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Battlelines: The Stalingrad Campaign

Battlelines: The Stalingrad Campaign Rulebook

Table of Contents

Table of Contents

  • Introduction
    • Common Game Terms and Definitions
    • Military Terms
    • Group Symbols
    • Stacking
  • Game Components
    • Markers
    • Unit Decks
    • Operation Decks
    • Card Symbols
    • Card Categories
    • Game Etiquette
  • Game Setup
    • Determine Sides
    • Prepare the Operation Deck
    • Draw Mission Cards
    • Find Required Location Cards
    • Place Location Cards
    • Unit Decks
    • Choose Formation Cards
    • Determine Who Goes First
    • Place Formation Cards
    • Draw Hands
    • Prepare Reinforcement Decks
  • Playing the Game
    • Orders
    • Orders Check
  • Checks
    • Chance Check
    • Combat Check
    • Preliminary Chance Check
  • Reading Standard Card Text
  • Playing the Unit Deck Cards
  • Combat
    • General Combat Procedures
    • Types of Combat
    • Troop Quality Levels
    • Unengaged
  • Multiplayer Rules Variations
  • Ending a Turn
  • Ending a Mission
    • Victory Points
    • Recording Victory Points
    • Victory Determination
  • Upper Echelon Decks
    • Using the Upper Echelon Decks
    • Upper Echelon Deck Components
  • The Campaign Game
  • Designing Play Decks
  • Rules Clarifications

Introduction

Common Game Terms and Definitions

ADJACENT

Location cards connected by a line on their mission card table layout are "adjacent," regardless of the length or bends in the line. Movement is permitted between locations with connecting lines of red, blue or black. Locations not connected by a line on their mission card table layout are not adjacent and no movement is permitted between them. Locations connected by a green line represent "east bank" or unreachable locations that are adjacent but no movement is permitted between them, only Barrages.

ATTACKER

Any card or side executing a Combat is called an "attacker," "attacking card" or "attacking side."

CONTACT

If a location contains formation cards from both sides, those formation cards are in "contact."

CONTROL

A location is always under the "control" of one side or the other. To display control, most text on a location card should be inverted from the controlling side's viewpoint, except for the word "Defend."

DEFENDER

Any card or side being attacked for Combat is a "defender" and may be called the "defending card," the "defending side" or the "target."

DISCARD PILE

Any cards from the Unit Deck that have been discarded are placed face up in the "discard pile." Players may examine their own discard piles at any time.

UNENGAGED

If a location contains formation cards from only one side, they are "unengaged."

Military Terms

These are the terms used for various sized military functions in the BATTLELINES™ series.

Campaign. This is a series of Unit, Operation and Upper Echelon Decks, with the rules, grouped in a military "Campaign."

Operation. This is one Operation Deck plus at least two Unit Decks, with the rules. Playing a number of individual Missions constitutes a military "Operation."

Mission. Within an Operation, a "Mission" is one hand played and represents one or two days of battle.

Group Symbols

Formation and attachment cards all display a "group symbol" on the upper left corner of the card. All cards in the same Unit Deck with the same group symbol are in the same military organization.

Symbol Explanation. The group symbols on all formation and attachment cards show how they are organized. Surrounding all group symbols is a border that reveals the card's nationality: German (Axis), Romanian (Axis), Soviet (Allies).

Diamond Group Symbols. Cards with a "diamond" as their group symbol are unit assets that can operate with any other group in the unit. They can be stacked with a card or cards that have a different group symbol.

Stacking

Placing more than one formation card (including any attachment cards) from a side in the same location requires that the cards be "stacked." Cards stacked in one location must all have the same group symbol and/or diamond group symbols. Cards with other group symbols may March or Advance through a location but not remain there.

Stacking Conventions. Cards can be stacked to show information about the cards and make them easier to use in play.

  • To show that leader and/or company cards are attached to a formation card, place a leader card so that its text shows above the formation card and a company card so that its text shows between the leader and formation cards, although the formation card's text is read after a leader card's text and before a company card's text.
  • To show that cards are stacked together and occupy the least space, place them so that their combat modifiers (in the colored chevrons to the lower left) and texts (in the top half of the cards) all show.
  • To show that a card has a Hit or Hits, place the results card(s) displaying the Hit(s) at a right angle to the formation card with its result bar showing.
  • To show that both sides have formation cards in the same location, place them on opposite sides of the location card.
  • To show that a battlefield card is in a location, place the battlefield card at an angle with one corner under the location card.
  • Diagram caption (Control): "This side controls the location card. (Note — the Defend is next to the card.)"

Game Components

One Soviet and one Axis Unit Deck, some markers and an Operation Deck, are required to play a two-player game. Additional different opposing pairs of Soviet and Axis Unit Decks are required for additional players.

Markers

Markers are not included in the game but any small coins, buttons, glass beads, etc. will do.

Unit Decks

All cards in a Unit Deck contain the name of the unit in the left border. Each Unit Deck contains formation cards representing the combat elements of the unit represented as well as other categories of cards used in playing the game, all of which are identified by the colors of their borders and explained later. A unit's order of battle can be studied by examining its formation cards and there is a written list of cards for each deck available at our website. There are also nine "Unit Deck reference cards" that are not used in play with the rest of the deck. Five of these are diagram cards, which identify the parts of the other categories of cards in the deck. Three others are the unit history card, the unit information card (includes hand minimum and maximum, troop quality and deck customization information for use with an Upper Echelon Deck) and the order track card, which contain game and unit information. The remaining reference card, the identity card, has two backs, one of which contains the unit's name - put this at the top of the deck with the name showing for quick identification when the deck is stored in its plastic box.

Operation Decks

All cards in an Operation Deck, except for the promotional cards, contain the name of the Operation in the left border. There is a written list of cards for each deck available at out website. This section covers the cards in this Operation deck in more detail.

Location Cards. A "location card" represents an area where other cards may be placed. A location card is usually just called a "location." Location cards contain a wealth of information about that location and a large number of symbols, most of which are explained in detail in the Card Symbols rules on page 10.

