7: The Defense of Lwów
7: The Defense of Lwów Rulebook
Table of Contents
Table of Contents
Components
- Game board
- Booklet with the rules and a historical study
- Tokens:
- 3 double-sided Polish aircraft tokens
- 10 double-sided Bolshevik cavalry tokens
- 1 shooting die
- 12 black shooting or bomb markers
- 1 time marker
- Used only in the advanced variant:
- 1 Bolshevik commissar token
- 10 Bolshevik regiment number tokens
Setup
- Lay out the board in the middle of the table.
- Choose the sides of the conflict you will play. The Polish player sits on the western side of the map, the Bolshevik player on the eastern side.
- Place the tokens on the marked spaces on the board: Bolshevik cavalry on the stars, Polish aircraft on the checkerboards.
- Put one black bomb marker on each Polish aircraft.
- Place the time marker on the first space of the calendar (11 August).
- Put the markers and shooting die next to the board so both players have easy access to them.
- Put the Bolshevik commissar token and the 10 regiment number tokens back in the box. They are used only in the advanced variant.
Object of the Game
The object of the game is different for each player. The Bolsheviks' goal is to take Lwów (Lviv). To achieve this, one of the cavalry units must be on the space marking Lwów.
The goal of the Polish air force is to stop the attack and not allow the cavalry to reach Lwów for 8 days (turns) of play.
The advanced variant (pages 12-15) is recommended after playing at least a few games of the basic variant. It brings additional excitement to the game, but also additional rules that may be difficult for beginner players.
Course of the Game
The game is divided into eight rounds (days). Successive rounds are marked by moving the time marker on the calendar at the top of the board. The game ends after the cavalry move in the 8th round (18 August).
A round is divided into the Bolshevik turn and the Polish turn. Each turn is divided into further steps:
Bolshevik turn
- Movement and possible preparation to shoot of the Bolshevik cavalry.
- Reorganization of the cavalry units dispersed in the previous turn.
Polish turn 3. Movement and attack of the Polish fighters.
Each round ends by moving the time marker and removing the shooting markers from Bolshevik units.
Bolshevik Turn
In one turn each Bolshevik unit can perform up to two actions. With one action you can move one space or prepare to shoot. Reorganizing a dispersed unit takes two actions. For example, during a turn you can:
- move two spaces (two actions)
- reorganize a dispersed unit (two actions)
- move one space and prepare to shoot (one action each)
- prepare to shoot without moving
Bolshevik Movement
Cavalry can move to any adjacent space not occupied by another cavalry unit.
Cavalry tokens may be moved onto spaces occupied by aircraft tokens. Cavalry may move underneath aircraft tokens.
Crossing the Bug
The river limits the movement of cavalry, because the Bug can be crossed only by bridges or fords.
Moving onto a crossing space ends the turn of that cavalry unit. A unit on a crossing also cannot prepare to shoot.
Preparing to Shoot and Bolshevik Shooting
With one action, cavalry can prepare to shoot. Readiness to shoot is marked by placing a black marker on the cavalry token. The cavalry is prepared to shoot only for the duration of the Polish turn. Cavalry may shoot multiple times in the same turn. Before the next Bolshevik turn begins, all shooting markers must be removed from the cavalry units. Any shot by Bolshevik cavalry takes place only during the Polish turn. At the moment Polish aircraft fly onto a space with cavalry prepared to shoot, or drop a bomb on it, the game is interrupted and a die roll determines whether the Bolsheviks hit the passing aircraft.
Rolling a red star on the die means a hit. The hit aircraft must be turned to its "damaged" side. If the aircraft was already damaged earlier, on the second hit it is shot down and is put back in the box. Rolling a checkerboard or a malfunction symbol means a miss.
When cavalry shoots at an attacking aircraft, both units attack simultaneously, and the duel is resolved after the die rolls of both players. The Bolshevik player rolls the die second, regardless of the result of the Polish aircraft's shot (see Polish Movement). In the special case where the Poles roll a malfunction and the Bolsheviks roll a hit, the Polish aircraft is shot down immediately and is put back in the box.
Reorganizing a Dispersed Cavalry Unit
A successful attack by a Polish aircraft causes the cavalry unit to disperse. The cavalry token must be turned to its dispersed side and its shooting marker removed (if it had one). A dispersed cavalry unit must reorganize in its next turn, spending both of its actions on it. The reorganization of dispersed cavalry units takes place only at the end of the Bolshevik phase, that is, after all organized units have completed their movement.
Polish Turn
In its turn each Polish unit can perform four actions. After beginning to move one aircraft, you must perform all four actions assigned to it before moving the next one. Performing all the actions is not mandatory. With an action you can move one space or strafe cavalry. The chosen actions can be performed in any order.
