Eliminated units test individually by rolling on a 1d6. Units that are eliminated and don't defect are inverted in the nearest friendly-controlled town that is in supply, to be recuperated. The Red player then repeats the same sequence, to complete one Game-Turn. At the end of the Red Bonus Combat phase, the player would judge who won the meeting, if there was one. There are twelve quarterly turns in the game, from Spring 1919 to Winter 1921.
Victory is judged at the end of the last Game-turn.
Players score Victory Points based on the RP value for controlled towns, plus the bonuses for controlling whole Regions. Again, the Makhnovist VP count towards the White player's total, and that faction starts the game sitting on top of some very valuable real estate, so the Red player will feel the need to stab the Anarchists in the back at some point. To score the 112 points needed for a decisive victory, the Red player has to pretty well sweep the entire map, and needs 103 points for even a marginal victory. Perhaps Bumpas thought that this offset the large advantages the Red player enjoys throughout the game. By contrast, the White player scores a decisive victory with 27 points and a marginal victory with only 10.