Axis & Allies: D-Day
Axis & Allies: D-Day Rulebook
Table of Contents
Table of Contents
Credits
Game Designer: Larry Harris
Development: Mike Selinker, with contributions from Richard Baker & Bill McQuillan
Editors: Jennifer Clarke Wilkes & Kevin Chapman
Art Directors: Ryan Sansaver & Peter Whitley
Cartographer: Todd Gamble
Production Designers: Brian Dumas, Lisa Hanson, & Abigail Fein
Cover Illustrator: Tommy Lee Edwards
Photographer: Craig Gibson
Interior Photos: Courtesy of the U.S. National Archives & Records Administration
Playtest Groups: A Bridge Too Many, Cincygamers, The Gathering of Friends, Hasbro Games Group, Houston Gamers, I3 Lunchtime Gamers, McKinney Gamers, The Nixon Administration, Penna Volunteers, RPI Gaming, South Coast Area Boardgamers, Westbank Gamers, & Wizards at War
Thanks to Aaron Alberg, Mary-Elizabeth Allen, Stephen Baker, Paul Bazakas, Clare Brodie, Monique Catino, Rob Daviau, Martin Durham, Mike Gray, Brian Hart, Barry Holldorf, Kurt Isensee, Mary Kirchoff, Rob Lazzaretti, Darrell Merino, Travis Petkovits, Jason Pipes, Faith Price, Kate Ross, Patrick Ross, & Liz Schuh.
Hasbro Credits
Team Hasbro: Elizabeth Artale, Paul Strickland, Brian Casentini, Christopher Troise, Kaiser Ramos, & Cait Drouin
Renegade Game Studios
President & Publisher: Scott Gaeta; Vice President of Finance: Robyn Gaeta; Vice President of Operations: Leisha Cummins; Vice President Sales: Andrew Lupp; Senior Producer, Board & Card Games: Dan Bojanowski; Sr. Marketing Manager: Jordan Gaeta; Sr. E-Commerce Manager: Nick Medinger; Creative Director, Games: Jeanne Torres; Creative Director, RPGs: Sarah Robinson; Producer, RPGs: Kevin Schluter; Associate Producer, Board & Card Games: Kane Klenko; Producer, Heroscape: Lee Houff; Associate Producer, RPGs: Ben Heisler; Senior Game Designer: Matt Hyra; Game Designers: Alex Davy, Christopher Chung, Dyllan Fernandez, & Sarah Rowan; Lead Developer, World of Darkness: Juhana Pettersson; Playtest Coordinator: Marcus E. Burchers; Finance & Customer Service Manager: Jenni Janikowski; Finance Specialist: Madeline Minervini; Marketing Events Manager: Courtney Furey; Organized Play Manager: Trevor McGregor; Project Manager: Rachel Del Rio; Creative Production: Noelle Lopez & Gordon Tucker; Community Coordinator: Anais Morgan; Sales & Marketing Coordinator: Sophia Gambill; Community Specialist: Rina Amaranthine; Customer Service: Bethany Bauthues
Object of the Game
To win, you must meet one of the following conditions.
If You Are an Allies Player (United Kingdom and United States): Capture the zones containing the cities of Cherbourg, St. Lô, and Caen and hold these zones for one complete turn. (Each city is contained within one zone. The circles around the cities are there simply to highlight them, not to imply that Caen occupies three zones.)
If You Are the Axis Player (Germany): Prevent the capture of those three city zones, either by repelling or destroying the Allied forces. If the Allied side has not achieved its goal by the end of turn 10, you win.
Contents
- 1 Game Board
- 240 Combat Unit Playing Pieces
- 125 German Pieces: 51 Infantry, 34 Artillery, 23 Tanks, 17 Blockhouses
- 61 U.S. Pieces: 35 Infantry, 15 Artillery, 6 Tanks, 4 Fighters, 1 Bomber
- 54 U.K. Pieces: 28 Infantry, 13 Artillery, 8 Tanks, 4 Fighters, 1 Bomber
- 1 Battle Board
- 48 Cards: 16 Order Cards, 16 Fortune Cards, 16 Tactics Cards
- 3 Reinforcement Charts
- 8 Dice
- 1 Turn Marker
Game Setup
One player takes the side of the Axis, and one or two players take the side of the Allies. In a three-player game, each player controls one world power. If two people play, one controls both Allies powers.
Three-Player Game
- Player 1: Germany
- Player 2: United Kingdom
- Player 3: United States
If the U.S. and U.K. players can't agree on any decision during the game, the Axis player makes that decision.
Two-Player Game
- Player 1: Germany
- Player 2: United Kingdom and United States
If you control both the United Kingdom and the United States, keep those powers' units separate.
Once you've decided who will play which power, prepare the game for play. It contains the following components.
Game Board The game board is a map of the historical battlefield of Normandy, France. It is divided into zones separated by border lines. Place the game board in the center of the table. The Allies player(s) should sit near its top (northern) edge, and the Axis player should sit beside the bottom (southern) edge.
Turn Marker This is used to indicate the passage of turns in the game. Remove the turn marker and place it on the space numbered "1" of the turn track printed on the game board.
Battle Board and Dice The battle board is a large card with columns that list attacking and defending land units and their combat strength. When combat occurs, the players involved place their land units on the battle board. Combat is resolved by rolling dice. Place the battle board next to the game board, and the dice next to the battle board.
Reinforcement Charts Each of the three powers has one reinforcement chart listing new land units that come into play for it during the reinforcement steps. See Reinforcements on pages 14 and 15 for more information.
Order Deck This is a set of order cards that determine the course of the game. For your first game, use only these cards. Set aside all the others (these are optional, for use in the advanced game).
Sort the cards in numerical order to form a face-down deck (number side showing), with card 1 at the top and card 16 at the bottom. Place this deck in the "Orders" box on the game board.
