1
Roll turn order
A single die roll determines turn order for both partner factions to play simultaneously in their respective theaters
2
Hold yearly conferences
Following the turn order die roll, partner factions may hold private 5-minute strategy conferences
3
Resolve New Year events (1939-1945)
Receive automatic Influence and/or units at no cost as indicated on Production Tracks
4
Gain Capitalist Public Opinion
US automatically gains one Influence over British Empire in 1939-1941; Western Europe gains one Influence over USA in 1941-1944
5
Receive US Rearmament units
At New Year 1942-1944, one US AF, Fleet, Infantry, and Tank arrive in ETO USA at increasing CV (1942: 1 CV, 1943: 2 CV, 1944: 3 CV)
6
Receive US Naval Construction units
At New Year 1942-1944, one US Fleet, Carrier, and Sub arrive in PTO USA at increasing CV
7
Execute Production phase
In turn order, each faction builds units and buys cards belonging to its own theater
8
Trace POP/RES correctly
Friendly-controlled POP/RES contribute to the economy of the partner with that Home Theater
9
Transfer Production Points
Factions with Accord or Alliance may transfer 1-2 PPs to their partner if a Trade Route exists between Production Centers
10
Build Capitalist relationships
Progress from Independence to Accord (1+ mutual Influence) to Commitment (3+ Influence over partner) to Alliance (both have Commitments)
11
Play Diplomacy cards
Place Influence markers on neutral nations in your Home Theater
12
Trigger Inter-Theater Diplo Effects
Certain actions in one theater grant automatic Influence in the opposite theater
13
Research Technology
Regional Techs only work in their theater; Global Techs apply to both theaters
14
Duplicate Partner Techs
Play a single matching dedicated Tech card to copy a partner's revealed technology
15
Play Command phase
Each partner faction plays a Command Card (or Pass) in their theater
16
Designate Supreme Command
Place marker on the card determining joint Command Priority for both partners
17
Move units
Factions can command their own units in either theater; Allied Capitalists can use up to half their commands on partner units in their Home Theater
18
Conduct inter-theater movement
Units moving into Secondary Theater become subject to partner's Peace/War conditions
19
Declare War properly
A faction can only issue DoWs in its Home Theater
20
Observe Home Seas rules
DoW required before occupying a Sea/Ocean adjacent to rival Home Territory unless also adjacent to your own
21
Apply DoW crossover effects
Militarist DoWs have no external effects; Communist-Capitalist DoWs may apply in both theaters depending on Alliance status
22
Trigger Violations
Attack on PTO British units/territory constitutes Violation of British Empire; attack on ETO US units/territory constitutes Violation of America
23
Resolve battles
Cross-commanded units can Aggress; partner units under Emergency Command absorb losses but cannot Fire or Retreat
24
Rebase after Sneak Attack
Japanese ANS units can return through enemy seas to their original starting point
25
Trace Supply lines
Supply can trace through either theater but cannot trace through Drake Passage