1 00:00:00,000 --> 00:00:00,000 2 00:00:20,500 --> 00:00:22,500 Now , let's take a look at the game 3 00:00:22,500 --> 00:00:24,389 components . The complete list of 4 00:00:24,389 --> 00:00:26,500 components can be found in the player 5 00:00:26,500 --> 00:00:28,833 guide . First , you have one game board . 6 00:00:29,959 --> 00:00:32,110 54 US cards . 7 00:00:33,490 --> 00:00:35,650 54 PRC cards . 8 00:00:37,020 --> 00:00:40,130 30 blue US air unit tokens . 9 00:00:41,650 --> 00:00:44,479 Two blue US ground unit tokens . 10 00:00:46,139 --> 00:00:48,970 Two blue US Maritime Unit tokens . 11 00:00:50,139 --> 00:00:53,729 28 red PRC air unit tokens . 12 00:00:55,380 --> 00:00:58,369 Two red PRC ground unit tokens . 13 00:00:59,680 --> 00:01:02,950 3 red PRC Maritime Unit tokens . 14 00:01:04,279 --> 00:01:06,959 2 blue and 2 red cylinders . 15 00:01:08,209 --> 00:01:10,730 20 blue and 20 red cubes . 16 00:01:11,889 --> 00:01:15,660 And finally , 444 4 sided die . 17 00:01:16,819 --> 00:01:19,220 Let's cover each of those items one by 18 00:01:19,220 --> 00:01:22,769 one . The game board consists of a game 19 00:01:22,769 --> 00:01:25,290 map with range bands and basing areas 20 00:01:25,290 --> 00:01:27,457 for the United States and the People's 21 00:01:27,457 --> 00:01:30,650 Republic of China PRC . The US basing 22 00:01:30,650 --> 00:01:33,209 area includes a contingency location 23 00:01:33,209 --> 00:01:35,970 container simulating agile combat 24 00:01:35,970 --> 00:01:39,089 employment ACE operations . Squadrons 25 00:01:39,089 --> 00:01:41,529 placed in the contingency location are 26 00:01:41,529 --> 00:01:43,529 considered geographically separated 27 00:01:43,529 --> 00:01:45,307 from all other squadrons in the 28 00:01:45,307 --> 00:01:47,800 contingency location . Additionally , 29 00:01:48,029 --> 00:01:50,260 each side has a standoff container 30 00:01:50,510 --> 00:01:52,566 where certain airborne assets can be 31 00:01:52,566 --> 00:01:55,709 employed . Each side also has a cyber 32 00:01:55,709 --> 00:01:59,400 track and an Intel track . Ranges on 33 00:01:59,400 --> 00:02:01,319 the game board are an abstracted 34 00:02:01,319 --> 00:02:04,120 unspecified distance . Ranges on the 35 00:02:04,120 --> 00:02:06,639 tokens refer to the range bands on the 36 00:02:06,639 --> 00:02:10,350 game board . Each side has a set of 37 00:02:10,350 --> 00:02:13,820 game cards made up of 4 types mission , 38 00:02:14,149 --> 00:02:17,259 posture , squadron , and enabler . 39 00:02:17,960 --> 00:02:20,250 The campaign you select before the game 40 00:02:20,250 --> 00:02:22,369 should help guide your selection of 41 00:02:22,369 --> 00:02:25,979 mission and posture cards . Mission 42 00:02:25,979 --> 00:02:28,139 cards capture the objective of the 43 00:02:28,139 --> 00:02:30,250 campaign and tell how the player will 44 00:02:30,250 --> 00:02:33,639 score victory points . Each side has 5 45 00:02:33,639 --> 00:02:36,139 different mission cards . Let's take a 46 00:02:36,139 --> 00:02:38,195 closer look at the attrition mission 47 00:02:38,195 --> 00:02:41,309 card . The mission is to destroy enemy 48 00:02:41,309 --> 00:02:45,009 units . Next is the posture 49 00:02:45,009 --> 00:02:48,009 card . Players select posture cards at 50 00:02:48,009 --> 00:02:50,889 the beginning of each ATO cycle . These 51 00:02:50,889 --> 00:02:53,240 cards shape the fight for that cycle . 