Europe in Turmoil II: The Interbellum Years 1920-1939
Compass Games · 2024
2180–240 min3.1/5 complexity8.1 BGG#8.210 BGG370KidsCouplesStrategy
⚡ short answer
How do you play Europe in Turmoil II: The Interbellum Years 1920-1939?
The primary objective for players is to reach 20 Power points before their opponent, which grants an immediate victory. Alternatively, players can win by triggering World War II, which leads to a final scoring round where the player with the most Power points wins. The game also ends after 10 turns if neither of the primary victory conditions has been met, with the player having the highest Power points declared the winner.
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the rules in 60 seconds▶ auto · 1/6
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01
Setup
The game is set up with influence markers on countries, and extremist cubes are placed in specific spaces on the map.
The rules, step by step
Setup
The game begins with influence markers placed on various countries across the European map, representing initial political alignments. Each player also has 15 Extremist cubes of their color, which can be deployed to specific spaces on the map. The Power track is set to 10 for the Left player and 12 for the Right player. The Moderation track starts at 10 for the Left and 12 for the Right. The Tension track is set to 0. Players receive a hand of 7 cards for the first four turns, representing the 'Roaring Twenties' period. Scoring cards for France, Germany, and Italy are included in the initial deck.
Objective
The primary objective for players is to reach 20 Power points before their opponent, which grants an immediate victory. Alternatively, players can win by triggering World War II, which leads to a final scoring round where the player with the most Power points wins. The game also ends after 10 turns if neither of the primary victory conditions has been met, with the player having the highest Power points declared the winner.
On your turn
Each turn, players receive a hand of cards and take turns playing them. A card can be used for its Operations Points (Ops) to place or remove influence, perform Support Checks, or move Extremists. Alternatively, a card's event can be triggered, which often has a significant impact on the game state. Players can also use a card to attempt to rearm a country, which involves a dice roll modified by the card's Ops value and other factors, with the goal of advancing on the Rearmament Chart. During the 'Great Depression' period (turns 5-6), players receive 9 cards and play 8. During the 'Appeasement' period (turns 7-8), players receive 9 cards and play 8. During the final period (turns 9-10), players receive 9 cards and play 8.
Scoring
Scoring is initiated when a scoring card is played. The player who plays the scoring card may first perform a Support Check in a space within the scored country or an adjacent independent country. The value of the Support Check varies by country (e.g., 1 Op for Italy, 2 Ops for France, 3 Ops for Germany). After the Support Check, the country's Presence, Domination, and Control are scored, adding Power points to the respective player's track. Events played earlier in the game can affect scoring, and these are often noted on the scoring cards as reminders. Unlike the previous volume, there are no separate Stability cards; Support Checks are integrated into the scoring cards.
Game end
The game concludes under several conditions: if a player reaches 20 Power points, they win immediately. If the Tension track reaches a specific threshold (indicated by a '+' symbol on the track), World War II is triggered. When World War II is triggered, a dice roll is made, and if the result (dice roll + Tension track value) is greater than 6, the war begins, and a final scoring round is initiated. The game also ends after 10 turns, with a final scoring round determining the winner. During the final scoring, players compare their Moderation track values; the player with lower moderation receives Sanction markers, each penalizing their final Power score by 2 points.
Tips
Maintaining a high Moderation track value is crucial, as falling below your Power score on this track will penalize your card operations. Extremists can be strategically placed to boost your Support Checks or hinder your opponent's. The Rearmament Chart offers powerful benefits but also increases global Tension, potentially leading to World War II. Players should carefully consider which countries to rearm, as some tracks are more difficult to advance on than others. The game's distinct periods ('Roaring Twenties,' 'Great Depression,' 'Appeasement') introduce different card distributions and strategic considerations, requiring players to adapt their approach throughout the game.
