Overview
Attack! is a game of global expansion and conquest set in 1935. Each player leads a Major Nation attempting to dominate the world by adding regions through military conquest or diplomatic influence. Players build armies, control the seas, trade resources, and wage war across land and sea. The game ends when a player is eliminated or a time limit expires; the player controlling the most regions wins.
Components
- 1 gameboard (western half of the world, circa 1935)
- Plastic pieces per player colour: Infantry, Tanks, Artillery, Planes, and 1 Capital City (small = 1 unit, large = 5 units)
- Red battle dice (6 sides: infantryman, tank, artillery, 2 planes, blank)
- Blue regular dice (standard d6)
- Deck of Economics cards (with suit, value, and neutral defenders)
- Deck of Navy cards (Destroyers, Submarines, Battleships, Aircraft Carriers)
Setup
- Each player chooses a colour and receives:
- Army pieces: 12 Infantry, 6 Tanks, 4 Artillery, 2 Planes
- Navy cards: 1 Battleship, 2 Destroyers, 2 Submarines
- Economics cards: 4 randomly drawn from the shuffled deck
- Roll 2 regular dice to determine first player (highest goes first); play proceeds clockwise.
- Step 3: Starting with the first player, each player places 1 infantry on any unowned region. Repeat until each player has chosen 4 regions.
- Step 4: Starting with the first player, each player places 5 of their remaining pieces into any region(s) they own. Continue until all pieces are placed.
- Step 5: Starting with the first player, each player places their Capital City on one of their regions.
Optional rule: Each player must pick one starting region from each of the 4 continents (North America, South America, Africa, Eurasia).
Turn Structure
On your turn, you perform up to 3 actions. Each action may be chosen only once per turn, with one exception: Diplomatic Blitz may be performed multiple times.
Available actions:
- Move — Move land units and resolve resulting battles
- Blitzkrieg Move — A second move (tanks and planes only)
- Strategic Move — Long-distance movement through your own connected regions
- Naval Battle — Challenge for control of the seas
- Diplomatic Blitz — Attempt to gain an unowned neutral region (repeatable)
- Build New Units — Spend Production Points to purchase units
- Trade — Exchange Economics cards with another player
Actions
Movement
- Move any or all land units to adjacent regions.
- Infantry and Artillery: Move 1 region.
- Tanks and Planes: Move up to 2 regions. Tanks cannot move through enemy/neutral regions; planes can fly over them.
- Amphibious movement: Units may cross sea lanes or Sea Zones. Units using amphibious movement cannot move before or after crossing (including tanks/planes).
- The player controlling the sea may block amphibious moves (except planes, which cannot be blocked).
- Each region you own must have at least 1 land unit at all times.
Blitzkrieg Move
- Available after the Move action. Uses one action.
- Only tanks and planes may move (1-2 regions each).
- No amphibious movement via sea lanes allowed.
- Battles are resolved normally.
Strategic Move
- Move any/all land units any number of regions through a contiguous chain of regions you own.
- Path must not include enemy or neutral regions.
- Sea lane crossings can be blocked by the player controlling the sea.
- No battles may result from a strategic move.
Land Battles
Triggered when you move into a region owned by another player or a neutral region.
Setup: Both sides place all units in the contested region into their reserves. Each side commits up to 4 units to the battle.
Each round (defender acts first, then attacker):
| Step |
Action |
| 1. Reinforce |
Move units from reserve into battle (max units = 4 + round number - 1: 4/5/6/…) |
| 2. Roll |
Roll 1 battle die per unit (2 dice per tank). Minimum 2 dice total. |
| 3. Determine hits |
Each die matching one of the rolling player’s unit types = 1 hit (each unit matches only once) |
| 4. Eliminate |
Remove opponent’s units equal to hits scored, in order: Infantry → Tanks → Artillery → Planes |
- No retreats. Battles continue until one side has zero units.
- The winner controls the region; surviving units remain there.
Neutral Region Attacks
- Draw a random Economics card; its bottom shows the defending neutral forces.
- Any other player may control the neutral forces in battle.
- If attacker wins, they keep the Economics card. If attacker loses, the card is reshuffled into the deck.
Naval Battle
- Only one player controls the sea at a time (navy cards placed in the centre of the board).
- To gain control, choose the Naval Battle action. If no one controls the sea, you gain it automatically.
- If another player controls the sea, they may fight or withdraw (surrendering control).
