Close The Atlantic - World War Three Overview This is an 'area movement' game with large areas of the Atlantic segmented into Sea Zones. Units do not have a specific location within any zone. A zone can have multiple counters, from both sides, in it without contact. They come into contact when a die roll result indicates a radar or sonar contact. Then the counters are in the same vicinity and combat might occur. In a game turn, (a week), game counters can move from one zone to an adjacent one, or into or out of port. In port means off map. Except for convoys unloading, players don't have to track which ships are in which port. Records kept by players will track convoys that are unloading, which takes one turn. They will also record how many ships are of Cargo or Tanker type, since a Convoy must have a minimum of each type to sail out again. Convoy ships unloading score Supply and Fuel Points. Those Points are then spent by the NATO player to move one of the Front Lines Eastward. There are three front lines Northern, Central, and Southern. Each turn, if the NATO player cannot move a line, the Russian player can. Neutral merchant ships exist in the game to replace Convoy losses and enable Convoys to build back up the the minimum of each ship type. When a Convoy is built up, it can sail again either back to North America or out to Europe with supplies and fuel. The Russian player seeks to sink the supply ships to prevent the NATO player from getting the Points needed to move the front lines. That is all he needs to do to sweep across Europe to the Atlantic and a win. The game counters do not have numbers to represent their abilities because they are place-holders and can represent from one to many units. Optional numeric counters can be placed under or near counters to indicate how many units a die roll has indicated. As losses are taken, number counters are replaced. Only the current action under way requires numeric counters. Elsewhere, just the unit type counters are on the map.