Combat Soldiers: In the Battle of the Bulge
Combat Soldiers: In the Battle of the Bulge Rulebook
Table of Contents
Table of Contents
- 1.0 Game Components
- 2.0 Prepare to Play
- 3.0 Sequence of Play
- 4.0 Groups
- 5.0 How to Win
- Playing the Game
- 6.0 Reorganize/Withdrawal Phase (A)
- 7.0 Attack Phase (B)
- 8.0 Deployment Phase (C)
- 9.0 Rest/Refit Phase (D)
- 10.0 Discard/Repair Phase (E)
- 11.0 Draw Phase (F)
- 12.0 End of a Round
- 13.0 White Backed Cards
- 14.0 Miscellaneous Cards
- 15.0 Antitank Markers
- 16.0 Entrenched Markers
- 17.0 The Scenarios
- 18.0 General Optional Rules
- 19.0 Dealer Records Scores
- 20.0 Two Player Game
- Sudden Death Track
1.0 Game Components
COMBAT SOLDIERS has the following components:
1.1 Playing Cards
The game contains 128 playing cards.
1.1.1 Card Types
There are seven major types of cards in the deck:
1.1.1.1 Infantry Units: These cards form the majority of the deck. Most of these cards have a US on one end and a German unit on the other and can be used as either. A few cards contain an infantry unit on one end and a leader unit on the other and both may be of the same nationality. There are three different types of infantry units, each of which shows the unit's armament: those that contain a "L" for light machinegun infantry units, those that contain a "S" for sub machinegun infantry units and those that contain a "R" for rifle infantry units. The number next to the letter is the infantry unit's "strength." In addition, some of these infantry units are equipped with inherent hand carried antitank weapons and also show a picture of a bazooka (US) or panzerfaust (German) and the weapon's defensive modifier against armor.
1.1.1.2 Leader Units: Leader units are named individually and are used to command multiple infantry and/or armor units. Like the infantry cards, most of these cards are a US leader unit on one end and a German leader unit on the other and can be used as either. The number of national symbols (the "command rating") indicates the maximum number of infantry and/or armor units that the leader unit can command and the number in the diamond symbol is the command modifier that can be used by any infantry and/or armor units that the leader unit commands. For some variety, the officer and non-commissioned officer pictures on these cards are slightly different but this has no effect on play.
1.1.1.3 Armor Units: Armor units represent armored fighting vehicles. All of these cards have a US armor unit on one end and a German armor unit on the other and can be used as either.
1.1.1.4 Random Events: There are four different kinds of random event cards: Weather, Engineers, Friendly Fire and Mines. These cards have the title on the back of the card in white and represent events that just happen and are individually explained on the cards. These cards must be played immediately, as soon as they are drawn.
1.1.1.5 Objectives: These cards have a triangle in the corner of the card of tan, white, red or blue and the title on the back of the card is in white. These color codes indicate which cards are linked to earn additional victory points for control of more than one (see 5.2.1.3). These cards also must be played immediately, as soon as they are drawn. These objectives give special capabilities to the player controlling them. Most show a letter or letters in a circle above the title in the upper left hand corner of the card to show the phase in which their special capabilities may be used. Their special capabilities are explained in 13.5.
1.1.1.6 Tactical Cards: These cards, of many types, may have split capabilities at the two ends or just one capability. Some include a choice of capabilities. Some cards may be played in reaction to an opposing player and are played during the opposing player's Turn. They are explained in detail in 7.3 and 13.0.
Unless there are contrary instructions on the card, all Tactical cards are discarded as soon as their use is finished.
1.1.2 Card Back Color Coding
The card backs are of one of two colors:
1.1.2.1 White Back: Cards with the title in white on their backs must be played immediately, as they are drawn. They are referred to as having "white backs."
1.1.2.2 Green Back: Cards with the title in green on their backs can be played only during the holder's turn or in reaction to specific plays by other players. They are referred to as having "green backs."
1.1.3 Card Symbols
The following abbreviations, conventions and symbols are used on the cards and in these rules:
- Command Modifier (the diamond symbol): On leader cards, the number inside the diamond symbol is the leadership die roll modifier every leader exerts on battles (ranging from +3 to -1).
- Command Rating (the stars or crosses): The number of units (either two or three) which a leader can combine into a single attacking or defending group is symbolized by the number of stars or crosses shown above its command modifier symbol.
- Objective: An objective card is a white title back card representing a tactical resource with special abilities. All have a colored triangle in their upper left corner. The special capabilities of each objective are listed on the card. Control of an objective at game's end is worth victory points to the player controlling it.
- Victory Points (the red symbol): This red symbol is found on infantry and leader unit cards and on objective cards. It contains a number, which is the amount of victory points a player earns for eliminating that unit card or controlling that objective at the end of a round. Objectives have a sliding scale used in determining a victory point value (see 5.2.1).
- Phase/Action Cost: Some cards are normally used only during a specific phase of the Sequence of Play (see 3.0) and cost a number of Actions if played. For example, a "B1" would indicate that the card is used during phase "B" (the Attack Phase) and one Action is expended to use it. A "B0" would indicate that the card is used during phase "B" (the Attack Phase) and no Action is expended to use it. If a card has a choice of uses, only one may be used, as the player chooses.
- Inherent Garrison (the grenade symbol): This symbol is found only on objective cards. It contains a number, which is the strength of the objective's inherent garrison. The first battle losses are always absorbed by the garrison.
- Mine Attack Factors: Found only on Mines! cards, this is the attack factor ("4") used to attack a unit in a group with the Mines! card played on it (see 13.2). The factors are used for no other purpose.
1.2 Die-Cut Markers
The Unit counters must be punched out and are used to record information during a game. Included are:
- Antitank Markers: Antitank markers have battle modifiers ranging from "+1" to "+4" (see 7.2.3.6 and 15.0).
- Control Markers: These designate what side controls an Objective card (see 4.3). Markers are labeled US Control and German Control.
- Damage Markers: Damage markers show from "1" to "8" damages (see 7.3.10).
- End of Round Marker: This marker is used during a round's "Sudden Death" period on the Sudden Death Track on the back of this rulebook (see 12.1).
- Entrenched Markers: Entrenched markers have battle modifiers ranging from "1" to "2" (see 16.0).
- Garrison Eliminated Markers: These are used to mark eliminated inherent garrisons in Objective cards (see 7.2.2.4 and 13.5.1.1).
- Isolation Markers: These mark isolation for 1 to 6 Turns (see 7.2.3.4 and 7.3.1.2).
- Surrounded Markers: There are two surrounded markers, marked A and B (see 7.3.1.1).