Combat Forces Take the plastic pieces that represent your power's units. Each power is color-coded as follows.
| Power | Color |
|---|---|
| Axis (Germany) | Black |
| United Kingdom | Tan |
| United States | Green |
The Combat Units
This section provides detailed information for each unit in the game. Each entry has a short description, including national identification, the unit's attack and defense, and the number of zones it can move. Some unit types also have special abilities, which are summarized below these statistics.
Land Units
Infantry, artillery, tanks, and blockhouses can attack and defend in zones. Only blockhouses can attack invasion beachheads. All but blockhouses can move to adjacent zones. All land units count for control of a zone (see Determine Control on page 12).
Infantry Description: Soldiers who make up the backbone of any ground force. (Axis: German Army. U.K.: British National Army. U.S.: U.S. Army.)
- Attack: 1
- Defense: 2
- Move: 1
Artillery Description: Heavy gun batteries that can also shoot down attacking air units. (Axis: 88 mm. Allies: 105 mm howitzer.)
- Attack: 2
- Defense: 2
- Move: 1
Special Abilities
Shoot Down Air Units: Artillery can shoot down air units. Whenever an order card so directs, each artillery can fire once on air units in its zone. Roll one die per artillery, and destroy one air unit for each roll of 1.
Tanks Description: Armored units that pack a major punch in an attack. (Axis: Panther. Allies: Sherman.)
- Attack: 3
- Defense: 2 (3 for Axis)
- Move: 2
Special Abilities
Move 2 Zones: A tank can move up to 2 adjacent zones, but only if the first zone is not occupied by enemy land units. The first must be adjacent to the starting zone and the next adjacent to the first. A tank that encounters enemy land units in the first zone it enters must stop there.
Blockhouses (Axis only) Description: Fortified batteries that protect the shorelines.
- Attack: 3
- Defense: 1
- Move: —
Special Abilities
Fire to Sea: Blockhouses can make a special targeted attack against the beachheads, when so directed by an order card. Each blockhouse may fire once at an Allies land unit in a beachhead box within its firing arc, indicated by an arrow. (See Special Combats on page 14 for more information.)
Air Units (Allies Only)
Fighters and bombers can patrol and strike zones, respectively. They have unlimited movement and can enter zones containing enemy land units. However, they are exposed to antiaircraft fire in zones that contain enemy artillery, against which they cannot return fire.
Air units do not remain on the game board for the whole turn and cannot control zones. Thus, they do not have attack and defense values. Instead, order cards control when they can fire and be fired upon. They have no movement rating either; air units can move to any zone. When they have completed their actions they "return to base" and are placed on the airfield. The order cards indicate which air units return to base and when.
Fighters Description: Small, fast aircraft that strafe enemy land units. (U.K.: Spitfire. U.S.: P-38 Lightning.)
Special Abilities
Strafe: Fighters do not attack when they enter a zone containing Axis land units. They are on patrol, waiting for enemy movement. They have the opportunity to strafe any Axis land units that move into, out of, or through their zone. (See Special Combats on page 14 for more information.)
Bombers Description: Mammoth, long-range aircraft that drop bombs on their targets. (U.K.: Halifax. U.S.: B-17.)
Special Abilities
Strike: Unlike fighters, bombers can strike immediately upon entering a zone. Roll one die per bomber; a die roll or 3 or less is a hit, eliminating a land unit of the Allies player's choice from that zone. A bomber cannot enter zones containing Allies land units.
The Game Board
The game board is divided into 41 zones. Along with the zones are the historical points of entry of the Allied forces on June 6, 1944, identified by the names of beaches (such as Omaha Beach) and airborne troop landing areas. These are indicated by large, light-colored arrows.
At the northern edge of the game board is an area marked "Airfield" where air units are placed when not attacking. Along the left side of the board is a track numbered from 1 to 10 to mark the number of turns played.
Six zones along the southern and eastern edges of the game board contain sector markers for Axis reinforcements. There are two for each sector: Rennes, Chartres, and Rouen.
The game board has printed silhouettes that indicate the number and type of land units to be placed in zones and beachheads. National emblems and unit identification also distinguish the invading forces. All forces in zones at the start of the game are Axis. Place all the indicated units as listed. (See page 6 for a listing and illustrations of the various units.)
Axis Setup
Place the pieces so that they match the silhouettes printed on the map. For example, the zone containing Bayeux (located beside Gold Beach, near the middle of the board) shows silhouettes of two infantry and two blockhouses. Place the corresponding black pieces in that zone.
Also, place black pieces of the appropriate types on the corresponding spaces of the German reinforcement chart.
Allies Setup
At the beginning of the game, most of the British and American forces are at sea, landing their troops on the beaches.
Place the listed units belonging to the United States on the two American beachhead boxes (Utah and Omaha beaches), matching the silhouettes in the boxes. Place the listed units belonging to the United Kingdom in the boxes for the other beachheads.
Place the listed number of United Kingdom and United States infantry (representing paratroopers) in the zones containing the "British Airborne" and "American Airborne" boxes.
Also, place pieces of the appropriate colors and types on the corresponding spaces of the American and British reinforcement charts.
Place the air units of the Allies on the Airfield area in their appropriately labeled spaces.
Map legend: Zone, Victory City, Beachhead, Airborne Box, Airfield.
Sequence of Play
Axis & Allies: D-Day™ is played in a series of turns. A turn consists of one pass through the sixteen order cards, then a check for victory.
Order Cards The order cards drive the sequence of play. They break each turn into distinct phases. During a given phase one side is active. If there are three players, both Allies players take their actions when an order card directs them to do so.
