1 00:00:01,200 --> 00:00:03,400 Air Force war game . Indo Pacific is a 2 00:00:03,410 --> 00:00:05,699 tactical to low operational game set in 3 00:00:05,710 --> 00:00:07,860 the near future in the Indo Pacific 4 00:00:07,869 --> 00:00:10,130 Theater . Its purpose is to showcase 5 00:00:10,140 --> 00:00:12,196 the impact that multi domain actions 6 00:00:12,196 --> 00:00:14,649 such as cyber space and maritime can 7 00:00:14,659 --> 00:00:16,940 have on the air battle . This game is 8 00:00:16,950 --> 00:00:19,172 designed to serve as an introduction to 9 00:00:19,172 --> 00:00:21,283 air force war gaming and to the basic 10 00:00:21,283 --> 00:00:23,339 tenets of air power and multi domain 11 00:00:23,339 --> 00:00:27,270 combat . The game is 12 00:00:27,280 --> 00:00:29,350 presented as a campaign which is 13 00:00:29,360 --> 00:00:31,799 comprised of multiple air tasking order 14 00:00:31,809 --> 00:00:33,990 cycles that are focused on a common 15 00:00:34,000 --> 00:00:36,056 objective as selected by the mission 16 00:00:36,056 --> 00:00:38,490 card . The campaign sets the conditions 17 00:00:38,500 --> 00:00:41,000 on the ground including an a to cycle 18 00:00:41,009 --> 00:00:44,930 limit campaign set up first divide 19 00:00:44,939 --> 00:00:47,050 into two teams choose who plays which 20 00:00:47,050 --> 00:00:50,310 side us and pr C the instructions will 21 00:00:50,319 --> 00:00:53,119 refer to each side as a player . Second , 22 00:00:53,180 --> 00:00:55,124 each player must place their cyber 23 00:00:55,124 --> 00:00:57,291 token on the one on the cyber track on 24 00:00:57,291 --> 00:00:59,950 their side . Next , each player must 25 00:00:59,959 --> 00:01:02,029 place their intel token on normal on 26 00:01:02,040 --> 00:01:04,489 the intel track on their side . Players 27 00:01:04,500 --> 00:01:06,722 jointly choose a campaign from the back 28 00:01:06,722 --> 00:01:08,833 of the rule book . First time players 29 00:01:08,833 --> 00:01:10,889 should choose number one then remove 30 00:01:10,889 --> 00:01:13,111 the restricted cards and assign mission 31 00:01:13,111 --> 00:01:15,278 cards and or posture cards as required 32 00:01:15,278 --> 00:01:17,660 by the campaign . If not specified by 33 00:01:17,669 --> 00:01:19,725 the campaign , each player must then 34 00:01:19,725 --> 00:01:21,836 pick their mission card but make sure 35 00:01:21,839 --> 00:01:23,940 to keep this card hidden . Now , you 36 00:01:23,949 --> 00:01:26,699 are ready to start the first A to cycle 37 00:01:26,709 --> 00:01:27,639 of the campaign 38 00:01:30,529 --> 00:01:32,779 in the game . The A to cycle consists 39 00:01:32,790 --> 00:01:34,734 of a series of turns where players 40 00:01:34,734 --> 00:01:36,957 accomplish multi domain actions through 41 00:01:36,957 --> 00:01:39,012 their cards and move , acquire shoot 42 00:01:39,012 --> 00:01:41,300 actions with the active tokens set up 43 00:01:41,919 --> 00:01:43,863 if not previously specified by the 44 00:01:43,863 --> 00:01:45,919 campaign . Each player must select a 45 00:01:45,919 --> 00:01:48,699 posture for this a to cycle and make it 46 00:01:48,709 --> 00:01:51,199 visible to all players . First time 47 00:01:51,209 --> 00:01:53,440 players use standard from the card 48 00:01:53,449 --> 00:01:55,629 still in play . Each player may choose 49 00:01:55,639 --> 00:01:57,900 the number of squadron cards specified 50 00:01:57,910 --> 00:02:00,370 on the selected posture card and place 51 00:02:00,379 --> 00:02:02,379 the squadron cards face down on the 52 00:02:02,379 --> 00:02:05,019 airbase or the contingency location . 53 00:02:05,029 --> 00:02:08,000 If you're playing as us pull the tokens 54 00:02:08,009 --> 00:02:10,539 for aircraft or ad a units associated 55 00:02:10,550 --> 00:02:12,717 with the squadron cards and place them 56 00:02:12,717 --> 00:02:14,979 face down on top of their squadron card 57 00:02:15,660 --> 00:02:17,919 from the cards still in play . Each 58 00:02:17,929 --> 00:02:20,151 player may choose the number of enabler 59 00:02:20,151 --> 00:02:22,373 cards specified on the selected posture 60 00:02:22,373 --> 00:02:24,669 card . Set these to the side for now 61 00:02:24,720 --> 00:02:26,942 and do not reveal them to your opponent 62 00:02:27,539 --> 00:02:30,020 bidding for initiative . Each player 63 00:02:30,029 --> 00:02:32,140 must first choose which enabler cards 64 00:02:32,140 --> 00:02:33,862 to sacrifice to increase their 65 00:02:33,862 --> 00:02:36,149 initiative role . Set these aside , 66 00:02:36,330 --> 00:02:38,940 each card adds one to the roll . Each 67 00:02:38,949 --> 00:02:41,399 player rolls a single four sided die 68 00:02:41,470 --> 00:02:43,692 and adds the number of cards sacrificed 69 00:02:43,692 --> 00:02:46,509 to the roll value . If tied roll again 70 00:02:46,520 --> 00:02:48,742 until a winner is selected . The winner 71 00:02:48,742 --> 00:02:51,389 claims intel advantage . The winner 72 00:02:51,399 --> 00:02:53,510 states who will take the first turn . 