Rules question: reserves setup (Full Version)

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argaur -> Rules question: reserves setup (12/10/2011 4:33:17 PM)

At what moment can you call them?can you set up them in the moment a major power declares you war? do u have to wait until your impulse?

Thanks




Ur_Vile_WEdge -> RE: Rules question: reserves setup (12/10/2011 5:56:36 PM)

9.6 Calling out the reserves Each major power (exception: Vichy France, see 17.3) has reserve units that you can call out when it goes to war with another major power. You can always call out reserves that have ‘Res’ on the back of their counter. If a reserve unit has a particular major power named on its back, you can only call it out when you go to war with that major power. Example: You can call out the Soviet “Moscow” militia when the USSR goes to war with Germany (Ge).



The way I read it, it's that instant. I do know a lot of people that house-rule that it has to be on a "friendly" impulse though.




Shannon V. OKeets -> RE: Rules question: reserves setup (12/10/2011 6:14:12 PM)


quote:

ORIGINAL: Beren

At what moment can you call them?can you set up them in the moment a major power declares you war? do u have to wait until your impulse?

Thanks

The following is from the MWIF Players Manual. There were a couple of months of discussion before I was comfortable that this was the correct interpretation of the Rules as Written. As I recall, Harry Rowland answered a couple of questions on the more thorny issues.


7.7 Declaration of War Subphases

The declaration of war (DOW) subphases are executed by MWIF in a strict order, as listed below. The game does not advance to a new DOW subphase until the current one has been completed by all players. Once the last DOW subphase is finished, the game advances to the next phase.

7.7.1 DOW on Major Powers (RAC 9.2 & 9.3)
If all major powers are at war with all the major powers on the other side, this subphase is skipped.

During this subphase, major powers on the phasing side can declare war on other major powers (see section 8.7.2.14 for details on using the form for this subphase). There are elaborate rules that govern when the USA can declare war on the Axis major powers (see RAC 9.2 and 9.3 for details). Note that none of the consequences of these declarations of war occur during this subphase. Instead, the consequences are implemented in later subphases of the DOW phase.

Once all major powers on the phasing side have closed the DOW on major powers form, this subphase is over and the game advances to the next subphase.

7.7.2 DOW on Minor Countries (RAC 9.2, 9.3, 9.10, & 13.3.2)
During this subphase, major powers on the phasing side can declare war on minor countries (see section 8.7.2.15 for details on using the form for this subphase). Note that none of the consequences of these declarations of war occur during this subphase. Instead, the consequences are implemented in later subphases of the DOW phase.

This subphase is also when major powers can take certain special actions:
• USSR claims the Finnish borderlands.
• USSR claims Bessarabia.
• Japan closes the Burma Road using political pressure.
• A major power (usually the Commonwealth) adds interned units to its force pool.
• The CW adds Polish units to its force pool.

These special actions are only displayed when the current major power is capable of implementing them. Towards the end of the game, and for most major powers, the special actions list is empty.

Once all major powers on the phasing side have closed the DOW on minor powers form, this subphase is over and the game advances to the next subphase.

7.7.3 US Entry Effects (RAC 9.4)
During this subphase the US Entry effects of declarations of war made in the previous two subphases are implemented. To do this, MWIF generates random numbers, comparable to rolling dice. Depending on the outcomes of the die rolls, the USA may have new entry markers to add it its entry pools, or possibly some will be removed (done randomly and automatically by MWIF). If either event occurs, the changed entry pools are displayed for review by the USA player (only).

If no US entry events have happened, or after the USA reviews the changes, the subphase is over and the game advances to the next subphase.

7.7.4 Neutrality Pact Creation & Renewal (RAC 9.5)

During this subphase major powers on the phasing side may create new neutrality pacts, or renew existing ones for an additional year. In either case, the major power on the opposing side which is also part of the neutrality pact must agree to the neutrality pact creation/renewal. See section 8.7.1.13 for a description of the process and the form used.

Once all major powers on the phasing side have closed the Neutrality Pact form, the subphase is over and the game advances to the next subphase.