During each turn of play, you follow the instructions on the order cards, one at a time from the lowest number to the highest, then place the card face up in the "Completed Orders" box. When you have completed the instructions on all the cards, check for victory. The turn is then over. Flip the deck over, return it to the "Orders" box, and begin the next turn of play.
As the game progresses, certain cards can be removed from the deck. Order card 1, for example, describes the Allied airborne assault, which happens only on the first turn. This card is removed from the deck after play, leaving cards 2 through 16 for the remainder of the game. As well, if all units named on an order card have been eliminated or are no longer available, the card is no longer needed and can be removed from the deck.
How to Read an Order Card Each order card has a symbol or symbols corresponding to the active player.
The top of the card lists which side is active. In the center of the card is the name of the action; if the other side can respond, that is shown here in smaller text.
The bottom of the card describes the actions to be taken that turn. These are described in detail under Appendix 1: Order Cards on page 16.
Blockhouses Fire to Sea — Order Card #09, Axis. Each blockhouse can fire on the beachhead box connected to its zone. Roll one die for each blockhouse against a target Allies land unit. Each roll of 3 or less is a hit.
For example, the card shown above lists orders for the Axis player. The center of the card reads "Blockhouses Fire to Sea." The bottom of the card lists instructions for completing this action.
Allies Attack / Axis Defends — Order Card #11, Allies. Conduct one cycle of combat in each zone having both Allies and Axis land units.
This card lists orders for both the Allies (active) and the Axis players. The first line in the center of the card reads "Allies Attack." The second says "Axis Defends." This means that the Allies player makes attack rolls first, then the Axis player makes defense rolls (see Combat below).
Movement
Each side moves its units when instructed to do so on order cards. Different types of units move on different phases in the turn. Move as many of the appropriate units as you wish. You do not have to move any units. A given unit type cannot move again until a card so directs.
Land Units A land unit can move only to a zone (not a beachhead) adjacent to its current zone. (The roads printed on the board are for appearance only - they have no effect on movement.)
Whenever a land unit enters a zone or begins its turn in a zone that contains enemy land units (those belonging to an opposing player), this creates a combat situation. Combat situations are resolved only when the appropriate order card is drawn (see Combat below).
Land units of opposing sides in a given zone are considered to be "locked in combat." Land units cannot move out of that zone as long as enemy land units are present. Tanks can never move through a zone occupied by enemy land units.
Air Units There are two kinds of air units: bombers and fighters. Only the Allies have air units.
Air units have unlimited movement. When an order card directs an air unit to move, simply place it on the desired zone.
Maximum Units in a Zone The maximum number of land units (the total of tanks, infantry, and artillery) a side can have in a zone is eight. In the case of the Allies, the total of United Kingdom and United States land units in a zone cannot exceed eight. Air units (Allies only) and blockhouses (Axis only) do not count against this limit.
The maximum number of fighters that can patrol a zone is four.
Address to the House of Commons
The passage of the sea has been made with far less loss than we apprehended. The resistance of the batteries has been greatly weakened by the bombing of the Air Force, and the superior bombardment of our ships quickly reduced their Fire to dimensions which did not affect the problem. The landings of the troops on a broad front . . . have been effective, and our troops have penetrated, in some cases, several miles inland. . . . The enemy will now probably endeavour to concentrate on this area, and in that event heavy Fighting will soon begin and will continue without end, as we can push troops in and he can bring other troops up. It is, therefore, a most serious time that we enter upon. Thank God, we enter upon it with our great Allies all in good heart and all in good friendship.
— Winston Churchill, Prime Minister, June 6, 1944
Combat
When opposing land units are in the same zone, a combat situation occurs. You resolve combat by rolling dice (also known as firing). Resolve each combat situation separately, zone by zone. Combat follows a specific sequence of steps.
Use the battle board to resolve combat between land units. Air units, antiaircraft fire, blockhouses firing to sea, and naval bombardment do not use the battle board. See Special Combats below for details about these situations.
You complete just one set of steps in a combat situation. This is referred to as a cycle of combat.
Whenever an order card directs a side to attack, it also directs the opposing side to defend. Attacking and defending units are considered to fire at the same time, but for ease of play you roll dice in sequence: attacker first, then defender. You must attack when an order card so directs.
A unit may fire any number of times in a turn, but only once per order card.
When a unit fires, you roll a die. An attacking unit scores a hit if you roll its attack or less. A defending unit scores a hit if you roll its defense or less. For example, a unit with a defense of 2 scores a hit only on a roll of 1 or 2; it "defends on a 2." (Sometimes the expression "hits on a" number is used.)
When one of your units scores a hit, the opposing player decides which enemy unit it applies to. A unit that takes a hit becomes a casualty. The opposing player may designate casualties in any order. (There are some exceptions to this rule; see Targeted Attacks under Special Combats below.)
Combat Sequence
- Place units on battle board
- Attacking units fire
- Defending units fire
- Remove casualties
- Determine control
Step 1: Place Units on Battle Board The battle board has two sides, labeled "Attacker" and "Defender." Place all land units in the zone on their respective sides of the battle board, in the numbered columns that contain their names and silhouettes. The number in a unit's column identifies that unit's attack or defense.
Step 2: Attacking Units Fire All the units on the attacker's side fire during this step. Roll one die for each attacking unit. It's generally easiest to roll for all units of a given attack at once, but this is not required. For each hit scored, the defender must choose one of his or her units and move it to the casualty zone. These units are not out of the game just yet. They will be able to counterattack.
Step 3: Defending Units Fire All the units on the defender's side fire during this step. Roll one die for each defending unit (including casualties). It's generally easiest to roll for all units of a given defense at once, but this is not required. For each hit scored, the attacker moves one unit to his or her casualty zone.
Step 4: Remove Casualties Clear both casualty zones, destroying all units there. (Return them to their owners' inventories.)
