My friend and I played this game a few months ago. He didn't have a copy of the game and, as far as I could find, the rules weren't posted online. So I wrote up a summary of the rules and e-mailed it to him before we got together to play. Looking through some old files, I noticed that rules summary. And here it is for anyone who's interested.
Visegrad Rules Summary
The Russian player controls Russian, Belarussian, and Ukrainian units. The Allied player controls Polish and other NATO units. There's a starting placement set-up for the Allied player in the rules. The Russian player has a free set-up. After the Russian player sets up his units, he has to roll for the loyalty of the Ukrainian units. There's a 50% chance they will disappear.
All units have two steps (represented by a counter flip). Most units, including reinforcements, start at their full side. But some Russian units start out at their reduced side.
The Sequence of Play is pretty basic.
1. Administrative phase - Flip used air support units back over and you decide how much Cyberwar markers you want to assign to your CW Table.
2. Russian replacements
3. Allies place air interdiction
4. Russians move and get reinforcements
5. Russians attack
6. Allied replacements
7. Russians place air interdiction
8. Allies move and get reinforcements
9. Allies attack
10. Roll for intervention
Each player has seven Cyberwar markers. There's a Cyberwar Track and a Cyberwar Table on the map. The CW Table is used for land combat and the CW Track is used for air combat. Each turn, both players secretly decide how many CW markers they want to assign to the table, which goes to a maximum of six. After they're revealed, if the other player didn't assign any markers to the Table, you can remove some or all of your own markers and put them back on the Track.
The number of markers in your table is your CW level for that turn. If you have a higher level than your opponent, you can choose use the CW combat results table in combat. Every time you use the CW CRT, you have to spend one of your CW markers from your table and reduce your level.
CW markers on the track have no effect on your level. They are available to be spent for modifying air combat.
Replacements and Reinforcements
There's a chart on the map that shows how many replacement points each player gets each turn (the numbers are misprinted). (The Allied player is listed as V4.) There are two types of points, regular points and CAS points. Each regular point builds a land unit up by one step. You can spend to replacement points to bring back a land unit that was eliminated (or one step to bring it back as a reduced unit). CAS points are used to rebuild air units. Each point rebuilds one air unit (CAS or SAC). CAS points can also be used to rebuild lost CW markers. Rebuilt CW markers go to the player's track and can be reassigned to their table on subsequent turns. You cannot save replacement points for future turns.
Reinforcements are pretty limited. They all arrive within the first three turns. After that, the only new forces are when countries intervene. Reinforcements arrive during the movement phase. They arrive in supply and with full steps. Unlike intervening units, reinforcing units can move freely on the turn they arrive. Allied reinforcements arrive in cities in their country. Russian reinforcements arrive in Russian hexes on the eastern edge of the map. Marine units (Russian 336th and American MEU) can choose to land on an unoccupied hex on the Polish coastline. If they do, they cannot move any further that turn.
You can stack three units. You can move through other units. Russians can't stack with non-Russian units.
Units have to be able to trace a line of supply back to a friendly city. It can't cross through enemy ZOC's, mountains, or marshes (friendly units in the hex cancel ZOC's and highways cancel mountains and marshes). Out-of-supply units have movement and combat factors halved. You can use air supply to supply an otherwise out-of-supply unit but you have to use up an air unit to do it.
Movement factors aren't printed on counters (which is annoying). Most units have a movement allowance of 7. American units are 9. Airborne and Airmobile units are 5 (but they can ignore terrain effects). There's one garrison unit that has a movement allowance of zero.
Clear hexes are 1 MP. Forest are 2. Rough are 3. Marshes are 4. River hexsides are +1. Cities don't affect movment. But industry hexes do - they're 2 MP's. It costs 1 MP to move along a highway and 1/2 MP to move along a major highway (ignoring other terrain including rivers). There's one special highway through the mountains where you have to roll for breakdowns. You always get a minimum move of one hex.
