TripleA/Basic Rules

Basic Rules (using Big World as an example)Edit

The Game Board (Game Setup, Territories, and common Territory properties)Edit

Turn Order and Sequence of Play OverviewEdit

Big World:1942 rules.version.3 - The world powers in turn order and their capitals;
  • Russia - Moscow
  • Germany - Eastern Germany
  • Britain - England
  • Italy - Italy
  • China - Western Sinkiang
  • Japan - Southern Japan
  • USA - Northeastern United States
A turn for a world power is broken up into the following phases:
  • Tech Roll (if the option is enabled)
  • Purchase Units
  • Combat move
  • Non-combat move
  • Place units
  • Collect income

Starting your first GameEdit

Click "Start Local Game" on the first menu screen after launching tripleA, then click "Choose Game..." select "Big World:1942" from the game list and click OK. Note there is an options tab that will bring up a menu of options and variations to the game rules (detailed later). Click play and the map should appear.

On the Big World map, the allies are Russia, UK, China and the USA. The axis are Germany, Japan and Italy. Play continues until either one side surrenders or a certain number of victory cities are captured by one side. The number of victory cities is an option, from (in Big World) 14 victory cities for 'projection of power' to 17 victory cities, 'total victory'. The allies start with 12 victory cities while the axis start with 9. Typically an opponent will surrender well before the victory city condition is met.

Game-play proceeds one round at a time, wherein each country has a turn to move. The order of turns is fixed and depends upon the map version, in Big World the turn order is: Russia, Germany, UK, Italy, China, Japan, and then USA.

If you just started the game, you most probably are in Russian Tech Roll. This phase will be explained later, so just press done.


Now you just entered "purchase Units" phase.

Each unit you can purchase is in a box. On the top left box of the window, you can see infantry. Below the word Infantry, you can see the symbol used for infantry on the map, on the right of the symbol, you can see "X 3". that means every infantry costs 3 PUs (Production Units). Below the infantry symbol, you can see "1/2/1". Those are the characteristics of infantry: first number is the attack, second is for defense, third is the movement. Below the characteristics, there is a number and two sets of up/down arrows. The number represents the amount of infantry you are purchasing, first set of up/down arrows is used to increase/decrease number of infantry purchased by 1. (Second set of up/down arrows is used to get the number of infantry purchased at maximum or at 0).

Factories are used to place units. aaGun stands for Anti-Aircraft Gun. Your total PUs available are written below the boxes with the units

After selecting the units you want to purchase, you click Done. Then, on the right side of the screen, you have the option of changing your choice, or to press "Done" to get to the next phase.

Combat MoveEdit

There are two ways of moving units:

  • click on the unit you want to move and then click on the territory you want to move the unit to.
  • click on the territory you want to move units from (but not on a particular unit). A window appears where you select units you want to move, click OK, than click on the territory you want to move the units to.

To view another area of the map, you can click on the top/left World map. That brings the enlarged map to the region you clicked to.

Combat only occurs if you move your units in enemy controlled territory so you can also make non-combat moves during combat move phase i.e moves into allied territory.


Click on the "Battle in (name of territory)" on the right side of the screen. A new window will appear for the combat. On the top of the new window you can see the attacking units (left) and the defending units (right). Units are ordered according to their attacking value. Each attacking artillery enhances the attack of one infantry by one. So you will see infantry attacking at 1 or 2 depending how many artilleries you attack with.

  • Dice are rolled for attacking units. (see Low Luck chapter below)
  • Defender selects casualties. If all defending units die, then automatically all defending units are selected. Otherwise defender has to click on the bottom bar of the window (or press space), select casualties on the new window(units with lowest defence are selected by default), press Ok.
  • Dice are rolled for defending units.
  • Attacker selects casualties. (same as for defender)
  • Selected casualties are removed for both attacker and defender.
  • Attacker have the option of retreating. (if some ground units attacked from sea transports, you can't retreat, or you can only retreat air units).

If attacker has chosen to retreat, a new window appears to select where you want to retreat. All remaining ground units have to be retreated to the same territory. You can retreat to any territory of which at least one ground unit was used in the attack. Press Ok after selecting territory to retreat.

If attacker has chosen not to retreat, dice are rolled again as above.

Non-Combat MoveEdit

Units can be moved also during non-combat moves on some conditions:

  • moves must not result in combats; they have to be moved on allied territory
  • unit must not have been used for attacking (with the exception of air units)

Note: air units cannot land on newly conquered territories (territories taken this round)

  • unit must have remaining moves (if it was used for a non-combat move during "combat moves phase")

Place UnitsEdit

You can place the units you bought at the beginning of the turn. Units can only be placed on a territory if there's a factory on that territory, and only if you owned the territory at the beginning of the turn. On a territory you cannot place more units than the PU value of that territory. (the number written on the map below the name of the territory). You cannot place units on a factory that was purchased in the same turn.

End Turn and Collect IncomeEdit

The turn ends and you collect income.

Income is generated by territories: for every territory you control at the end of the turn, the PU (Production Unit) of that territory is added.

With the end of this turn the next country starts its turn.