Step 5: Determine Control After both attacker and defender have made one set of rolls, any surviving units are replaced in the original zone. (It's quite possible for both Axis and Allies land units to remain in the same zone after combat.)
You control a zone if you have the only land units in that zone. A zone that does not contain land units does not count as controlled by either side.
Example of Combat Germany attacks the United Kingdom forces in the victory city of Caen.
Example Step 1: Place Units on Battle Board. The Axis is the attacker. Its player places the infantry, artillery, and tanks in the appropriate columns on the attacker's side of the battle board (1, 2, and 3, respectively). The United Kingdom's tank, infantry, and artillery are placed in the appropriate columns on the defender's side (in this case, all defend on a 2).
Example Step 2: Attacking Units Fire. Germany's player rolls three dice for the infantry and gets a 4, a 2, and a 5, all misses. Rolling one die for the artillery produces a 2, which is a hit, and rolling three dice for the tanks give two 2s and a 5, for two more hits. The U.K.'s player chooses two infantry and one artillery as casualties and moves them to the defender's casualty zone.
Example Step 3: Defending Units Fire. The U.K.'s player rolls seven dice, needing a 2 or less to hit on each: one for the tank, two for the infantry, and four for the artillery (even though two infantry and one artillery are in the casualty zone). The U.K.'s player rolls a 1, a 2, two 3s, a 4, and two 5s, for a total of two hits. The Axis player chooses two infantry as casualties and moves them to the defender's casualty zone.
Example Step 4: Remove Casualties. The U.K.'s two infantry and one artillery and the two Axis infantry are destroyed.
Example Step 5: Determine Control. Both the United Kingdom and the Axis have land units remaining in the zone, so neither side controls it and a combat situation still exists. The next time an order card directs an attack, a new cycle of combat will begin.
Appeal to the French People
Frenchmen, the German and Anglo Saxon armies have met upon our soil. France will therefore become a battlefield. Officials, civil servants, railwaymen, workers stand Firm at your post to continue the life of the nation and accomplish the tasks which are incumbent upon you. Frenchmen, do not aggravate our misfortune by acts which risk bringing tragic reprisals upon you. It will be the innocent French population which will suffer the consequences.
— Philippe Pétain, Marshal of France, Head of State
Special Combats
Air units, blockhouses firing to sea, antiaircraft fire, and naval bombardment have special rules spelled out on the order cards. They do not use the battle board.
Targeted Attacks The usual rule in resolving combat is that when you score a hit, the opposing player decides which unit is the casualty. But some special combats allow the attacker to either select a target and then roll dice in an attempt to destroy it or simply choose the casualty. This is called a targeted attack; the attacker "targets" an enemy unit or "chooses a target" enemy unit.
Air Units Only the Allies have air units: fighters and bombers.
Fighters: Fighters do not attack when they enter a zone containing Axis land units. They are on patrol, waiting for enemy movement. They have the opportunity to strafe any Axis land units that move into, out of, or through their zone (units that do not move cannot be strafed). Roll one die per fighter against each Axis land unit that has moved, including reinforcements (see below); a roll of 1 destroys that unit. The Axis player cannot return fire.
Bombers: Unlike fighters, bombers can strike immediately upon entering a zone. This is a targeted attack. Roll one die per bomber; each roll or 3 or less is a hit, eliminating a land unit (including a blockhouse) of the Allies player's choice from that zone. The Axis player cannot return fire.
Bombers cannot enter a zone containing Allies land units.
Antiaircraft Fire In addition to its normal combat ability, Axis artillery can attack air units. This can create a situation where Axis artillery fires more than once in a turn, during antiaircraft fire and again during combat.
An Axis artillery in a zone containing an enemy air unit can fire only when an order card so directs and only against the specified type of air unit (fighter or bomber). For each such zone, roll one die for each artillery in that zone. For each roll of 1, destroy one chosen air unit of the specified type. The Allies player cannot return fire.
Blockhouses Only the Axis has blockhouses. Blockhouses do not move. They fire in combat against land units in their zone just as other land units do, attacking on a 3 and defending on a 1.
Blockhouses also can make a special targeted attack out to sea, directed by order card 9. Each blockhouse may fire once at an Allies land unit in a beachhead box within its firing arc. For example, the two blockhouses in the zone containing Bayeux can each fire on land units in the Gold Beach box. (Not all blockhouses are in a zone with an adjacent beachhead box.) One at a time, roll one die for each blockhouse. Each roll of 3 or less destroys a chosen eligible land unit. More than one blockhouse may target the same unit.
Naval Bombardment The Allies can conduct a naval bombardment when an order card so directs. Naval bombardment targets only blockhouses. Roll six dice. (In a three-player game, the Allies players can divide these dice between them in any way they wish.) For each roll of 2 or less, destroy one chosen blockhouse.
Reinforcements
Each power has a corresponding reinforcement chart, listing land units that enter play after the start of the game. Silhouettes on each chart show how many and which types of units are available. Reinforcements enter play in order from left to right and top to bottom.
No unit can enter play until all units preceding it have entered play.
When reinforcement dice are rolled, the total rolled is the number of units that can reinforce this turn. The Allies side rolls two dice for the United Kingdom and two dice for the United States. The Axis player makes two reinforcement rolls, two dice for the Rennes/Chartres sectors and two dice for the Rouen/Chartres sectors. All dice are rolled before any reinforcements are placed.
Reinforcements for the United States are placed on either of the Utah and Omaha beachhead boxes. Reinforcements for the United Kingdom can be placed on any or all of the Sword, Juno, and Gold beachhead boxes. You can't place more units than there are spaces available in the beachhead boxes (but the reinforcements don't have to match the printed silhouettes). If there are still units in a beachhead box (for example, because the adjacent zone contains the maximum of eight land units), you can place only enough reinforcements to fill the empty spaces. You can't reinforce in the British or American Airborne boxes where the paratroopers start play.
