Axis Player Start Phase

Continue to the Diplomatic Phase
 * Check for Mobilizations; each nation may mobilize only once per turn. If two or more mobilizations trigger in the same turn, additional mobilizations are carried over to trigger on the next turn
 * Italy: Fall 1939
 * Japan
 * 1st mobilization: Fall 1939
 * 2nd mobilization: any turn at or before USJT 10 and/or Winter 1940
 * 3rd mobilization: any turn at or before USJT 20 and/or Summer 1941
 * 4th mobilization: any turn at or before USJT 30 and/or Winter 1941
 * These mobilizations may be triggered during either player's turn. If USJT levels trigger a Japanese mobilization on the Allied player's turn, the mobilization is considered to have occurred on the Japanese player's previous turn
 * If USJT Status Modifiers trigger a mobilization on the same turn Japan attacks the US, the USJT level increases by 1 prior to the Japanese declaration of war on the US
 * Effects of Mobilizations
 * BRP base and BRP level increases
 * Italy and Japan: 10 BRPs
 * Force Pool increases
 * Japan: 20 BRPs of units
 * Italy: 8 BRPs of units
 * Eligible units: The following units may be mobilized, with the following restrictions per mobilization:
 * AAF: no more than 5 factors
 * Naval Air
 * Armor
 * Italy: Up to one 2-5 armor unit
 * Infantry
 * Mechanized Infantry
 * Shipbuilding: 5 BRPs of units (Germany and Japan only)
 * Shipbuilding may not be increased more than once per turn
 * The Japanese Fall 1939 mobilization may not increase Shipbuilding
 * Japan may not use deferred mobilizations to increase Shipbuilding
 * Delay to Force Pool Increases: The following units take a number of turns to mobilize; other units mobilize immediately:
 * Air: 4 turns
 * Infantry: 2 turns
 * Mechanized Infantry: 4 turns
 * Armor: 6 turns
 * Deferred Force Pool Additions: Japan may defer 5 unspent BRPs of units from a mobilization to be spent within the next 4 turns; any unspent deferred BRPs after 4 turns are lost