7.7.5 Calling Out Reserves (RAC 9.6)

If a major power on the phasing side declared war on a major power on the non-phasing side, then both major powers have the option to immediately call out their reserve units. If one of them decides to call out its reserves, a form is displayed, showing all the reserve units that may be called out. The owner gets to decide which ones are placed on the map, which may be none, all, or some (see section 8.7.2.44 for a description of the Call Out Reserves form). If a major power does not call out all of his reserves, then he is given the ability to do so during this phase of the next and subsequent impulses, provided he is still at war with a major power.

If reserve units have been called out, then the setup tray is displayed and the owner gets to place his units on the map. They have to arrive in cities in their home country and are always disorganized as soon as they are placed on the map. Some of the units have to be placed in specific cities (e.g., the Kiev reserve unit has to be placed in Kiev).

Once all major powers have indicated that they are finished placing reserve units by clicking on the End of Phase button on the main form, the subphase is over and the game advances to the next subphase.

7.7.6 Choosing Major Power for Attacked Minor Countries (RAC 9.7)
If during the second subphase of this phase, a major power declared war on a minor country, then the attacked minor country has to be aligned to a major power on the other side. Each of the eligible major powers that can align the minor are asked, in the order that their capitals are closest to the capital of the attacked minor country. See RAC sections 9.7 and 19.2 for the definition of which major powers are ‘eligible’. The first major power that accepts aligning the minor does so. If none of the major powers is willing to align the minor, then the minor country immediately surrenders (see section 7.4.25 for a description of the process of surrendering).

Once all attacked minor countries have been aligned, or surrendered, the subphase is over and the game advances to the next subphase.

7.7.7 Setting Up Attacked Minor Countries (RAC 9.7)
Major powers that aligned attacked minor countries in the previous subphase now place the units belonging to the minor country on the map. The setup tray is used for this task and the units can be placed in any hex in the minor country’s home country.

Once all the units belonging to attacked minor countries have been placed on the map and the controlling major power(s) has(have) indicated they are done by clicking on the End of Phase button on the main form, the subphase is over and the game advances to the next subphase.

7.7.8 Voluntarily Aligning Minor Countries (RAC 9.8)
During this subphase, major powers on the phasing side may be able to align specific minor countries. Which minor countries can be aligned by each major power is unique and defined in the rules. However, only one minor country can be aligned by each major power in an impulse. MWIF displays the Align Minor Countries form when there is one or more minor countries that can be aligned by the current major power (see section 8.7.2.13 for details on that form).

Once all major powers on the phasing side close the Align Minor Countries form, the subphase is over and the game advances to the next subphase.

7.7.9 Setting Up Aligned Minor Countries (RAC 9.8)
Major powers that aligned minor countries in the previous subphase now place the units belonging to the minor country on the map. The setup tray is used for this task and the units can be placed in any hex in the minor country’s home country.

Once all the units belonging to aligned minor countries have been placed on the map and the controlling major power(s) has(have) indicated they are done by clicking on the End of Phase button on the main form, the subphase is over and the game advances to the next subphase.




argaur -> RE: Rules question: reserves setup (12/10/2011 6:42:22 PM)

Ok, now is clear ;), i had always this doubt about this question, the rules are not very clear.





argaur -> RE: Rules question: reserves setup (12/10/2011 7:47:51 PM)

Another fast question.... are land attacks resolved simulatenoulsy or not? it´s important because some land combats can modify supply for others...




Centuur -> RE: Rules question: reserves setup (12/10/2011 8:26:47 PM)


quote:

ORIGINAL: Beren

Another fast question.... are land attacks resolved simulatenoulsy or not? it´s important because some land combats can modify supply for others...

You must first designate all land attacks. After that you are free to choose the order in which the attacks are resolved. However: you must be in supply to declare an attack. Units who are not in supply when you declare you're attacks, cannot attack.

RAW:

2.4.1 When to check supply
You need to check the supply status of a unit before it moves, flies,
sails or reorganises units.
You also need to check the supply status of land units immediately
before you resolve an overrun (both sides), during combat declaration
(attacking units) and at the moment of combat (both sides).




Shannon V. OKeets -> RE: Rules question: reserves setup (12/10/2011 11:39:52 PM)

quote:

ORIGINAL: Beren

Another fast question.... are land attacks resolved simulatenoulsy or not? it´s important because some land combats can modify supply for others...

Here's a summary of the sequence of play. It does not show the subphases within some of the phases. I have separated the program code into individual modules for all but 2 of the phases.