Axis reinforcements must enter play in the sectors specified on the reinforcement card but can be placed on any zone containing a marker corresponding to the named sector, even if it contains Allies land units. For example, reinforcements coming from Rennes or Chartres can be placed on any or all of the four zones containing those markers.
For example, in the United Kingdom reinforcement chart, a roll of 7 brings the following units into play for the Allies: three infantry, three artillery, and one tank. These units may be placed on any of Sword, Juno, and Gold beaches, up to the limit allowed in each beachhead box.
Check for Victory
The Allies win if land units from that side control the zones containing Cherbourg, St. Lô, and Caen and retain control of those zones for one full turn.
If a turn ends with the Allies in control of those zones, that side is close to victory. (If you wish, you can place order card 01 in front of the Allies player(s) to mark this.) If at the end of the next turn the Allies still control all of those zones, that side has won. If the Allies no longer control one or more of those zones, the game continues. (The Allies must again control those zones for an entire turn after taking control of them.) The Axis wins if the Allies have not achieved victory after 10 turns (if the Allies do not control all three zones at the end of turn 9, it is impossible for them to win, so the game is effectively over).
La Bataille Suprème Est Engagée!
After much fighting, furor and pain the decisive shock has come, the hoped for shock. Of course, it is the Battle of France and it is the Battle of the French! . . . There is nothing more in the nation, in the Empire, in the armed forces but one and the same will, one and the same hope. Behind the clouds, if heavy with our blood and with our tears, there is that which will restore the sunlight and our grandeur.
— General Charles De Gaulle, Broadcast to France, June 6, 1944
A Memo to the Führer
The situation on the Normandy front grows more difficult daily; it is approaching the proportions of a major crisis. The fighting power of the divisions is steadily lessening . . . . It no longer is possible to bring to the front in Normandy any new forces worth mentioning. On the enemy side, new forces and new war matériel flow to the front day after day. The enemy's supply system is undisturbed by our air force. The enemy exerts stronger and stronger pressure. . . . Our troops everywhere are fighting heroically, but the unequal contest is drawing to an end. I must ask you to draw the consequences from this situation without delay. I feel bound as supreme commander of the army group to express this clearly.
— Field Marshal Erwin Rommel, Commandant, German Army Group B, July 15th, 1944
Optional Rule
After playing several times and discovering expert strategies, some players may find it too difficult to win as the Allies using the standard victory conditions. This optional rule provides alternative victory conditions. Using this rule, the Allies need only control the zones containing Cherbourg, St. Lô, and Caen at the end of any turn in order to achieve victory. They do not need to hold them for a full turn. This often forces the Axis to counterattack earlier in the game.
Appendix 1: Order Cards
Blue-backed cards are order cards. Each phase of a turn involves turning over the top order card and following its instructions. After a few turns of play, these cards will become second nature to you, and you might not need to use them at all. Below is the text and a detailed explanation of each card.
Order Card 01 — Airborne Assault (Allies) Card text: Roll one die for each infantry in the Airborne boxes. Each roll of 1 is a hit. (Blockhouses cannot be chosen as casualties.) REMOVE THIS CARD FROM DECK AFTER USE.
This represents the surprise predawn attack by Allied paratroopers. Allies infantry in the British and American Airborne boxes attack in their zone without being counterattacked. They score a hit on a roll of 1.
After this surprise attack, these units act as regular infantry. Move them outside the Airborne box within their zone (ignore the box for the rest of the game), and remove this card from the deck.
Order Card 02 — Naval Bombardment (Allies) Card text: Roll six dice, targeting blockhouses only. Each roll of 2 or less is a hit.
Roll six dice. For each hit, destroy one chosen blockhouse.
Order Card 03 — Fighters Patrol (Allies) Card text: Place fighters in selected zones.
There are eight fighters available to the Allies (four U.K. and four U.S.). Place up to four fighters in any zone.
Fighters do not attack in this phase. However, if the Axis later moves one or more land units (including reinforcements) into, out of, or through a zone containing fighters, each fighter in the zone can attack each of the moving units. See order cards 12 and 15 for more about strafing.
Order Card 04 — Antiaircraft Fire: Fighters (Axis) Card text: Roll one die for each artillery in a zone containing fighters. Each roll of 1 is a hit.
The Axis player fires with each artillery in a zone where fighters are patrolling. Each hit removes one chosen fighter from play. (It is not returned to the Airfield area.)
Order Card 05 — Bombers Strike (Allies) Card text: Place bombers on selected zones that do not contain Allies land units. Roll one die for each bomber against a target Axis unit. Each roll of 3 or less is a hit.
There are two bombers available to the Allies (one U.K. and one U.S.). Place as many bombers as desired on any zone that does not contain Allies land units. Each hit removes one land unit of the Allies player's choice from play.
Order Card 06 — Antiaircraft Fire: Bombers (Axis) Card text: Roll one die for each artillery in a zone containing bombers. Each roll of 1 is a hit.
The Axis player fires with each artillery in a zone with bombers. Each hit removes one chosen bomber from play. (It is not returned to the Airfield area.)
Order Card 07 — Bombers Return (Allies) Card text: Place bombers on airfield.
The Allies return their bombers to base. Place surviving bombers on the Airfield area.
Order Card 08 — Allies Move (Allies) Card text: Move land units to adjacent zones. DO NOT MOVE LAND UNITS FROM BEACHHEAD BOXES.
This phase applies only to land units of the Allies that are already ashore, not those in the beachhead boxes. (On the first turn, the only such units are those that attacked from the Airborne boxes in phase 1.)