73 00:02:53,510 --> 00:02:55,343 The winner also gets a chance to 74 00:02:55,343 --> 00:02:57,121 increase their cyber rate . All 75 00:02:57,121 --> 00:02:59,121 sacrifice cards are out of the A to 76 00:02:59,121 --> 00:03:02,410 cycle play intel . Each player rolls a 77 00:03:02,419 --> 00:03:04,919 single four sided die to see how many 78 00:03:04,929 --> 00:03:06,929 opposing enabler cards . The player 79 00:03:06,929 --> 00:03:09,610 gets to see the player with intel 80 00:03:09,619 --> 00:03:12,110 advantage rolls with advantage , which 81 00:03:12,119 --> 00:03:14,830 means this player rolls 24 sided dice 82 00:03:14,839 --> 00:03:17,639 and uses the higher value regardless of 83 00:03:17,649 --> 00:03:19,760 the role . At least one enemy enabler 84 00:03:19,770 --> 00:03:22,520 card must remain hidden turns . 85 00:03:23,380 --> 00:03:25,436 Players take turns starting with the 86 00:03:25,436 --> 00:03:27,380 player chosen by the winner of the 87 00:03:27,380 --> 00:03:29,491 initiative until both players pass in 88 00:03:29,491 --> 00:03:31,602 succession . During a turn . A player 89 00:03:31,602 --> 00:03:33,602 may do one of the following in this 90 00:03:33,602 --> 00:03:36,380 order , one , the player may pass this 91 00:03:36,389 --> 00:03:38,389 immediately ends their turn with no 92 00:03:38,389 --> 00:03:41,169 action . Two , the player may use a 93 00:03:41,179 --> 00:03:43,179 single enabler card from his or her 94 00:03:43,179 --> 00:03:46,389 hand . Three . The player may choose to 95 00:03:46,399 --> 00:03:48,455 activate a squadron that is on their 96 00:03:48,455 --> 00:03:50,759 base which will end their turn . Or the 97 00:03:50,770 --> 00:03:52,881 player may choose to do the following 98 00:03:52,881 --> 00:03:55,240 move , acquire and shoot actions with 99 00:03:55,250 --> 00:03:58,820 any active token . A move a single 100 00:03:58,830 --> 00:04:01,449 token B acquire targets with a single 101 00:04:01,460 --> 00:04:04,089 token . C shoot from a single token 102 00:04:04,389 --> 00:04:06,278 rules to keep in mind with move , 103 00:04:06,278 --> 00:04:08,789 acquire and shoot actions . Only one of 104 00:04:08,800 --> 00:04:10,744 each action may be done per term . 105 00:04:10,744 --> 00:04:12,911 Player may choose to omit any action , 106 00:04:12,949 --> 00:04:15,070 actions may be taken in any order , 107 00:04:15,080 --> 00:04:17,080 actions may be taken with different 108 00:04:17,080 --> 00:04:20,100 tokens clean up between A to cycles and 109 00:04:20,109 --> 00:04:22,220 end of campaign . When both players 110 00:04:22,230 --> 00:04:25,510 have passed the A to is complete , used 111 00:04:25,519 --> 00:04:27,519 single use enabler cards are out of 112 00:04:27,519 --> 00:04:30,190 play , set destroyed units aside to be 113 00:04:30,200 --> 00:04:33,029 counted later . All alive tokens and 114 00:04:33,040 --> 00:04:35,151 squadrons are cleared off the board . 115 00:04:35,959 --> 00:04:37,959 If you have not played all the A to 116 00:04:37,959 --> 00:04:40,292 cycles required for the chosen campaign , 117 00:04:40,292 --> 00:04:42,809 start a new a to cycle . If you have 118 00:04:42,820 --> 00:04:44,764 played all the A to cycles for the 119 00:04:44,764 --> 00:04:46,876 campaign , the game is over and score 120 00:04:46,876 --> 00:04:50,839 the victory points end the game . After 121 00:04:50,850 --> 00:04:52,906 completing the number of a to cycles 122 00:04:52,906 --> 00:04:55,429 specified in the campaign , each player 123 00:04:55,440 --> 00:04:57,329 then reveals the mission card and 124 00:04:57,329 --> 00:04:59,820 tallies , victory points . The winner 125 00:04:59,829 --> 00:05:01,829 is the player with the most victory 126 00:05:01,829 --> 00:05:03,996 points . That is how you play the game 127 00:05:03,996 --> 00:05:07,149 as a first time player for aspiring 128 00:05:07,160 --> 00:05:09,350 amateurs and seasoned professionals . 129 00:05:09,359 --> 00:05:11,415 There are a number of variations and 130 00:05:11,415 --> 00:05:13,637 options to choose from to make the game 131 00:05:13,637 --> 00:05:15,748 far more complex and challenging . Be 132 00:05:15,750 --> 00:05:17,639 sure to look through the included 133 00:05:17,639 --> 00:05:19,806 instruction booklet for information on 134 00:05:19,806 --> 00:05:22,670 how to set up play and score your game 135 00:05:22,679 --> 00:05:24,679 for other campaigns and variants of 136 00:05:24,679 --> 00:05:27,230 play . You can also visit the game's 137 00:05:27,239 --> 00:05:29,239 website for more information on the 138 00:05:29,239 --> 00:05:31,461 game or if you'd like to buy a copy for 139 00:05:31,461 --> 00:05:34,320 yourself . Thanks for watching and good 140 00:05:34,329 --> 00:05:35,070 luck out there .