Quartermaster General can be summed up as the setup of Axis & Allies (two teams playing as the nations of WWII) meets the pieces mechanic of Diplomacy (one army or navy per space) meets the card play of Sentinels of the Multiverse (each nation gets its own deck based on that country).
Air Marshall expansion rules (air forces)
Alternate Histories expansion rules
Germany- The main Axis bruiser. Can get very powerful cards into play to turn into a blitzing powerhouse.
Italy- Specializes in instant one-off cards to both bolster Germany and buy them time to get into gear.
Japan- Specializes in cards that can set up future ambushes and sneak attacks. Can pursue an Asian conquest strategy or a dash to the United States mainland.
United Kingdom- Not the most powerful Allied fighter, but several cards allow them to spring up in all corners of the globe, representing their far flung empire.
Soviet Union- Most cards deal with them burning through their deck to keep invaders out at all costs, which they will need when they are inevitably doubled teamed or face a geared up Germany.
United States- The most versatile of the Allies. Can pursue action against Japan or Europe, boost allies, or surpass Germany in fully geared up powerhouse given enough time.
Each turn, a nation goes down the list:
1. Play Card
(you must play one card from your hand)
2. Air Force
(you may play a Deploy Air Force card to build an air force on any space with your supplied army, OR discard a card to "marshall" (move) an existing air force to any of your supplied armies)
3. Check Supply
(check to see if all of your units are in supply, remove those that aren't)
4. Victory Step
(score victory points: 2 points for each supply (star) space your nation is sole owner of, 1 point for each supply space shared with an ally, may not score any VP if your nation's home space is occupied by an enemy army)
(discard a minimum of 1 card OR lose 1 VP, draw back up to 7 cards in your hand)
Special action: Reallocate Resources
You can use Reallocate Resources once during your turn, at the beginning of your Turn.
Discard 3 cards from your hand to search your draw deck for a Build (army/navy/airforce) or battle (land/sea) card.
You must show everyone the card you drew, then add it to your hand.
Your turn continues normally; it does not count as your Play Card action.
A unit is "in supply" if you can trace a string of your units (armies & navies) back to a supply (star) space. Navies have an additional requirement of needing a friendly army (any navy of you or an ally, not just your own) adjacent to them (The US would need an allied army in Latin America or Africa in order to supply a navy in the South Atlantic, a navy in the North Atlantic alone would not cut it).
You may only build new units adjacent to your existing supplied units, in spaces that contain no enemy units. Some cards will specifically mention if they can break this rule. You may always build an army on your nation's home space (if it is not occupied by an enemy army).
Each nation may only have one army/navy per space, but teams can coexist in the same space (Italy & Germany can both have an army in the same space, etc.). An air force must occupy the same space as one of your armies.
Build Army- Build an army on a valid space.
Build Navy- Build a navy on a valid space.
Deploy Air Force - Build an air force on the same space as any of your supplied armies (that does not already contain one of your air forces)
Land Battle- Battle a land space adjacent to one of your pieces (army or navy). Choose 1 enemy army on that space and eliminate it
Sea Battle- Battle a sea space adjacent to one of your pieces (army or navy). Choose 1 enemy navy on that space and eliminate it.
Event- A one time use card with special instructions that takes effect immediately.
Response- A card that is played face down on the table. May be turned over and immediately take effect any time its trigger condition is met.
Status- Play face up on the table. The only card type that remains in play all game (until canceled by an opponent card).
Bolster- The only card type that is played outside the usual Play step. May be played whenever the text says it can. Does not count as a play action.
Economic Warfare- One time use cards that force the enemy to discard cards.
At the end of the U.S. turn, if one team is 30 or more victory points ahead, they win.
After turn 20, the team with the most VP wins (Axis win ties)
Will be playing with both expansions as their complexity is minimal and they really help the balance and variety of strategies.
An air force must exist in the same space as one of your nation's supplied armies or navies. If at any point that army/navy is removed, the air force must retreat to an adjacent supplied army/navy or be destroyed.
If the army/navy is targeted by a battle, you may choose to remove the air force instead. If the attacker has his own air force adjacent to the battle, he may sacrifice his air force to cancel that out (both defending pieces are removed).
France and China have their own units. They may not be built or attack unless a card specifically refers to French/Chinese units. They score any victory points for the Allies (France during the UK's turn, China during the US')
You almost never want to discard Build Army and Land Battle Cards. Navies and Sea Battles can be useful, but the game is ultimately decided on land. Running out of Build Army or Land Battle cards is bad news.
The most valuable cards are ones that let you do more than one thing in a turn (build multiple armies, battle a space then build pieces, etc.).
A direct plan you can execute immediately (or soon) is better than a plan dependent on conditional long term plays.
If an enemy country is focusing its actions in one theater, hit them in the other.
You may "battle" an empty space, or "build" in a space you already have a piece, in order to fulfill some trigger condition on a card (i.e. you may battle an empty space to trigger a card that says "battle a space, then build an army" in order to just build the army)