The limit of eight land units in each zone (see Maximum Units in a Zone) is temporarily suspended during this phase, but returns at the end of it. This means that it's possible to move units into a full zone so long as an equal or greater number of other units move out of it. It's also possible to exchange units between zones.
You do not have to move units.
Units don't attack now. Resolve combat when an order card so directs (cards 11 and 13).
Order Card 09 — Blockhouses Fire to Sea (Axis) Card text: Each blockhouse can fire on the beachhead box connected to its zone. Roll one die for each blockhouse against a target Allies land unit. Each roll of 3 or less is a hit.
A blockhouse can fire on land units of the Allies in a beachhead box within its firing arc. This is indicated by an arrow. (Some blockhouses can fire on more than one beachhead, while others cannot fire on any.) A blockhouse cannot fire on air units.
Each blockhouse can fire on a different target. Roll dice one at a time.
Order Card 10 — Allies Land (Allies) Card text: Move land units from beachhead boxes to adjacent zones.
Move Allies land units from beachhead boxes into the zones adjacent to them (connected by the light-colored arrows). Remember that the maximum number of Allies land units allowed in a zone is eight. You cannot move land units into a zone if they bring the total to more than eight.
(They'll just have to wait offshore for another turn.)
Don't move land units that are already in zones. They already moved during phase 8 above. Also, tanks cannot move 2 zones in this phase.
You do not have to move units.
Units don't attack now. Resolve combat when an order card so directs (cards 11 and 13).
Order Card 11 — Allies Attack / Axis Defends (Allies) Card text: Conduct one cycle of combat in each zone having both Allies and Axis land units.
Follow the steps outlined in Combat. Allies units fire first. You fight only one cycle of combat for each zone that contains opposing land units. (The struggle for a zone could go on for some time.)
You must attack in every zone where a combat situation exists.
Order Card 12 — Axis Moves (Axis) Card text: Move land units to adjacent zones. Fighters strafe Axis land units moving into, out of, or through zones they patrol. Roll one die for each fighter per unit that moves. A roll of 1 is a hit.
During this step, Axis land units move. The limit of eight land units in each zone (see Maximum Units in a Zone) is temporarily suspended during this movement, but returns when it is completed. This means that it's possible to move units into a full zone so long as an equal or greater number of other units move out of it. It's also possible to exchange units between zones.
After all movement is completed, patrolling Allied fighters react. Each fighter in each zone rolls to strafe each Axis unit that has moved into, out of, or through that zone. A unit that has moved out of a zone with a fighter and into a zone with another fighter will be strafed twice, as will a unit that has moved through a zone with a fighter (once for moving in and once for moving out). A unit that has moved out of a zone with a fighter, through a zone with another fighter, and into a zone with a third fighter will be strafed four times!
You do not have to move units.
Units don't attack now. Resolve combat when an order card so directs (cards 11 and 13).
Order Card 13 — Axis Attacks / Allies Defends (Axis) Card text: Conduct one cycle of combat in each zone having both Axis and Allies land units.
Follow the steps outlined in Combat. Axis units fire first. You fight only one cycle of combat for each zone that contains opposing land units.
You must attack in every zone where a combat situation exists.
Order Card 14 — Allies Reinforcement (Allies) Card text: Roll two dice for the United Kingdom. Roll two dice for the United States.
During this phase the Allies roll for both U.K. and U.S. reinforcements. Place the reinforcements in the appropriate beachhead boxes. United States units cannot be placed in United Kingdom beachhead boxes, and the reverse is also true.
The number of reinforcing units cannot exceed the number of units shown in each beachhead box. The reinforcements do not have to be the same types of units as those shown in the box, however. If there's not enough room to place all the units available, the remaining units must wait for a later turn. (They stay on the reinforcement chart.)
Order Card 15 — Axis Reinforcement (Axis) Card text: Roll two dice for Rennes/Chartres. Roll two dice for Rouen/Chartres. Fighters strafe Axis land units reinforcing in zones they patrol. Roll one die for each fighter per unit that reinforces. A roll of 1 is a hit.
During this step the Axis player rolls twice for reinforcements, once for Rennes/Chartres and once for Rouen/Chartres. Place the reinforcements as you choose in any of the zones containing the listed markers, even if they contain Allies land units.
Reinforcements cannot raise the number of land units in a zone to more than eight. If there's not enough room to place all the units available, the remaining units stay on the reinforcement card.
Reinforcements count as units moving into a zone, so they are subject to strafing by patrolling fighters. The Axis player places reinforcing units in all zones, then the Allies fire one at a time against target units.
Order Card 16 — Fighters Return (Allies) Card text: Place fighters on airfield.
The Allies return their fighters to base. Place surviving fighters on the Airfield area.
Advanced Rules
Once you've played a few games of Axis & Allies: D-Day™, you might want to add more complexity or variable elements. The following cards are optional additions to the order deck. You may add in one or both types, but you must use all cards of a particular type.
Red-backed cards are fortune cards. These cards affect each order. If you are using fortune cards, add them to the deck so that each comes up immediately before the order card of the same number. (As order cards leave or re-enter the deck, their corresponding fortune cards must also leave or re-enter.) Each time a fortune card comes up, roll a die. On a roll of 1, a positive result affects the next order. On a 6, a negative result affects the next order. A roll of 2 through 5 has no effect.
For example, fortune card 2 affects the number needed to hit when conducting naval bombardment: 3 or less if a positive development, 1 if negative. On a roll of 2 through 5, treat the order card normally.
Orange-backed cards are tactics cards. These cards represent different maneuvers you can attempt. If you are using tactics cards, add them to the deck so that each comes up immediately after the order card of the same number. A tactics card can be used only when it comes up (either Allies player may decide to use it in a three-player game, with or without the consent of the other), and it affects only that phase; its effect does not continue through the game. Permanently remove a tactics card from the deck after use. You don't have to use a tactics card when it comes up.
