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Assault on Gallipoli: The ANZAC Landing Campaign 1915 thumbnail

Assault on Gallipoli: The ANZAC Landing Campaign 1915

Assault on Gallipoli: The ANZAC Landing Campaign 1915 Rulebook

Table of Contents

Table of Contents

  • Introduction
  • 1. Game Object
    • 1.3 Sudden Death Victory Conditions
  • 2. Combat Units, Leaders & Markers
    • 2.1 Combat Units
    • 2.2 Leaders
    • 2.3 Fresh and Exhausted Units
    • 2.4 Markers
  • 3. The Turn Sequence
    • 3.1 Clean-Up Phase
    • 3.2 Morale Advantage Phase
    • 3.3 Action Cards Drawing Phase
    • 3.4 Ship Placement Phase
    • 3.5 Activation Phase
    • 3.6 Close Combat Phase
    • 3.7 Victory Phase
  • 4. Activation
  • 5. Stacking
  • 6. Movement & Terrain
    • 6.1 The Basics
    • 6.2 Movement Costs
    • 6.3 Leaders and Movement
    • 6.4 Movement & Enemy Units
    • 6.5 Reinforcements
    • 6.6 Group Moves
    • 6.7 Move and Fire
  • 7. Controlling an Area
  • 8. Fire Combat
    • 8.1 Overview
    • 8.2 Range
    • 8.3 Line of Sight
    • 8.4 Combining Firepower
    • 8.5 Fire Resolution
    • 8.6 Chance-to-Hit Modifiers
    • 8.7 Friendly Fire
    • 8.8 Advancing Fire
    • 8.9 Opportunity Fire
  • 9. Damage from Fire Combat
    • 9.1 How to Apply Damage
    • 9.2 How to Distribute Damage
    • 9.3 Retreating
    • 9.4 Remnants
  • 10. Close Combat
    • 10.1 Overview
    • 10.2 Close Combat Cards
    • 10.3 Close Combat Resolution
    • Close Combat Card Types
    • 10.4 Close Combat Initiative
    • 10.5 Withdrawal from Close Combat
  • 11. Damage from Close Combat
    • 11.1 Amount of Damage Inflicted
    • 11.2 Allocating Damage Points
  • 12. Retreats
  • 13. Trenches
    • 13.1 Effects of Trenches
    • 13.2 Digging Trenches
  • 14. Wire
  • 15. Leaders
    • 15.1 Leaders & Movement Bonus
    • 15.2 Leaders & Firepower Bonus
    • 15.3 Lone Leaders
    • 15.4 Divisional Commanders & Commanders-in-Chief
  • 16. Ships
  • 17. Action Cards
  • 18. Morale Advantage
  • 19. Killing Time Track
  • 20. ANZAC Landing
  • 21. Example of Play
  • 22. Optional Leader Counters
  • Action Cards Summary
    • Green Action Cards (play any time)
    • Brown Action Cards (play in your own Round only)
    • Red Action Cards (count as your whole Round)

Introduction

Assault on Gallipoli is a two-player strategic wargame that covers the key battles of the Gallipoli Campaign. One player controls the Australian, New Zealand and British forces (ANZAC player) while the other controls the Ottoman forces (Turkish player). The game focuses on the Australian and New Zealand Army Corps (ANZAC) sector of the campaign; thus, it does not cover the British and French landings at Cape Helles or Suvla Bay.

The board presents one of the narrowest sections of the Gallipoli Peninsula, from ANZAC Cove to Mal Tepe and Khetia Bay. The ANZAC goal was to capture this area and cut off the Turkish forces fighting the British and French at Cape Helles further south.

The heights of Chunuk Bair and Mal Tepe were especially important because they provided observation of both sides of the Peninsula. From here the ANZACs could capture the forts that dominated the Narrows and thus allow the battleships of the Royal Navy to sail up to Constantinople. At least, that was the plan.

Your copy of Assault on Gallipoli includes:

  • 1x 84cm x 60cm mounted map (1cm = approx. 100m)
  • 4x sheets of counters
  • 6x ten-sided dice
  • 54x Action Cards
  • 36x Close Combat Cards
  • 20x cubes (Victory Point Cubes: Turkish and ANZAC)
  • 2x Reference Sheets
  • 2x Scenario Booklets
  • 1x Rulebook

1. Game Object

To set up a game, first choose one of the five Scenarios. We recommend beginning with Scenario 1: The ANZAC Landing. Place the Units and Markers on the board as specified in the Scenario Booklets. Shuffle the Action Card Deck and the Close Combat Card Deck, and place them next to the board. Position the Turn marker on Turn 1 of the Turn Record Track. For the setting of the Morale Advantage Marker, as well as the initial setup of the Killing Time Marker and distribution of Action Cards, refer to the specific instructions in the Scenario Booklets, as these can vary depending on the scenario. Now you are ready to begin.

1.1 The object of the game is to control the most Victory Point (VP) objectives. Control of VP objectives is indicated by placing coloured cubes (red cubes for the Turkish Player and blue cubes for the ANZAC Player) on the VP areas. Victory points are checked at the end of each Turn (see 7.6). There are five Scenarios, and each Scenario has different VP objectives, as shown in the Scenario Booklets.

1.2 Each Scenario has 11 VP to be won. The player controlling the most VP at the end of the Scenario wins.

For example, the ANZAC Player finishes Scenario 2 with 6 VP and the Turkish Player finishes with 5 VP, so the ANZAC Player wins.

Note: Unlike most games, in Assault on Gallipoli low dice scores are good and high scores are not so good. In fact, every time you roll a 10, you will regret it!

1.3 Sudden Death Victory Conditions

If at the end of any Turn in any scenario, the ANZAC Player manages to control Mal Tepe (ANZAC victory), or the Turkish Player controls ANZAC Cove (Turkish victory), the game ends and the controlling player wins.

If at the end of any Turn of Scenario 1, 3, 4 and 5 the ANZAC player controls 6 VP, the game ends and the ANZAC Player wins the game.

  • Scenario 1: The ANZAC Landing. Covers the first five days of the ANZAC landing and the establishment of the ANZAC beachhead, from 25-29 April 1915.
  • Scenario 2: The Turkish Counter-Attack. From 18-20 May 1915, the Turks launched a counter-attack with over 40,000 men to eliminate the ANZAC beachhead.
  • Scenario 3: The Battle of Lone Pine. Covers the ANZAC attack on the Turkish trenches at Lone Pine, from 6-9 August 1915. Only the southern half of the board is used.
  • Scenario 4: The Battle of Sari Bair. Covers the assault on the heights of Sari Bair by the New Zealanders and Gurkhas, from 6-9 August 1915. Only the northern half of the game board is used.
  • Scenario 5: The August Offensive. Combines the Battle of Sari Bair and the Battle of Lone Pine for an epic fight for the heights.

(The board diagram labels the Morale Advantage Box, Killing Time Track, VP Location and Turn Track.)

2. Combat Units, Leaders & Markers

There are three types of counters: Combat Units, Leaders and Markers. Combat Units represent fighting formations - Infantry, Artillery, Machine Gun Companies, Ships and Remnants. Leaders represent the key commanders. Markers represent trenches and wire etc.

Combat Units and Leaders are called Units in the rules.

2.1 Combat Units

2.1.1 Combat Units have four attributes displayed across the top of each counter: Firepower Factor (in white), Range (in a smaller number), Strength Factor (in red), and Movement Factor (in a blue box). Across the bottom is a flag showing the Unit's nationality and the Unit's name. The example shows the Australian 14th Battalion from Victoria.

2.1.2 Firepower Factor represents the amount of fire a Unit can bring to bear in both Fire Combat (see 8) and Close Combat (see 10).

Range is the distance in areas that a Unit can reach with its fire.

2.1.3 Strength Factor represents both the Unit's size and morale. The Strength Factor is the number of Damage Points or 'hits' that a Unit can take before it is eliminated.

2.1.4 The Movement Factor (MF) is the number of areas that the Unit can move into each turn.

Note: This movement may be increased if the Unit starts in the same area as a Leader (see 15.1.1). Most Infantry Units have 4MF, but Artillery Units and some MG Units have only 3MF, so they may struggle to keep up with the Infantry.

2.1.5 Howitzers. Howitzer Units are artillery pieces. They count as Artillery Units for all purposes.

2.1.6 Ships. Ships have only two attributes displayed in the upper left corner of each counter: Firepower Factor (in white), Range (in a smaller number). HMS Manica is a special type of ship (see 16.7).

2.2 Leaders

Leaders are a special kind of Unit and share many of the same qualities as Combat Units. See section 15 for a full explanation of Leaders. A Leader applies a movement and a 'to hit' Firepower Bonus as shown on the counter. (The counter shows the Firepower Bonus, Strength, Movement Bonus, Nationality and Leader's Name.)