Polish Movement
An aircraft can move to any adjacent space not occupied by another aircraft. Aircraft tokens may occupy spaces occupied by cavalry tokens and move over them.
An aircraft may not turn back, that is, return to the space from which it began that move (this also applies to an attack). If an aircraft moved from space A to space B, it may not in its next action move from space B to space A.
It can return to the space from which the aircraft began its moves in a given turn only by a roundabout route, in three moves: from space A to space B, from space B to space C and from space C to space A.
Bombs
At the beginning of the game each aircraft receives a bomb, symbolized by a black marker placed on the aircraft token. A bomb can be dropped only on cavalry located under the aircraft token. Dropping a bomb does not require an additional action. It can be dropped both before and after performing an action. The bomb marker is put back in the box. Dropping a bomb means an automatic hit and the cavalry token is turned to its "dispersed" side. If the cavalry is prepared to shoot when the bomb is dropped, it makes its attack normally, even though it will be dispersed a moment later.
NOTE: A new bomb can be obtained only at the airfield.
Strafing
With one action an aircraft can strafe cavalry located on an adjacent space. Rolling a star on the die means a miss. Rolling a checkerboard means a hit, which causes panic in the cavalry unit. The hit cavalry must be turned to its "dispersed" side. If a malfunction symbol is rolled, the aircraft automatically loses its bomb (if it still had one) and is turned to its "malfunction" side. After each strafing run, the aircraft must fly to the other side of the attacked target.
If that space is occupied by another aircraft or is off the board, the Polish player chooses another free space adjacent to the attacked target and to the space on the opposite side of the target.
If another cavalry unit is within range, the next attack can be carried out immediately. In the situation shown in the illustration, the aircraft can perform three strafing runs in one turn. For an attack on armed cavalry, see Preparing to Shoot and Bolshevik Shooting.
NOTE: In the basic variant of the game, cavalry cannot be destroyed - hits on dispersed cavalry have no effect on it.
Resolving Shots
Polish attack (die results): star = miss; checkerboard = dispersal (hit); malfunction symbol = malfunction.
Bolshevik shot (die results): red star = hit; checkerboard = miss; malfunction symbol = miss.
Damage, Emergency Landing and Repair
A damaged aircraft cannot shoot and can be easily destroyed. However, if a damaged aircraft still has at least one unused action, it can make an emergency landing on one of the three airfield spaces, at the cost of losing all remaining actions of that aircraft in the current turn.
Returning to the airfield always ends the movement of that aircraft. In the next turn, the token must be turned to its "operational" side and a bomb marker placed on it. The aircraft is ready to perform four new actions.
NOTE: You cannot land on a space occupied by another aircraft or a cavalry regiment.
Replenishing Bombs with an Operational Aircraft
An operational aircraft can also land at the airfield to replenish its bomb, but it cannot use the emergency landing option, i.e. to reach the airfield it must perform normal movement actions. Returning to the airfield to replenish bombs ends the movement of that aircraft in the current turn.
End of the Round
At the end of the round, after the Polish player's turn, the time marker is moved to the next space and all shooting markers are removed from the cavalry units.
End of the Game
If by 18 August (i.e. before the end of the 8th turn of the game) the Bolsheviks bring even one unit to Lwów, they win the game immediately. If by 18 August no Bolshevik unit enters Lwów, the Poles win.
Advanced Variant with a Rematch
The advanced variant introduces several new elements: the Commander, the Commissar and Advanced Scoring. They make the game even more attractive, but also harder. We recommend introducing the advanced rules only after playing several games of the basic variant.
Setup for the Advanced Game
Set up the game according to the rules described on page 3 (Setup). The player controlling the Bolsheviks additionally:
- Places the commissar token in front of him.
- Places the ten regiment number tokens in front of him face down (regiment numbers down).
- From among the regiment number tokens, chooses one regiment in which the commander of the Horse Army, Semyon Budyonny, with his staff, will stay.
- Places the token with the chosen regiment number on the board, on Budyonny's sleeve. He should do this so that the Polish player does not see the regiment number.
Goal of the Advanced Game
In this variant the players command each side of the conflict in turn, and the winner is determined by comparing the points scored in both games. Points are scored only by the player controlling the Bolsheviks, for occupying special scoring spaces. Points are lost (negative points) for delays in the march. The player with more points wins.
Course of the Advanced Game
The game proceeds according to the normal rules described on pages 4-11. However, additional rules apply, described below under: Commissar, Commander, and End of the Game and Scoring in the Advanced Game.
Commissar
Once during the whole game, the commissar can force a chosen Bolshevik unit to greater effort. The player controlling the Bolsheviks indicates which unit is to make an additional move of one space. The commissar's threat works regardless of whether the unit has already used its actions, i.e. has already moved two spaces or ended its move on a crossing. After use, the commissar token must be put back in the box.