- Surrounding Markers: There are two surrounding markers, marked A and B (see 7.3.1.1).
- Interdiction Markers: One of these is used to mark an Objective card that is interdicted (see option 18.4).
1.3 Decimal Dice
Included are two 10-sided dice. Read the "0" as a "10".
1.4 Objective Selection Pad
This pad can be used by players to secretly mark their objective selections. Players have the permission of Lost Battalion Games to make copies for their own use if those provided are expended.
1.5 Rules
This rulebook contains all the rules needed to play COMBAT SOLDIERS.
2.0 Prepare to Play
2.1 Game Terms
2.1.1 Nationality: A player may simultaneously have both US and German groups deployed in front of him. All groups (of all players) belonging to the German side belong to the German nationality. All groups (of all players) belonging to the US side belong to the US nationality.
2.1.2 Group: Each objective and, possibly, its one unit plus leader (if present) is a group. Each deployed assortment of one to three units (with or without a leader) is a group (see 4.0). All units of a group must be of the same nationality.
2.2 Scenario Selection
The players select one of the scenarios available for play (see 17.0).
2.3 Dealer
Each player rolls a die. The player rolling the highest number becomes the dealer.
2.4 Shuffle
The dealer should remove the four Mines! cards, the Engineers card and the Friendly Fire card from the deck (all have the title in white on the back) and place them to one side. Then, shuffle the remaining cards, deal eight cards to each player and place the remainder of the deck face down in the center of the table.
2.5 Secret Objective Selection
Each player takes one sheet of the Objective Selection Pad. A player must secretly select at least two and no more than five objectives that he hopes to control by game's end. He must also note which side (German or US) he believes will control the selected objectives. A player must choose at least one objective to be controlled by the US and one by the Germans.
For example, a player notes that he will attempt to control the River and the Bridge objectives at games end. Since he has selected only two objectives one must be designated as US while the other must be designated as German controlled. If a player secretly selects more than two objectives he could designate control of any others above the original two in any desired manner. These selections will affect the final victory point values of those objectives. After the selections are made, turn over the sheets to reveal a copy of the Sequence of Play for easy reference during the game.
2.6 Initial Deployment
Any player who does not receive at least one infantry unit in his initial hand may call a misdeal before play begins and all hands must be turned in, the deck reshuffled and new hands dealt to all.
2.6.1: Each player simultaneously places face down every objective card in his hand, plus any infantry and leader unit or units he wishes to deploy into face down groups (see 4.0) placed before him. This may include infantry and leader units placed with the objective cards.
2.6.2: All players deployed cards must then be turned face up and all objective cards marked with a specific nationality (US or German) marker as determined by the player or by the scenario (these must always match their occupation groups).
2.6.3: Each player then refills his hand to its maximum hand capacity of four, eight, or nine cards (see 11.3). Any new white title back cards drawn are returned to the dealer and replaced with green title back cards.
2.6.4: The Dealer shuffles all the returned cards plus the Mines! cards, the Engineers card, and the Friendly Fire card back into the rest of the deck. Place this draw deck in the center of the table. The game is now ready to begin with the dealer taking the first Turn.
3.0 Sequence of Play
Combat Soldiers is played in Turns. Players alternate Turns in clockwise order around the table. During each player's Turn, he becomes the active player and may perform only two "Actions." Exception: Control of the objective Pherddorf provides one additional Action for that player - see the special capability explanation on that objective card. The active player performing the Actions must follow the Sequence of Play in alphabetic order. For example, a player may not use the capability of the Barracks (F - the Draw Phase) before playing a Sniper Card (B - the Attack Phase), if both are done during the same Turn. The number following the letter is the number of Actions that the use of the card requires (0, 1, or 2). Certain cards have different Action point costs based on the nationality of the side currently controlling it. For example, the Hill 205 card Action cost is one if it is US controlled but two if it is German controlled. Play rotates clockwise around the table until the game ends (see 12.0) and victory point scores are tabulated (see 5.0). Players take their Turns by going through this Sequence of Play in the exact order stated. More details on the various phases are contained in their own sections of the rules (see 6.0 through 11.0).
3.1 Reorganize/Withdrawal Phase (A): The active player may reorganize all of his groups for no Action cost - this is free. The active player may withdraw (pick up and return to his hand) any of his deployed groups (or a portion thereof) back into his hand at a cost of one Action per group changed. A player may also entrench (see 16.0) a group at the cost of one Action per group entrenched.
3.2 Attack Phase (B): The active player may perform various forms of attack using his deployed groups and/or attempt sniper attacks. Most attacks cost one Action.
3.3 Deployment Phase (C): The active player may deploy from his hand face-up into play before him any group (or reinforce an existing group) at a cost of one Action per group. The cards deployed may include cards that were placed in the hand during the Withdrawal Phase (A).
3.4 Rest/Refit Phase (D): A player may expend one Action to exchange or transfer one deployed unit between two like nation groups. The groups involved in exchanging or transferring units, may not have been used for any other Action during that same Turn. A player may also restore an inherent garrison that has been eliminated at a cost of one Action per inherent garrison restored.
3.5 Discard/Repair Phase (E): The active player may discard up to four cards from his hand at a cost of one Action. He may also attempt repairs of damaged objectives at a cost of one Action.
3.6 Draw Phase (F): The active player may draw new cards from the deck at the cost of one Action. A drawing player must draw one card at a time until he draws a card with a white back or fills his hand to its capacity. A player drawing a card with a white back must play it immediately and this also ends his Draw Phase.
4.0 Groups
4.1 Unit Cards: Infantry, armor and leaders cards are all called "units" and represent the game's combat forces. All of these units take the form of split cards, most showing a German unit on one half and a US unit on the other half. US forces are represented by a white star, and German forces are represented by the black cross (balkenkreuze). When put in play (deployed), place the half which will be in play on top so that the image is right side up when it faces the owning player.
4.2 Types of Groups: Forces are put into play by being deployed into groups from their owner's hand onto the table in front of the player and they must be organized into groups placed in different locations. A leader unit may only be placed with infantry and/or armor unit cards or with an objective although a group can exist without a leader unit. All cards in a group must be of the same nationality. A group may consist of only one unit card or, more normally, consists of more than one unit card, up to the sizes covered below:
4.2.1 Maneuver Groups: A "maneuver group" can consist of one leader unit and up to three infantry units. A maneuver group can be used to attack or defend normally.
4.2.2 Armored Groups: An "armored group" must contain one armor unit but may also contain one infantry unit and one leader unit. An armored group is considered a special form of maneuver group. An armored group can be used to attack or defend normally or can engage in "special armor battles" (see 7.3.9).