Location Name. The name of a location card appears on it. These locations all played some part in their Operation.

Border Colors. For ease in finding certain cards, location cards with a blue border are those named as Axis objectives or bases in the various Missions of an Operation, location cards with a red border are those named as Soviet objectives or bases in the various Missions of an Operation and, if any, location cards with a green border are those named as east bank (unreachable) locations.

Defense Modifiers. A "defense modifier" applies only to defending formation cards in Combat.

  • The orange circles within a helmet symbol contain defense modifiers that apply to any and all formation cards in a location card — the various numbers apply depending on the position of a formation card there. The defense modifiers on other cards may be added to the ones on a location card, if they apply.
  • Some positions on some (urban) location cards contain a blue shield containing a negative defense modifier. These negative modifiers reduce the defense value only for formation cards that have their defense values inside of a blue shield and represent terrain very unfavorable for using armored vehicles.

Positions. The side controlling a location card is considered to occupy the "Defense" position on it. The enemy side is normally considered to occupy the "Attack" position, although some or all of their cards can occupy the "Flank" or "Infiltrate" positions. The text on most tactics type cards includes a chance to Flank or Infiltrate to permit occupation of these positions on a location card. Formation cards always use the modifiers of the position they occupy. There is no absolute number of cards that may occupy the Attack and Defend positions but there may never be more than one formation card (plus any attached cards) in a Flank or Infiltrate position (there may be one in each of these positions). Show the position of cards by placing them near the appropriate position name on the location card.

Tactic Modifier. When a chance number (appearing inside a die symbol) appears at the Flank or Infiltrate position, this is an additional number (the preliminary chance number on the card text still applies, also) that, if matched in a Chance Check, will allow the occupation of that position.

Victory Points (location). A location card containing a dark blue diamond symbol with a white number in it is worth that number of victory points. Other location cards are worth no victory points unless used as base or objective locations during a Mission.

Mission Cards. A "mission card" provides the information necessary to setup a Mission.

  • Mission Card Instructions. The "mission card instructions" provide written information about the Mission. Information for the Axis side is screened in light blue and information for the Soviet side is screened in light red.
  • Formation Card Selection. The instructions inform the players how many formation cards they can select at the start of a Mission and how many of these their opponent can discard.
  • Named Cards Needed. The names of certain location cards are given, usually just those of the "base" and "objective" locations, along with their victory point values for that particular Mission. As a general rule, the side with the base is expected to be the aggressor for that Mission. In some Missions, other location card names may be given for use in certain other locations, although they will have no victory points values listed.
  • Table Layout. The "table layout" contains a diagram with squares representing the placement of location cards. The exact locations of all named cards from the instructions are designated on the table layouts by symbols or special colors (green for east bank locations). Location cards are placed in corresponding positions on the table and the resulting pattern of location cards on the table is also designated a table layout. Lay the mission card near the center of the layout so that players can reference where the connecting lines are supposed to be.
  • Location cards connected by a connecting line on the mission card table layout are considered to be "adjacent" (see the definition on page 3).
  • The lines going to the edges of the mission cards are "multiplayer connecting lines" and are used to determine how the location cards on different mission cards are connected for multiplayer games. For example, the multiplayer connecting lines on these three mission cards connect in six places.

Reinforcement Cards. These are cards of the same types as found in the Unit Decks and provide additional cards for use during a game. Instead of having results on their result bars, the cards are identified as "Axis Reinforcements" or "Soviet Reinforcements" at that location.

Operation Deck Reference Cards. There are six "reference cards" that are not used in play with the rest of the deck. Two of these are diagram cards, which identify the parts of the other cards in the deck. The others are the operation history card, the operation area card and the reinforcement chart card, which contain historical and game information. The remaining reference card, the identity card, has two backs, one of which contains the Operation's name - put this at the top of the deck with the name showing for quick identification when the deck is stored in its box.

Promotional Cards. These are Upper Echelon Deck cards and contain the names of the sets of the Upper Echelon Decks to which they belong in their left borders. When the appropriate Upper Echelon Decks are available, these cards may be added to them. Until then, they should be set aside and not used in play.

Card Symbols

The symbols used on many different categories and types of cards have the following meanings:

Cover Modifier. The "tree" "cover symbol" contains a "cover modifier value" used in determining "cover" from Barrage and bombing attacks and to determine first fire. The various numbers on a location card apply depending on the position occupied by a formation card there. Location, battlefield, formation, tactics and attachment cards containing this symbol may, if they apply, all add their cover modifier values together to determine the total "cover modifiers."

Defense Modifiers. Defense modifiers apply only to defending formation cards in Combat. There are a number of defense symbols, all of which contain "defense modifiers," that are used in different circumstances. Battlefield, formation and attachment cards containing a defense symbol add their defense modifier(s) to those printed on their location card when defending, if they apply.

  • The orange circles within a helmet symbol contain defense modifiers that apply to any formation card in that location card and in that position — the various numbers apply depending on the position occupied by a formation card there. Battlefield cards containing this symbol add their defense modifier(s) to those printed on their location card.
  • Some positions on some (urban) location cards contain a blue shield containing negative defense modifiers. These negative defense modifiers indicate poor terrain for armored vehicles and reduce the total defense modifier only for formation cards that have their defense modifier inside of a blue shield.
  • A square symbol contains a defense modifier that is added to a location's defense modifier if any formation card in a stack with this defense modifier is attacked using the same color as the square. For example, if the square is red, the defense modifier can be used for defending against any shock attack (which uses the red chevron) versus any formation card in its stack.
  • A formation card's ability to defend itself is represented by its defense modifier. A blue shield (for a hard or armored target) or green hexagon (for a soft target) symbol contains a formation card's defense modifiers. The color also determines the color of the chevron that must be used to make a direct fire attack on the card. All applicable defense modifiers are added together to find a defense value when a formation card is attacked.