2.3 Fresh and Exhausted Units

2.3.1 All Units have two sides: fresh and exhausted. Fresh Units are at full strength. Exhausted Combat Units have a reduced strength.

Units that are exhausted have a white triangle in the upper right-hand corner of the counter.

2.3.2 After you've activated a Unit to fire, move, or dig a trench, you flip it over to its exhausted side. You must ALWAYS flip a Unit over after activating it.

2.3.3 Fresh or exhausted Leaders can add their Firepower Bonus to Units in the same area with them. It doesn't matter whether they're flipped to their exhausted side or not, but only ONE Leader in an area can add his Firepower Bonus. A fresh Leader that adds his Firepower Bonus must flip and become exhausted (see 15).

2.3.4 Units can be in one of three states: fresh, exhausted, or eliminated. Remove eliminated Units from the board.

Note: Eliminated doesn't mean the whole Unit has been wiped out, but that the Unit has so many dead and wounded that it can no longer function on the battlefield.

Game Unit Abbreviations: NSW = New South Wales; SA = South Australia; QLD = Queensland; TAS = Tasmanian; VIC = Victorian; WA = Western Australian; Ports = Portsmouth; Lancs = Lancashire; RND = Royal Naval Division; MR = Mounted Rifles; Bn = Battalion

2.4 Markers

There are seven types of markers: Shallow and Deep Trenches (see 13), Wire (see 14), Control (see 7), Morale Advantage (see 18), Killing Time (see 19), and the Game Turn marker. These are each covered in separate sections of the Rules.

Note: The coloured cubes are used to indicate Victory Point objectives.

3. The Turn Sequence

Assault on Gallipoli is played over a series of Turns. Each Turn represents approximately one day and is played in the following order:

3.1 Clean-Up Phase

At the beginning of each Turn, both players flip all exhausted Units back over to their fresh side.

3.2 Morale Advantage Phase

(except on Turn 1) (see 18)

Players determine who has the Morale Advantage for the Turn by each rolling 1d10. Place the Marker on the Morale Advantage box on the game board.

3.3 Action Cards Drawing Phase

(except on Turn 1) (see 17)

Both players may discard any or all of their Action Cards and draw new Action Cards.

3.4 Ship Placement Phase

(see 16)

The ANZAC Player places his ships into any Aegean Sea area, with a maximum of three ships per area.

3.5 Activation Phase

Players take turns activating Units in a series of Rounds. Each Round, a player may:

  • Activate Units (see 4), OR
  • Play a Red Action Card (see 17.10), OR
  • Pass (see 4.4).

3.6 Close Combat Phase

(see 10)

When the Activation Phase is over, players perform any Close Combats.

3.7 Victory Phase

(see 7.6)

A player who controls an area containing a cube of the opposing side's colour replaces this cube with one of his own. Players check Victory Conditions.

Then the Turn is complete and the Turn marker is moved to the next turn.

4. Activation

4.1 Players take turns activating Units in a series of Rounds. In each Round, a player may:

  • Choose an area and activate all or some of his Units in that area (see 4.2, and 15.4.3), OR
  • Play a Red Action Card (see 17.10), OR
  • Pass (see 4.4).

4.2 When you choose to activate Units, you can only give Units in the same area one 'order' each Round. They may:

  • Move, OR
  • Fire, OR
  • Dig a trench.

For example, you have two Units in an area and want to fire with one and dig a Shallow Trench with the other. You can't do both these activations in the same Round. You would have to choose one activation first, then the opposing player would have a Round, and so on.

4.3 Once you've activated Unit(s) in an area you flip them over to their exhausted side and can't activate them again that Turn.

Exception: some Action Cards allow you to flip exhausted Units back to their fresh side and Divisional Commanders and Commanders-in-Chief can make Units fresh again (see 15.4.3).

4.4 Passing. If you don't want to or can't activate Unit(s) or play a Red Action Card, you Pass and roll 1d10. On a roll of 8, 9, or 10, reduce the Killing Time Marker by 1 (see 19.6).

4.5 The Activation Phase continues in this way until:

  • all Units have been activated and are flipped over to their exhausted side, or
  • both players Pass consecutively, or
  • the Killing Time Marker reaches zero.

It is then no longer possible to activate Units or play a Red Action Card. Go to the Close Combat phase (see 10).

5. Stacking

5.1 Each side can have a maximum of six friendly Units in a single land area, in any combination.

For example, one area could contain 4 Infantry Units, 1 Artillery Unit and 1 Leader, or any combination of Units and Leaders adding up to six.

5.2 You can have a maximum of three Ships in a sea area.

5.3 The stacking limit can be temporarily exceeded when friendly units move through an area (including during a retreat).

5.4 The stacking limit is checked at the end of movement or retreat. Units that have created an over-stacking situation are eliminated.

5.5 Players are allowed to look at each other's Units and stacks during the game.

6. Movement & Terrain

The board is divided into strategic areas which vary in size to reflect the different types of terrain. Areas of steep, scrub-covered ridges are generally smaller in size, while areas of flat, open ground are larger.

6.1 The Basics

6.1.1 A Unit can cross into one area (contiguously) for each Movement Factor (MF) listed. Most Infantry Units have a MF of 4, which means they can move across up to four areas in a single Turn. Movement costs are summarised on the Terrain Effects Chart (printed on the board and on the Reference Sheet).

For example, a Unit moving from Anderson Knoll to Third Ridge is moving along the road and may ignore the +1 MF for climbing to a higher elevation. But a Unit moving from The Arrow Head to Third Ridge is not on the road, and must pay the +1 MF elevation cost.

6.1.2 Units may move through areas containing other friendly Units. They may exceed the stacking limits of an area while they are moving through an area (see 5.3).

6.1.3 The presence of enemy Units has an influence on movement (see 6.4).

6.1.4 Units may NOT cross areas separated by red lines. These represent cliffs and ravines and are impassable. The red lines have no effect on firing - Units may shoot over red lines.

6.1.5 Units may NOT move into an enemy-controlled area containing Wire unless the Units begin their Round adjacent to the area containing the Wire (see 14.3).

6.2 Movement Costs

6.2.1 It costs 1 MF to move into an adjacent area.

6.2.2 Moving up to a higher elevation costs (+1) MF, no matter how much of an increase in elevation there is. Moving to a lower elevation does not cost extra MF.

For example, a Unit moving from Koja Plain up to Third Ridge costs 2 MF: 1 MF to enter the area and another 1 MF to climb up the elevation. If the Unit was moving from Third Ridge down to Koja Plain, it would only cost 1 MF.

6.2.3 Moving a Unit into an area separated by a River costs one extra (+1) MF. Areas with Woods require no extra MF.

6.2.4 Units moving along a Road may ignore other MF penalties along the direction of the Road.

6.3 Leaders and Movement

Leaders who move with friendly Units which start in the same area give those Units an extra two (+2) MF. Some Leaders give Units an extra three (+3) MF. To receive this bonus the Units must start their move in the same area as the Leader (see 15.1). All Leaders have a movement of 7 MF.

6.4 Movement & Enemy Units

6.4.1 Except Artillery Units (see 6.4.2), Units may enter an area containing enemy Unit(s) but must then end their movement in that area immediately and will fight a Close Combat at the end of the Turn. Exception: Lone Leaders, see 15.3.1. This applies even if the area is solely occupied by an enemy Remnant.

Note: Units may not move through an area containing enemy Units.

6.4.2 Artillery Units may not enter an area containing enemy Unit(s).

6.4.3 Fresh Units which are in an area containing enemy Units may not move out of that area until the enemy Units retreat or are eliminated. In effect, they're 'pinned' in the area.

For example, the ANZAC player moves a Unit into Russell's Top where there is a Turkish Infantry Unit. The Turkish Unit is now 'pinned' and cannot move out of Russell's Top while there is an ANZAC Unit in the same area.

6.5 Reinforcements

6.5.1 Reinforcements are organised into groups, as shown in the Scenario booklets.

6.5.2 One activation allows you to bring onto the board one (and only one) group of your choice among those planned for the current Turn. Each group enters the board as a whole.

6.5.3 You can bring each Group on in any order.

For example, in Turn 2 of the ANZAC Landing Scenario, the ANZAC Player brings on General Godley and his Units before bringing on Colonel Monash and his Units.

6.5.4 The entry zone of the reinforcement is indicated in the Scenario booklets.

6.5.5 When a group enters the board, each Unit forming this group must pay 1 MF.

6.5.6 If Reinforcements cannot enter the board for any reason, you may bring them on in the next Turn.

6.6 Group Moves

6.6.1 You can move Units together in groups of up to six (see 5, Stacking). A group move counts as a single activation.

6.6.2 Group moves are often made with a Leader. Only Units that start their move in the same area where the Leader started, and spend their whole Round moving with that Leader, get the benefit of the Leader's movement bonus (see 15.1). If you have two or more Leaders in the group, you choose which Leader Bonus to use.