4.2.3 Occupation Groups: An "occupation group" must contain an objective card and may also contain up to one infantry unit and/or one leader unit. An objective card alone does meet the definition of an occupation group. Occupation groups may not attack (Exception: Counterattacks - see 7.3.4) but defend normally, incorporating the Objective card's defense factor.
4.3 Placing and Creating Occupation Groups: Objectives must always be the same nationality as their occupation group. A control marker is placed with an Objective card when it is first placed on the table (the nationality may be dictated by the scenario (see 17.0) and, when captured by battle, must always be switched to control by the other nationality, as shown by changing the control marker. For example, if an objective card is captured by a German maneuver group, it is under German control and its occupation group would have to be German.
4.3.1: Occupation groups may be deployed normally onto the table and placed with objective cards.
4.3.2: An objective card may be added to any already-deployed maneuver group that is not too large to be an occupation group and is not currently an occupation group for another of the player's objectives. That group then becomes the occupation group for that objective.
4.3.3: If an objective card is captured by an attack, an occupation group may be created from a unit or units of the maneuver or armored group that attacked and captured the objective. An entire maneuver group may become the occupation group, if not too large. Note that an armor unit may never be part of an occupation group.
4.4 Arranging Groups: Groups may be formed without leader units but they are enhanced by the presence of leader units and the groups protect the leader units.
4.4.1 Card Placement: When arranging a group, place the unit cards together to cover their unused portions (which show the other, inverted, nationality) and always place any leader unit above the other units in the group that he will "command."
4.4.2 Leader Effects: A leader unit can combine the strengths (and modify the combat die rolls) of as many units as its command rating. The command rating is the number of black crosses or stars above the command modifier symbol (either two or three). Any excess unit(s) in a group beyond the leader's command rating should be turned sideways in the group display to show that it is part of the group but not commanded.
4.4.3 Rearranged Units: The unit cards within a group can be freely rearranged in any desired way after any battle, deployment or withdrawal involving the group.
4.4.4 Reorganized Units: At the start of the owning player's Turn (during the Reorganize/Withdraw Phase), all groups may be "reorganized". In groups that are reorganized, the units may be rearranged and all possible sideways units turned in a group's display, as allowed by the leader unit's command rating. Reorganizations require no Actions to perform.
4.4.5 Special Leader Rules: A leader may not be singled out and attacked individually (Exception: Using a Sniper - see 7.3.6) if part of a deployed group. A leader may not exist alone. The leader must have at least one infantry or armor unit or be with an objective card (it is then the sole unit in an occupation group) to remain in play. If all the other units in a maneuver or armor group are eliminated, the leader is automatically eliminated with them, as well.
4.4.6 Group Examples: In the examples below, in the left maneuver group, all three US infantry cards are commanded by a leader unit with a command rating of three stars. In the right maneuver group, only two US infantry cards are commanded by a leader unit with a command rating of two stars and the remaining infantry unit in the group is turned sideways to show that it is part of the group but not currently under the command of the group's leader unit.
5.0 How to Win
5.1 Victory Conditions: The winner is the player with the most victory points at the end of the game. A game may consist of one round (going through the deck one time). Players wanting a longer game may play a number of rounds set before the game begins, adding their respective victory point scores after each round. After each round, the cards in the discard pile are shuffled, and new hands are dealt, the same as when starting a new game. No cards are retained from a previous round.
5.2 Counting Victory Points: At the conclusion of a hand, all victory points are counted by all players. Victory points are awarded for objectives and for eliminated units.
5.2.1 Objective Victory Points: Victory points are awarded or subtracted for the objectives controlled by a player at the end of a round, as follows:
5.2.1.1 Normal Victory Point Values:
- A player scores four times the base victory point value for an objective if he controls it with the side he had secretly recorded on his Objective Selection Sheet.
- A player scores two times the base victory point value for an objective if he controls it, but with the other side from that secretly recorded on his Objective Selection Sheet.
- A player scores the base victory point value if he controls an objective which he did not secretly record on his Objective Selection Sheet.
- A player loses the base victory point value of any objective which he had secretly recorded on his Objective Selection Sheet but which is controlled by another player.
5.2.1.2 Damaged/Isolated Victory Point Values: If an objective is isolated or damaged its base victory point value is decreased by its isolation and/or damage modifier(s), down to a minimum of zero.
5.2.1.3 Combined Victory Point Values: Certain objectives are worth more basic victory points based on the number of those objectives controlled by the same player and of the same nationality. These objectives are color coded in their top left corner triangles.
- Tan: There are four tan objectives (Steeple, Pherddorf, Crossroads and the Citie' Du Cheval). Control of two of these adds "2" to the basic victory point value of each of the tan objective cards that a player controls, control of three of these adds "3" to the basic victory point value of each of the tan objective cards that a player controls and control of all four of these adds "4" to the basic victory point value of each of the tan objective cards that a player controls.
- Blue: Control of both the River and the Bridge objectives adds "2" to the basic victory point value of each of these objective cards that a player controls. For example, if a player controls both of these blue objectives, the River is worth 7 + 2 = 9 basic victory points and the Bridge is worth 5 + 2 = 7 basic victory points.
- White: Control of both the Forest and the Hill 205 objectives adds "2" to the basic victory point value of each of these objective cards that a player controls.
- Red: There is only one red objective, the Barracks, and no combined victory point values of any type are possible.
If one player controls all of the tan, blue or white objectives and all are controlled by the same nationality, the total victory points for the Objective cards of the same color calculated above are doubled.
5.2.2 Eliminated Unit Victory Points: During the game, players place all units which they eliminated into a face down "casualty pile." Players should count the victory points of the infantry and armor units in their inverted casualty piles. The victory points number is printed on each unit in the red circle.
5.3 Tie-Breaker: If tied at the end of a game, the winner is the tied player who took the last Turn in the game.
Playing the Game
During a player's Turn, that player may use his two or three Actions (see 3.0) to perform tasks that fall within the game's rules, as covered below. Note that, unless otherwise restricted, players may play cards to help other players, if desired. If player A wants to use a Sapper card to remove a Mines! card deployed on player B, he may do so.
6.0 Reorganize/Withdrawal Phase (A)
6.1 Weather Card Removal: If the active player controls the Weather card, roll one die. If a "6" or above is rolled, the Weather card is removed and shuffled back into the draw deck (see 13.1).
6.2 Reorganize: At the start of his Turn, all groups may be "reorganized." In groups that are reorganized, the units may be rearranged and all possible sideways units turned in a group's display, as allowed by the leader unit's command rating. Reorganizations cost no Actions.