Control Costs. Some location and obstacles cards contain a "control cost number" (in a white flag symbol). In many cases, having the only formation card or cards in a location card is enough to automatically change the side controlling it but, in other cases, one or more Orders (to equal the control cost number on the location card) must be expended at one time to change the location's controlling side. Battlefield cards may be automatically eliminated when their location card changes to enemy control unless they have a white flag symbol and then the control cost number of Orders must be expended at one time to eliminate the card. Battlefield cards may alternately be eliminated by card text. These battlefield cards must be eliminated before control can be changed on a location card.

Hit Symbols. Each circle containing a national emblem on the left side of a formation card's picture is a "hit symbol" and these show how many Hits are required to eliminate the card.

Location Restriction Symbols. Some cards may be played and/or text executed only in location cards that contain specific symbols – the railroad, airdrop or bridge symbols. These same symbols appear on a Unit Deck card to identify this restriction. Locations with railroad and bridge symbols must be controlled to be used.

  • Bridge
  • Airdrop
  • Railroad

Victory Points (symbol). All "forces" (formation and attachment) cards and some location and battlefield cards contain a dark blue diamond symbol with a white number in showing that it is worth that number of victory points.

Target Restrictions. Some card text restricts the target of an attack. "Target Cover # or less" (the target card must have total cover modifiers of the listed number or less) is a restriction found on some aircraft cards. Other restrictions are explained under the card types on which they appear.

Card Categories

Maneuver Cards. Maneuver type cards represent increasing the tempo by seizing the initiative and are not placed in a location; just at any convenient spot on the table. Their card text always calls for an Order Check.

Troops. Troops type cards represent combat units armed primarily with direct fire weapons and form the bulk of a Unit Deck's formation cards. They contain standard card text except for "Combat if Defender," where a formation card in the Defend position of a location uses direct fire and, in this case, always gets first fire without the need for a Chance Check - this represents direct fire weapons with exceptional range and accuracy or a very high rate of fire.

Tactics Cards. Tactics type cards may carry a variety of text (some include Observer text) but always include a Combat text and usually include a preliminary chance to Flank or Infiltrate. Only the side that does not control a location may attempt to Flank or Infiltrate using a Chance Check. If the preliminary chance check is successful, one formation card (plus any cards attached to it) is moved to a Flank or Infiltrate position on the location card (there may be no more than one formation card in each of these positions) and then, if desired, may use the tactics card's Combat text line to attack from that position. If the text reads, "Shock Attack if Infiltrated," the attack uses the formation card's shock value (in the red chevron) for the Combat if the Chance Check is successful; otherwise, the normal blue or green chevron is used if a direct fire attack is made. A formation card must remain in a Flank or Infiltrate position until it is Marched or Advanced to another location or the location card's control changes to that side, in which case all of that side's formation cards are automatically shifted to the Defend position.

Formation Cards. All Axis formation category cards have a blue border and all Soviet formation category cards have a gold border. Formation cards also contain unit symbols in their pictures. Formation cards represent military units and their equipment on the ground. To be used, a formation unit must be placed in a location on the table. They can be stacked and company and leader cards may be attached to them.

Artillery. Artillery type cards represent long-range weapons that can employ both direct (sometimes) and indirect (Barrage or Observer) fire for Combat.

Headquarters. Headquarters type cards represent command centers and have value in Combat although their major advantages are their useful card text and their ability to Assemble or Commit other formation cards and attachment cards. Forces cards (formation and/or attachment cards) must usually be placed on the table in a controlled base or objective location and require the expenditure of an Order to do so. Using the "Assemble" card text, a forces card or cards may be placed from the hand with a headquarters card; any forces Assembled must have a diamond group symbol or the same group symbol as the headquarters card. If the headquarters card has a diamond group symbol, the forces cards Assembled with it may have a diamond and/or one other group symbol. By using the "Commit" card text, a single formation card of exactly the same group as the headquarters card may be retrieved from the discard pile and placed on the table, stacked with the headquarters card.

Attachment Cards. All attachment category cards have a purple border and may be on the table only if "attached" to a formation card. Both leader and company type cards may be placed on the table if Assembled by a headquarters card's text, although they may not be placed using Commit text or they may be placed in an objective or base location already attached or where attachment is possible. Leader and company type cards may be placed with any formation card to which they may be attached in any location by expending an Order. Up to one leader and one company card may be attached to one formation card to enhance that formation card's value. Once an attachment is made, it remains for the rest of the Mission – attachments may not be changed and, if the formation card is eliminated or Withdrawn, the attachment cards with it suffer the same result. All modifiers on attachment cards are added to those on their formation card. If an attachment card has a hit symbol, the formation card to which it is attached is considered to have one more hit symbol available than normal. When a formation card's text is activated, the text on an attached leader card is executed before and the text on an attached company card is executed after the formation card's text.

Fortune Cards. All fortune category cards have a gray border. Fortune cards may be played at any time, even during the opponent's Turn, and no Order is required to play them. All fortune cards are placed in the discard pile after use.

Action Cards. All action category cards have an orange border. Placing an action card also activates its text. All action cards are placed in the discard pile after use.

Battlefield Cards. All battlefield category cards have a green border. Both fieldworks and obstacles type cards require an Order to be placed on the table and are played by placing them partially under a corner of a controlled location. Once placed, they remain in a location until eliminated or the Mission ends. While placed, their cover and defense modifier values are added to those printed on the location card in the Defense position.

Game Etiquette

A Note on Game Etiquette: Players should always verbally go through the steps of determining modifiers with their opponent when using modifiers for cover, first fire or Combat. Players should also allow time for their opponents to react to an action, as Fog of War cards can sometimes be played to good effect. For example, if a player places an aircraft type card to "bomb" a formation card, allow the other player some time to possibly play a fog of war type card that might cancel the aircraft card before drawing a card for a Combat Check. This is especially important in multiplayer games where an opposing player may be involved in another activity. If necessary, players should announce out loud what they are doing in order to give all opposing players a chance to react.

