Assault on Belgium is a Demo and contains only minimal rules. If there is 
doubt about a rule: Anything not specifically forbidden is permitted.

Set-up: Belgium can set its units on any hex in Belgium. Germany can, 
thereafter, set its units on any German hex in Germany. Now Germany 
begins to move.

Victory Requirements:  Germany must conquer Brussels and Antwerp 
in one move.

Stacking Limits
Only 3 land units per side are allowed on one land hex at a time.

Land Movement
Land units move at their MOVEMENT rate, i.e. the white number on the 
bottom right (black circle), and must pay the movement cost for every 
hex they enter. The cost of a hex depends upon the terrain type. Once a 
unit has used up its MOVEMENT points, it must cease movement for the 
ongoing turn (month). If a unit enters a hex which is occupied by an 
enemy unit it must stop moving and a battle arises. A battle vector is 
placed with its origin at the hex where the unit came from (the main 
attacking direction). The units are now taken from the map and are 
positioned on the upper or lower part of the battle chart - depending on 
the number on top of the battle vector.

Reaction of the Non-initiative Player
The non-initiative player (Belgium) may set units in hexes neighboring the 
battle hex.

Air Movement
The initiative player (Germany) positions German planes.

Combat Support
Bombers can fly this mission. The planes are placed on existing battle 
hexes. Planes which survive one air combat round can add their tactical 
factors to the strength of the land units. The tactical factors are the 
numbers on the bottom left. No more tactical factors may be added than 
the ground units have strength. Only one bomber per side per round may 
be used.

Interception/Escorts
Fighters can be used on all air missions within their range, for escort or 
interception. The available fighters of one side protect their own bombers 
and try to attack enemy bombers. Bombers do not fight each other. 
Belgium now positions its planes for interception.

Combat Phase
Air Combat
First, one round of air combat takes place. Air combat component: top 
left of the unit counter (light blue square). (Naval components, light green
square, are not used here) Air combat ratio: The air combat. components
are subtracted from one another. All fighters from both sides fight each other.
Each fighter may fire only once. Only fighters which come through this combat
unaffected are able to approach opposing bombers and get tangled in a new
air combat round. Two D6 dice are rolled simultaneously and the air combat
table is consulted.

Example: A German fighter of value 6 versus a Belgian fighter of value 3. 
This means that the German attacks with a +3 ratio whereas the Belgian 
fighter has a -3 ratio. The German rolls an 8 and the Belgian receives an 
A. The Belgian player now rolls a 6, a "No effect". Belgium has no 
bombers. The Belgian fighter is A and can not approach the German 
bombers. Here, in Assault on Belgium, the affected planes are simply 
removed from the game.

[The air combat results in Morsecode..._ have quite different effects: 
E = Eliminated.  D = Damaged.  A = Aborted.]

Land Combat
Land combat components: attack strength (green square), defense 
strength (dark yellow square). (Command level, red square, are not used 
here) Land combat ratio: Attack strength minus/plus defense strength. 
The attacker rolls a D6, the result is read off the land combat table. The 
first figure represents the number of hits taken by the attacker. The 
second figure represents the number of hits for the defender. Hits must 
be subtracted from both attack and defense strength. An R means that 
the unit must retreat. If a unit does not want to retreat it has to take one 
more hit instead. When the number of hits reaches the number of a units 
defense strength, it is eliminated. Example: A 5-4-6 infantry* with 2 hits 
does have an attack strength of 3 and a defense strength of 2 left.

*[ 5 = attack strength  4 = defense strength  6 = movement rate]

If a unit has taken more hits than is has defense strength, the surplus hits 
are distributed onto other defense units present. There can be several 
combat rounds until someone retreats or is eliminated. After every 
combat round everyone is asked if he wants to retreat.
Since there can be several units stacked in a hex, the fighting units may 
be exchanged after every combat round. Only one unit per side is allowed 
to fight at a time. The other units are not active and in no way reinforce 
the units which are fighting.
Terrain:

The terrain affects both movement (1) and combat(2).

(1):   You have to pay the number of movement points put down on the  
terrain table Example: To enter a rough terrain hex costs 2 movement 
points.

(2): Some types of units will be hindered:
    -2 Arm means that tanks are 2 points weaker in both attack and defense;
    +2 other defenders improves all defenders but tanks;
    defender ignores retreat means that a defender, who has received a
         result with an R doesnt have to retreat
    Air tactical bombardment factors -1 reduces the tactical bombardment
         factor of a plane by one.

Retreat After Combat
If the combat results in a retreat or if one player chooses a voluntary 
withdrawal, the following must be considered: A defender cannot 
withdraw in the main attacking direction of the opponent. The retreat 
must be made into friendly hexes or onto the defending players own 
units. If this is impossible, these retreating units are eliminated. Planes 
which were used for support move with the withdrawing units.

Tank Battles:
Tank battle markers can only be set in battle hexes which contain tanks. 
When a battle ends, the victorious player MAY pursue the opponent and 
provoke further battles. Also, in tank battles, the stacking limit per hex 
can be raised to 5 units.

One movement point is used to start a tank battle. A tank battle marker 
can be placed. If a tank has at least one movement point left after moving 
into the chosen hex. Then proceed as in land combat by rolling a D6 and 
looking up the result in the land combat chart. If the defender withdraws, 
the tank may pursue him, paying the movement cost for the new hex and 
another one for the new battle. If the defender withdraws again after the 
new battle round he can be pursued again in the same manner.
Example: A German tank has 5 movement points, it pays one for the 
battle, so the tank battle marker is placed on the tank battles with the 4 
facing up. The first combat round makes the Belgium infantry suffer two 
hits. It withdraws into a neighboring clear hex. The German units pursue. 
The tank battle marker is adjusted, the 2 now facing up because one 
movement point had to be paid for the new - clear - hex, the other for the 
new tank battle.

Up to 5 tanks or other units can be placed in a tank battle. Planes which 
have survived the air combat can move along with the tanks and attack 
with them. Even a new air combat round may arise if enemy planes have 
withdrawn with the enemy units being pursued. Also, non-tank units such 
as infantry may accompany the tanks - provided they have an equal 
number of movement points. The tank battle marker is irrevocably 
removed if infantry on the attacking side is made into a fighting unit, even 
once, in the ongoing battle.

Instead of pursuing the withdrawing enemy units, other hostile units 
which have not yet been involved can be attacked. If there is MORE than 
one tank in a tank battle, several new tank battles may arise.

Anti-Aircraft Artillery
When hostile bombers attack cities, the anti-aircraft artillery has the first 
shot at them.

Example: A German bomber with a tactical bombardment factor of 4 
supports a German land attack on Brussels. Brussels has an anti-aircraft 
artillery strength of 3. The Belgian player rolls a 4 and looks up the result 
in the Anti Air Table: (The figures indicate the number of bombing factors 
being lost.) The German bomber only has an effective bombing strength 
of 3 left, to be used in the following land battle.

End of the Game
The game ends when all battles in existence at the end of the German 
move are finished. The only thing left to do is to check on the conditions 
for victory.

Optional Rule: NL and France may not be moved into.
