Overview
Rise and Decline of the Third Reich is a grand strategy wargame covering the European theater of World War II, published by Avalon Hill in 1974. Players take on the roles of major powers – Germany, Italy, the United Kingdom, France, the Soviet Union, and the United States – from 1939 to 1946. The game features a campaign of up to 24 turns and includes multiple shorter scenarios. It is considered one of the definitive strategic-level World War II wargames.
Components
- Large strategic map of Europe, North Africa, and the Atlantic
- Hundreds of cardboard unit counters representing armies, fleets, and air forces
- Basic Resource Points (BRP) tracks
- Turn record track
- Multiple dice
- Rules booklet and scenario guides
- Player aid cards
Setup
Setup varies by scenario. For the full campaign game:
- Place the map on a large table.
- Each player (or team) selects their power(s): Germany, Italy, UK, France, USSR, USA.
- Place initial unit counters according to the scenario setup chart.
- Set initial BRP levels for each power on the BRP track.
- Set the turn marker to Spring 1939.
Turn Structure
Each game turn represents one quarter (3 months). Each turn contains:
- Determine Initiative: The side (Axis or Allies) with the higher total BRP count generally moves first.
- First Side’s Player Turn:
- Strategic Warfare Phase (submarine warfare, strategic bombing)
- Movement Phase
- Combat Phase
- Construction Phase (build new units, replacements)
- Strategic Redeployment Phase (rail movement)
- Second Side’s Player Turn: Same phases as above.
- Attrition Phase: Check supply for all units.
- Turn Advancement: Move the turn marker forward.
Actions
Movement: Units move according to their movement allowance across the hex map. Terrain affects movement costs. ZOCs (Zones of Control) restrict enemy movement.
Combat: Attacking units total their combat strength against defending units. A combat results table (CRT) determines outcomes based on the odds ratio and a die roll. Results include defender retreat, exchange, attacker retreat, or elimination.
Construction: During the Construction Phase, players spend BRPs to build new units, replace eliminated units, or upgrade existing forces. Each unit type has a specific BRP cost.
Strategic Redeployment: Move units by rail across friendly territory without normal movement restrictions. Used for rapid repositioning between fronts.
Declarations of War: Players may declare war on neutral nations, spending BRPs and potentially triggering diplomatic consequences.
Strategic Warfare: Conduct submarine warfare in the Atlantic and strategic bombing of enemy industrial capacity to reduce their BRP income.
Scoring / Victory Conditions
Victory conditions vary by scenario:
- Campaign Game: The Axis wins by controlling a certain number of objective hexes by the end of the game or by forcing Allied surrender through BRP depletion. The Allies win by liberating Axis-held objectives and reducing Axis BRPs.
- Shorter Scenarios: Each has specific victory point objectives based on territorial control at scenario end.
- Individual player victory (in multi-player games) can be determined by each power’s performance relative to historical outcomes.
Special Rules & Edge Cases
- Neutrals: Nations like Spain, Turkey, and Sweden have specific rules for when and how they can be attacked or allied with.
- Lend-Lease: The USA can provide BRPs to Allied nations before entering the war.
- Partisans: Occupied territories may generate partisan units that disrupt supply lines.
- Weather: Seasonal effects reduce movement and combat effectiveness during winter turns.
- Italy Surrender: Special rules govern what happens when Italy’s BRPs drop to zero.
- Atomic Bomb: In the advanced game, the USA may develop atomic weapons in the final years.
Player Reference
| Power |
Starting BRPs (Campaign) |
| Germany |
150 |
| Italy |
75 |
| United Kingdom |
150 |
| France |
75 |
| USSR |
150 |
| USA |
150+ |
Turn sequence: Initiative > Movement > Combat > Construction > Strategic Redeployment > Attrition.
Combat CRT: Odds-based (1:2 through 6:1+), modified by terrain, air support, and special units.