6.6.3 Leaders may either 'pick up' fresh Units OR 'drop off' Units as they move, including in the last zone they enter into. They may NOT 'pick up' AND 'drop off' Units as they move. Any 'picked up' Units that didn't start their move where the Leader started may not exceed their own MF. The dropped off Units must stop their movement, are flipped to exhausted, and may not fire using Advancing Fire (see 8.8).

For example, a Leader and two Infantry Units have been activated to move together as a group. They move into an adjacent area where two more Infantry Units are waiting - these can be picked up and moved as part of the group.

6.6.4 Units may activate as a group without a Leader. They may drop off Units from the group as they move, but they can't pick up other fresh Units.

Note: A Leader may pick up OR drop off Units while moving as a group, but not both. Units moving as a group without a Leader may only drop off.

Note: Units that move or are picked-up by a group are flipped to their exhausted side at the end of the movement.

For example, Col Bauchop (+2MF) is at Ocean Beach with the Otago MR (5MF). He picks up the Otago MR and they move as a group to No. 2 Outpost, where he picks up a NZ Artillery unit (3MF). The Artillery, not having started with the Leader, does not benefit from his +2MF and limits its movement factor to 3MF. This allows them to move only as far as North Beach when heading south along the beach. However, if the group had not picked up the Artillery, they could have utilised the full 7MF movement, reaching as far as Shrapnel Green.

6.7 Move and Fire

Infantry Units may move and fire. This is called Advancing Fire (see 8.8). Units using Advancing Fire may not split their Fire.

7. Controlling an Area

7.1 A side takes control of an area if it contains only its own Units.

7.2 An area that does not contain any Units is not controlled by either side.

7.3 An area is considered to be 'contested' when it contains Units from both sides.

7.4 When an area becomes contested, its control doesn't change. You may place a Control marker of the colour of the side that controls it or, if there is a Trench marker, place the controlling Units adjacent to or atop the Trench marker.

7.5 To change control of an area, the area must be occupied only by Units from one side. Area control can change from Round to Round during the same Turn.

7.6 At the end of the Turn, if a player took control of an area with a Victory Point cube, that player replaces his opponent's cube with one of his own. This cube remains that colour until control of the area is assessed again at the end of the next Victory Phase.

7.7 If an area with a Victory Point cube is unoccupied at the end of the Turn, the cube's ownership does not change.

Note: It's important to remember that ownership of a Victory Point cube does not change immediately when a player takes control of an area. The Victory Point cube only changes hands during the Victory Phase.

8. Fire Combat

8.1 Overview

8.1.1 There are three forms of Fire Combat:

  • Standard Fire,
  • Advancing Fire (see 8.8) and
  • Opportunity Fire (see 8.9)

8.1.2 To fire at enemy Unit(s) the activating player selects friendly Unit(s) in an area to fire and then chooses a single area in range with enemy Unit(s).

8.1.3 Standard Fire is used by Units that do not move. Units are flipped to their exhausted side after firing.

8.2 Range

8.2.1 Infantry Units and Remnants can fire up to two areas away. Machine Gun Units can fire up to three areas away if they don't move. Artillery Units can fire up to four areas if they don't move. Ships can fire up to five areas.

8.2.2 Firing Unit(s) in the same area as any enemy Units are not allowed to fire at enemy Units other than those sharing their area.

8.2.3 When calculating range, count the target area but not the firing Unit's area. Units firing at their maximum range are at long range and suffer a -1 penalty to the score to hit.

For example, a target in the same area or one area away from a firing Infantry Unit is considered to be at normal range. A target two areas away from a firing Infantry Unit is considered to be at long range, so the firer suffers a -1 penalty.

8.2.4 Units in a group firing with different factors due to long range will need to roll separately.

8.3 Line of Sight

8.3.1 All Units may fire though friendly or enemy Units, or into areas containing both friendly and enemy Units.

8.3.2 Line of sight restrictions only affect Infantry Battalions and Remnants firing at long range. These Units may NOT fire through an elevated area that is higher than the area where the firing Units are located.

8.3.3 Artillery, Ships, and Machine Gun Units are all capable of indirect or plunging fire, and do not require line of sight to fire at any area.

Note: The terrain at Gallipoli is notoriously uneven and confusing, with many gullies, ridges and ravines.

8.4 Combining Firepower

8.4.1 Friendly Units that are firing from the same area may combine their Firepower.

8.4.2 Coordinated Attack Card. This Action Card allows friendly Artillery Units in different areas to combine their Firepower on a single target area. All Artillery Units must be declared before firing, all declared Units must fire.

8.4.3 Fresh Units that have been picked-up in the last area of the movement and wish to combine their Firepower with the rest of the group for Advancing Fire, must flip to exhausted before firing (see 8.8, Advancing Fire).

Reminder! Only Leaders can 'pick up' Units and add them to a group (see 6.6.3).

8.5 Fire Resolution

8.5.1 To fire, add up the Firepower of the selected Units and roll one ten-sided die (1d10) for each point of Firepower.

8.5.2 The standard firepower roll you need to hit a target is <=4 (4 or less). This may be modified by a number of factors, which are shown in the Fire Combat Table on the Reference Sheet.

8.6 Chance-to-Hit Modifiers

8.6.1 There are several chance-to-hit modifiers that adjust the score to hit, including a (-1) penalty when firing at Units in Woods and a (-1) penalty when firing at targets that are at a higher elevation than the firer. Refer to the Reference Sheet for a full list.

8.6.2 Leader Firepower Bonus. Leaders can give a bonus to the chance to hit to Units firing from the same area as the Leader. Even a flipped Leader may add his Firepower Bonus. If a fresh Leader chooses to add his Firepower Bonus, he must flip to exhausted. This means it's better to use an already exhausted Leader in the area, rather than flipping a fresh one. Only one friendly Leader in an area may add his bonus (see 15.2).

8.7 Friendly Fire

8.7.1 Artillery Units and Ships that fire into an area, other than the one they are in, containing both friendly and enemy Units, risk hitting their own Units. For each roll of 10 on the Firepower roll, a friendly Unit in the target area is hit and must take a Damage Point as if it were an enemy Unit. The Firing player allocates the Damage Points to his own Units.

8.7.2 Artillery Direct Fire. An Artillery Unit may fire at an enemy Unit in the same area as itself without risk of Friendly Fire as the Artillery is considered to be firing directly at the enemy.

8.8 Advancing Fire

8.8.1 Infantry Units may move, then fire. This is called Advancing Fire.

8.8.2 Infantry Units that use Advancing Fire flip to their exhausted side before firing.

8.8.3 Units may NOT Fire, then move.

8.8.4 Machine Gun, Artillery and Remnant Units that move cannot use Advancing Fire.

8.8.5 It is not compulsory for moving Infantry Units to Advance Fire when moving.

8.8.6 Infantry Units that use Advancing Fire have a Range of 2. They may not split their fire to target different areas.

8.8.7 Unit(s) that a Leader or group has moved and 'dropped off' may not use Advancing Fire.

8.8.8 A group accompanied by a Leader can pick up fresh Units in the last zone of its movement (see 6.6.3). These Units are then flipped (even though they have not moved) and can take part in the group's Advancing Fire (see also note 15.1.4).

8.8.9 When performing Advancing Fire, you can add the Leader's Firepower Bonus to all Units in its group. Unlike the Leader's Movement Bonus, Units that did not start with the Leader and were 'picked up' and stay with the Leader, benefit from the Leader's Firepower Bonus (see 15.2).

8.9 Opportunity Fire

8.9.1 When Units move into an area, any or all of the fresh enemy Units in the area may use Opportunity Fire. Thus, the defending player's Units take Opportunity Fire before the attacker does Advancing Fire. The defender can activate a Leader to contribute his Firepower Bonus in Opportunity Fire, or an exhausted Leader may be used (see 8.6.2). Only one Leader may be used.

8.9.2 To use Opportunity Fire, the defending Unit(s) must be fresh and can only fire at enemy Units entering into their area. Once the defending Units and Leaders have conducted Opportunity Fire, flip them over to their exhausted side.

8.9.3 Units receiving Opportunity Fire may distribute any Damage Point hits received using any Units in the area, they don't have to be on the Advancing Fire Units.

Note: Rolling a 10 during Opportunity Fire does reduce Killing Time (see 19.3). Also, bear in mind that when taking Opportunity Fire your Unit will flip to exhausted, depriving it of Firepower Factor(s) and a Strength Point. These might be better saved for Close Combat, where they could have greater effect.

9. Damage from Fire Combat

Each hit scored does a Damage Point which the receiving player must distribute among their Units.