Here's an Easy-to-Remember Rule: Set up the deck with card types in alphabetical order from top to bottom—fortune (red), order (blue), and tactics (orange).
Fortune Cards
Events can go terribly wrong, or go much better than you hoped. Weather, supplies, and even airplane crashes affect the most carefully laid plans. Use these cards if you want a more dynamic version of your game where anything can happen. The effect of a fortune card lasts only for its associated phase. On the next turn, roll again for a new effect.
Fortune Card 01 — Airborne Assault Roll one die. 1: Complete Surprise — Infantry in Airborne boxes hit on a 2 in this phase. 2-5: No Effect. 6: Airborne Operation in Disarray — The Axis chooses and removes two of your infantry in Airborne boxes. The remaining Airborne infantry cannot attack in this phase. REMOVE THIS CARD FROM DECK AFTER USE.
Fortune Card 02 — Naval Bombardment Roll one die. 1: Improved Targeting — Naval bombardment hits on a 3 or less in this phase. 2-5: No Effect. 6: Heavy Fog and Pitching Seas — Naval bombardment hits only on a 1 in this phase.
Roll six dice as normal. For each hit, destroy one chosen blockhouse.
Fortune Card 03 — Fighters Patrol Roll one die. 1: Targets of Opportunity — There is no restriction on the number of fighters patrolling a zone this turn. 2-5: No Effect. 6: Airfield Readiness — Roll one die for each fighter. On a roll of 4 or higher, the fighter cannot patrol this turn (return it to the airfield).
Normally no more than four fighters can patrol a given zone.
Fortune Card 04 — Antiaircraft Fire: Fighters Roll one die. 1: Low-flying Fighters — Antiaircraft fire hits on a 2 or less in this phase. 2-5: No Effect. 6: Antiaircraft Shell Shortage — The Allies choose one zone. Axis artillery in that zone cannot conduct antiaircraft fire in this phase.
Fortune Card 05 — Bombers Strike Roll one die. 1: Targets of Opportunity — Your bombers hit on a 5 or less in this phase. 2-5: No Effect. 6: Airfield Uneasiness — Roll one die for each bomber. On a roll of 4 or higher, the bomber cannot strike in this phase (return it to the airfield).
Fortune Card 06 — Antiaircraft Fire: Bombers Roll one die. 1: Low-flying Bombers — Antiaircraft fire hits on a 2 or less in this phase. 2-5: No Effect. 6: Antiaircraft Shell Shortage — The Allies choose one zone. Axis artillery in that zone cannot conduct antiaircraft fire in this phase.
Fortune Card 07 — Bombers Return Roll one die. 1: Airfield Construction — If you have lost any bombers, return one lost bomber to airfield. 2-5: No Effect. 6: Luftwaffe Attack — The Axis player chooses and removes one striking bomber from play.
On a roll of 6, the bomber is removed from play before the Allies return bombers to the Airfield area.
Fortune Card 08 — Allies Move Roll one die. 1: Clear Roads — All Allies land units may move 2 zones in this phase. 2-5: No Effect. 6: Bogged Down — During this phase, U.K. land units can move out of only one zone, and U.S. land units can move out of only one zone.
Units moving 2 zones must still move to adjacent zones. Units that are restricted to moving out of one zone can still split up and enter multiple zones.
Fortune Card 09 — Blockhouses Fire to Sea Roll one die. 1: Hedgehog Disruption — Blockhouses hit on a 5 or less in this phase. 2-5: No Effect. 6: Ammunition Failure — Blockhouses hit only on a 1 in this phase.
Fortune Card 10 — Allies Land Roll one die. 1: Coordinated Landing — U.S. land units may move to zones adjacent to either U.S. beachhead box, and U.K. land units may move to zones adjacent to any U.K. beachhead box, regardless of where they're slated to land. 2-5: No Effect. 6: Tide Slows the LSTs — Land units can move out of only one U.S. and one U.K. beachhead box.
The Allies choose which beachheads are active on a result of 6.
Fortune Card 11 — Allies Attack / Axis Defends Roll one die. 1: Coordinated Infantry — Allies infantry hit on a 2 in this phase. 2-5: No Effect. 6: Uncoordinated Attacks — During this phase, U.K. land units can attack in only one zone, and U.S. land units can attack in only one zone.
The Allies choose in which zones to attack on a result of 6. If the chosen U.S. zone contains U.K. land units, they may not participate in the attack in any way, and vice versa. However, if a zone contains land units of both powers, they may all attack if both powers choose the same zone.
Fortune Card 12 — Axis Moves Roll one die. 1: Clear Roads — All Axis land units may move 2 zones in this phase. 2-5: No Effect. 6: Fuel Shortages and Sabotage — Axis land units can move out of only 2 zones in this phase.
Units moving 2 zones must still move to adjacent zones. Units that are restricted to moving out of one zone can still split up and enter multiple zones.
Fortune Card 13 — Axis Attacks / Allies Defends Roll one die. 1: Coordinated Infantry — Axis infantry hit on a 2 in this phase. 2-5: No Effect. 6: Uncoordinated Attacks — Axis land units can attack in only two zones in this phase.
The Axis chooses in which zones to attack on a result of 6.
Fortune Card 14 — Allies Reinforcement Roll one die. 1: Sustained Assault — Each of the United Kingdom and the United States may reroll one die for reinforcements in this phase. 2-5: No Effect. 6: Sea Turbulence — Each of the United Kingdom and the United States gets only half its rolled reinforcements in this phase (round up).
After rerolling, you must keep the new die result. Each Allies power gets one-half its reinforcements. Round up for each power, not for the total.
