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Will the Axis Powers prevail this time? The beginning of the end is about to commence.
'Turning Point 1942' Scenario - set-up
USCB Rulebook Cover (C3i Nr28 edition)
C3i Magazine #28 featuring Unconditional Surrender! Case Blue is an "RBM Publication" (By Rodger B. MacGowan)
Scenario 1 End (Nov 1942)

Unconditional Surrender! Case Blue (2010)

Players
2
Best: 2
Playing time
90–90 min
Age
14+
7.32
Average rating
213
Ratings
2.67/5
Weight
#7807
BGG rank
Outside top 5,000
Designer:Salvatore Vasta
Artist:Rodger B. MacGowan, Salvatore Vasta
Publisher:(Self-Published) +1 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 9, Interaction 5, Complexity 5.3, Theme 5
Strategy7.0
Luck9.0
Interaction5.0
Complexity5.3
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameWorld War IIPrint & PlayHexagon GridSimulationDice RollingGrid MovementScenario / Mission / Campaign GameVariable Set-upMovement Points

Overview

Unconditional Surrender! Case Blue (USCB) is a small, free Print-n-Play two player game covering the World War II military campaigns fought in southern Russia during 1942-1943. One side controls the Axis forces, while the other side controls the forces of the Soviet Union.

GMT Games printed it, with real counters, in their C3I magazine issue #28 in 2014.

USCB is a derived from the game Unconditional Surrender! World War 2 in Europe (USE). Using essentially the same mechanics (plus naval units, strategic warfare, diplomacy, etc.), USE covers the entire war in the European Theater. With only 80 counters, a small map, and much shorter rulebook, Unconditional Surrender! Case Blue provides an opportunity to try out the core of USE's systems.

Design Highlights

Scale: army and air fleet level units; 30 miles per hex; monthly turns Simple Stacking: Up to one air and ground unit per hex. No Factors on Counters: There are no combat or movement factors on the counters. Single Combat System: One combat resolution sequence and Combat Results Table covers air and ground combat, but the results differ for each type. Integrated Movement/Combat System: Units move and fight in a combined activation. Historical or Variable Entry: Units and events can enter play using an historical or variable time line.

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