Note that I/MWIF use/s the word Phase as a universal label. RAW uses the word step at times and does not use the word phase unless discussing the phases within an impulse.


=

TPhase = (
pSetup, // RAW 24 - phase module does not exist.
pReinforcement, // RAC 4.
pLending, // RAC 5.
pInitiative, // RAC 6.
pWeather, // RAC 8. - phase module does not exist.
pDeclareWar, // RAC 9.
pChooseAction, // RAC 10.
pPortAttack, // RAC 11.2.
pNavalAir, // RAC 11.3.
pNavalMovement, // RAC 11.4.
pNavalCombatA, // RAC 11.5.
pNavalCombatD, // RAC 11.6.
pStrategicBombardment, // RAC 11.7.
pCarpetBombing, // RAC 11.8.
pGroundStrike, // RAC 11.9.
pRailMovement, // RAC 11.10.
pLandMovement, // RAC 11.11.
pAirTransport, // RAC 11.12.
pUnloadLandUnits, // RAC 11.13.
pInvasion, // RAC 11.14.
pParadrop, // RAC 11.15.
pLandCombatDeclaration, // RAC 11.16.1.
pIgnoreNotional, // RAC 11.14.
pEmergencyHQSupply, // RAC 2.4.3.
pShoreBombardmentD, // RAC 11.16.2.
pShoreBombardmentA, // RAC 11.16.2.
pHQSupportD, // RAC 11.16.3.
pHQSupportA, // RAC 11.16.3.
pGroundSupport, // RAC 11.16.4.
pLandCombatResolution, // RAC 11.16.5 & 11.16.6.

pAirRebase, // RAC 11.17.
pAirReorganization, // RAC 11.18.1.
pHQReorganization, // RAC 11.18.2.
pTRSSupply, // RAC 11.18.3.
pEndOfAction, // RAC 12.
pPartisan, // RAC 13.1.
pEntry, // RAC 13.2.
pUSEntry, // RAC 13.3.
pProdPlanningPrelim, // RAC 13.6.1 & 13.6.2.
pStayAtSeaA, // RAC 13.4.
pStayAtSeaD, // RAC 13.4.
pReturnToBaseA, // RAC 13.4.
pReturnToBaseD, // RAC 13.4.
pUseOil, // RAC 13.5.1.
pFinalReorganization, // RAC 13.5.
pBreakDown, // RAC 22.4.1.
pProdPlanningFinal, // RAC 13.6.1 & 13.6.2.
pSearchAndSeizure, // RAC 13.6.1.
pScrapDestroyed, // RAC 13.6.9.
pNavalRepair, // RAC 13.6.5.
pProduction, // RAC 13.6.3 -> 13.6.9.
pReform, // RAC 22.4.1.
pIntelligence, // RAC 22.1.
pUkraine, // RAC 19.12.
pConquest, // RAC 13.7.1.
pMinorSupport, // RAC 13.7.2.
pMutualPeace, // RAC 13.7.3.
pVichy, // RAC 13.7.4.
pLiberation, // RAC 13.7.5.
pSurrender, // RAC 13.7.6.
pFactoryDestruction, // RAC 22.2.
pVictory, // RAC 13.8.




Shannon V. OKeets -> RE: Rules question: reserves setup (12/10/2011 11:48:45 PM)

And here are the subphases for land combat resolution:

7.11 Land Combat Resolution Subphases

The Land Combat Resolution phase is executed as a series of subphases. Note that the decision whether there is going to be a land combat in a hex was determined several phases earlier in the sequence of play, in the Land Combat Declaration phase. In between these two phases are phases where major powers on both sides get to add more units (land, air, and naval) to the land combats that have been declared. Once the sequence of play gets to Land Combat Resolution, it is time to resolve each of the land combats, one by one.

Though the team leader for the phasing side selects which combat is determined first/next, once a specific combat has been selected, MWIF determines a decision maker for each side for the current combat. The decision makers for each side in a land combat are the major powers on each side that have:
1. the most expensive (in terms of build points) land units engaged in the combat,
2. the most land units engaged in the combat,
3. the most expensive units engaged in the combat, or lastly
4. the most land attack/defend factors engaged in the combat.

This list is in descending order, and subsequent criteria are only used if earlier criteria resulted in ties.