9.1 How to Apply Damage

9.1.1 The Damage Point value of each Unit is the same as their Strength Factor as it appears at the time. This means fresh Units can take more Damage than exhausted Units as their fresh side shows one more Strength Factor than their exhausted side. Leaders and Remnants are exceptions - they have 1 Strength on both sides.

9.1.2 When taking damage, for each Damage Point incurred the player may:

  • Flip a fresh Unit to its exhausted side, OR
  • Reduce an exhausted Combat Unit to a Remnant(s), including one you've just flipped (see 9.4 Remnants)

9.1.3 You may also eliminate Combat Units, Leaders, or Remnants (including ones you've just flipped, or reduced) to absorb as many Damage Points as its current Strength Factor. It is not compulsory to flip or reduce Units before eliminating them. All Damage Points received must be accounted for.

For example, if there is only one fresh 3-Strength Infantry Unit in the area, when absorbing damage, it would: flip to exhausted if taking 1 Damage Point; flip and then reduce to a Remnant if taking 2 Damage Points; be eliminated if taking 3 Damage Points.

9.2 How to Distribute Damage

9.2.1 The receiver of the damage determines how to allocate the Damage Points. All the Damage Points must be allocated wherever possible.

9.2.2 If there's more than one Unit in an area you may distribute the Damage Points among them in multiple ways.

Example of Damage distribution among Units. If an area with two fresh 3-Strength Infantry and a fresh Leader takes 5 hits,

  • You could:
    • Flip an Infantry to absorb the first Damage Point.
    • Flip the Leader to absorb the second Damage Point.
    • Eliminate the remaining 3-strength infantry to absorb 3 Damage Points.
    • This would leave you with a flipped infantry and a flipped Leader.
  • Or, you could:
    • Flip both Infantry to absorb the first and second Damage Points (1 each).
    • Reduce both infantry to Remnants to absorb the third and fourth Damage Points (1 each).
    • Flip the Leader to absorb the fifth Damage Point.
    • This would leave you with two Remnants and a flipped Leader.
  • Or, you could:
    • Flip both Infantry to absorb the first and second Damage Points (1 each).
    • Reduce one Infantry to a Remnant to absorb the third Damage Point.
    • Flip the Leader to absorb the fourth Damage Point.
    • Eliminate the Leader to absorb the fifth Damage Point.
    • This would leave you with a Remnant and a flipped infantry.

9.3 Retreating

Fresh Units that are flipped over to absorb a Damage Point during Standard Fire or Advancing Fire (but not Opportunity Fire) may also optionally retreat up to two areas. All retreating Units retreat as a group to the same area if possible (see 12. Retreats).

9.4 Remnants

9.4.1 When allocating Damage Points, you may reduce any exhausted (flipped) Units to smaller 'Remnant' Units taken from a Remnant 'pool'. These represent the survivors of larger Units that are still capable of fighting. You can reduce any exhausted Unit with an exhausted Strength of 2 or more to a Remnant. This means you can't reduce Leaders, MGs, or Remnants, as these all have an exhausted Strength of only one and may not reduce further.

9.4.2 Moreover, an exhausted Unit with an exhausted Strength Factor of 3 (an 'elite' Unit), that takes a Damage Point may 'make change' and be replaced by two Remnants.

For example, 'elite' Units have 4-Strength when fresh, and 3-Strength when exhausted. A fresh 4-Strength infantry Unit, such as the 'elite' ANZAC 7th Btn Vic, when absorbing damage, it would: flip to exhausted if taking 1 damage; flip to exhausted and then reduce to TWO Remnants if taking 2 damage; flip to exhausted and then reduce to ONE Remnant if taking 3 damage, be eliminated if taking 4 damage.

9.4.3 When you place a Remnant on the board as 'change' for a larger Unit, you always place it on its exhausted side. At the start of a new Turn, flip the Remnant to its fresh side like other Units.

Note: A Remnant recently created from Fire Damage does not retreat. These Units are considered to be stubbornly holding their position.

9.4.4 Both players begin each scenario with a 'pool' of 5 Remnants. Players can have a maximum of 5 Remnants in play at any one time. If you lose a Remnant, it doesn't count as a casualty - put it back in the pool.

9.4.5 You can remove a Remnant at any time and either re-use it immediately or place it back in the pool. This can be useful when reducing Units or adhering to Stacking limits (see 5).

9.4.6 Remnants are used in some scenarios to represent smaller Units, such as platoons. These Units behave like other Remnants in all respects.

10. Close Combat

10.1 Overview

10.1.1 After both players have finished activating Units, both players pass consecutively, or the Killing Time Marker reaches zero (see 19), Close Combats are resolved.

10.1.2 The player who has the Morale Advantage decides in which order to resolve the Close Combats. All areas containing Units of both sides must resolve a Close Combat.

10.1.3 The Defender is whoever controls the area. His opponent is the Attacker.

10.1.4 Each Close Combat consists of a series of rounds during which the player with the initiative plays a card, which his opponent attempts to match (see 10.3). At the end of each round, the player who has just matched the card attempts to gain initiative (see 10.4).

10.2 Close Combat Cards

10.2.1 There are six different types of Close Combat cards (see below). These form a deck of 36 cards.

10.2.2 Close Combats are based on the Units' Firepower. Each player receives two Close Combat Cards per current Firepower Factor of each Unit in the area in which the Close Combat is taking place.

10.2.3 A Leader in the same area adds his Firepower Bonus. For example, a +1 Leader gives the player one extra Close Combat Card, a +2 Leader gives the player two extra Close Combat Cards. Only ONE Leader per side may add his Firepower Bonus to each Close Combat. Even if already flipped, the Leader's Firepower Bonus can still be applied.

10.2.4 Colonel Kemal. Whenever Colonel Kemal is in a Close Combat, the Turkish Player receives a free Bayonet Charge card, taken from the deck before shuffling. If the Turkish Player already has a maximum hand of 18 cards, then he foregoes Kemal's bonus Bayonet Charge card.

10.2.5 The Defender receives one extra Close Combat Card if his Units are in a Shallow Trench and two extra Close Combat Cards if his Units are in a Deep Trench.

10.2.6 The Close Combat deck is shuffled, and cards freshly drawn at the beginning of each Close Combat.

10.2.7 Both players will always receive a minimum of three Close Combat Cards. The maximum number of Close Combat Cards you can have in your hand is 18.

10.3 Close Combat Resolution

10.3.1 In each round, the player with the initiative plays a Close Combat card from his hand. The opponent must match this card by playing an identical card or a Reserve Trench. Failing to match the card results in losing the combat.

10.3.2 Players can't voluntarily lose a Close Combat. If a player has a matching card, he must play it.

10.3.3 A player who can no longer play a card or manage to withdraw (see 10.5) loses the close combat.

10.3.4 If, at the end of a round, no player has any cards left, the Close Combat ends in a draw. The defender is declared the winner and the attacker must retreat (see 12. Retreat).

Close Combat Card Types

  • Bayonet Charge (9x): An all-out frontal attack with fixed bayonets. The most common form of assault.
  • Infiltrate (6x): A sneak attack to infiltrate enemy trenches.
  • Ambush (6x): A surprise attack with grenades and bombs.
  • Raid (5x): A quick attack followed by withdrawal. If you win the Close Combat using this card, the loser reduces their casualties by 2 Damage Points.
  • Creeping Barrage (5x): A direct attack supported by artillery. If you win using this card, the loser increases their casualties by 2 Damage Points. If this card is matched, you automatically lose the initiative.
  • Reserve Trench (5x): A supporting parallel trench. Matches any other Close Combat Card. In attack, can be used in place of any Close Combat Card and assumes its effects.

10.4 Close Combat Initiative

10.4.1 The Attacker starts with the initiative in Close Combat and plays the first Close Combat Card. Exception: Units defending an area containing Wire always start with the initiative and get to go first in Close Combat (see 14, Wire).

10.4.2 Each time a player matches the opponent's card, there is an opportunity to gain the initiative by rolling <=3 on a 1d10. If he has a Leader in the area, the player can add the Leader's Firepower Bonus to the score to gain initiative. Successfully winning the initiative allows for playing the first card in the next round.

10.4.3 Each side may have only ONE Leader add a Firepower Bonus to the score to gain initiative. The Leader may be already flipped when adding his Firepower Bonus.

For example, a Close Combat occurs at Lone Pine. The defending Turkish Player has three Firepower Factors and a Shallow Trench, so receives 7 Close Combat Cards. The ANZAC Player has a total of five Firepower Factors, so receives 10 Close Combat Cards.

The ANZAC Player is the attacker, and so has the initiative, playing the first Close Combat Card. He plays an Ambush card. The Turkish Player must match that card with either an Ambush card or a Reserve Trench card. He has an Ambush card, so he plays it, matching the ANZAC Player's card. Now, the Turkish Player rolls 1d10 to try to win the initiative. He must roll a 3 or less. He rolls a 5, so he does not gain the initiative. This concludes the 1st Close Combat round.