NOTE: The commissar can also give the order to a dispersed unit.
Commander
Among the Bolshevik regiments is the commander of the Horse Army, Semyon Budyonny, with his staff. He raises the morale of his soldiers and directs the fight of all Bolshevik forces. A regiment with the commander brought to the vicinity of Lwów gives the Bolsheviks additional points at the end of the game. Therefore an additional goal of the Poles becomes tracking down the commander and not allowing his unit to reach Lwów.
Each time the Poles disperse a cavalry regiment, the player controlling the Bolsheviks must hand over the token with the number of the dispersed regiment. The collected tokens are placed face up in front of the player controlling the Poles.
If the commander with his staff was in the dispersed unit, the player controlling the Bolsheviks reveals the regiment number token placed in the designated spot on the board. From then until the end of the game the work of the staff is disorganized and the morale of the Bolshevik soldiers falls, and Bolshevik units can be permanently dispersed.
Permanent Dispersal
After the unit with the commander of the Horse Army has been dispersed, every dispersed Bolshevik unit that receives another hit in the same round is permanently dispersed. The token of such a regiment must be removed from the board.
End of the Game and Scoring in the Advanced Game
In the advanced game, the game ends with the Polish turn on 18 August, or in the turn in which at least one Bolshevik cavalry regiment has reached Lwów. In the latter case the player controlling the Poles additionally plays one last turn, in which he has a chance to score points by permanently dispersing Bolshevik units (provided he dispersed the regiment with the commander of the Horse Army earlier). In this variant any number of Bolshevik units can be on the "Lwów" space. If there is more than one cavalry regiment in Lwów, only the unit on top of the stack can be fought. A Bolshevik unit stationed in Lwów cannot organize anti-aircraft defense.
After the last Polish turn is finished, points are counted for the scoring spaces occupied by the Bolsheviks. The Bolsheviks receive 10 points for each unit in Lwów and, respectively, 2 and 1 points for units in the vicinity of Lwów (spaces marked 2 pts and 1 pt on the board). The points scored by the regiment containing the commander are multiplied by three (Budyonny in Lwów therefore brings as many as 30 points). From the calculated result, points are then subtracted for regiments permanently dispersed by the Poles (-3 points for each) and for units that did not cross the Bug (-5 points for each). After the first game is finished, the points scored should be written down or marked with a black marker on the scoring track at the edge of the board. Then you swap sides with your opponent and play the second game. The player who scored more points wins.
Example Round (basic version)
- Bolshevik turn. Regiment 24 moves one space and ends its move on a crossing. Regiment 81 uses one action to move and the other to prepare to shoot. Regiment 32 uses both actions to move, and 19 moves similarly to 81.
- Beginning of the Polish turn. Before strafing regiment 81, an aircraft, without using an action, drops a bomb on regiment 24 and disperses it (1). Then, at the cost of one action, it begins an attack on regiment 81, which is prepared to shoot (2).
- The Polish player rolled a checkerboard (2), so the regiment was dispersed. The Bolshevik player was prepared to shoot, so he fired at the Polish aircraft (3), but rolled a malfunction, which means he missed. After the attack, the Polish player flies to the space Radziechów.
- With its second action the aircraft strafes regiment 32 (4), but misses. Because the space on the opposite side of the target is occupied, it can fly over Sielec-Bieńków or Połoniczna and chooses the latter.
- The Polish player wants to strafe regiment 32 again. Since he cannot do it immediately, because he would have to turn back, with the third action he flies over Ohladów (5) and with the fourth repeats the attack on the cavalry, missing (6). This ends its moves.
- The second aircraft begins with a successful attack on regiment 32 (1). After the attack it flies to the space Radziechów.
- Wanting to attack regiment 19, it must use its second and third actions for movement (2). With its fourth action it attacks regiment 19 (3), which is prepared to shoot.
- During the attack (3) the machine guns of the aircraft jammed and its token is turned to the "malfunction" side (4). Because the Bolsheviks missed while shooting, rolling a checkerboard (5), the aircraft was not shot down. However, it cannot make an emergency landing, because it has no actions left. It will be able to return to the airfield in the next turn.
Example of Advanced Scoring
In this game regiments 19, 33, 65, 79 and 81 came within two spaces of Lwów and receive 1 point each (regardless of whether they are dispersed or not). Regiments 64 and 80 came within one space, but because Budyonny's staff was stationed with regiment 64, it scores as many as 6 points (regiment 80 the standard 2 points). Regiment 36 is not on a scoring space. Regiments 32 and 81 were permanently dispersed, so they lose 3 points each, and regiment 24 did not manage to cross the Bug and loses as many as 5 points. In total, the player commanding the Bolsheviks therefore scored 2 points: (6+2+1+1+1+1+1) - (3+3+5) = 13 - 11 = 2.