Game Setup

Games are possible with one, two or three players on a side, although the number of players on both sides must always be equal. A game with one player per side can be played on a large card table. A game with two or three players per side needs more room and should be played on ping-pong tables, large dining room tables or other similarly large, flat areas. Set up a Mission in the following manner and sequence:

Determine Sides

An Operation may consist of one or more Missions and the same players must play on the same sides in every Mission to complete an Operation. The side on which each player commands can be determined by mutual player agreement or by flipping a coin. All the players on the same side should move to the same side of the table.

Prepare the Operation Deck

Separate the Operation Deck into four separate decks containing just mission cards, just location cards, just Axis reinforcement cards and just Soviet reinforcement cards. Set aside all of the Operation Deck promotional cards and all Operation Deck reference cards except for the one containing the reinforcement chart, which should be kept out for later use.

Draw Mission Cards

Shuffle the mission cards and randomly select one for a two-player game, two for a four-player game or three for a six-player game. Place a single mission card in the center of the table with the Soviet mission card instructions (screened in light red) closest to the Soviet player and the Axis mission card instructions (screened in light blue) closest to the Axis player. If there are two or more mission cards, randomly place them side-by-side face-down and then turn them face up and orient so that all of the Soviet mission card instructions (screened in light red) are closest to the Soviet players and all of the Axis mission card instructions (screened in light blue) are closest to the Axis players.

In multiplayer games, one player on each side is primarily responsible for each of these mission cards and these individual mission card and table layout location card responsibilities should be assigned to each player. Note how the multiplayer connecting lines connect locations on multiple mission cards that are set side-by-side. A mission card shows all the information necessary to setup a Mission (one hand) for a pair of opposing players.

Find Required Location Cards

Examine the location cards to find all of the ones that are named in all of the mission cards' instructions, identified on their table layout and required for the Missions. Remember that location cards with a blue border are those named as Axis objectives or bases in the various Missions, location cards with a red border are those named as Soviet objectives or bases in the various Missions and, if any, location cards with a green border are those named as east bank (unreachable) locations.

Place Location Cards

Place the required named location cards where indicated. Shuffle the remaining location cards and randomly place these face down in the remaining locations indicated on each mission card's table layout. When all are placed, turn them face up and turn the location cards to show which side controls each. All of the blue squares shown on the mission card table layouts correspond to Axis controlled location cards and all of the red or green squares shown on the mission card table layouts correspond to Soviet controlled location cards. The gray squares with red or blue symbols correspond to the base and objective locations. Keep the mission cards in the center of the table layout so players can see how the lines connect the location cards, how the mission cards are connected and which side controls which cards at the start of a Mission.

Unit Decks

Each player should use a different Unit Deck of the appropriate nationality. The suggested Unit Decks for this Operation are given on the operation history reference card, although any Unit Decks from the Stalingrad Campaign may be used. Each player always handles his or her own Unit Deck.

Choose Formation Cards

Set aside all of the Unit Decks' reference cards, except for the unit information cards, which contain information used in playing the game and the order track card, which contains the order track - both of these cards should be laid out for reference and use during a game. The mission card instructions tell both players how many formation cards can be chosen and how many are discarded for both sides. The players should follow the instructions on their assigned mission card.

Normal Formation Cards. The players examine their Unit Decks and choose any desired formation cards up to the number allowed. Be sure to check group symbols to make sure the formation cards can all be placed in controlled location cards in legal stacks. Offer the chosen cards to an opponent face down and the opponent picks the discard(s). The discards are placed to start each player's individual discard pile.

East Bank Cards. In addition to the normal formation cards chosen, a Soviet player may also select one artillery type formation card to place in each east bank (green squares connected by green lines) location. These artillery cards are placed automatically and are not subject to being discarded. Other cards may be also setup in these locations, if desired.

Determine Who Goes First

The mission card instructions state which side goes first and which side goes second, so this is simply stated for a one-on-one game. For multiplayer games, this can sometimes vary. If all of the mission cards state the same side goes first, that side goes first. If the mission card instructions vary on the side going first, the side with the most mission card instructions stating they go first is the side that goes first. If the mission cards vary on the side going first and the number on both sides is equal, all players on both sides must shuffle their Unit Decks and draw a card - their chance numbers are added together; the side with the highest total goes first. Repeat to break ties. All cards used in this way are shuffled back into their Unit Decks.

Place Formation Cards

Both sides place their formation cards face down in any desired manner in their controlled location cards. The second side players do this first, then the first side players. For this setup, only the controlled locations shown on each player's separately assigned mission card are used. There is no requirement to place a formation card or cards in every controlled location card. Formation cards that cannot be placed are discarded. When all cards for both sides are placed, all the formation cards are turned face up.

Draw Hands

All players now shuffle the remainder of their Unit Decks thoroughly and place them face down. Then, all players draw a number of cards from their Unit Decks that equal the "hand minimum" given on their individual unit information cards. This forms their "hands."

Prepare Reinforcement Decks

For the first Mission of an Operation, both sides check the reinforcement charts (from their Operation Decks), cross-referencing the unit's nationality and troop quality (found on the unit information card) to find the number of reinforcement cards available to their side. In multiplayer games, these numbers may be different on different reinforcement cards, so use the largest number found. A player shuffles their reinforcement deck and then counts off the allowable number of reinforcement cards. Keep them face down and turn the rest of the reinforcement deck face up. The face-down cards are the total number of reinforcement cards available for the entire Operation for all players on a side, so this preparation is not repeated during later Missions.

Playing the Game

Play starts after all setup is completed. The side going first takes a Turn and then the side going second takes a Turn, alternating until a Mission ends. A side's "Turn" begins by making an Order Check and ends when a side's last Order is expended.