The ANZAC Player gets to play the next card. He plays another Ambush card. The Turkish Player does not have a second Ambush card to match it, or a Reserve Trench card, so the Turkish Player loses the Close Combat.

10.5 Withdrawal from Close Combat

10.5.1 From round three onwards of Close Combat, the player with the initiative may, at the very start of a round, try to withdraw from Close Combat and Retreat.

10.5.2 To withdraw, the player must win a withdrawal roll of <=3 ('3 or less') on a 1d10.

10.5.3 If he has a Leader in the area, the player may add his Leader's Firepower Bonus to the score to withdraw. Each side may have only ONE Leader add a Firepower Bonus to the score to withdraw. The Leader may be already flipped when adding his Firepower Bonus.

10.5.4 A successful withdrawal ends the Close Combat. The withdrawing player is declared the loser and must Retreat (see Section 12, Retreats). Damage points are incurred by both sides as detailed in Section 11.1, with adjustments for the Withdrawing player as noted in the 11.1 Exception.

10.5.5 If the withdrawal attempt fails, the withdrawing player automatically loses the initiative. The Close Combat continues, and the opposing player selects the card for the next round.

Note: Close Combat represents not only the perilous approach to trenches but more so the intense and brutal confrontations within the trenches themselves. The game mirrors trench warfare, with an advancing attacker braving Rounds of artillery, small arms, and machine gun Fire Combat before reaching Close Combat at the end of the Turn.

11. Damage from Close Combat

11.1 Amount of Damage Inflicted

11.1.1 The losing player must take 1 Damage Point from the Units involved in the Close Combat for each Close Combat Card that the winning player played.

Exception: in the case of successful Withdrawal (see 10.5), the withdrawing Units must take 1 Damage Point for each full multiple of 2 Close Combat cards the winning player played (rounded down).

11.1.2 The losing player increases his casualties by 2 Damage Points if the winning player won on the last round with a Creeping Barrage card.

11.1.3 The losing player decreases his casualties by 2 Damage Points if the winning player won on the last round with a Raid card.

11.1.4 In all cases, the winning player must take 1 Damage Point for each full multiple of 3 Close Combat Cards he played during the combat. If the winning side played fewer than 3 Close Combat Cards, then he does not incur any casualties.

11.2 Allocating Damage Points

Close Combat damage is allocated differently from Fire Combat.

11.2.1 The player receiving Damage Points has the choice of which Units (including Remnants) and/or Leaders are eliminated to absorb the required damage, taken in Strength Points as shown on the counters at the time.

11.2.2 When fresh Units suffer Damage Points in Close Combat, the Damage Points may not be absorbed by flipping fresh Units over to their exhausted side.

11.2.3 ONE Combat Unit may be taken and broken into Remnants to satisfy any remaining Damage Points. The Unit absorbs Damage Points up to its Strength Point value as shown on the Unit at the time. Any excess Strength Points are returned to the combat as flipped Remnants.

For example, a 2-Strength Unit must absorb one Damage point. As the Damage point may not be absorbed by flipping fresh Units over to their exhausted side, the unit is eliminated and replaced by a Remnant unit.

Another example, a defender who has 2 x fresh 3-Strength Units, worth 6 Strength Points total, must absorb 2 Damage Points from Close Combat. One 3-Strength Unit must be eliminated to satisfy the 2 Damage Points (no flipping of Units is allowed), but change is made for it as a Remnant.

11.2.4 All surviving Units on the losing side must Retreat from the combat area (see 12. Retreats).

12. Retreats

12.1 When they lose a Close Combat, Units must Retreat.

12.2 Units that succeed in a withdrawal roll (see 10.5, Withdrawal from Close Combat) have lost the Close Combat and must Retreat.

12.3 Units may voluntarily Retreat when they are flipped over from their fresh side to their exhausted side during Standard Fire or Advancing Fire Combat, but not during an Opportunity Fire (see 8.9).

Note: Only fresh Units that flipped during Standard Fire or Advancing Fire may voluntarily retreat. May not retreat: Fresh Units, newly created Remnants and Units that have been flipped due to another Fire.

12.4 Retreating Units must move one or two areas (owning player's choice) back. They must end their Retreat closer to their friendly board edge than the area from where they Retreated from. The 'friendly board-edge' is ANZAC Cove for ANZAC units and the East edge of the board for the Turkish player.

12.5 Retreating Units ignore terrain modifiers (such as moving up to a higher elevation).

12.6 All retreating Units from the same area must Retreat to the same area if possible. If not, choose another area to retreat into.

12.7 Units can't Retreat into or through enemy-occupied areas, across red lines, or sea areas.

12.8 Retreating Units may move through friendly Units. However, if the stacking limit is exceeded at the end of their Retreat, Units that have created this over-stacking are eliminated (see 5, Stacking).

12.9 If there are no areas where a Unit can Retreat into, the Unit is eliminated.

For example, ANZAC Units in ANZAC Cove that are forced to Retreat are eliminated.

13. Trenches

13.1 Effects of Trenches

13.1.1 There are two types of trenches: Shallow and Deep. Units firing at a target in a Shallow Trench receive a -1 penalty to the chance-to-hit score. Units firing at a Deep Trench receive a -2 penalty to the chance-to-hit.

13.1.2 The Unit(s) of the side that controls the area gains the benefit of the trenches (see 7. Controlling an Area). Control of an area's trenches may change Round by Round during the course of a Turn.

13.1.3 Units in the Open. Attacking Units in the same area as enemy Units in trenches don't get the benefit of those trenches until they've eliminated all the enemy Units or forced them to Retreat out of the area. Until then, the attacking Units are considered to be in the open and don't gain any cover advantage.

Note: The only way to survive the deadly effects of modern weapons was to dig trenches, but it's a big job to entrench a battalion of 800 soldiers.

13.2 Digging Trenches

13.2.1 Only Infantry Battalions and Artillery Units may dig trenches. Leaders, MG Companies, and Remnants may NOT dig trenches.

13.2.2 You can't build Trenches in an area that contains enemy Units.

13.2.3 To dig a Shallow Trench, flip an Infantry Unit or Artillery Unit in an area to its exhausted side, and then place a Shallow (-1) Trench marker in the area.

13.2.4 To get a Deep trench, you may either:

  • Improve a Shallow Trench by flipping an Infantry Unit or Artillery Unit in the area with the Shallow Trench. Flip the Unit to its exhausted side and the Trench marker to its Deep (-2) side, or
  • Activate two Infantry and/or Artillery Unit(s) in the same Round. These two Units must be in the same area. Place a Deep (-2) Trench marker in the area, and flip both Units to their exhausted sides.

13.2.5 Trenches remain in place, even if the area is vacated by Units. You can only remove Trenches by playing an Underground Mine Action Card.

14. Wire

14.1 You can only place Wire with a Barbed Wire Action Card.

14.2 You can't place more than one Wire marker in an area.

14.3 Units may NOT move into an enemy-controlled area containing Wire unless the Units begin their Round adjacent to the area containing the Wire.

For example, two ANZAC Units begin their Round at Lone Pine and move to Poppy Valley. The player would like the Units to continue into Gaba Tepe and attack the Turks, but the Units may not enter Gabe Tepe this Round because it contains Wire.

14.4 Units may move into friendly-controlled areas containing Wire without any restrictions.

14.5 Roads do NOT negate the effects of Wire.

14.6 Units defending an area containing Wire always start with the initiative in Close Combat, and get to choose the first Close Combat Card (see 10.4).

14.7 A player whose Units receive Damage Points from Artillery or Ships (including Friendly Fire) may choose to take 1 Damage Point on the Wire instead of a Unit in the area. This eliminates the Wire.

14.8 Wire remains in place, even if the area is vacated by Units. Whoever controls the area, controls the Wire.

15. Leaders

Leaders represent important commanders and their staff.

If you have two or more Leaders in the same area, you choose which Leader Bonus to use.

15.1 Leaders & Movement Bonus

15.1.1 Leaders who start in the same area as friendly troops give those Units an extra two (+2) MF. Some Leaders give Units an extra three (+3) MF. Only Units that start their move in the same area as the Leader and spend their whole Round moving with that Leader get this movement bonus.

15.1.2 Leaders have a Movement Factor of 7 MF.

15.1.3 Leaders may either 'pick up' OR 'drop off' fresh Units and other Leaders as they move, including in the last zone they enter into. They may NOT 'pick up' AND 'drop off' Units and Leaders as they move. Units that have been dropped-off are flipped to exhausted and cannot move any further nor fire during this Round.

15.1.4 Any Units a Leader picks up are considered to be moving with the group. They become flipped and, if fired, fire with Advancing Fire (see 8.8) using their flipped value to fire.

