Unconditional Surrender! World War 2 in Europe (USE) is a strategic level game covering the World War II European Theater Players make the political decisions & control the military forces of the three major factions that struggled for European dominance & survival With its emphasis on force projection & decision making players remain focused on the big picture of managing their front lines & political opportunities Through simple mechanics & low on-map counter density players easily handle the strategic action without a myriad of complicated subsystems or tall stacks of counters As one gamer put it " It is a delight to be spending my limited brain power on making (or agonizing over) operational decisions that are as dependent upon guts as they are gray matter This game is not a series of arithmetic exercises & the only variable in these algorithms is nerve" Though the focus is on the big picture Unconditional Surrender! still delivers historical detail Each country has an historical army level order of battle & its relative economic strength & national will to fight are effectively & simply modeled Also represented are such World War II events as airdrops Free Forces jets naval evacuation partisans radar railroad artillery guns & ULTRA; all neatly woven into the game&s core mechanics for ease of play The game has many scenarios ranging from quick playing individual campaigns to longer ones covering up to the entire war Design Highlights Scale army fleet or air wing level units; 30-60 miles per hex; monthly turns Players 2-4 Playing Time 30 minutes to 50 hours depending on the scenario Low On-Map Counter Density The number of counters on the map is relatively low Simple Stacking No more than one air ground convoy or warship unit per hex No Factors on Counters There are no combat or movement factors on counters Single Combat System One combat resolution sequence & Combat Results Table covers all types of combat yet the results differ for airnaval ground or strategic combat Integrated Movement Combat System Units move & fight in a combined activation " Use it or Lose it" Economic System Simple math with minimal record keeping Historical or Variable Entry Units & events can enter play using an historical or variable time line Variable Politics Most countries’ belligerence & faction alliance is not predetermined Solitaire Friendly Though not designed with solitaire rules the mechanics easily allow one player to play the game PBEM Capable The game can be played using PBEM software but its mechanics require frequent exchanges