All units have ZOC's. Units have to stop their movement when they enter an enemy ZOC. Airborne and airmobile units are an exception. They do not have to stop moving when they enter the ZOC of a regular opposing unit. But they have to stop if they enter the ZOC of an opposing airborne or airmobile unit. Units that start their turns in a ZOC can exit the ZOC.
Combat's pretty standard. Combat is not mandatory. Combat is between adjacent units. Combined attack strength vs combined defense strength - but they express it as a percentage rather than a ratio. Terrain gives the defender column shifts: Industry = 1; Forest and small cities = 2; Rough, marsh, or big cities = 3. Rivers give a one column shift if any of the attacking units are attacking across them. If you attack a unit from opposite sides, you get a one column shift.
Each side can add one air unit for support. If both players add air support, they roll a die and the lower roll is driven off and lost. Air support die rolls can be modified by Cyberwar attacks - for each CW marker you spend from your CW track you add one to your die roll. You have to assign CW markers before you make the roll. You can add more markers after your opponent does but you can't remove them. Successful air support gives you a one column shift. If you roll a one, you lose air support and can't modify it with CW. If the die rolls end up tied, both players lose air support. All air units and CW markers are lost for the rest of the turn regardless of the outcome.
There are two combat results tables: the Assault CRT and the Cyberwar CRT (which gives better results for the attacker). An attacker can use the Cyberwar CRT is they have a higher Cyberwar level but you have to spend a Cyberwar marker from your table to use it. The combat results are standard: elimination, step loss, retreats. There are some results where the defender gets to make a choice between losing steps or retreating. Successful attacks can advance after combat.
The Russians, Poles, and Americans have CAS air units. The Americans also have SAC air units. At the start of each turn, players can use CAS replacement points to make air units available. Air units can be used for three things: Close Air Support (modifying odds in combat), Interdiction (interfering with opposing movement), and Air Supply. I covered Close Air Support and Air Supply already.
Players may assign air units to specific enemy units or stacks of units during their interdiction phase. The opposing player can contest the interdiction by assigning one of his air units. If this happens there is air combat as described in the combat section. If the interdicting air unit is not driven off, it can attempt its interdicition mission. The player rolls one die. If the roll is greater than the movement cost of the hex, then the ground units are interdicted and they can only move one hex on that turn.
CW markers cannot be used against SAC air units. But the Allied player can use CW markers in support of SAC air units.
Each air unit can only be used once per turn. After its use (or attempted use) it is either eliminated or placed on out-of-support status. Air units that lose air combat or are used for air supply are eliminated. Air units that win combat, have aborted missions, or are not assigned are OOS. OOS air units are automatically available for use in the next turn at no cost. Eliminated air units have to be rebuilt by using replacement points. Russian and Polish air units have to be purchased via replacement points on the first turn. American air units become available automatically on the turn when the US intervenes.
The Allied player rolls one die for intervention. If the roll is less than or equal to the game turn, the US intervenes. Modify the roll by -1 for each country besides Poland the Russia has invaded. Romania and Italy will not intervene unless the US intervenes. Romania will interven on the same turn as the US if two or less Polish industry sites have been occupied. Italy will intervene if the US has intervened and the Russians occupy a NATO capital west of Warsaw.
Italian units enter from edge hexes in Austria. Romanian units enter from edge hexes in Hungary. American land units are deployed on any highway hex in Austria or Hungary (the MEU can also enter on a Polish coastline hex). Unlike reinforcements, intervening units do not get to move on the turn they arrive on.
The Russians are trying to capture or destroy Poland's oil industry. Russia has an automatic victory if they have occupied all ten industry hexes at any point in the game (it doesn't have to all be at the same time). The Allies get an automatic victory if they occupy Kiev, Minsk, or Moscow at any point. The game ends after ten turns if neither player wins an automatic victory. At game end, the Russian player counts up how many industry hexes he occupied at any point during the game, even if he didn't occupy them at game's end. He then rolls two dice. If the result is less than the number of hexes, he wins. If the result is tied or higher, the Allied player wins.