Note: Units picked up in the final movement area and which didn't move, still fire as exhausted (see 8.8.8). This represents the time needed by the Leader to direct and organise fire on a target. Such Units are often better fired in a subsequent Round as fresh.

15.2 Leaders & Firepower Bonus

15.2.1 One Leader can give a Firepower Bonus increasing the chance to hit for Units firing from the same area as the Leader (see 8.6.2). This is shown as a +0/+1/+2 Firepower Bonus on the Leader counter. A flipped Leader can still add his Firepower Bonus.

Note: Leaders with a +0 Firepower Bonus are considered mediocre, those with a +1 are good and those with a +2 are exceptional: Colonel Kemal, Lt Colonel Sefik, Colonel Monash and Lt Colonel Malone.

15.2.2 If you use a fresh Leader's Firepower Bonus you must flip them. Only ONE Leader may add his Firepower Bonus.

15.2.3 Only ONE friendly Leader per area may add his Firepower Bonus to each Fire Combat or Close Combat. If you have 2 or more Leaders in the same area, you choose which Leader Bonus to use.

15.2.4 Leaders must flip to their exhausted side to add their Firepower Bonus to Units in the same area. If the Leader is already exhausted, he can still add his Firepower Bonus to fresh Units firing in the area.

15.2.5 You can add a Leader's Firepower bonus to all Units with the Leader at the end of the group move. Unlike the Leader's Movement Bonus, Units that didn't start with the Leader and were 'picked up' and stay with the Leader, benefit from the Leader's Firepower bonus.

15.2.6 In Close Combat, ONE Leader in an area can add extra Close Combat Cards according to his Firepower Bonus.

For example, a +1 Leader gives the player one extra Close Combat Card and a +1 score to hit on the Close Combat initiative die roll.

15.2.7 Colonel Kemal. Whenever Kemal is in a Close Combat, the Turkish Player receives a 'free' Bayonet Charge Card. This is in addition to the other Close Combat Cards received (see 10.2.4).

15.3 Lone Leaders

15.3.1 Leaders may occupy and control an area on their own. If an area is only occupied by Leader(s), enemy Units must stop when moving into that area. Lone Leaders may not advance into areas with enemy Units.

15.3.2 At the end of a Round when a lone Leader (or Leaders) is in an area containing enemy Combat Units (Infantry, Artillery, Machine gun, or Remnant), the Leader is eliminated. No Close Combat is fought.

15.4 Divisional Commanders & Commanders-in-Chief

15.4.1 Divisional commanders. Leaders marked with two white stars are Divisional commanders. When a Divisional commander is eliminated, he counts as two Units lost when adding up casualties for Morale Advantage die rolls (see 18.4).

15.4.2 Commanders-in-chief. Leaders marked with three white stars are the Commanders-in-chief (C-in-C) of their armies. General Essad is the C-in-C of the Turkish army, General Birdwood is C-in-C of the ANZAC army. When a C-in-C is eliminated, he counts as three Units lost when adding up casualties for Morale Advantage die rolls (see 18.4).

15.4.3 The player may spend one Round to activate a Divisional commander or Commander-in-chief. When activated in this way, one Unit located in the same area as the commander is flipped to its fresh side. The commander must be fresh to use this ability and then gets flipped over to exhausted. The Unit that has been flipped back to its fresh side may activate again in a following Round. This represents the extra supplies a General's HQ can provide, such as food, ammunition, and music. Every Turkish Division had a band of drummers and musicians who played to raise morale.

15.4.4 A Divisional commander or Commander-in-chief may use this ability even if there are enemy Units in the same area as the commander. A Divisional commander or Commander-in-chief may flip other friendly Leaders in the same area as the commander.

16. Ships

16.1 Only Ships may occupy a sea area. No other Units may move into sea areas.

16.2 Placing Ships. At the start of each Turn, each player takes his available ships (i.e., those of the previous Turn, and any arriving as Reinforcements that Turn) and places them as fresh. The ANZAC player places his ships in any of the five Aegean Sea areas along the left-hand side of the map, with no more than 3 ships per area; any Turkish Ships are placed in Khetia Bay.

16.3 Ships may not move during Rounds in the Turn.

16.4 As your Round, you can activate any or all your Ships in one area to Fire. Ships may combine their Fire with other Ships in the same area.

16.5 When you fire a Ship, flip it over to its exhausted side. You can't activate it again for the rest of the Turn. Exception: A Heroic Act Action Card may activate a ship again.

16.6 Ships cannot be attacked by enemy Units, but can be eliminated and sunk by the Submarine Attack Action Card.

16.7 HMS Manica. If you place HMS Manica in a sea area with other ships you can activate her to give the other Ships in the area activated with her EITHER +1 to the score to hit when firing at Units in an area, OR she may extend their range by one area, from five areas to six.

17. Action Cards

17.1 Assault on Gallipoli includes a deck of 54 Action Cards. The player with the Morale Advantage has a maximum of five Action Cards, while the other player has a maximum of only four.

17.2 Each player starts the game with five or four Action Cards depending on who starts with the Morale Advantage, depending on the scenario.

17.3 At the beginning of each new Turn, after determining who next has the Morale Advantage (see 3.2), players may discard any or all of their Action Cards and draw new Action Cards to bring their hand back to their maximum: 5 Action Cards for the player with the Morale Advantage, 4 Action Cards for the player without.

17.4 Each time you play an Action Card, place it in a discard pile next to the deck.

17.5 There are three types of Action Cards:

  • Action Cards that can be played at any time (these have a Green border)
  • Action Cards that you can only play during your own Round (Brown border)
  • Action Cards that count as your whole Round when played (Red border).

Reminder! If a Red Action Card is played, no other Red or Brown cards may be played during the Round (17.10).

17.6 You can play Green Action Cards any time, including in the opponent's Round and Close Combat, but not during the Morale Advantage phase. Those that affect the chance-to-hit when fired at must be played before the dice are rolled.

17.7 You can play multiple Green and/or Brown Action Cards in the same Round (with some exceptions, see Action Card Summary, page 23). Green and Brown Action Cards may be played in any order during the Round, and, unless specified otherwise, timed at the player's discretion. Some Brown Action Cards are best played at the end of a Round rather than at the beginning.

17.8 Multiple Action Cards of the same type may be played during the Round, and their effects stack where appropriate. For instance, two Heroic Act cards could be played in the same Round to ignore 4 Damage Points from Fire Combat instead of 2, or two Hidden Gully cards played to give a -2 to hit bonus when fired at.

17.9 Night Attack Card. Unlike other Action Cards, the effect of the Night Attack card lasts for the rest of the TURN. All Fire Combat is limited to the same or adjacent areas only, and all Units in the open are -1 to hit (see 13.1.3). Move Killing Time down by 1 when played. The effect of the Night Attack card does not stack, and no advantage may be had from it by playing two in the same Turn.

17.10 Playing a Red Action Card is your Round. You can only play one Red Action Card per Round. If a Red card is played, no other Red or Brown cards may be played during the Round, only Green card(s) may be played.

18. Morale Advantage

18.1 Whoever has the Morale Advantage fills his hand up to 5 Action Cards and gets the first Round of the Turn. His opponent fills his hand up to 4 Action cards (see 17.3).

18.2 The ANZAC Player starts with the Morale Advantage in Scenarios 1, 3, 4 and 5. The Turkish Player has it in Scenario 2. Place the Marker on the board's Morale Advantage box.

18.3 At the start of every Turn after Turn 1, both players roll 1d10 to determine who has the Morale Advantage.

18.4 Add up all your casualties, including Ships and Leaders, but not Remnants. Eliminated Divisional commanders count as 2 casualties, while eliminated Commanders-in-chief count as 3. Subtract the lowest casualties from the highest. The result is the modifier that the player with the most casualties has to add to his Morale Advantage dice roll, for example +3.

18.5 After the dice roll, the lowest score wins the Morale Advantage. If the score is a tie, the player who already has the Morale Advantage keeps it.

19. Killing Time Track

19.1 The Killing Time Track represents the hand of fate and ensures that no one knows exactly how long each Turn will last.

19.2 At the start of each Turn, place the Killing Time Track Marker on 7 or 8, depending on the Scenario.

19.3 Whenever a 10 is rolled during Fire Combat, the Killing Time Marker goes down by 1. The Killing Time Marker is only reduced by rolls of 10 during Fire Combat, including Advancing Fire and Opportunity Fire, but not for Close Combat initiative rolls or the Sniper! Action Card etc.

19.4 Only reduce the Killing Time Marker by 1, even when rolling multiple 10s during Fire resolution. A player rolling Opportunity Fire reduces Killing Time separately from the player conducting Advancing Fire, so each player may reduce it by 1 during a Round.

For example, a player rolls 5d10 while shooting a group of Units in Fire Combat and scores a 2, 4, 10, 5 and 10. Even though the player rolled two 10s, the Killing Time marker only goes down by 1 space.