Orders

Every player on the active side always starts a Turn by drawing one card from the Unit Deck for an Order Check. The number of available "Orders" is found in the envelope symbol at the lower right of the card. Record the number of Orders available by placing a marker on that numbered box on the player's order track card. All Orders are used only by their own player; in multiplayer games Orders may not be transferred or used by any other player or for any other Unit Deck. Orders are used to make things happen in the game. One Order can be used in one of the following ways:

  • Place a formation or attachment card or a stack of these from the hand in a controlled objective or base location. If desired and possible, they may be stacked with a formation card or cards already in the location as part of this placement.
  • One attachment card from the hand may, if possible, be attached to a formation card of its deck in any location.
  • Place one battlefield card from the hand in any controlled location. In multiplayer games, battlefield cards may be played only in controlled locations on a player's assigned table layout, although they may be placed there even if the location contains only friendly force cards from another deck.
  • For a formation card already in a location, activate its text and read through and execute it, including the card text from an attached leader card (before the formation card's text) and/or from an attached company card (after the formation card's text). All of card's text may be read through and executed only once per Turn, so place a marker on a card to show when this has already been done. Note that other card texts may still be used to March or Advance a marked card, if moved as part of the same stack, or, even (using a Barrage or Observer text or Combat text from a tactics type card), use it for an attack. The marker is removed when the Turn is over.
  • For a battlefield card already in a location read through and execute any of its text. A card's text may be read through and executed only once per Turn so place a marker on a card to show this has already been done. The marker is removed when the Turn is over.
  • Take control of a location containing unengaged friendly formation cards by expending the required number of Orders. If there is no control cost printed in a white flag symbol on the location card, no Order is required to change control. This may require the expenditure of more than one Order at the same time.
  • Draw a card from the player's own Unit Deck and place it in the player's hand.
  • Draw a reinforcement card from the deck of reinforcement formation cards for the side and place it in the player's hand.

[The printed "Sample Playing Diagram" on page 16 is a picture of a sample table with labelled areas (Victory Point Pile, Unit Information Card, Order Track, Reinforcement Deck, Withdrawal Area, Discard Pile, Unit (Draw) Deck, Mission Card, Location Cards, Axis Units, Soviet Cards) and carries no further rules text.]

Orders Check

"Initiative" is represented by card text that allows a player to obtain more Orders. If a card text calls for an "Orders Check," the given number (i.e., "2 x Orders Check" means two cards) of Unit Deck cards is turned over, the total number of Orders noted from their envelope symbols and recorded on the order track card, and the cards placed in the discard pile.

[Editor's note: the following two options appear on the printed page 18 directly before the Checks section, with no lead-in sentence in this copy. They are transcribed here in the order printed.]

  • Discard a card from the hand and place it in the player's own discard pile.
  • Play an action card from the hand; this also activates the action card's text. This may consist of placing an aircraft or tactics card in a specific location or playing a maneuver card anywhere for an order check. In all cases the action card is discarded immediately after use.

Checks

Checks are made to obtain random numbers for a variety of game purposes.

Chance Check

A "chance number" is found inside a die symbol located in the lower left corner of a card and is used for all chance checks. After use, a card used for a Chance Check is placed in the discard pile.

For First Fire. For determining first fire in direct fire attacks, both sides turn up one of their Unit Deck cards and their chance numbers are added to the total of their involved formation card's cover modifiers for a total "cover value." The opposing cover values are compared to see which card gets first fire (attacks first).

Other Chance Checks. For all other Chance Checks, a card is drawn to attempt to match its chance number to the chance number in a die symbol in an activated card's text. On result bars, a Chance Check is simply called a "Chance." For example, "Hold on Chance 3, 4" indicates that a Chance Check must produce a chance number of "3" or "4" in order for the formation card to Hold.

Combat Check

When a Combat is resolved, one Unit Deck card is turned over and its "combat check number" in the appropriately colored circle is added to any combat modifiers to determine a result or results. After use, the card is placed in the discard pile.

Preliminary Chance Check

Many lines of card text start with a die symbol containing a chance number. For these text lines, a Chance Check must be performed and the chance number must be matched in order to execute that line of card text. If that line of text is to be skipped, no Chance Check is made. If such a Chance Check is performed, the player must execute that line of card text if the chance number is matched and may not execute it if the chance number is not matched.

Reading Standard Card Text

Do exactly what the card text says and note any restrictions. A player may skip any line or lines of card text that he or she does not wish to execute. Any text line may be executed only once per Turn. Below are the explanations for some general card text terminology and conventions, used on many types and categories of cards. More specific texts are discussed with the card types on which they are always found.

Advance. An "Advance" allows a card or stack of cards to be moved from a friendly-controlled location to an adjacent (joined by a connecting line) enemy-controlled location. Note that movement between enemy-controlled locations is never permitted. If the text permits both a March or Marches and an Advance, any part of that line of text may be ignored.

Barrage. A "Barrage" represents an indirect fire attack directed at an enemy formation card in the same or in an adjacent location. Non-artillery cards (those not labeled as an "artillery" type on their card) with an indirect fire capability (yellow chevron) may be used for an indirect fire attack only using an Observer text versus an enemy formation card in the same location. Restrictions on a Barrage may be "Target Artillery" (only an artillery type card may be attacked), "Target Cover # or less" (the target card must have a total cover modifier of the listed number or less), "Barrage – In Contact" (the target card must be in the same location as a friendly formation card or cards) or "Barrage if our Group is with Target" (a Barrage may only be into the same or an adjacent location if that location contains at least one card with the attacking artillery unit's group symbol). "Barrage Target using Shock Attack" uses the usual Barrage rules but the shock value (in the red chevron) is used for the Combat instead of the indirect fire value in the yellow chevron.

Forage. The "forage" term allows a player to draw an extra card or cards (the number appears in the text) into the hand. The text may also require one or more discards from the hand after the new cards are examined and added to the hand, although the discards are not necessarily the cards just drawn.

Initiative. Seizing the "initiative" is represented by card text allowing a player to Order Check a given number of cards from the deck, record the total number of Orders on the order track and then place those cards in the discard pile.

March. A "March" allows a card or stack of cards to be moved to an adjacent friendly-controlled location. Note that movement between enemy-controlled locations is never permitted. If the text permits both a March or Marches and an Advance, any part of that line of text may be ignored.

Observer. This is card text that allows a non-artillery card (serving as the "Observer") to employ an indirect fire attack from a card or cards in the same or in an adjacent location. An indirect fire attack from an adjacent location is possible only using an artillery type card or cards.

