If you have questions, feel free to email me at Jeff@TheWarGame.com



Found this old classic and thought you might like a sail down memory shipping lane. 
So, go ahead and take two minutes from your life you'll never get back.




To avoid errata, just download the Basic 1942 Second Edition rules

Unfortunately, the Chinese printers used an older file when printing the rulebook, which resulted in a few errors making the final edition.  I knew it instantly.
See, for money-saving reasons, the rules had to be done in B&W (the same reason all pieces are German - to prevent a $250 retail price), and when I
learned that, I went through the book and adjusted the contrasts to make everything read better in B&W.  In that process, I corrected the sentence structure
and some errors, but alas they didn't make the final cut.  Anyway, here are the ones that have been discovered so far:

Page 30:
Error, with correction underneath
-         Two fighters and one destroyer attack German destroyer in NA-8, then pass-through to attack German destroyer in NA-5 (would arrive on round 1, but not roll until round 2)
-         Two fighters and one destroyer attack German destroyer in NA-8, then pass-through to attack German submarine in NA-5 (would arrive on round 1, but not roll until round 2)

Page 33:
The Waffen SS additional unit has a move of "1", NOT "4".  It's a horrific typo, indeed.

Pages 2, 8, 33 and box bottom-side:
The graphics for the Bf 109 G6 and Fw 190 D-9 are all mistakenly swapped (at least we were consistently backwards).  The smaller, leaner, rounded-winged fighter is the Messerschmidt (Bf 109 G6), and the bigger, more square-winged fighter is the Focke-Wulf (Fw 190 D-9).  Another big duh.





    Tournament Rules and Structure    

Applicable game rules in this tournament:

  1. Basic 1942 Second Edition rules and setup charts, with the following Special Additions (page 24):
    1. Generals (one for each nation)
    2. Sahara, Siberia, Himalaya and Outback
    3. Bombers as Transports
    4. Paratroopers
    5. Naval Pass-Through
    6. Beefed-Up Battleships
  2. Railroad Movement (Module I)
  3. Strategic Bombing Raids (Module II)
  4. Rommel’s Rules (Module III)
  5. Air Supremacy (Module IV)
  6. ONLY the NEUTRAL TERRITORIES already in play in 1942 are ALLOWED.  No additional neutral nations may be conquered or occupied.


Two Round Tournament Structure:

An even number of teams, of 1-3 players each, are submitted, then randomly matched against other teams.  Half of the teams are randomly assigned to play Axis, the other half Allies.



  1. FOUR game turns are played to completion.
  2. Judges tally the total land controlled by each side – verified by players.
  3. Each team’s “command points” are determined by subtracting the opponent’s land totals from the player’s land totals.
  4. Tournament rankings are compiled for each side (an Axis list, and an Allied list) in descending order of scored command points. 



  1. The highest ranking Axis team is matched with the highest ranking Allied team.  The second highest Axis team is matched with the second highest Allied, and so on until all down to the lowest two teams are matched.
  2. All matched teams SWITCH SIDES, now playing whichever of the two (Axis or Allies) that they did NOT play in the first round.
  3. FOUR game turns are played to completion.
  4. Judges tally the total land controlled by each side and subtract the opponent’s land totals, as before.  That total is added to the command points from round one to determine a final tournament total of command points for each team.
  5. Final tournament rankings are listed from winning team to loser by total command points of each.


Time Limits:
Every table will be provided with a chess clock (left clock for the Axis team and right clock for the Allied team).  Upon the completion of each turn, the player would flip the clock to the opposing team.  Also, should an opponent delay a decision more than 10 seconds during your turn. you may hit the clock to accrue time on their side, rather than yours.  For example, if a player has begun a battle and asked the defender to declare any retreats, that defender has 10 seconds to make that decision, or the attacker can flip the clock until that decision has been made to accrue time on the defender, rather than adding it to the attacker's turn.

Time Penalties:
One of two methods implemented depending upon tournament venue conditions and time frames.
    1.    Each side gets 4 hours of play time.  For every ten minutes beyond 4 hours, the team is penalized 2 points on the command score.
    2.    The Axis team and the Allied team that expends the most time in their game is penalized 20 points each on their command scores.

The designated judge will resolve all disputes with full authority.  However, if a judge is also playing in a tournament game, disputes therein will be resolved by a majority vote of three players not involved in the disputed game, who have heard each side’s contention.


Coming Soon!

Invitational Tournament Registration