19.5 You can't activate your Units to fire at an area that doesn't contain enemy Units just to reduce the Killing Time Marker to zero.

19.6 If a player decides to 'Pass' by not playing any Action Cards, or activating any Units, he must roll 1d10. On a roll of 8, 9, or 10, the Killing Time Marker is reduced by one.

19.7 When the Killing Time Marker reaches zero (0), you finish your current activation. The Activation Phase is now over. Players then resolve Close Combat (see 10) and check Victory Conditions (see 7.6).

19.8 Reinforcements that have not been added to the board when Killing Time ends the Turn may be brought in the following Turn.

20. ANZAC Landing

20.1 These rules only apply to Scenario 1.

20.2 The Turkish player sets up all his Units first as indicated in the Scenario Booklet. Then the ANZAC player places all Units from Waves 1, 2, 3 and 4 in the sea area next to ANZAC Cove. These must be organised into four rows, one row for each Wave. The ANZAC player organises the Units into groups on the boat icons, with a minimum of 2 Units and a maximum of 3 Units in each group, per boat.

20.3 Starting with any boat from Wave 1, the ANZAC Player rolls 1d10 to determine the landing location of each boat.

  • On a roll of 1-3 the Units disembark on Brighton Beach and may keep moving up to their full MF;
  • On a roll of 4-7 the Units disembark on ANZAC Cove and may keep moving up to their full MF;
  • On a roll of 8-10 the Units disembark on North Beach and may keep moving up to their full MF.

20.4 It costs 1 MF to land on a beach. Landing Units move in a group and conduct the rest of the Round as normal in all ways; they may use Advancing Fire, Action Cards may be played, and Leaders may give their MF and Firepower Bonus to the group they are moving with, etc.

20.5 Land the ANZAC boats one at a time. The ANZAC Player chooses which boat within a wave to land in what order, but each successive wave must be done in order. After the first boat lands and the Units finish their move, it is the Turkish Player's turn to activate, then the ANZAC Player lands another boat, etc. If the ANZAC Player can't land a group at a beach for any reason, the group enters as reinforcements at ANZAC Cove the following Turn.

20.6 The Turkish player may not fire at Units in boats.

21. Example of Play

It's Turn 1 of the ANZAC Landing Scenario, and the ANZAC Player has landed the first three waves of his Units. He now rolls 1d10 to determine where Lieutenant Colonel Malone and the Wellington and Auckland Battalions land in the 4th wave. He rolls an 8, so they land at North Beach.

They pay 1 Movement Factor to enter North Beach. Then they climb Walker's Ridge for another 2 MF and - thanks to Malone's movement bonus (+3) - can move up to Russell's Top for 2 more MF. There are enemy Units in Russell's Top, so Malone and his men must stop moving, even though they still have some Movement Factors left. The area is worth 1 Victory Point, so it needs to be captured by the ANZAC Player. The Turkish Player could use Opportunity Fire with his fresh Infantry Battalion, but he decides not to because he wants to keep the Unit fresh to absorb casualties.

Malone and his men may now use Advancing Fire to fire at the Turkish Units in Russell's Top. Because they have already moved, they use the exhausted Firepower Factor on the flipped side of each Unit. The Wellington Battalion has 2 Firepower Factors, and the Auckland Battalion has 2 Firepower Factors, for a total of 4 Firepower Factors. This means they will roll 4 x d10. His base chance of hitting the Turkish Units is 4 or less. The Turks are in a Deep Trench, which is a -2 on the score to reach, but Malone gives his men a +2 Firepower bonus, so they need a 4 or less on each dice to hit. The ANZAC player rolls a 3, 4, 7 and 8. The 3 and 4 are hits and the rest are misses.

The Turkish Player must now decide how he will allocate the two hits (or Damage Points) to his Units at Russell's Top. He has four Units in the area: a fresh Infantry Battalion (3/27th Rgt), two exhausted Infantry Battalions (2/57th Rgt and 3/57th Rgt) and an exhausted Leader (Major Avni). He could flip the fresh Infantry Battalion over to its exhausted side to absorb 1 Damage Point and eliminate the Leader for another Damage Point. But that would mean the Infantry Unit would not be able to fire at the New Zealanders this Turn. Instead, he decides to eliminate one of his exhausted Infantry Battalions for 2 Damage Points. Malone and his men have finished their activation.

It is now the Turkish Player's Round so he uses his fresh Infantry Battalion to fire at the New Zealanders. The Turkish Infantry Unit has 2 Firepower Factors, so he throws 2d10. The base score to hit is 4 or less. The New Zealand Units are not in any cover. The Turkish Player also uses the +1 Firepower bonus from Major Avni - even though Avni is exhausted he may still offer his +1 Firepower bonus to Units in the area. This brings the score required to hit up to 5. He throws 2d10 and rolls a 2 and a 6. The 2 is a hit, the 6 is a miss.

The ANZAC Player must now decide how to allocate the 1 Damage Point on his New Zealand Units. All three of his Units are already exhausted so they are quite vulnerable. He could eliminate Malone for 1 Damage Point, but he does not want to lose his best Leader, so the only other option is to take the hit on one of his Infantry. He decides to take the Damage Point on the Auckland Battalion, which has an exhausted Strength Factor of 3. He replaces the Auckland Battalion with two Remnant Units. Remnant Units are like 'change' and can be used to break down larger Units into smaller Units. They're always brought in on their exhausted side but are flipped to their fresh side on the following Turn.

Both players have now finished activating all their Units, so it is now time to resolve the Close Combat on Russell's Top. The ANZAC Player adds up the Firepower Factors of his Units in the area; for each 1 Firepower Factor of his Units, he will receive 2 Close Combat cards. The Wellington Battalion has 2 Firepower Factors, the two Remnants have 0 each. So the ANZAC Player receives 4 Close Combat Cards, plus 2 for Malone, for a total of 6 Close Combat Cards. The Turkish Player adds up his Firepower Factors: his two exhausted Infantry Battalions have 1 Firepower Factor each, so gets 4 Close Combat Cards, plus 1 card for Major Avni and 2 more because his Units are in a Deep Trench. He receives a total of 7 Close Combat Cards.

The ANZAC Player is the attacker, so he gets to play the first Close Combat Card. In his hand he has 3 Bayonet Charge cards, 1 Infiltrate, 1 Raid and 1 Reserve Trench. He decides to play a Bayonet Charge as his first card.

The Turkish Player must match this card or lose the Close Combat. Luckily for the Turkish Player, he has 2 Bayonet Charge cards, so he plays one and matches the ANZAC Player. The Turkish Player now rolls 1d10 to try and win the Initiative. He needs to roll a 3 or less, plus any Leadership bonus. He has Major Avni in the area, who is a +1 Leader, so he needs to roll a 4 or less to win the Initiative. He rolls a 2 and wins the initiative. He now gets to play the next card. He has two Ambush cards, so he plays an Ambush card. The ANZAC Player does not have any Ambush cards, but he does have a Reserve Trench, which is a wild card that matches any other card.

He plays the Reserve Trench and then rolls to get the initiative back. If he does not win the Initiative, he knows he is likely to lose the Close Combat. He needs to score a 3 or less, but he has Malone in the area, who gives him a +2 to the to hit chance. Luckily for him he rolls a 5 and wins the initiative back.

It is the beginning of the third round of the Close Combat, so he could attempt to Withdraw from Close Combat if he wanted, but he decides to fight on. He plays another Bayonet Charge card. The Turkish Player matches the Bayonet Charge card and tries to win the Initiative back. He rolls a 7 and fails. The ANZAC Player decides to play yet another Bayonet Charge card. The Turkish Player has run out of Bayonet Charge cards and has no Reserve Trench cards either, so he has lost the Close Combat.

The players work out the casualties. There were 4 rounds of Close Combat. For each Close Combat Card the winning player played, the loser of the fight must take 1 Damage Point, while the winner takes 1 Damage Point for each full multiple of 3 Close Combat Cards he played. Therefore, the Turkish Player must take 4 Damage Points and the ANZAC Player must take 1 Damage Point. The Turkish Player loses both of his Infantry Battalions, and the only survivor - Major Avni - is forced to retreat back two areas. The ANZAC Player eliminates one of his Remnant Units and takes control of the area. He now occupies the Deep Trench and will score 1 Victory Point at the end of the Turn (when the cube will change colour). Lieutenant Colonel Malone has done it again!

22. Optional Leader Counters

General Ian Hamilton was the overall commander of the allied forces, while General Otto Liman von Sanders was in charge of the Ottoman Turks. They occasionally visited the battlefield to direct troop deployments and are optional 'what if' counters that may be used in any scenario if both players agree.