6.3 Withdrawing: During this same phase, a player may withdraw any group (or portion thereof) from his deployed forces back into his hand at a cost of one Action for each group (or portion thereof) withdrawn. The withdrawal of cards into a player's hand can temporarily exceed his hand capacity (see 11.3). Surrounded units cannot be withdrawn. An entire group withdrawn from a Mines! card will cause the Mines! card to be discarded. Units, which are withdrawn, can be re-deployed in the same or subsequent Turns as part of the same (or different - just turn the card around) nationality/group.
6.4 Entrenching: Entrenched markers (see 16.0) may be purchased at a cost of one Action per entrenchment modifier. No more than one entrenched marker may be placed per group and no marker may have a value in excess of "2".
6.5 Place/Remove Interdiction Markers: At a cost of one Action each, the active player may place interdiction markers (see option 18.4) on any opposing player Objective cards. Each marker will cancel the Objective card's special capability for a short time. If any interdiction markers are currently on the active player's Objective cards, they may all be removed at no Action cost.
7.0 Attack Phase (B)
7.1 Attack Declaration: Activating a group or part of a group to attack costs one Action. The same group may not attack more than once during the same player Turn (Exception: see 7.3.2) but the same group may be attacked any number of times. In order to attack, the player must announce which of his maneuver or armored group is attacking and what enemy group or part of a group it will attack. Attacks cause "battles" that are resolved before continuing a player's Turn.
7.1.1 Who May Be Attacked: A group may only attack a group of the opposite nationality from themselves that is controlled by another player. For example, a US maneuver group may only attack a German maneuver, armored or occupation group that is controlled by another player. A player may never attack other groups that he controls, even if of the opposite nationality.
7.1.2 Attacking Units: An attacking group may attack with all units that are commanded by the group's leader (if one is present) or with one unit of the group that is not in command. A player may never voluntarily eliminate his own units or declare an attack which has no chance of success.
7.1.3 Defending Units: The attacker must declare which unit(s) he is attacking before combat is resolved. The other unit(s) is not affected by the outcome nor may they influence it in any way. When attacking a group which has more units than its leader's command rating, the attacker may choose to attack:
- Only a sideways unit or units which is beyond the leader's command rating or,
- Only the units within the leader's command rating or,
- All units in the group.
7.1.4 Sapper Cards: At no Action cost, during an Attack Phase, a player may play a Sapper card to discard a Mines! card.
7.2 Battle Resolution
Battles are resolved by comparing the attack total to the defense total and subtracting the difference in losses of strength from the group with the smaller total.
7.2.1 Leaders Combine Units: A leader unit is necessary to combine the strength of the infantry and/or armor units in the same group on attack or defense. The leader may combine the strength of as many units in his group as his Command Rating. Otherwise, a leaderless group may attack with only one unit of the player's own choice or must defend with any unit(s) of the attacker's choice.
7.2.2 Battle Procedure: All battles are resolved by finding attack and defense totals and comparing them:
7.2.2.1 Finding Attack Totals: Find attack totals by adding all of the following:
- 7.2.2.1.1: Add together the strengths of all infantry and armor units (see 1.1.1) in the group. For armor units, use the appropriate armor or non-armor attack factor (see 7.3.9).
- 7.2.2.1.2: Add the command modifier of a leader unit that commands the group.
- 7.2.2.1.3: Add the any battle modifiers that apply (see 7.2.3).
- 7.2.2.1.4: Add the results of one die roll.
7.2.2.2 Finding Defense Totals: Find defense totals by adding all of the following:
- 7.2.2.2.1: Add the defense factor of an Objective card in an occupation group.
- 7.2.2.2.2: Add together the strengths of all infantry and armor units (see 1.1.1) in the group. For armor units, use the defense factor.
- 7.2.2.2.3: Add the command modifier of a leader unit that commands the group.
- 7.2.2.2.4: Add any battle modifiers that apply (see 7.2.3).
- 7.2.2.2.5: Add the results of one die roll.
7.2.2.3 Comparing Totals and Resolving Battles: All battles are resolved by comparing an attack total to a defense total.
- 7.2.2.3.1 Equal Totals: If both totals are equal, there are no losses on either side.
- 7.2.2.3.2 Different Totals: If one side's total exceeds the other side's total, the side with the lower total loses the battle and must take losses that at least equal the difference in the totals. For example, if an attack total is "19" and a defense total is "15", the defending side must remove losses that total "4" or more.
7.2.2.4 Marking Losses: The losing player must eliminate a unit(s) of his choice from his group whose total strength is greater than or equal to the difference. The winning player adds the eliminated units face down in his casualty pile.
- 7.2.2.4.1: In the case of Objective cards, the first losses are always absorbed by the "inherent" garrisons (see 13.5.1.1), if present, at one point each to fulfill losses. If any portion of an inherent garrison is eliminated, the entire inherent garrison is considered to be eliminated. Any losses taken by an occupation groups are met by first eliminating the "inherent" garrison (if any - use a garrison eliminated marker), followed by any unit/leader combination, if necessary. An objective marked with a garrison eliminated marker does not have an inherent garrison.
- 7.2.2.4.2: A leader unit can be removed to fulfill one point of required losses. In addition, if all units in a group are eliminated, the leader is automatically and immediately eliminated also.
- 7.2.2.4.3: Infantry units use the strength numbers printed on them on the end in use to fulfill losses. For example, if the infantry unit is a "L3," eliminating it eliminates three points of the required losses.
- 7.2.2.4.4: Armor units use the defense factors numbers printed on them on the end in use to fulfill losses. For example, if the armor unit has a defense factor of "5," eliminating it eliminates five points of the required losses.
- 7.2.2.4.5: Losses are always extracted and points earned at the unit's basic printed strength-not by any modified strengths. For example, Colonel Brown's maneuver group consists of Colonel Brown's leader unit plus a L4, a S3 and a R4 infantry units and loses a battle by a difference of "2." Just eliminating the Colonel Brown (worth one point of losses) would not be enough, so the player would have to eliminate one of the infantry units, probably the S3, as it is the smallest.
7.2.2.5 Attacker Disorganization/Reorganizing: After completing all attacks by a group (including cases where a group attacks more than once - see 7.3.2 and 7.3.9.2), unless all attacking units were eliminated, one infantry or armor unit in the attacking group must be turned sideways to show that it is no longer in command. If the group already has an out of command unit, this would be another one. The group can be reorganized and returned to normal during the player's next Reorganize/Withdraw Phase (see 6.2) or, if the player controls the Crossroads Objective card, that card's special capability allows the reorganization of every one of the player's groups as it is attacked. If an attack is cancelled by an Intelligence card (see 7.3.5), there is no disorganized unit.