Plan. A "Plan" allows a player to "re-order" a given number of the top cards in the Unit Deck. To re-order these cards, the player may look at them and replace them face down on the top of the Unit Deck in any desired order.

Playing the Unit Deck Cards

The card effects caused by executing a card's text always apply at the text card's location, except when an indirect fire attack by an artillery type of card is directed at an adjacent location using Barrage or Observer card text. The five different categories of cards in a Unit Deck are played as follows:

Playing Battlefield Cards. Battlefield category cards are placed on the table as described under Card Types above, and are played with an Order.

Playing Action Cards. Placing an action card also activates its text. Action cards are placed in the discard pile after use. Action card types include the following:

  • Aircraft Cards. Placing an aircraft type card allows it to perform a shock attack Combat against any opposing formation card in the location where it is placed. With a "Bomb" card text, an enemy formation card in any location may be attacked. With an "Interdiction" card text, only an unengaged enemy formation card may be attacked. With a "Strike" card text, only an enemy formation card in contact may be attacked.
  • Fog of War Cards. Fog of war type cards contain many different card texts and many of them require a preliminary Chance Check to use. "Cancel Enemy Aircraft card" text allows an enemy aircraft card to be cancelled before it can attack – both cards are immediately placed in their discard piles. "Eliminate Battlefield card" or "Eliminate Leader card" text allows an enemy card of that type to be eliminated from the table layout. "Eliminate 1 Result Card" text allows the player to remove one Hit results card from a formation card on the table layout or from one in the withdrawal area - if the last results card on a formation card in the withdrawal area is removed, the formation card and any attached cards are immediately placed in the discard pile, available for the next Mission. "Enemy Wastes # cards" text forces an enemy player to take that many cards from their Unit (Draw) Deck and place them in the discard pile.
  • Intelligence Cards. When an intelligence type card is played, an opponent must discard one of the type card described in the card text from their hand. If there is no such type of card in the hand, the play of that intelligence card has no effect.
  • Confusion Cards. Confusion type cards "reset" the number of Orders remaining to the opponent during the opponent's Turn. For example, if the opponent had 6 Orders recorded on the order track and the text read, "Reset enemy Orders to 1," the marker on the enemy's order track would be moved to the "1" box.
  • Maneuver Cards. Maneuver type cards represent increasing the tempo by seizing the initiative and are not placed in a location; just at any convenient spot on the table. Their card text always calls for an Order Check.

Combat

All Combats consist of attacks.

General Combat Procedures

All Combats are resolved in the same manner and follow this procedure:

Combat Value. The combat modifier number (found in a colored chevron on the left side of the picture on a card) on the attacking formation card is modified by adding any other combat modifier numbers that may apply (these may be found in a chevron of the same color on the tops of attachment cards) and the combat check number found in a colored circle of the same color as the chevron (these circles are to the right of the text on a card) obtained through a Combat Check to find a "combat value". If the combat check number is a dash ("-"), there is automatically no result.

Defense Value. The defense modifier number (found in a green hexagon or blue shield in the picture on a card) on the defending formation card is modified by adding any other defense modifiers that may apply (these may be found in helmet symbols on location and battlefield cards, in square symbols of the appropriate color found at the tops of cards in the defender's stack) to find a "defense value."

Determining Results. The attacker's combat value is compared to the defender's defense value. If the combat value is smaller than the defense value, there is no result. If the combat value equals or exceeds the defense value but is not twice it, there is one result. If the combat value is a multiple of the defense value, the number of results equals the multiple. For example, if the combat value is "10" and the defense value is "4," there are two results.

Result Effects. For each result, a card from the Unit Deck is turned up and its result bar consulted; these cards are now used only for the information in their result bars and they are called "result cards."

Elimination. If the number of Hits on these result cards (plus any that may already be present) equals or exceeds the number of hit symbols on the defending formation card, the formation card is eliminated and is removed from the location and placed in the enemy's victory points pile. Note that if an attached card shows a hit symbol, the formation card is assumed to have that extra hit symbol and is not eliminated with its normal number of Hits. The result cards are placed in their discard pile.

Hold or Withdraw. If the Hits do not eliminate the formation card, the defending player makes another Chance Check.

  • The formation card "Holds" and remains where it is if the chance number drawn matches a number on all the result cards, including any already with the formation card. For example, if one result bar said "Hold on Chance 3" and another said "Hold on Chance 3, 4" and the chance number drawn is a "3," the formation card Holds because "3" matches a number on both cards.
  • No Chance Check is made if there is no common number between the result cards and no possibility of the formation card Holding – the formation card is automatically Withdrawn.
  • If the formation card Holds, place the result cards that mention a Hit or Hits with the formation card (under it and perpendicular to it, with the result bars showing, as shown on page 4) and place any other result cards in their discard pile.
  • If a formation card does not Hold, it is "Withdrawn" – removed from play – and placed, with all attached cards and all result cards that mention a Hit or Hits (placed underneath at a right angle - other result cards are placed in their discard pile), in the withdrawal area, out of play for at least of the current mission. Formation cards that are placed in the discard pile can be returned to play if it is a result of normal play of card text, such as, Commit.

Types of Combat

There are three types of Combat. In all cases, the card used to initiate a Combat must attack the top formation card in an enemy stack. If that top enemy card is able (due to first or second fire) to attack, it always attacks the enemy formation card that initiated the Combat. Cards with a dash ("-") in their appropriately-colored chevron may not be used for that type of attack. However, a formation card with a dash ("-") in its appropriately-colored chevron and a card attached to it has a combat modifier number in an appropriately-colored chevron, the number on the attached card may be used for attacks.

Direct Fire Attacks. A "direct fire attack" represents firing relatively short-range weapons. The combat modifiers in the blue chevrons are used if the defending formation card's defense modifiers are in a blue shield (hard or armored target) and the combat modifiers in the green chevrons are used if the defending formation card's defense modifiers are in a green hexagon (soft target).