Throughout this phase, the Land Combat form is used extensively (see section 8.7.2.22 for details).

7.11.1 Select Combat (RAC 11.16.5)

During this subphase, the team leader for the phasing side (regardless of the units engaged in land combat) selects which of the land combats should be resolved first/next. If there is only one combat, this subphase is skipped. Once a combat has been selected, the game advances to the next subphase.

7.11.2 Non-Phasing Side Snow Unit Decision (RAC 8.2.7)
If it is possible for the non-phasing side to gain a benefit by using snow units, the decision maker for the non-phasing side is asked whether to include the benefits of his side’s snow units. Once that question has been answered, the game advances to the next subphase.

7.11.3 Phasing Side Snow Unit Decision (RAC 8.2.7)
If it is possible for the phasing side to gain a benefit by using snow units, the decision maker for the phasing side is asked whether to include the benefits of his side’s snow units. Once that question has been answered, the game advances to the next subphase.

7.11.4 Choose Combat Type (RAC 11.16.5 & 11.16.6)
During this subphase one player determines which type of combat will occur: assault or blitz. Sometimes that decision is made by the attacking side and sometimes by the defending side. MWIF figures out which side gets to choose (see RAC section 11.16.5 and 11.15.6 for details) and the decision maker for that side gets to click on either the Assault or Blitz button in the Land Combat form.

The subphase does not end immediately once the combat type has been chosen. Instead, MWIF waits for the team leader on the decision maker side to click on the Resolve Combat button in the Land Combat form. This slight delay is to give all the players the opportunity to see which combat type was chosen.

7.11.5 Land Combat Die Rolls (RAC 11.16.5 & 11.16.6)
After the combat type has been selected, MWIF generates a random number to simulate rolling dice. It then looks up the combat result on whichever of the land combat tables is being used (1D10 or 2D10). That result is reported to all players in this subphase. MWIF then decides which subphase comes next depending on the combat results. There are two possibilities: Convert Shattered Results to Retreat, or Assign Losses.

If the optional rule for Fractional Odds is being used, the die roll for that is also done in this phase.

7.11.6 Convert Shattered Results to Retreats (RAC 11.16.5)
During this subphase the team leader for the phasing side can convert Shattered and Breakthrough results to Retreats. He indicates his decision by clicking on the appropriate button in the Land Combat form. Once he has done so, the game advances to the Assign Losses subphase.

7.11.7 Assign Losses (RAC 11.16.5)
MWIF has a lot of work to do in this subphase. First, it needs to establish the decisions each side needs to make. The defender might have to choose which units to destroy, shatter, and/or retreat. The attacker might have to choose which units to destroy and/or disorganize. In some cases all units on a side are destroyed or disorganized, and that is also done at this time. Destroyed units are placed in the Destroy Units Pool for later processing in the Scrap Destroyed Units phase (see section 7.4.14).

Team leaders on both sides simultaneously select which of their own units will take losses, if any. Many times there will be no decision to make. That happens when all the units on a side are treated equally: all destroyed, all disorganized, all retreated, all shattered, or all unaffected by the combat result.

After the team leaders have assigned losses, or if no assignments were necessary, MWIF:
• places units that have been destroyed into the Destroyed Units Pool,
• disorganizes those that have earned that distinction,
• places retreating units in the Retreat Stack, and
• places shattered units into the Production pool to arrive in the following turn as reinforcements.

Having processed all units directly involved in the combat, MWIF checks to see if the attacked hex has been vacated of all enemy land units. If it has not, then any invading and paradropping units are destroyed, and added to the Destroyed Stack.

If the attacked hex has been emptied of enemy land combat units, MWIF checks to see if there are any remaining invading and/or paradropping units that can be placed in the hex. Should that occur, MWIF places those units in the hex and changes the control of the hex from one side to the other.

If control of the hex has changed, MWIF advances the game to the subphase Change Hex Control. Otherwise MWIF advances the game to the subphase Retreat Units. Note that control of the hex does not change at this time unless a unit successfully invaded or paradropped into the hex. Most of the time, if control of the attacked hex changes, it will be during the Advance After Combat subphase.