7.2.3 Possible Battle Modifiers: Both attacking and defending groups may need to include the modifiers from one or more of the following:
- 7.2.3.1 Mines! Card: This applies to a group which has a Mines! card currently played on it. As shown on the Mines! cards, that group has a "-2" battle modifier applied if attacking or defending.
- 7.2.3.2 FFE Card: A player may play one FFE (Fire For Effect) card on any battle during the player's own Turn and the group designated by the player gets a "+2" or "+3" (depending on the card played) battle modifier added to its attack total. This may not be used with a surrounded group.
- 7.2.3.3 River Objective Card: For all attacks versus the player controlling the River Objective card, the attack strengths of infantry maneuver groups are halved (round fractions down) unless the attacking player controls the undamaged Bridge Objective card or uses the Amphibious Assault card while attacking. Armored groups may not attack the player controlling the River objective card unless the attacking player controls the undamaged Bridge objective card, and then the attack strength of the armored group is halved (round fractions down). This applies to all of the player's groups of the same nationality as controls the River objective card. Note that to use the Bridge Objective card in attacking, the attacking group must be of the same nationality as that controlling the Bridge Objective card.
- 7.2.3.4 Isolation Modifiers: Any surrounded group has its attack strength halved (round fractions down). Further, the negative number on an isolation marker placed on a surrounded group serves as an additional negative battle modifier.
- 7.2.3.5 Combined Arms Modifiers: Any group of three units which has one sub machinegun, one rifle, and one light machine gun unit is considered to have "combined arms" and is eligible for a bonus of "+2" to its strength for both attack and defense. A group must have all three cards in command order to be eligible for the bonus.
- 7.2.3.6 Antitank Modifiers: The presence of an inherent bazooka (for US) or panzerfaust (for German) on an infantry unit (see 1.1.1.1) that is involved in a battle adds a "+2" (for US) or "+3" (for German) defensive battle modifier if attacked by an armored group. If an AT Weapon card (see 14.2) is played versus an armor attack, a +3 defensive battle modifier is added if the defending group is attacked by an armor unit or an armored group. If an AT Weapon card is played for an attacking group, the attack factor (+2 or +3, depending on the card) battle modifier is added if the group attacked contains an armor unit. If an antitank marker (see 15.0) is placed with a group, the number on the marker is used as a defensive battle modifier if the group is attacked by an armor unit or an armored group.
7.3 Special Battles
The play of certain cards may alter the basic rules of battle as follows:
7.3.1 Surrounded and Surrounding Groups/Isolation:
- 7.3.1.1 How to Surround a Group: A maneuver group may perform a special attack (instead of a normal attack) by playing a Surrounded card from the player's hand on any opposing nationality group at a cost of one Action. The maneuver group designated as the surrounding group may not otherwise attack in that Turn. Mark both groups appropriately with surrounded/surrounding markers containing the same letter. A surrounded group remains so until the surrounded group is eliminated, surrenders or the surrounding group withdraws, is eliminated or attacks elsewhere. Note that, if a unit outside the command rating of a leader is not attacked, it is no longer part of the group for that combat and therefore cannot be used to satisfy losses of the group nor, if part of a surrounding group and the rest of the surrounding group was eliminated, maintain the surrounding.
- 7.3.1.2 Isolation Effects: Each unit in a surrounded group has its attack strength halved (round fractions down). In addition, place a "-1" isolation marker on the surrounded group at the end of the owner's Turn if it remains surrounded - this is an additional negative battle modifier for attacking or defending. Increase the strength of this isolation battle modifier on a surrounded group by replacing the current isolation marker with one containing the next largest negative modifier every time the player's Turn ends with the group still surrounded. An isolation marker does not affect a leader's command modifier. A surrounded group can have its isolation battle modifier reduced to "0" by playing a Major Offensive card (see 7.3.2) on the surrounded group but the Surrounded card remains in play.
- 7.3.1.3 Other Surrounded Effects: Being surrounded also has the following consequences:
- A surrounded Objective may not use any of its special capabilities.
- A surrounded Objective must deduct its "surrounded" modifier when calculating its Point Value at round end.
- A surrounded group may not withdraw or be used to play a surrounded card on another group.
- A surrounded group may not be reinforced, except by using an Airborne or Major Offensive card (see 7.3.2).
- A surrounded group may not attack any other group other than the group that surrounds it.
7.3.2 Major Offensive: A Major Offensive card may be played from a player's hand to do the following:
- B (Attack Phase)/No Action Cost: Attack a second time in the current Turn against the same defending group that was already attacked or against another defending group without using another Action, or
- B (Attack Phase)/No Action Cost: Temporarily double the strength of any one attacking unit, or
- C (Deployment Phase)/1 Action Cost: Supply a surrounded group and remove any accumulated isolation markers, or
- C (Deployment Phase)/1 Action Cost: Reinforce a surrounded group with new units.
7.3.3 Airborne: An Airborne card may be used only with US units. It is played from a player's hand to do the following:
- B (Attack Phase)/1 Action Cost: Deploy an infantry maneuver group from the player's hand and
- B (Attack Phase)/No Action Cost: Attack with that group. This is also the only way a unit can both deploy and attack during the same Turn or
- B (Attack Phase)/1 Action Cost: Combine 2 attacking groups (or as many units from the two groups as can attack), one of which must be surrounded. The isolation battle modifier of the surrounded group and all other battle modifiers apply to their combined attack strength against the surrounding group but the reinforcing units added to the surrounded group are not halved in attack strength during that attack or
- B (Attack Phase)/1 Action Cost: This is airborne supply. Remove the isolation marker from a surrounded US group.
7.3.4 Counterattack: A Counterattack card can be played by any player but must be played before the defending player plays an Intelligence card and before any dice are rolled. A "counterattack" temporarily suspends the current attack. The defending player selects one or more attacking unit(s) in the current battle and attacks it with any one unit from his defending group. Apply combat results normally between these units, except that the attacking and defending roles are reversed, including all applicable leader and/or battle modifiers. After the completion of the defending player's "counterattack" the battle resumes and is resolved normally using the surviving units of the battling groups.