First Fire. In direct fire attacks, there is a chance that both sides will get to attack, so it is necessary to determine which side gets "first fire" and may attack first. Both sides should add together any cover modifiers that apply (the numbers in the "tree" symbols found at their position in a location card, from battlefield cards in that location and on the formation card and any attachment cards with it) to determine their total cover modifiers. To determine which side gets first fire, both sides perform a Chance Check and add the chance numbers drawn to their total cover modifiers to determine their "cover values". The side with the largest cover values gets first fire. If the cover values are equal, the attacks are considered to be resolved simultaneously (neither side gets first fire).

[NOTE: If it is impossible for a defending formation card to use direct fire, no Chance Check is performed; the other side automatically makes the only attack.]

Second Fire. The side with "second fire" may attack the enemy formation card that just attacked it only if it has not been eliminated or Withdrawn as a result of the first fire.

Indirect Fire Attacks. An "indirect fire attack" represents fire by high-angle, long-range weapons and can be used only with Barrage or Observer card text. Indirect fire attacks use the combat modifiers in the yellow chevrons. In an indirect fire attack, only the attacker causes Combat; there is no check for first fire and there is no second fire.

Shock Attacks. A "shock attack" represents air strikes or attacks by special weapons. Shock attacks always use the combat modifiers in their red chevrons. Shock attacks only may be made if called for by card text or if the card contains only a red chevron. In a shock attack, only the attacker causes Combat; there is no check for first fire and there is no second fire.

Troop Quality Levels

"Troop quality" is built into the game and makes forces cards more or less efficient. The average quality of an entire unit (parts of a unit may be individually rated differently) is given on its Unit Deck's unit information card. This section merely explains what each quality level represents.

  • Conscript: Conscript troops are raw recruits who are handed a weapon and provided little or no training or experienced leadership. This is the lowest rating and these are the least efficient soldiers.
  • Trained: Trained troops are raw recruits that have received some training.
  • Reserve: Reserve troops have received some training and have some experienced leaders.
  • Line: Line troops have received enough training to be considered quite competent to serve at the front and they have a cadre of experienced and veteran officers and non-commissioned officers.
  • Veteran: Veteran troops are essentially line troops who have been blooded in combat.
  • Elite: Elite troops are veterans who have distinguished themselves in past combats. The quality and experience of both these soldiers and their leaders is outstanding.

Unengaged

If a location contains formation cards from only one side, they are "unengaged." (See also the definition under Common Game Terms and Definitions.)

Multiplayer Rules Variations

A side's "Turn" begins by all players on that side making Order Checks and ends when the side's last Order is expended. In multiplayer games, the players keep their own Unit Deck cards to themselves and play their own game, as in a two-player contest, but some activities, covered below, can be made to help, hinder or support other players.

Soviet Multiplayer Turns. The Soviet side may determine the order in which their players take their Turns and this can be varied during each Turn, but, once a Soviet player starts expending Orders, that Soviet player must continue until the Turn is completed. Then, another Soviet player may take their Turn, etc. until all Soviet players have completed their individual Turns, completing the Soviet side's Turn.

Axis Multiplayer Turns. The Axis side may also determine the order in which their players take their Turns and this can be varied during each Turn. However, an Axis player can expend just some Orders and then another Axis player may expend some Orders, in any desired manner and switching between the players as wished. An Axis Turn is completed when all Axis players have expended all of their Orders.

Multiplayer Fortune Cards Use. Fortune cards may be played against or for any player. For example, intelligence type cards could be played against any opposing player's hand.

Multiplayer Barrage Restrictions. A Barrage may not be used against an adjacent location that contains friendly forces from another Unit Deck in contact nor may an Observer text line from another Unit Deck be used.

Different Forces Restrictions. The forces cards from different Unit Decks on a side may never end a Turn together in the same location (they may pass through when Advancing or Marching). Forces cards may use the modifiers from battlefield cards from another Unit Deck in their location but may not read their text.

Moving Forces into Other Table Layouts. Forces cards may Advance and/or March to location cards in other player's table layouts, as long as they are the only forces from that side remaining in a location.

Ending a Turn

When a side has expended all its Orders, that side's Turn ends. If necessary, at the end of a Turn, a player with too few cards must draw cards to reach the hand minimum or, with too many cards, must discard cards to reduce to the hand maximum. The hand minimum and maximum varies from deck to deck and is found on each Unit Deck's unit information reference card.

Ending a Mission

A Mission ends immediately when the first player draws the last card left in his or her Unit (Draw) Deck. In multiplayer games, this can be any one player on either side. Alternately, when an enemy takes control of ("captures") a base or objective location card, a Mission also ends immediately. At the end of a Mission, the following adjustments are made.

Remove Reinforcement Cards. Remove all reinforcement cards, including those in the withdrawal area, and place them face up at the bottom of their reinforcement card decks. If the reinforcement cards had result cards with them, these can be returned to the player's Unit Decks. Those reinforcement cards were used and are not available again for further Missions during the same Operation.

Withdraw Cards with Hits. All formation cards (and attachment and result cards with them) with a Hit or Hits on them that were not eliminated must be placed in their withdrawal area at the end of a Mission.

Clean Out Withdrawal Area. Any formation card (and attachment cards with it) with no Hits marked on it may be returned to the Unit Deck for the next Mission.

Victory Points

In two player games, all victory points for a player are kept in that player's victory points pile. In multiplayer games, all victory points for the same side are kept in one victory points pile.

  • Any location card containing a dark blue diamond victory point symbol should be placed in the victory points pile of the side that controlled it at the end of a Mission.
  • A Mission ends immediately when a base or objective location card changes control. That captured base or objective is worth a number of victory points given on its mission card. Record this victory point value by placing the mission card and the captured base or objective location card together in the capturing side's victory points pile.
  • In a two player game, if a player who starts controlling an objective location card and controls only it and no former enemy base location card when the Mission ends, that player gets the victory point value of the objective location card, which is given on the mission card. Record this by placing the mission card and the objective location card together in the player's victory points pile.
  • In a multiplayer game, if a side starts controlling only objective location cards and controls only them and no former enemy base location card at the end of a Mission, that side gets the victory point value of their objective location card that is worth the highest number of victory points. Record this by placing the appropriate mission card and that objective location card together in the side's victory points pile.
  • If both sides started controlling both objective and base location cards and they control no former enemy base or objective location card at the end of a Mission, nobody receives victory points for objective or base control.