7.11.8 Change Hex Control (RAC 11.11.6)
During this subphase MWIF checks if an invasion or paradrop was successful. If so, then control of the hex changes and any defending units still in the hex are overrun. Since the hex has been emptied of land combat units, any overrun units will be air or naval units. MWIF executes a Rebase digression so the owning major powers can rebase their overrun units. As you might expect, there will be cases where units are destroyed instead of overrun. Rebasing naval units may be intercepted so a naval interception combat might occur too. All of this can take place prior to land units executing a mandatory retreat. Once hex control has been processed and any digressions completed, the game advances to the Retreat Units subphase.

7.11.9 Retreat Units (RAC 11.16.5)
If there are any units to be retreated as a result of combat, the decision maker for the phasing side gets to choose their path of retreat, according to a priority scheme defined in the rules (see RAC section 11.16.5 for details). Should there be only one possible retreat hex, then MWIF implements the retreat without any action by the players. Otherwise, the decision maker for the phasing side picks up the unit(s) and moves them, one at a time, to a destination hex (i.e., he retreats the enemy units). It is possible that only some of the units can successfully retreat. Since the decision maker for the phasing side implements the retreat, he effectively gets to choose which goes first, and thereby which units are unable to retreat and are destroyed instead. If any units are unable to retreat, they are placed in the Destoryed Units Pool.

Once the decision maker on the phasing side has clicked on the End of Phase button in the main form, the game advances to the next subphase.

7.11.10 Advance After Combat (RAC 11.16.5)
This is the last subphase for resolving a land combat. If the phasing side is entitled to advance units into the attacked hex, or possibly one hex beyond, then that occurs during this phase. The decision maker for the phasing side picks up his advancing units and places them in their destination hexes. In so doing, control of the hexes his land units enter changes and an overrun might occur. If that happens, then a Rebase digression is performed so the owning player(s) can rebase their overrun units.

Once the decision maker for the phasing side has indicated he is done advancing his units by clicking on the End of Phase button in the main form, and any digression completed, the game either returns to the Select Combat subphase (see section 7.11.1) for determining which land combat is to resolve next, or terminates the land combat resolution phase if all land combats have been resolved.




argaur -> RE: Rules question: reserves setup (12/11/2011 7:50:27 PM)

Thanks Shannon ;)




Joseignacio -> RE: Rules question: reserves setup (12/12/2011 9:59:42 AM)

Beren: I know you from some spanish forums.

Don't pay too much attention to me because I have a mix of the 7.0 rules, the 8.5 (draft) and the FiF rules, plus the clarifications, ..., but I believe somewhere some of these state that you can call the reserves that moment or any other following friendly impulse, so it wouldn't be a house rule. Maybe it's 8.51. Anyone?

'Course it won't affect MWIF because it will not follow all thes changes, but if you are interested in board game...






Shannon V. OKeets -> RE: Rules question: reserves setup (12/12/2011 5:26:42 PM)


quote:

ORIGINAL: Joseignacio

Beren: I know you from some spanish forums.

Don't pay too much attention to me because I have a mix of the 7.0 rules, the 8.5 (draft) and the FiF rules, plus the clarifications, ..., but I believe somewhere some of these state that you can call the reserves that moment or any other following friendly impulse, so it wouldn't be a house rule. Maybe it's 8.51. Anyone?

'Course it won't affect MWIF because it will not follow all thes changes, but if you are interested in board game...




MWIF lets a player "call out" any reserves he had an opportunity to call out previously. That is, if there are any left to be called out. One caveat is that the player must still be at war with a major power.




Joseignacio -> RE: Rules question: reserves setup (12/13/2011 6:50:35 AM)

Wow. I didn't understand that before; thanks, Steve




argaur -> RE: Rules question: reserves setup (12/15/2011 9:38:36 AM)

One more for Shannon :D....

Optional rule of SIberians: Each Siberian unit can replace a Soviet INF unit from the start of a scenario. But what does "replace" mean?. The INF unit is eliminated from game? or is it send to the pool?

Thanks!!




Shannon V. OKeets -> RE: Rules question: reserves setup (12/15/2011 5:50:53 PM)


quote:

ORIGINAL: Beren

One more for Shannon :D....

Optional rule of SIberians: Each Siberian unit can replace a Soviet INF unit from the start of a scenario. But what does "replace" mean?. The INF unit is eliminated from game? or is it send to the pool?

Thanks!!

There is an unresolved argument about this somewhere in this forum. Harry may have adjudicated this sometime in the past month - if I remember correctly.

