A noter que le jeu va être réédité et que la v2 des régles est dispo sur le site de gmt
http://www.gmtgames.com/p-565-churchill-2nd-printing.aspxLes régles de décompte final ont un peu changées, je vous les reporte ici
4.41 Alliance Victory: If both Axis powers surrender and the score differential between the players with the most points and fewest points is 20 or fewer victory points, the player with the most victory points wins.
4.42 Broken Alliance: If both Axis powers have surrendered and the score differential between the highest and lowest scores is more than 20 victory points, compare the score of the player with the highest score against the combined score of the other two players.
If the score of the player in first place exceeds, not equals, the combined score of the other two players, the player with the highest score wins.
If the first place score does not exceed this combined score the player with the second highest score wins. In case of a tie for fewest points, the final tiebreaker rules below (4.44) is used to determine the winner (between these two players only).
If there is a tie for highest score, use the final tiebreaker rules below (4.44). Note that this may result in the player with the lowest score winning the game.
4.43 Global Hegemon, Axis Conditional Surrender: If one or both Axis powers have not surrendered, then the player with the most points subtracts 5 points, the player with the second most subtracts 3 points, and the player with the fewest points adds 5 points to their respective totals.
(In case of a tie for most points, both players subtract 5 points and the other player adds 5 points. If there is a tie for fewest points, both players add 5VPs and the other player subtracts 5 VPs.)
After these adjustments, the player with the most VPs wins. If the adjusted scores result in a tie for most points, then the final tiebreaker rules (4.44) are used to determine the winner.