Recording Victory Points

  • Any eliminated forces or battlefield card containing a dark blue diamond victory point symbol should be placed in the enemy's victory points pile to record its value.

Victory Determination

At the end of each Mission, check the victory points piles and add together the victory points found there. If neither side has reached 100 victory points, the Operation continues and another Mission is setup. If one side has 100 or more victory points, that side wins the Operation. If both sides have over 100 victory points, the side with the most victory points wins the Operation. If both sides have 100 or more victory points but their totals are equal, play an additional Mission to break the tie.

Upper Echelon Decks

Using the Upper Echelon Decks

All of the cards in an Upper Echelon Deck contain the names of upper echelon headquarters. Each Upper Echelon Deck is divided into two sets of cards. In the Stalingrad Campaign Axis Upper Echelon Deck, these are the Sixth Army and Fourth Panzer Army sets and in the Stalingrad Campaign Soviet Upper Echelon Deck, these are the Southwest Front and Stalingrad Front sets. Each set contains cards of all the categories found in Unit Decks and these cards represent the assets available to these higher headquarters.

Upper Echelon Deck Components

There are also four "campaign cards" used to record Operation victories and four "Upper Echelon Deck reference cards" that are not used in play with the rest of the deck. These reference cards include a diagram card, which identifies the parts of a campaign card, a campaign history card, a campaign map card and an identity card, which has two backs, one of which contains the Campaign's name - put this at the top of the deck with the name showing for quick identification when the deck is stored in its box. There is a written list of cards for each deck available at our website. In addition, the promotional cards that came with Stalingrad Campaign Operation Decks can be transferred from those decks to the appropriate Upper Echelon Decks.

The Campaign Game

The "Campaign Game" consists of players playing all four of the Stalingrad Campaign's Operations in the order: Drive on Stalingrad, Streets of Stalingrad, Operation Uranus and Winter Storm. As each Operation is completed, the winner is awarded a "campaign card," which shows the name of the Operation and the number of "campaign points" awarded for winning that Operation. Each campaign card also has special features; advantages for the winner of the operation to employ in future operations. When all four Operations are completed, the side with the largest number of campaign points wins the Campaign Game.

Designing Play Decks

"Play Decks" include cards from one Unit Deck and from one Upper Echelon Deck set.

  • Play Decks must be designed by players before an Operation starts. Once a Play Deck is designed, it must be used without further changes as all the Missions of that Operation are played.
  • Play Decks are designed or "customized" by possibly subtracting selected cards from a Unit Deck and by definitely adding selected cards from one of the sets provided in an Upper Echelon Deck.
  • A Play Deck may contain no more than two deck names. For example, if the 112th Soviet Rifle Division Unit Deck is converted into a Play Deck, it may contain cards labeled "112th Rifle Division" and cards labeled "Southwestern Front" or cards labeled "112th Rifle Division" and cards labeled "Stalingrad Front" but not cards labeled "112th Rifle Division," "Southwestern Front" and "Stalingrad Front." This limitation represents that a unit is subordinated to just one upper echelon headquarters at a time and only that headquarters' assets are available.
  • Individual "card names" are printed on the tops of the cards. No card names are duplicated in a Unit Deck and no card names are allowed to be duplicated in a Play Deck. For example, if a card named "Sniper" is found in both a Unit Deck and an Upper Echelon Deck, only one or the other may be used in a Play Deck. A card named "Sniper" and a card named "Sniper Team" could both be used in the same Play Deck.
  • The unit information card included with each Unit Deck shows data for using that Unit Deck in designing a Play Deck. It shows the number of each category of card in that Unit Deck and, in parenthesis, a range of numbers that may be used in designing a Play Deck. For example, a Unit Deck may contain 15 action cards and have a listed range of 11 to 19 action cards. This means that a Play Deck may be designed to include as few as 11 action cards or as many as 19 action cards or any number of action cards between these minimum and maximum numbers.
  • A Play Deck must always include at least 55 cards but may include more if desired.

Rules Clarifications

  • Withdrawn formations that are hit are never returned later in the operation, unless you are able to play a medic on it to remove all hits? Yes.
  • If you have two observers and one artillery unit, can you barrage an enemy unit once and then use both observers to fire that artillery again (twice) at the same enemy unit? Yes.
  • As I interpret the rules, the minefield is able to kill a leader many locations away from where it is placed...this is very strange...a real Murphy's rule. No, see page 20 "…always apply at the text card's location…"
  • When one of the players draws the last card from the deck the game ends immediately. What happens if the last card drawn is my attack card against an enemy that inflicts one or more hits on it, does the enemy unit have to take those hits or do they escape their fate miraculously at the last second? No, the Mission has already ended when the card is drawn.
  • Is there any way to Commit diamond symbol formation cards back into play? No, there are no headquarters cards with diamond group symbols.
  • Whose unit deck are the result cards drawn from, attacker or defender? Your deck is used to apply the results of fire on your unit. This allows the resilience of a unit to be incorporated.
  • In combat how is combat in a stack resolved? If I move two battalions into contact with combat capability, do both get to fire? Does each battalion fire against an opponent one at a time with each "fire" (first, second, or simultaneous) resolved first? Although March/Advance text permits cards in a stack to move together, Combat is always one on one, with one attack per Combat text.
  • Part of the problem I find with combat and the definition of the text usage lies in the definition of formations and stacks themselves. The rules state that the top formation of the attacker attacks the top formation of the defender. No they don't actually state that. The attacking formation can be anywhere in the stack. See page 25, the first paragraph. The card used to initiate combat attacks the top formation. That card, when able to fire during this combat, always attacks the card that initiates the combat.