🔬 game anatomy
Complexity3.1 / 5
BGG rating8.1 / 10
Vibe
KidsCouplesStrategy
Language dependence
Extensive text — heavy translation needed
Play time
180–240 min
Players
2
BGG rank
#8.210
✨ from Trișache · verified
Frequently asked questions
Q1What is the goal of the game?
The primary objective for players is to reach 20 Power points before their opponent, which grants an immediate victory. Alternatively, players can win by triggering World War II, which leads to a final scoring round where the player with the most Power points wins. The game also ends after 10 turns if neither of the primary victory conditions has been met, with the player having the highest Power points declared the winner.
Q2How do you set up the game?
The game begins with influence markers placed on various countries across the European map, representing initial political alignments. Each player also has 15 Extremist cubes of their color, which can be deployed to specific spaces on the map. The Power track is set to 10 for the Left player and 12 for the Right player. The Moderation track starts at 10 for the Left and 12 for the Right. The Tension track is set to 0. Players receive a hand of 7 cards for the first four turns, representing the 'Roaring Twenties' period. Scoring cards for France, Germany, and Italy are included in the initial deck.
Q3How does a turn work?
Each turn, players receive a hand of cards and take turns playing them. A card can be used for its Operations Points (Ops) to place or remove influence, perform Support Checks, or move Extremists. Alternatively, a card's event can be triggered, which often has a significant impact on the game state. Players can also use a card to attempt to rearm a country, which involves a dice roll modified by the card's Ops value and other factors, with the goal of advancing on the Rearmament Chart. During the 'Great Depression' period (turns 5-6), players receive 9 cards and play 8. During the 'Appeasement' period (turns 7-8), players receive 9 cards and play 8. During the final period (turns 9-10), players receive 9 cards and play 8.
Q4How is scoring calculated?
Scoring is initiated when a scoring card is played. The player who plays the scoring card may first perform a Support Check in a space within the scored country or an adjacent independent country. The value of the Support Check varies by country (e.g., 1 Op for Italy, 2 Ops for France, 3 Ops for Germany). After the Support Check, the country's Presence, Domination, and Control are scored, adding Power points to the respective player's track. Events played earlier in the game can affect scoring, and these are often noted on the scoring cards as reminders. Unlike the previous volume, there are no separate Stability cards; Support Checks are integrated into the scoring cards.
Q5When and how does the game end?
The game concludes under several conditions: if a player reaches 20 Power points, they win immediately. If the Tension track reaches a specific threshold (indicated by a '+' symbol on the track), World War II is triggered. When World War II is triggered, a dice roll is made, and if the result (dice roll + Tension track value) is greater than 6, the war begins, and a final scoring round is initiated. The game also ends after 10 turns, with a final scoring round determining the winner. During the final scoring, players compare their Moderation track values; the player with lower moderation receives Sanction markers, each penalizing their final Power score by 2 points.
Q6What tips are there for beginners?
Maintaining a high Moderation track value is crucial, as falling below your Power score on this track will penalize your card operations. Extremists can be strategically placed to boost your Support Checks or hinder your opponent's. The Rearmament Chart offers powerful benefits but also increases global Tension, potentially leading to World War II. Players should carefully consider which countries to rearm, as some tracks are more difficult to advance on than others. The game's distinct periods ('Roaring Twenties,' 'Great Depression,' 'Appeasement') introduce different card distributions and strategic considerations, requiring players to adapt their approach throughout the game.
Q7How much does Europe in Turmoil II: The Interbellum Years 1920-1939 cost?
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Q8Where can I buy Europe in Turmoil II: The Interbellum Years 1920-1939 cheapest?
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Q9How do you play Europe in Turmoil II: The Interbellum Years 1920-1939?
Europe in Turmoil II: The Interbellum Years 1920-1939 is a political game, for 2 players, taking ~180–240 minutes, featuring area majority / influence. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Europe in Turmoil II: The Interbellum Years 1920-1939 — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Europe in Turmoil II: The Interbellum Years 1920-1939 support?
Europe in Turmoil II: The Interbellum Years 1920-1939 is played by 2 players.
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