I'll just state how MWIF handles it: the regular infantry unit is placed in the USSR force pool.




Centuur -> RE: Rules question: reserves setup (12/15/2011 7:33:55 PM)

It has been resolved by Harry himself... They go back into the force pool.




argaur -> RE: Rules question: reserves setup (12/22/2011 8:38:03 AM)

And what happens with the siberian reserve unit? does it have to replace another inf unit? does it have to be placed in Asia?
[:)]




Centuur -> RE: Rules question: reserves setup (12/22/2011 5:45:26 PM)

First question: no. Second question: I'm not totally sure, however we played it that way.




paulderynck -> RE: Rules question: reserves setup (12/22/2011 11:36:43 PM)


quote:

ORIGINAL: Beren

And what happens with the siberian reserve unit? does it have to replace another inf unit? does it have to be placed in Asia?
[:)]

The answer is in the rules:

22.4.7 Siberians (AfA option 68)
Each Siberian unit can replace a Soviet INF unit from the start of a scenario. In 1939 games, they must start on the Asian or Pacific map. In other games, they can start anywhere. You decide after set up which units, if any, you wish to replace.
Put any Siberians you don’t start on the map into the INF force pool.

Recently the game's designer clarified that the INF you replace with a Siberian goes to the Russian force pool.




argaur -> RE: Rules question: reserves setup (12/23/2011 9:30:49 AM)

Even with the RESERVE unit? and where do you place it? Asia? depends on the scenario?

I read the rule, but its not very clear what happens with the reserve...




paulderynck -> RE: Rules question: reserves setup (12/23/2011 8:41:03 PM)

Always played that it was a Reserve unit like all the rest, so the Reserve rule would apply as opposed to the Siberian one. Good question though.




brian brian -> RE: Rules question: reserves setup (12/24/2011 3:55:20 PM)

I think the main key to the Russian Reserves is that the "Ge" ones only come on after a German DoW (I would think US would also count in a Patton in Flames game), whereas the "Res" ones can come in after a DoW from any country ... and not just a Japanese one ... and thus non-MIL can be placed anywhere, not just in Asia, even in 1939 as no Russian Reserves start on the map.




Centuur -> RE: Rules question: reserves setup (12/24/2011 6:15:04 PM)

However, the rulebook states that in games starting in 1939, the Siberians should start in Asia or the Pacific. This is than also true for the Reserve Siberian.It cannot start in Europe.




paulderynck -> RE: Rules question: reserves setup (12/24/2011 8:18:16 PM)

I asked Harry about the Reserve Siberian and he told me "you replace the on map units and put them in the force pool" for that Reserve unit too. So in a 1939 game if Germany is the first to attack the USSR, you'd have to put the 7-4 in place of a unit on the Asia or Pacific map and put the unit you replaced back in the force pool.





composer99 -> RE: Rules question: reserves setup (12/24/2011 8:34:42 PM)

Sounds like something to add to the next FAQ.




Froonp -> RE: Rules question: reserves setup (12/25/2011 7:57:49 AM)


quote:

ORIGINAL: paulderynck

I asked Harry about the Reserve Siberian and he told me "you replace the on map units and put them in the force pool" for that Reserve unit too. So in a 1939 game if Germany is the first to attack the USSR, you'd have to put the 7-4 in place of a unit on the Asia or Pacific map and put the unit you replaced back in the force pool.



I would wait a little on this one, because I'm not sure that Harry fully understood that Paul was talking specifically about the reserve siberian unit. It looks to me that he replied only regarding normal siberian units.
I've asked a confirmation.




paulderynck -> RE: Rules question: reserves setup (12/26/2011 10:01:58 AM)

Yes he's now responded that he only meant the starting Siberians. The 7-4 is a regular Reserve unit added if you play with the Siberian option. Perhaps the text for that option will be improved in the next version of the rules...




Centuur -> RE: Rules question: reserves setup (12/26/2011 12:18:25 PM)


quote:

ORIGINAL: paulderynck

Yes he's now responded that he only meant the starting Siberians. The 7-4 is a regular Reserve unit added if you play with the Siberian option. Perhaps the text for that option will be improved in the next version of the rules...

Than the remaining question is: does the reserve Siberian have to be placed in Asia, when you're playing a 1939 game?




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