Naval Battle Resolution:
- Both players lay cards face-down in a row, up to 8 cards, matched against opponent’s cards.
- Reveal all cards. Resolve each match-up: both roll 2d6 + modifiers. Higher total scores a hit.
- Hits are applied to the losing player’s ship at the beginning of the battle line (exception: carrier vs. carrier hits the losing carrier directly).
- Destroyers, Submarines, Carriers: sunk in 1 hit. Battleships: sunk in 2 hits (turn sideways after 1 hit).
- Battleships with 1 hit are removed from battle but not sunk; fully repaired before next battle.
- Either player may retreat after a round; the retreating player loses the battle.
Naval Modifiers:
| Matchup |
Bonus |
| Your Battleship vs. opponent’s Destroyer |
+2 |
| Your Submarine vs. opponent’s Battleship |
+2 |
| Your Destroyer vs. opponent’s Submarine |
+2 |
| Your Carrier vs. any non-Carrier |
+1 |
| Your ship adjacent to your Carrier(s) |
+1 per adjacent Carrier (max +2) |
Modifiers stack.
Diplomatic Blitz
- Declare a neutral region; roll 2d6.
- Adjacent to your region: succeed on 8+.
- Not adjacent: succeed on 9+.
- Success: place a free infantry there and draw an Economics card.
- Failure: all other players roll; anyone rolling 9+ claims the region (highest roll wins; ties re-roll).
Trade
- Exchange any number of Economics cards with another player (and/or promises/favors).
- Cannot trade: land units, navy cards, capital cities, production points, or regions.
- Non-adjacent player trades can be blocked by the player controlling the sea.
- No trading allowed within 30 minutes of the agreed game end time.
- A trade action only counts if an actual trade occurs.
Build New Units
- Total Production Points (PP):
- 10 PP per Capital City you own
- Face value of each non-set Economics card
- Double face value for cards in a set (1 each of Oil, Minerals, Factories, Rail Transport; Population cards cannot be in sets)
- Purchase units:
| Unit |
Cost |
| Infantry |
5 PP |
| Tank |
10 PP |
| Artillery |
8 PP |
| Plane |
15 PP |
| Destroyer |
10 PP |
| Submarine |
10 PP |
| Battleship |
20 PP |
| Aircraft Carrier |
20 PP |
- Unused PP are wasted (cannot be saved).
- Place new land units immediately in any owned region(s). Navy cards are placed in front of you (or in the centre if you control the sea).
Scoring / Victory Conditions
- Elimination: The game ends immediately when any player has no land units on the board. That player is eliminated.
- Most regions wins: The player controlling the most regions at game end wins.
- Tiebreaker: If tied on regions, the player with more land units wins.
- Time limit (optional): Players agree on a time limit; the last turn is the one in progress when time expires.
- Last man standing (optional): All players agree to play until only one player remains.
Special Rules & Edge Cases
- Sea control and amphibious movement: The sea controller decides per-move whether to allow or block amphibious moves. Planes are never blocked.
- Minimum dice: A player must always roll at least 2 battle dice, even if they have only 1 unit.
- Large/small pieces: 5 small pieces of one type may be exchanged for 1 large piece of that type at any time (and vice versa).
- Capital cities: Cannot be moved or destroyed. If captured, the new owner gains 10 PP per capital during Build.
- Economics card suits: Population, Minerals, Factories, Oil, Rail Transport. Only the latter 4 form sets.
- Black Sea: Part of the Mediterranean Sea Zone.
- Caribbean Sea Zone: Includes the area east of Panama.
- Planes flying over neutrals: Planes may fly over neutral regions during regular movement but not during strategic moves.
- No pieces limit: Players may proxy additional pieces/cards if they run out.
Player Reference
Turn Actions (pick up to 3, each used once except Diplomatic Blitz):
Move | Blitzkrieg Move | Strategic Move | Naval Battle | Diplomatic Blitz | Build New Units | Trade
Movement Range:
- Infantry/Artillery: 1 region
- Tanks/Planes: up to 2 regions
Battle Hit Order: Infantry → Tanks → Artillery → Planes
| Diplomatic Blitz Target Numbers: Adjacent 8+ |
Non-adjacent 9+ |
| Unit Costs: Infantry 5 |
Artillery 8 |
Tank 10 |
Plane 15 |
Destroyer 10 |
Submarine 10 |
Battleship 20 |
Carrier 20 |
Economics Sets: Oil + Minerals + Factories + Rail Transport = double PP value