
- Empire of the Ascension Sun
References [edit]
- ^ Gamers' Guide to Third Reich, 1986, pp2-6
- ^ a roll of four at 2:1 odds requires a counterattack at i:ane odds; a curl of half dozen at one:1 eliminates the defender (i.east. the original attacker in this case)
- ^ Lee, Wyatt (August 1992). "Avalon Colina's "Estimator Third Reich"". pp. 116–117. Retrieved July 3, 2014.
- ^ Watson, Tony (November 1981). "A classic is given more course". Dragon. TSR, Inc. (55): 66–67.
- ^ Watney, M. (November–December 1981). "Third Reich Renovated". Phoenix. No. 34. pp. 16–18.
- ^ "List of Winners (1974)". University of Gamble Gaming Arts & Design. Archived from the original on Nov v, 2007. Retrieved October 29, 2007.
External links [edit]
- Rise and Reject of the Third Reich at BoardGameGeek
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