If used, they enter as a reinforcement at the beginning of Turn 2, or any turn thereafter, at the player's discretion. Hamilton enters at ANZAC Cove or North Beach, while von Sanders enters at Koja Dere. These Units have 7 movement points, like any Leader, and may flip to activate to refresh (like a Commander-in-chief), any TWO counters grouped with them (see 15.4.3). They have no Firepower rating, so cannot contribute in combat, and may not move into Close Combat, but they may flip or be taken as a casualty as having 1 Strength Point. If eliminated, they count as 4 Units lost for Morale Points.

For players seeking to modify the play balance, we offer three more optional Leader counters that allow players to adjust the weighting towards either the Turk or ANZAC player: Major Avni, General McCay, and Colonel MacLagan. These three optional counters have a white dot on the right edge.

We encourage players to explore historical 'what if' possibilities. While the game naturally leans towards the Turkish player for historical accuracy, you may find that it isn't enough. Conversely, players in a competitive setting might choose to bolster the ANZAC player's capabilities. Consider the potential outcomes if the historically poorly executed ANZAC plan had been led by a more determined MacLagan, driving his troops to Third Ridge.

  • Major Avni: The Gallipoli Campaign saw many leaders emerge, two of the most prominent for the Turkish side being Colonel Kemal and Lieutenant Colonel Sefik. However, another important figure that might have been overshadowed is Huseyin Avni Bey. Major Avni led the 57th Regiment during critical moments, including the counterattack that stabilised the right flank of the Turkish defences immediately after the Allied landing. To highlight his ability to swiftly react to changing battlefield conditions, we provide an optional Avni counter with +3 Movement, instead of the usual +2.
  • Colonel McCay: Colonel McCay, known for his organisational skills and planning abilities, was brave but displayed a tendency to follow orders without question, even when detrimental to his troops. This trait led to significant losses for the Australians in the Gallipoli Campaign at Krithia, and later in the ill-fated Battle of Fromelles in 1916. Despite these drawbacks, his administrative talents were undeniable, making him a complex figure in the context of the Gallipoli Campaign. To reflect his military inconsistencies, we offer an optional +0 Firepower counter for McCay.
  • Colonel MacLagan: Colonel MacLagan, leader of the 3rd Brigade and the most experienced soldier in the 1st Division, initially exercised caution during the Gallipoli campaign. His decisions on the first day shaped the ANZACs' largely defensive posture, limiting their offensive capabilities. To reflect this hesitance, MacLagan is represented with a +0 Firepower rating. However, MacLagan's leadership evolved significantly throughout the war, culminating in his key role during the Battle of Hamel in 1918, a landmark Allied victory. To explore the possibility of his decisive leadership from the outset of the Gallipoli Campaign, we provide an optional +1 Firepower counter for MacLagan.
  • Lieutenant Colonel Weir: Lieutenant Colonel Weir, commanding the 10th Battalion AIF, played a pivotal role in the initial landing at Gallipoli. Despite heavy fighting and significant casualties, Weir led his men forward, securing strategic positions and achieving the deepest inland penetration by any Australian forces on the first day. Weir's actions underline the strategic advantage that could have been gained with a more aggressive ANZAC advance.

Action Cards Summary

Green-border cards may be played any time (see 17.5); brown-border cards only in your own Round; red-border cards count as your whole Round. The number in brackets is the number of copies in the deck.

Green Action Cards (play any time)

COURAGE UNDER FIRE (3x)

  • Ignore 1 Damage Point of Fire Combat,
  • OR can be used as a Bayonet Charge in Close Combat.
  • Play any time.

Two may be combined to ignore 2 Damage Points of Fire Combat.

HEROIC ACT (3x)

  • Flip 1 exhausted Unit to its fresh side and Unit may be activated again straight away,
  • OR ignore 2 Damage Points of Fire Combat.
  • Play any time.

Unit may not use its free activation to group move. No more than one may be played per Unit per Round.

LOW AMMO (3x)

  • The Firepower Factor of enemy Unit(s) firing from ONE area is halved (rounded down).
  • Play any time.

If rolled separately due to range factors (see 8.2.4), then halve both rolls. No more than one may be played in a Round.

FIGHT TO THE DEATH! (2x)

  • Ignore 2 Damage Points of Fire Combat,
  • OR can be used in place of any Close Combat Card in a Close Combat.
  • Play any time.

Two may be combined to ignore 4 Damage Points of Fire Combat.

GOOD LUCK (2x)

  • Re-roll any one of your or your opponent's die, except Morale Advantage die,
  • OR move Killing Time up by 1.
  • Play any time.

HAND GRENADES (2x)

  • Your Units receive an extra 2 cards in one Close Combat this turn,
  • OR throw an extra 2 dice in 1 Fire Combat, as long as the Fire Combat is in the same area as your Unit(s).
  • Play any time.

Reminder! The maximum number of Close Combat Cards you can have in your hand is 18.

HIDDEN GULLY (2x)

  • One Unit or group may move across one red line,
  • OR one Unit or group receives a -1 to hit when fired at.
  • Play anytime.

Two may be combined to pass through two red lines, or for a -2 cover bonus.

SNIPER! (2x)

  • Roll a die to eliminate an enemy Leader: Kill on a 1 to 6 if Leader is in the same area as your Units; 1 to 5 if in adjacent area; 1 to 4 if two areas away; 1 to 3 if three areas away.
  • Play any time.

SUDDEN STORM (2x)

  • After an enemy Unit or group ends its movement, move them back by two Movement Factors. Heavy rain slows their movement,
  • OR one of your Units or groups receives a -1 to hit when fired at.
  • Play any time.

Cannot be negated by a Forced March card.

Brown Action Cards (play in your own Round only)

AERIAL RECON (3x)

  • Increase the range of your Artillery Units and Ships by 1 area for this Round,
  • OR add +1 to hit when firing at Units in one area.
  • Opponent must also discard 1 Action Card.
  • Play in your Round only.

No more than one may be played in a Round.

COORDINATED ATTACK (3x)

  • Perform an extra Round to Fire any fresh Artillery in range into a single target area.
  • This extra Round may be performed before or after your normal Round.
  • Play in your Round only.

Artillery Units may be from different areas, and must be declared before firing (see 8.4.2).

FORCED MARCH (3x)

  • Add an extra 2 Movement Factors to 1 of your Units or groups.
  • Play in your Round only.

No more than one may be played on a Unit in a Round.

KEEP MOVING (3x)

  • Play another Round immediately after playing the current Round.
  • Play in your Round only.

More than one may be played back-to-back.

NIGHT ATTACK (3x)

  • For the rest of the TURN, all Fire Combat is limited to the same or adjacent areas only, and all Units in the open are -1 to hit.
  • Move Killing Time down by 1 when played.
  • Leave card in play until end of Turn.
  • Play in your Round only.

BARBED WIRE (2x)

  • Add a Wire marker to any land area containing your Units,
  • OR remove a Wire marker in an area adjacent to your Units.
  • Play in your Round only.

DIG IN! (2x)

  • In an area containing one of your Units and no enemy Units, build a Shallow Trench, or upgrade one of your Shallow Trenches to a Deep Trench.
  • Play in your Round only.

FIELD HOSPITAL (2x)

  • Return 1 eliminated land Unit to the board as fresh at Mal Tepe (Turkish player), or ANZAC Cove (ANZAC player).
  • Play in your Round only.

WATER SHORTAGE (2x)

  • Flip one enemy land Unit from fresh to exhausted.
  • Play in your Round only.

Two may be combined to flip two Units over.

WALKING WOUNDED (2x)

  • Add one fresh Remnant Unit to any area containing one of your exhausted Units,
  • OR move Killing Time down by 1.
  • Play in your Round only.

UNDERGROUND MINE (1x)

  • Reduce an enemy Deep trench to a Shallow trench, OR remove a Shallow trench.
  • Must be in an area with or adjacent to your Units.
  • Play in your Round only.

Remove from Scenario 1 'ANZAC Landing'.

Red Action Cards (count as your whole Round)

SUBMARINE ATTACK (2x)

  • Eliminate 1 enemy Ship from a sea area,
  • OR eliminate 1 enemy reinforcement Unit that is yet to appear on the board.
  • Playing this card counts as your Round.

SUPPLY CONVOY (2x)

  • Take any 1 Action Card from the discard pile,
  • OR move Killing Time up by two.
  • Playing this card counts as your Round.

DYSENTERY OUTBREAK (1x)

  • All fresh enemy land Units in one area are flipped over to their exhausted side.
  • Playing this card counts as your Round.

Remove from Scenario 1 'ANZAC Landing'.

ESPIONAGE (1x)

  • Look at your opponent's Action Cards and take any 1 card from their hand.
  • Playing this card counts as your Round.

WRONG ORDERS (1x)

  • Move any 2 fresh ENEMY land Units up to 3 MF in any direction, but not into an area controlled by you. Units are then exhausted,
  • OR move Killing Time down by 2 spaces.
  • Playing this card counts as your Round.