52 00:02:53,889 --> 00:02:56,169 Players may not select the same posture 53 00:02:56,169 --> 00:02:59,449 card used during a previous ATO cycle 54 00:02:59,449 --> 00:03:02,089 except for the standard posture which 55 00:03:02,089 --> 00:03:05,059 may always be selected . As you can see , 56 00:03:05,169 --> 00:03:07,479 the enabler card shows you how many 57 00:03:07,479 --> 00:03:10,410 enabler and squadron cards you have for 58 00:03:10,410 --> 00:03:13,820 that ATO cycle . Additionally , the 59 00:03:13,820 --> 00:03:15,899 card describes any restrictions or 60 00:03:15,899 --> 00:03:18,380 bonuses associated with that posture . 61 00:03:20,250 --> 00:03:22,630 Squadron cards are next and they 62 00:03:22,630 --> 00:03:24,852 represent units that have been deployed 63 00:03:24,852 --> 00:03:27,100 into theater for the conflict . The 64 00:03:27,100 --> 00:03:28,767 number of squadrons that will 65 00:03:28,767 --> 00:03:31,009 participate in the ATO cycle is shown 66 00:03:31,009 --> 00:03:34,419 on the posture card . The cards have 67 00:03:34,419 --> 00:03:36,699 unit name , a picture of the type of 68 00:03:36,699 --> 00:03:39,660 equipment , unit patch , and a brief 69 00:03:39,660 --> 00:03:42,830 description . Each card also has a 70 00:03:42,830 --> 00:03:45,029 picture of counter spaces with more on 71 00:03:45,029 --> 00:03:47,630 that later and the number of assets in 72 00:03:47,630 --> 00:03:50,110 the squadron as well as which band on 73 00:03:50,110 --> 00:03:52,820 the board they deploy to . Don't worry , 74 00:03:52,850 --> 00:03:55,017 this will all come together during the 75 00:03:55,017 --> 00:03:57,470 playthrough . Each squadron has a set 76 00:03:57,470 --> 00:04:00,830 of tokens to generate . We will cover 77 00:04:00,830 --> 00:04:03,020 these as we go through game set up . 78 00:04:03,710 --> 00:04:05,766 Now let's take a look at the enabler 79 00:04:05,766 --> 00:04:06,766 cards . 80 00:04:11,940 --> 00:04:13,850 Enabler cards are used to deploy 81 00:04:13,850 --> 00:04:16,100 multi-domain operational effects into 82 00:04:16,100 --> 00:04:18,299 the battle space . These include 83 00:04:18,299 --> 00:04:20,660 maritime . Land 84 00:04:21,899 --> 00:04:25,510 Space Cyber 85 00:04:29,130 --> 00:04:30,970 Special operations forces . 86 00:04:33,369 --> 00:04:35,200 And additional air effects . 87 00:04:39,179 --> 00:04:41,068 Next we have the wooden cubes and 88 00:04:41,068 --> 00:04:43,068 cylinders . These are used to track 89 00:04:43,068 --> 00:04:45,399 actions and capabilities . We will show 90 00:04:45,399 --> 00:04:47,621 you how to use these markers during the 91 00:04:47,621 --> 00:04:50,179 game play . One last thing before we go 92 00:04:50,179 --> 00:04:53,019 into game setup , the dice . These are 93 00:04:53,019 --> 00:04:56,070 used to determine move outcomes . Basic 94 00:04:56,070 --> 00:04:58,489 moves use only one die . However , you 95 00:04:58,489 --> 00:05:00,609 can deploy effects or be subject to 96 00:05:00,609 --> 00:05:02,609 effects your opponent deploys that 97 00:05:02,609 --> 00:05:04,776 cause you to roll at an advantage or a 98 00:05:04,776 --> 00:05:06,970 disadvantage . When rolling at an 99 00:05:06,970 --> 00:05:09,570 advantage , you will select 2 dice and 100 00:05:09,570 --> 00:05:11,737 roll them and choose the higher of the 101 00:05:11,737 --> 00:05:13,649 two numbers . When rolling at a 102 00:05:13,649 --> 00:05:16,570 disadvantage , you will roll 2 dice and 103 00:05:16,570 --> 00:05:18,980 select the lower of the two numbers . 104 00:05:19,170 --> 00:05:20,837 You will see this as the game 105 00:05:20,837 --> 00:05:23,019 progresses . We've now covered the 106 00:05:23,019 --> 00:05:25,019 basics . Let's proceed to game play .