7.3.5 Intelligence: An Intelligence card can be played by any player to do one of the following:
- B (Attack Phase)/No Action Cost: The card may be played during another player's Turn to cancel one attack against a maneuver group (infantry or armored). An attack against an occupation group may not be cancelled using this card. An active player may not cancel his own attack, even if the odds turn against him or
- B (Attack Phase)/1 Action Cost: When the card is played, one other player may be forced to reveal all the information about one of that player's secret objective selections. All supporting cards (Major Offensive, FFE and/or AT Weapon) are also cancelled and discarded. The attacking group may not be used to make another attack during the same Turn. The player selected may choose which selection to reveal and the information is revealed only to the player using the Intelligence card.
7.3.6 Sniper!: During a player's Attack Phase, a Sniper! card can be played against any opposing leader at a cost of one Action. A sniper attack is the only way to single out a leader as the sole target of an attack. Select a target and roll a die. If the die roll exceeds the chosen leader's command rating number by "6" or more, the leader is eliminated.
7.3.7 Cover!: A leader may duck for cover when attacked by a sniper. If a Sniper card is used against a leader, a Cover! Card may be played by an inactive player to possibly protect him. When a Cover! card is played, the player with the Sniper! Card must roll the die twice and use the lowest roll to resolve the sniper attack. This procedure also applies with sniper attacks made using the Steeple objective card (see 13.5.2.5).
7.3.8 Objective Cards in Battle: Objective cards may be involved in battles:
- 7.3.8.1 Special Objective Attacks: An Objective card is a white back card which gives the player controlling it special capabilities. Any unit grouped with an objective is its occupation group (not to be confused with an objective's inherent garrison). An occupation force cannot attack, although the objective may have special capabilities of its own. An objective can use its special capability only once per Turn and only if it is not surrounded or damaged. The special combat capabilities of the nine Objective cards are covered along with their other capabilities in 13.5.2.
- 7.3.8.2 Captured Objectives: Whenever an objective takes losses in combat, which cannot be fulfilled by eliminating its inherent garrison (if present) and/or its occupation units, it is captured. The attacking group may immediately assign one infantry unit and/or leader from its group to become the new occupation group. The inherent garrison that was eliminated is restored upon capture and the Objective card moved in front of the capturing player. The new nationality of the objective card is now opposite of what it was.
7.3.9 Special Armor Battle Rules: Armor groups may attack and defend normally but special armor battle rules also apply.
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7.3.9.1 Defending Versus Infantry: An armored group cannot be attacked by an infantry maneuver group unless that group has the inherent antitank capability of a bazooka or panzerfaust (see 1.1.1.1) or the attacker plays an AT Weapon Card (see 14.2) as a part of the attack.
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7.3.9.2 Separate Attacks on Infantry Units: An armor unit, even if part of an armored group, may be separately used to attack one opposing unit in an infantry maneuver group at a time, even if those opposing units are part of a group with a leader, if the group has no inherent (bazooka or panzerfaust) antitank capability, no AT weapon card is played, the group has no antitank marker placed with it and the group contains no armor unit of its own. An armor unit may attack the individual infantry units of the same group one at a time in the same Turn at a total cost of one Action. An armored group leader's command modifiers can be used with the armor unit for each separate attack and, for the defender, their leader's command modifier is used with each separate infantry unit as it is attacked. This series of attacks continues until one of the attacks fails to eliminate a defending unit. Leader units may not be separately attacked in this way. If all armor and/or infantry units in either group are eliminated, any leader of the group is eliminated also.
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7.3.9.3 Restricted Attacks on the River: If a player controls the River objective card, armor can not attack groups with the same nationality as the River Objective card, unless the attacking player controls the undamaged bridge and then the attack strength is halved (round fractions down).
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7.3.9.4 Restricted Attacks on Tan Objectives: Armored group attacks on the four tan Objective cards (Steeple, Pherddorf, Crossroads and the Citie' Du Cheval) and the Forest Objective have their attack strength halved (round fractions down).
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7.3.9.5 Armor Unit Attack Factors: An Armored unit has two attack factors. The first (left) attack factor is used only versus opposing armored groups. The second (right) attack factor is used only versus opposing non-armored groups (infantry maneuver and occupation groups).
7.3.10 Barrages: Barrages can eliminate units or damage objectives. Friendly Fire and Barrage cards are both considered to represent barrages as does the barrage special capability of the Hill 205 Objective card. Although it is not actually an artillery barrage and is not blocked by obstacles to barrages, the Engineers card works the same way except that it may only be used to attack only one Objective card. The Friendly Fire card allows separate attacks against all units/Objective cards in a group but the barrages allow a separate attack at any one unit or Objective card in a target group. In barrage battles, no attacker losses are ever taken.
- 7.3.10.1 Barrages versus Units: Barrage battles versus units are handled normally using the card's attack factors plus a die roll versus a single unit's strength plus a die roll except that no battle modifiers apply (command modifiers apply if the unit is in command).
- 7.3.10.2 Barrages versus Objectives: Barrage battles versus Objective cards are handled normally using the attacking card's attack factors plus a die roll versus the objective's defense factor plus a die roll except that no battle or command modifiers apply. Instead of being eliminated, objectives are "damaged" by barrage battles. If the attack total equals or is less than the defense total, there is no effect. If the attack total exceeds the defense total, place a damage marker on the Objective card with a number that shows the difference. Later damages can be added to ones already marked. The damage marked may never exceed the Objective card's defense factor and each damage reduces that defense factor by "-1."
7.3.11 Recon Card: The Recon card allows a player to suspend the normal method of determining which side controls an Objective. If there is an Objective card without an occupation group with it, a Recon card may be played at any time during an active player's Turn or at the end of an opponent's Turn and the Objective card moved to that player's control and marked for the control by either nationality. Note that if there are several Recon cards available, the last one played could end up with the Objective card!
7.3.12 Partisan or Kommando Card: During the attack phase (B) at a cost of one Action, a player may play the Partisan or Kommando card on an opposing player's Objective card. Once played, the card remains until the Objective card is captured by another player or the player who originally placed it decides not to expend one Action to renew it during a future Turn's Attack Phase, at which time it is discarded. While with the Partisan or Kommando card, the Objective card's special capabilities may not be used and do not apply. If the Objective card's occupation group is attacked while the Partisan or Kommando card is with it, the attacker gets a "+3" battle modifier.
8.0 Deployment Phase (C)
A player may put new groups in play or reinforce existing ones by deploying them from his hand at a cost of one Action per group deployed or reinforced. Deployment can be either the placement of an entire new group or the reinforcement of an existing one with an additional unit or units. Each group placed or reinforced requires one Action - regardless of the number of cards deployed. Major Offensive cards may also be played during this phase, if using the effects for this phase. Reinforcements cannot reach a surrounded unit except by using a Major Offensive card.