Fortune Card 15 — Axis Reinforcement Roll one die. 1: Push to the Front — The Axis may reroll one die per sector for reinforcements in this phase. 2-5: No Effect. 6: Sabotaged Bridges and Train Tracks — The Axis gets only half its rolled reinforcements per sector in this phase (round up).
After rerolling, you must keep the new die result. Each sector gets one-half its reinforcements. Round up for each sector, not for the total.
Fortune Card 16 — Fighters Return Roll one die. 1: Airfield Construction — If you have lost any fighters, return one lost fighter to airfield. 2-5: No Effect. 6: Luftwaffe Attack — The Axis player chooses and removes one patrolling fighter from play.
On a roll of 6, the fighter is removed from play before the Allies return fighters to the Airfield area.
Tactics Cards
Tactics cards represent new maneuvers that each side can pursue. Each takes effect just once; if you use it, remove the card from the deck. You are never required to use a tactics card.
Tactics Card 01 — Paratrooper Reinforcements (Allies) Roll one die for each Airborne box. On each roll of 3 or less, that many paratroopers land there (choose the next Allies infantry reinforcements). These infantry immediately make a targeted attack against Axis units (except blockhouses) in that zone. REMOVE THIS CARD FROM DECK AFTER USE.
The reinforcements must match the nationality of the Airborne box (U.K. in the British box and U.S. in the American box). There cannot be more reinforcements than space allowed in the landing zone. They cannot target blockhouses.
Tactics Card 02 — V-2 Rocket Strike (Axis) Roll one die for each Allies reinforcement chart. On each roll of 4 or less, remove the first available unit from that reinforcement chart. REMOVE THIS CARD FROM DECK AFTER USE.
Tactics Card 03 — Barnstorming (Allies) Choose one fighter. It is immune to antiaircraft fire on the next phase. REMOVE THIS CARD FROM DECK AFTER USE.
The chosen fighter cannot be the target of antiaircraft fire. If it is the only fighter in the zone, no antiaircraft fire is allowed in that zone.
Tactics Card 04 — Fireball from Above (Axis) Choose one zone in which artillery shot down a fighter this phase. Then choose one Allies land unit in that zone or any adjacent zone and remove it from the game. REMOVE THIS CARD FROM DECK AFTER USE.
Tactics Card 05 — Heavy Bombardment (Allies) Roll one additional die for each bomber. Each roll of 3 or less is a hit. REMOVE THIS CARD FROM DECK AFTER USE.
Tactics Card 06 — Friendly Fire (Axis) Choose one zone in which a bomber missed any target this phase. Then choose one Allies land unit in any adjacent zone and remove it from the game. REMOVE THIS CARD FROM DECK AFTER USE.
A unit in a beachhead box cannot be removed.
Tactics Card 07 — Flooding the Lowlands (Axis) Choose a coastal zone that contains no Allies land units. No Allies units can move into that zone in the next phase. REMOVE THIS CARD FROM DECK AFTER USE.
A coastal zone is any zone that borders water (colored blue), regardless of whether it contains landing beaches or Axis units.
Tactics Card 08 — Blockhouse Construction (Axis) Place one blockhouse on any unoccupied blockhouse silhouette whose zone contains at least one Axis infantry and no Allies land units. REMOVE THIS CARD FROM DECK AFTER USE.
Even if blockhouses are not physically on their silhouettes, you cannot build a blockhouse if the zone has not lost any.
Tactics Card 09 — Deceptive Landing Arrangement (Allies) The Allies may rearrange any or all of the land units in their beachhead boxes, as long as U.S. units stay in U.S. beachheads and U.K. units stay in U.K. beachheads. The number of land units in any beachhead still cannot exceed the maximum allowed. REMOVE THIS CARD FROM DECK AFTER USE.
Tactics Card 10 — Combined Assault (Allies) During the next phase, for each Allies artillery in a zone, a corresponding Allies infantry in that zone attacks on a 2. REMOVE THIS CARD FROM DECK AFTER USE.
Infantry in excess of the number of artillery still attack on a 1.
Tactics Card 11 — Long-Range Howitzers (Allies) One at a time, roll one die for each Allies artillery in a zone (not a beachhead box). Each roll of 2 or less destroys a chosen Axis land unit in an adjacent zone. The targeted units cannot return fire. REMOVE THIS CARD FROM DECK AFTER USE.
Allies artillery in beachhead boxes cannot fire.
Tactics Card 12 — French Resistance (Allies) The Allies roll one die for each zone containing a victory city (Cherbourg, St. Lô, Caen) still under Axis control. On each roll of 2 or less, remove one Axis land unit of the Allies' choice from that zone. REMOVE THIS CARD FROM DECK AFTER USE.
Tactics Card 13 — Long-Range 88s (Axis) One at a time, roll one die for each Axis artillery. Each roll of 2 or less destroys a chosen Allies land unit in an adjacent zone. The targeted units cannot return fire. REMOVE THIS CARD FROM DECK AFTER USE.
Tactics Card 14 — Reconnaissance Strafing (Allies) Move any number of fighters to one zone containing an Axis reinforcement marker. REMOVE THIS CARD FROM DECK AFTER USE.
Those fighters may strafe reinforcing land units as normal.
Tactics Card 15 — Axis Convoy (Axis) Choose an Axis land unit that can move and move it to any zone. It can pass only through zones containing at least one Axis land unit and no Allies land units. REMOVE THIS CARD FROM DECK AFTER USE.
Fighters may strafe this moving land unit as normal.
Tactics Card 16 — Volunteers from the Home Front (Allies) Roll one die for each victory city (Cherbourg, St. Lô, Caen) under Allies control. Return that many destroyed U.K. infantry to the United Kingdom reinforcement chart. REMOVE THIS CARD FROM DECK AFTER USE.
Replace the infantry in their original positions on the reinforcement chart. They enter play in the normal order, from top to bottom and from left to right.