RuleSage cited table rulings
← Axis & Allies: Europe 1940

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How do I play?

Answered counted as answered

Asked with: Axis & Allies: Europe 1940bg-61692-en-1e

Setup
1. One or more players take the side of the Allies, and one or more players take the side of the Axis.[1]
2. Each player controls one or more world powers; if a player controls more than one power, those powers must all be on the same side.[1]
3. Place a power's control marker on the number on the national production chart that matches its starting IPC income.[1]
4. Place all of a power's starting units on the game board as listed on that power's setup chart.[1]
Order of Play
The order of play is:
1. Germany [2][3]
2. Soviet Union [2][3]
3. United States [2][3]
4. United Kingdom [2][3]
5. Italy [2][3]
6. France (controlled by an Allied player) [2][3]
Turn Sequence
A power's turn consists of six phases in a fixed sequence:[2][3]
1. Purchase and Repair Units [2][3][4]
2. Combat Move (Powers at War Only) [2][3][4]
3. Conduct Combat (Powers at War Only) [2][3][4]
4. Noncombat Move [2][3][4]
5. Mobilize New Units [2][3][4]
6. Collect Income [2][3][4]
Phase 1: Purchase and Repair Units Sequence [2][3]
1. Order units: Select all units you wish to purchase that you can afford and will be able to mobilize.[2][3]
2. Pay for units and repair damaged units and facilities: Pay IPCs to the bank for the total cost of units and pay 1 IPC per point of damage to repair facilities (industrial complexes, air bases, and naval bases).[2][3]
3. Place units in mobilization zone: Place purchased units in the mobilization zone on the game board.[2][3]
Combat Details [5]
* Attacking Units: Roll one die for each attacking unit with an attack value that didn't fire or sub-merge in step 2; an attacking unit scores a hit if you roll its attack value or less.[5]
* Defending Units: After the attacker rolls, the defender chooses 1 unit for each hit scored and moves it behind the casualty strip; all units behind the casualty strip return fire in step 4.[5]
* Defending Fire: Defending units roll one die for each unit with a defense value that didn't fire or submerge in step 2; a defending unit scores a hit if you roll its defense value or less.[5]
* Assigning Hits: After the defender rolls, the attacker chooses 1 unit for each hit scored and removes it from play.[5] As many hits as possible must be assigned.[5]
Ending the Game
The game is won by the following conditions:
* Axis Victory: The Axis wins by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play (ending with the next turn of the Axis power that captured the final required city), as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.[6] (Note: Another source states the Axis wins by controlling 8 victory cities and an Axis capital of Berlin or Rome [7]).
* Allied Victory: The Allies win by controlling Berlin, Rome, and Tokyo for a complete round of play (ending with the next turn of the Allied power that captured the third capital), as long as they control an Allied capital (Washington, London, Paris, or Moscow) at the end of that round.[6] (Note: Another source states the Allies win by controlling Berlin and Rome and an Allied capital of Washington, London, Paris, or Moscow [7]).
[1] RULEBOOK Axis & Allies: Europe 1940 — Rulebook · p.8 · SETUP · Game Board/National Production Chart · Setup Charts · Combat Forces
[2] RULEBOOK Axis & Allies: Europe 1940 — Rulebook · p.13
[3] RULEBOOK Axis & Allies: Europe 1940 — Rulebook · p.13 · Strict Neutrals · ORDER OF PLAY · Order of Play · Phase 1: Purchase and Repair Units · Purchase Units Sequence · Step 1: Order Units · …
[4] RULEBOOK Axis & Allies: Europe 1940 — Rulebook · p.4
[5] RULEBOOK Axis & Allies: Europe 1940 — Rulebook · p.20 · Step 3. Attacking Units Fire · Step 4. Defending Units Fire
[6] RULEBOOK Axis & Allies: Europe 1940 — Rulebook · p.35 · GLOBAL RULES · How the War is Won · Number of Players · Two players · Three players · Four players · …
[7] RULEBOOK Axis & Allies: Europe 1940 — Rulebook · p.7 · SUMMARY OF PLAY · HOW THE WAR IS WON · Axis Victory · Allied Victory

Question closed. Friendships intact.

🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 232 ms · ask 9234 ms · total 9469 ms
single-flight (PR-5)
queued 0 ms · generation 9469 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 13, "score": 0.048412, "snippet": "12 Order of Play 1. Germany 2. Soviet Union 3. United States 4. United Kingdom 5. Italy 6. France (controlled by an Allied player) Your power’s turn consists of six phases, which take place in a fixed sequence. You must collect income if you can, but all other parts of the turn sequence are voluntar", "headingPath": "", "sharpsignalDocId": 1265}, {"page": 13, "score": 0.047875, "snippet": "12 Axis & Allies is played in rounds. A round consists of each power taking a turn. Germany Soviet Union United States United Kingdom Italy France (controlled by an Allied player) Your power's turn consists of six phases, which take place in a fixed sequence. You must collect income if you can, but ", "headingPath": "Strict Neutrals · ORDER OF PLAY · Order of Play · Phase 1: Purchase and Repair Units · Purchase Units Sequence · Step 1: Order Units · …", "sharpsignalDocId": 1265}, {"page": 8, "score": 0.046751, "snippet": "One or more players take the side of the Allies, and one or more players take the side of the Axis. Each player controls one or more world powers. If a player controls more than one power, those powers must all be on the same side. If you control more than one power, keep track of those powers' inco", "headingPath": "SETUP · Game Board/National Production Chart · Setup Charts · Combat Forces", "sharpsignalDocId": 1265}, {"page": 13, "score": 0.045695, "snippet": "Your capital ships (carriers and battleships) in sea zones serviced by operative friendly naval bases (including those repaired in this turn) are also repaired at this time. There is no IPC cost to repair these ships. Step 3: Place Units in the Mobilization Zone Place the purchased units in the mobi", "headingPath": "", "sharpsignalDocId": 1265}, {"page": 4, "score": 0.045235, "snippet": "3 Game Components ..................................................................... 4 Summary of Play ......................................................................... 6 How the War is Won .................................................................... 6 Setup ......................", "headingPath": "", "sharpsignalDocId": 1265}, {"page": 20, "score": 0.044071, "snippet": "Roll one die for each attacking unit with an attack value that didn't fire or submerge in step 2. Roll for units with the same attack value at the same time. For example, roll all units with an attack value of 3 at the same time. An attacking unit scores a hit if you roll its attack value or less. A", "headingPath": "Step 3. Attacking Units Fire · Step 4. Defending Units Fire", "sharpsignalDocId": 1265}, {"page": 20, "score": 0.04329, "snippet": "This step is specific to attacking and defending submarines. Before the general sea battle takes place (steps 3-5), both attacking and defending submarines can choose to either make a Surprise Strike die roll or submerge. A player may choose to submerge all, some, or none of his or her submarines. H", "headingPath": "Step 2. Submarine Surprise Strike or Submerge (Sea Battles Only)", "sharpsignalDocId": 1265}, {"page": 18, "score": 0.029412, "snippet": "To conduct a bombing raid, the attacking player moves his or her bombers to the territory on the map containing the target(s). A base may be both strategically and tactically bombed at the same time. Both attacking and defending fighters (not tactical bombers) can also participate in strategic bombi", "headingPath": "Strategic and Tactical Bombing Raids", "sharpsignalDocId": 1265}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 8, "quote": null, "headingPath": "SETUP · Game Board/National Production Chart · Setup Charts · Combat Forces", "sharpsignalDocId": 1265}, {"page": 13, "quote": null, "headingPath": "", "sharpsignalDocId": 1265}, {"page": 13, "quote": null, "headingPath": "Strict Neutrals · ORDER OF PLAY · Order of Play · Phase 1: Purchase and Repair Units · Purchase Units Sequence · Step 1: Order Units · …", "sharpsignalDocId": 1265}, {"page": 4, "quote": null, "headingPath": "", "sharpsignalDocId": 1265}, {"page": 20, "quote": null, "headingPath": "Step 3. Attacking Units Fire · Step 4. Defending Units Fire", "sharpsignalDocId": 1265}, {"page": 35, "quote": null, "headingPath": "GLOBAL RULES · How the War is Won · Number of Players · Two players · Three players · Four players · …", "sharpsignalDocId": 1265}, {"page": 7, "quote": null, "headingPath": "SUMMARY OF PLAY · HOW THE WAR IS WON · Axis Victory · Allied Victory", "sharpsignalDocId": 1265}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1265 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1265 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.87208 of 2658 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 5, 2026 13:35 UTC

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) p.13 0.048412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) Strict Neutrals · ORDER OF PLAY · Order of Play · Phase 1: Purchase and Repair Units · Purchase Units Sequence · Step 1: Order Units · … p.13 0.047875 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) SETUP · Game Board/National Production Chart · Setup Charts · Combat Forces p.8 0.046751 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) p.13 0.045695 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) p.4 0.045235 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) Step 3. Attacking Units Fire · Step 4. Defending Units Fire p.20 0.044071 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) Step 2. Submarine Surprise Strike or Submerge (Sea Battles Only) p.20 0.04329 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) Strategic and Tactical Bombing Raids p.18 0.029412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 80 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) p.13 #1 0.048412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) SETUP · Game Board/National Production Chart · Setup Charts · Combat Forces p.8 #3 0.046751 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) Strict Neutrals · ORDER OF PLAY · Order of Play · Phase 1: Purchase and Repair Units · Purchase Units Sequence · Step 1: Order Units · … p.13 #2 0.047875 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) p.4 #13 0.027397 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#5 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) GLOBAL RULES · How the War is Won · Number of Players · Two players · Three players · Four players · … p.35 #10 0.029052 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#6 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) Step 3. Attacking Units Fire · Step 4. Defending Units Fire p.20 #6 0.044071 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) p.4 #5 0.045235 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) SUMMARY OF PLAY · HOW THE WAR IS WON · Axis Victory · Allied Victory p.7 #9 0.029206 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) SETUP · Game Board/National Production Chart · Setup Charts · Combat Forces p.8 no quote on the wire
[2] RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) p.13 no quote on the wire
[3] RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) Strict Neutrals · ORDER OF PLAY · Order of Play · Phase 1: Purchase and Repair Units · Purchase Units Sequence · Step 1: Order Units · … p.13 no quote on the wire
[4] RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) p.4 no quote on the wire
[5] RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) Step 3. Attacking Units Fire · Step 4. Defending Units Fire p.20 no quote on the wire
[6] RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) GLOBAL RULES · How the War is Won · Number of Players · Two players · Three players · Four players · … p.35 no quote on the wire
[7] RULEBOOK Axis & Allies: Europe 1940 — Rulebook (corpus doc 1265) SUMMARY OF PLAY · HOW THE WAR IS WON · Axis Victory · Allied Victory p.7 no quote on the wire
timing split
retrieval 232 ms · first delta 5093 ms · total 9469 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 0 ms · retrieval 232 ms · ask 9234 ms · gateway work 9469 ms · total 9469 ms
tokens in (the prompt the answerer read)
3471
tokens out (what the answerer generated)
869
tok/sec
200.7 tok/sec — 869 output tokens in 4.329 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 15s ago)
answerer host (measured by rulesage)
reachable (for 24h, checked 8s ago)
answerer node (the seat proxy's own header — this probe, not this ask)
node1
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 1195), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.