Each country now has a tech calender.... it consists of several squares in left to right, top to bottom config.... some of them are "tech" squares the rest are "development" square... each development square has a given amout of money (generally from 1-5 IPC's) to advance to the next...you have one for air, one for sea, one for land,, and one for Non moving... you may advance 2 squares (either both on one or one on 2 separate tracks)... when you reach the tech you must roll the 2 numbers shown on the square... when you get that tech you can move on to the next one...
Dick Winters to 2nd Lt. George Rice after being told that the 101st Airborne would be surrounded at Bastogne
Games are like my Avatar...
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The main interest is to plunge players into a state of uncertaintly.
If there are 6 NA, choose 5 advantages or 4 +1 spy. Keep them secret and reveal them at the good time (We can use token). Each advantage has different conditions of using :
history : when it appears during WWII.
reveal : at the beginning of the game, as you want, under condition.
frequency : once per game, each turn, as you want.
advantage : what you can do.
Spy's abilities :
- reduce by 1 the roll dice for weapon development if an enemy power has acquired the Tech you desire.
- reactivate one time an advantage which is only used once per game.
- reveal 1 advantage of an enemy power. If it's a spy, he is neutralized.
The idea I've always had in my head is to have a card for each technology (think a small card that will easily fit in your play area). Each card has n number of squares on it (some cards have more squares than others). You simply pay each turn to move to the next square.
When you complete the timeline of research, you are required to make a roll (of different difficulty depending on the tech). If you FAIL the roll the tech is delayed till next turn, if you PASS the roll the tech is completed this turn.
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