Battle for Moscow has a long history in the game industry. It was first edition published in the summer of 1986 and many gamers in those days acquired a copy it. Naturally, with so many people owning and having played this game, it would appear often at game tournaments for its ease of learning, small size, and quick playing time.
In that great tradition, Victory Point Games is providing these Tournament Rules for competitive play of Battle for Moscow. Enjoy!
Be sure to re-read Rule 10.0 for the definition of city control and a hex being in communication.
The Tournament Game set up is slightly altered as follows.
After the German player sets up his pieces (Step 4), the Russian player may redeploy some, none or all his three "reserve" armies (i.e., those not in a German ZOC) located in hexes 0503, 0608, and 0803 (Mozhaisk).
These reserve armies can be repositioned - that is, placed one per hex in hexes east of the Russian "Front Line" (i.e., the Russian units already set up on the map) and not in a German ZOC. Afterward, the game begins as usual with the German Combat Phase of Game Turn 1.
Design and Rules: Alan Emrich
Development: Lance McMillan
Playtesting: Stefan Anton Federsel and the Bavarian Raiders, Jon Matthews, Kim Meints and Gary Sonnenberg