9.0 Rest/Refit Phase (D)
9.1 Shift Unit: The active player may shift one unit from one group to another group of the same nationality at a cost of one Action.
9.2 Replace Inherent Garrison: One eliminated inherent garrison may be replaced at a cost of one action.
10.0 Discard/Repair Phase (E)
10.1 Discards: A player may discard up to four cards from his hand at a cost of one Action. He reveals only the top card discarded because only it will be visible on the discard pile.
10.2 Repairs: An attempt to repair "damage" to an Objective card may be made by its owner declaring "repairs" during his Discard Phase at a cost of one Action. For a repair attempt, roll one die. The damage is reduced by an amount equal to half of the die roll (round fractions down). Excess repairs may not be saved or transferred.
11.0 Draw Phase (F)
11.1 Cards from the Draw Pile: For one Action, the active player may draw as many cards from the deck as necessary to fill his hand. He can never draw any more cards than needed to fill his hand to capacity. A player's Draw Phase and his Turn ends immediately after drawing (and playing - these cards must always be played immediately) a white back card.
11.2 Citie' Du Cheval/Barracks Draws: If a player uses his Citie' Du Cheval or Barracks Objective card special capabilities to draw a card from the discard pile, he must do so before paying an Action to draw from the Draw Pile. Using the Barracks special capability is free but using the Citie' Du Cheval special capability costs one Action.
11.3 Maximum Hand Capacity: A player's normal hand capacity is eight cards if he has both nationalities deployed. If zero or only one nationality is currently deployed, the maximum hand capacity is only four cards. If a player's hand exceeds his maximum hand capacity at the end of his Turn, the excess cards must be discarded.
12.0 End of a Round
12.1 Sudden Death: Sudden death begins as soon as the draw pile is empty. No new cards can be drawn although the Citie' Du Cheval and Barracks special capabilities may still retrieve cards from the discard pile. Place the end of round marker on the "10" space of the Sudden Death Track on the back page of this rulebook. From now until the end of the round, every player at the end of his Turn rolls the die. If the die roll exceeds or equals the indicated number on the Sudden Death Track, the round ends immediately. If the die roll is less than the indicated number on the Sudden Death Track, the end of round marker is moved one space to the next lower number on the Sudden Death Track and play continues. The end of round marker is never moved lower than the "5" space.
12.2 Determining a Winner: Once a round ends, proceed directly to counting the victory points. Record the number of points if playing additional rounds (see 5.1).
12.3 Alternate End to a Scenario: A round also ends if the defending nationality loses control of every objective and is scenario specific according to 17.2.5 and 17.3.4.
13.0 White Backed Cards
All white backed cards must be played immediately, as soon as they are drawn.
13.1 Weather Card: A player who draws it must play the Weather card in his own area. The Weather card, when in play, prevents all players from using Airborne, Amphibious Assault or FFE cards, Barrages (using Barrage cards or the Hill 205 special capability) or using antitank battle modifiers (other antitank rules still apply). On each of the player's later Turns after the Weather card is placed, the player rolls a die during the Reorganize/Withdraw Phase and, if a "6" or more is rolled, the Weather card is removed from play; with a roll of "5" or less it remains in play. If the Weather card is removed from play, shuffle it back into the draw deck for later reuse. Exception: During Sudden Death (see 12.1), the Weather card is discarded when removed from play.
13.2 Mines! Cards: When a Mines! card is drawn, it is placed with the drawing player's deployed maneuver group that is chosen by the player sitting to his right. If the drawing player does not have a maneuver (infantry or armored) group, he may pass the Mines! card to a player of his choice who does have a group. The Mines! Card immediately attacks one infantry or armor unit (not leader) chosen by the controlling player of that group. The battle is resolved normally, using the mine attack factors ("4") and a die roll versus the unit's strength value, with no battle modifiers applying but with a leader's command modifier if the unit is in command, and a die roll. A Mines! card remains in play and attacks one unit in the group during the Attack Phase of each of the player's later Turns until removed by use of a Sappers card, the group completely withdraws or the group is completely eliminated (a leader card is automatically eliminated when all of the other units in the group are eliminated). Units eliminated by Mines! cards are not placed in anyone's casualty pile but are discarded. While in play, the Mines! card causes a battle modifier of "-2" on the group in battles both when attacking and defending. Note that units from a maneuver group with a Mines! card that capture and are used to occupy an objective become a new occupation group and leave the Mines! card behind.
13.3 Friendly Fire Card: When the Friendly Fire card is drawn, it is placed with the drawing player's deployed group that is chosen by the player sitting to his right. If the drawing player does not have a group, he may pass the Friendly Fire card to a player of his choice who does have a group. The Friendly Fire Card immediately attacks every unit (not leader) and Objective card in the selected group. The battles against each unit or Objective card are resolved using the attack factor ("6") on the Friendly Fire card and a die roll versus the unit's strength value (defense factor for an Objective card), with no battle modifiers applying but with a leader's command modifier used if a unit is in command, and a die roll. The battles are resolved normally and separately with different die rolls for each. Units eliminated by the Friendly Fire card are not placed in anyone's casualty pile but are discarded.
13.4 Engineers Card: When the Engineers card is drawn, the player must immediately use it to attack any one Objective card controlled by another player. The battle against the Objective card is resolved using the attack factor ("4") on the Engineers card and a die roll versus the Objective card's defense factor with no battle or command modifiers applying and a die roll. The Engineer card may cause damage to the objective (see 7.3.10).
13.5 Objective Cards
The nine Objective cards are also white backed cards that must be played immediately.
13.5.1 General Objective Rules: There are nine specific Objective cards in the game which the players will try to control. Each objective has a victory point value, an inherent garrison value and defense factors. Certain objectives are linked as denoted by a common color triangle in the upper left corners of the cards. For example, the River and Bridge Objective cards both have a blue triangle. Linked objectives are worth more victory points if controlled by the same player and by the same occupying nationality (see 5.2.1). Each Objective card has a special capability that will be explained in their respective sections, below. The special capabilities may not be used if an Objective card is surrounded, damaged to any degree, has the Partisan or Kommando card played on it or if an interdiction marker is placed on it.
- 13.5.1.1 Inherent Garrisons: Each objective has an inherent garrison value from zero (none) to three (strongest).
- If a player loses a battle while defending an Objective card (with or without any units as an occupation group) with an inherent garrison, he must use that inherent garrison first to fulfill some or all of the combat losses. If the inherent garrison is lost (see 7.2.2.4), that Objective card is marked with a garrison eliminated marker. An Objective card marked with a garrison eliminated marker has no inherent garrison.
