Attention Members New For Kremlin:
"Any Kremlin varient, such
as Pigorama, may be posted in the Kremlin database. Kremlin is about having
fun and if two players wish to play with more than nine picks then AAWC will
not stop them."
For a Downloadable version of these
rules (in PDF format) click here
(A) standard
Third Edition rules PRE-GAME BONUS PLACEMENT AND
BIDDING
(B) Restricted Russia
(C) 2-hit battleships
(D) Both IPC Victory on
(E) No Tech until round 5 then....
Only 2 tech rolls per side per turn; until one side gets Heavy Bombers or
Industrial Technology, then unlimited tech rolls are allowed for both sides.
Tech
Battleship bombardment rule(to limit lockups): The number of attacking units in
an amphibious assault(including air) must be greater than the number of
bombarding battleships in the attack IF there are less attackers than
defenders.
A capital may not be attacked on round 1: To discourage gambit bonus options
and bids.
3 min timer (Negotiable)
A) Order of Bonus Options and Bid.
- Players will select two bonus options each...but if both agree then they can
choose up to eight options each.
- The lower ranked player decides whether or not he gets to pick first or not.
- The player who picks first gets to choose for either axis or allies.
- Players alternate selections until finished with their agreed number of bonus
options.
- Bidding begins...low bid plays the axis powers. See Club Rules and
Regulations for an explanation of bidding in Kremlin.
B) BONUS OPTIONS are as follows:
(B) Bonus options(9 total) are as follows: The same option may not be selected
twice by the same player.
Bonus Options:
1. Infantry Placement - Place three infantry on any territory not adjacent to
one containing enemy units. Infantry must be placed on its own territory, for
example UK infantry cannot be placed in Novosibirsk..
2. Neutral Territories - Take over one major neutral power and one minor
neutral power, you take over their armies as well. (One country does not have
to take control of both neutrals, for example Germany may take over Sweden while Japan may take
over Mongolia)... if a neutral has a submarine or a transport place
it in the nearest friendly seazone.
Major neutrals - Argentina(2inf, 1 transport), Peru(2 inf, 1 submarine),
Spain(3inf, 1 armor), Sweden(2 inf, 1 submarine), Switzerland(2inf, 1 fighter),
Venezuela(2 inf, 1 armor), Turkey(2inf, 1 armor).
Minor neutrals - (A minor neutral army consists of one infantry unit)- Afghanistan, Eire, Mongolia, Saudi Arabia, Angola, Mozambique,
and Rio de Oro.
3. Transport/Submarine Placement - You may receive two transports, two
submarines, or a submarine and a transport; they must be placed adjacent to its
own territory or in a seazone containing other friendly naval units but not in
the same seazone with enemy units. They may be placed in different seazones. Exception- Germany may
not place a transport in the Baltic Sea.
4. Fighter Placement - Must be placed on its own territory, for example a UK fighter may
not be placed in Sinkiang. A fighter may be placed on a friendly carrier.
5. Bomber Placement - Must be placed on its own territory, for example a USA bomber may
not be placed in Russia.
6. Factory/AA gun Placement - This factory may only produce as many units per
round as the IPC value of the territory it is placed in. The AA gun must be
placed in the same territory as the factory.
7. Carrier or Battleship Placement - Must be placed adjacent to its own
territory or in a seazone containing other friendly naval units but not in the
same seazone with enemy units.
8. Takeover of enemy held territory - Place two infantry on said territory and
retreat any enemy forces to the nearest enemy territory.(The player who wins
the retreating side decides where to retreat those units after the bidding
process is complete if there is more than one eligible territory to retreat
to.) A territory that contains a factory may not be taken using this option.
9. Special "What-if" Scenerios ....a scenerio may not be chosen if
the opposing side has affected a territory or seazone involved in the scenerio
with a bonus option.
RUSSIAN SCENARIOS
No Russian Purge---add three infanty units to Russia and two infantry units
to Novosibirsk.
GERMAN SCENARIOS
South American Powers join the Axis---Place two german infantry in Brazil and
Germany also gains control of Argentina's army(2 infanty, 1 transport)...in addition
the BB Graf Spee still roams the South Atlantic(place battleship in Drake
Passage)
...OR...
Italian navy does better than historically---UK naval units in Mediterranean
Sea destroyed, add a submarine to the German Mediterranean fleet.
UNITED KINGDOM SCENARIOS
Japanese expansion into the SE Pacific doesn't go well--UK holds East Indes
with 2 infantry and also controls New Guinea, Borneo-Celebes, and the Solomon
Islands...all Japanese infanty on these islands destroyed...In addition the
Battleship Revenge still roams the SE Pacific(Place battleship in the Java
Sea).
...OR...
UK
fortifies South Africa--UK places additional units in South Africa...place
three additional infantry, an armor unit, factory, and aa gun in South Africa.
JAPAN SCENARIOS
Pearl Harbor goes better than expected...add a submarine to the Soloman
Seazone...in addition Japan managed to destroy the US carrier group in the
Pearl Harbor attack(eliminate carrier and fighter from the Hawaii Seazone). Japan controls
Hawaii
as well(US infantry unit stationed in Hawaii destroyed).
...OR...
Japanese expansion into the SW Pacific goes better than expected...Japan takes
Australia with two infantry(UK units destroyed)...in addition Japan wins the
Battle of the Coral Sea (add a carrier and fighter off the East coast of
Australia.)
...OR...
China
joins Japan!!! All US infantry in China and Sinkiang are destroyed...Japan adds one
infantry to each of these territories. US fighter stationed in China is retreated to Karelia.
USA SCENARIOS
USA takes the initiative in the Pacific...USA takes Wake Island with two
infantry, USA holds the Philippines with two infantry...all Japanese units
formerly on these islands are destroyed except the Japanese fighter on the
Philippines which is retreated to Japan....Add two submarines to the Hawaii
Seazone and a transport off Wake Island.
...OR...
Early West African landings...USA places two infantry in Algeria and two
infantry in French West Africa...German forces in Algeria are retreated to
Libya. USA also gets two extra transports and a submarine off the coast of French West Africa.
C) Bidding for side will begin. Bidding rules will be similar to Omaha (DB1) rules(Note:
axis side need not reveal which units are being removed if the bid goes
negative).
If the bid happens to go negative then axis pieces are removed from the board.
-no units selected with a bonus option may be removed.
-only armor and infantry units may be removed from the board.
D) After both players have picked their bonus options, and the bid is complete,
the host shall launch the game and edit in the bonus options chosen and the bid
placement.
RULES CLARIFICATIONS
-A territory or sea zone affected by a bonus option may not be affected in
following selections by the opposing side.
Example- If the player selecting the axis bonus options chooses to place a
fighter on French-Indo China then it would be illegal for the other player to
takeover French-Indo China.
-A territory or sea zone affected by a bonus option may be affected by other
bonus options from that same side.
Example- Both players agree to play with 4 bonus options...The player selecting
the axis bonus options chooses to take over Egypt, he may place a factory(and
aa gun) on Egypt for his second bonus, a bomber on Egypt for his third bonus
and a submarine and transport in the Arabian Sea for his fourth bonus..
Bonus selections once made may have an impact on all remaining bonus
selections.
Example- The player selecting the axis bonus options decides to take over Argentina and Mongolia as
one of his bonus options, USA may not place three infantry on Brazil since
it is now adjacent to a territory containing enemy units.