- Inherent garrisons may be automatically replaced at a cost of one Action point during the Rest/Refit Phase. Remove the garrison eliminated marker to show that the inherent garrison is once again available.
- An inherent garrison may never be larger than the printed strength on the Objective card.
- An inherent garrison is automatically replaced when an Objective card is captured and transferred to another player's control.
- 13.5.1.2 Abandonment: An occupation group can be withdrawn from an Objective card but control of that Objective card does not change because of that. An Objective card can never be withdrawn.
13.5.2 Specific Objective Rules: The special capability rules for each Objective card are as follows:
- 13.5.2.1 Bridge (Blue): The Bridge Objective card represents major lines of transport across rivers. The player controlling the Bridge Objective card may deploy or withdraw one group or unit of the same nationality as that controlling the Bridge Objective card at no Action cost each Turn. Controlling the Bridge Objective card also has battle effects. For attacks versus the player controlling the River Objective card, the attack strengths of infantry maneuver groups are halved (round fractions down) unless the attacking player controls the undamaged Bridge Objective card (or uses the Amphibious Assault card) while attacking. Armored groups may not attack the player's nationality controlling the River objective card unless the attacking player controls the undamaged Bridge objective card, and then the attack strength of the armored group is halved (round fractions down). Note that to use the bridge, the player's attacking groups must be of the same nationality as that controlling the Bridge Objective card.
- 13.5.2.2 River (Blue): The River Objective card represents a major water obstacle. The River Objective card halves both Armor (only possible using the Bridge Objective card - see 13.5.2.1) and infantry attacks (Exception: See the Amphibious Assault card) made against it. Infantry attacks are not halved if the attacking player controls the Bridge Objective card. The River Objective card benefits all of the controlling player's groups of the same nationality as the side that controls it. The River Objective card has no effect on that player's groups of the other nationality.
NOTE: The attack factors of armored group attacks against an occupation group with any of the four tan Objective cards are always halved.
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13.5.2.3 Pherddorf (Tan): Pherddorf represents a large and important town. This card gives the controlling player one additional Action per Turn. This extra Action must be used to benefit groups or units of the same nationality as the side currently controlling Pherddorf.
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13.5.2.4 Citie' Du Cheval (Tan): This card represents an economic and military center. At a cost of one Action, the top Major Offensive card, armor unit, or Airborne/Amphibious Assault card may be retrieved from the discard pile during the player's Draw Phase. The card taken must be the one of these that is closest to the top of the discard pile. If none of these is found, the expended Action is wasted.
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13.5.2.5 Steeple (Tan): The Steeple is a special type objective. It does not have its own inherent garrison (it is "0") but does have a defense factor. Instead of deploying it by itself, it must be played on and stacked with any one of the other tan (Pherddorf, Crossroads or Citie' Du Cheval) Objectives card. It is automatically controlled by the same nationality as its "companion" Objective card. If a player controls none of the aforementioned Objective cards when drawn, the Steeple Objective card is reshuffled back into the draw deck and the player, if possible, draws a replacement card. The Steeple Objective card cannot be attacked separately from its "companion" Objective card. For all battles, the Steeple Objective card adds its "+2" defense factor to the defense factor of the "companion" Objective card. The Steeple objective card's special capability is to make one sniper attack (see 7.3.6 for sniper attack procedure) per turn at a cost of one Action. Sniper attacks using the Steeple Objective card must be against a leader of the opposite nationality from that controlling the Steeple Objective card. The Steeple Objective card shares the fate of its companion Objective card. If another player captures the companion Objective card, the Steeple is captured with it and the two remain together. If the companion Objective card is damaged, thereby losing its special capability, the Steeple Objective card also loses its special capability.
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13.5.2.6 Crossroads (Tan): This card represents a key communication link that permits rapid movement of troops from place to place. Anytime one of the controlling player's groups of the same nationality as that holding the Crossroads Objective card is involved in a battle, the player may reorganize the group before the battle by turning one sideways facing unit card so that it is now in command if the group's leader has a large enough command rating to do so.
14.0 Miscellaneous Cards
14.1 Medic!/Barrage Cards: This split card may to use one or the other end.
- 14.1.1 Medic! Cards: A Medic! card may be played immediately after any battle by any player to halve (round fractions down) the victory points scored by the winner of that battle. Only one Medic! card may be played per battle. To show the halved victory points, no more than the reduced number of points are placed in the winner's casualty pile and all the rest are discarded. Depending on the eliminated units available, it is possible that the player will be unable to place any units in his casualty pile.
- 14.1.2 Barrage Cards: At any time during an Attack Phase, a player may use a Barrage card to make a barrage battle using its "4" attack factor versus any one unit or Objective card at no cost in Actions.
14.2 FFE (Fire For Effect)/AT Weapon Cards:
- 14.2.1 FFE Card: An FFE card can be used during a player's Turn to add a +2 or +3 battle modifier (depending on the card played) to any attack or defense. The FFE card cannot be used to benefit any unit/group that is surrounded. No more than one FFE card can be used with one attack.
- 14.2.2 AT Weapon Cards: An AT Weapon card represents antitank weapons added to a force. If an AT Weapon card is played versus an armor attack, a +3 defensive battle modifier is added if the defending group is attacked by an armor unit or an armored group. If an AT Weapon card is played for an attacking group, the attack factor (+2 or +3, depending on the card) battle modifier is added if the group attacked contains an armor unit. Two of the AT Weapon cards have national symbols on them and may only be used by the nationality shown.
14.3 Recon/No Retreat! or Sappers:
- 14.3.1 Recon Cards: A Recon card can be played at any time during the game during an active player's Turn or at the end of an opponent's Turn. (Exception: They may not be used during the initial deployment (see 2.6) to capture an Objective card that has either been placed into play without an occupation group infantry and/or leader unit or has lost them as a result of combat. The objective card may have its inherent garrison. The player gains immediate control upon playing the Recon card. Be careful, as someone else might have a Recon card and grab it after the first capture! The nationality of the Objective card may be set to either side as the player desires. A Recon card cannot be used by a player to capture or change the nationality of one of his own Objective cards.)
- 14.3.2 No Retreat!: A No Retreat! card may be played at any time during the game on a surrounded group. The surrounded group will now surrender only when the isolation number equals the strength total (strengths of infantry units + defense factors of armor units and Objective cards) of all the surrounded units. If necessary, use multiple isolation markers and add them together to record the totals.
- 14.3.3 Sappers: A Sapper card can be used to discard one Mines! card at a cost of no Actions during a player's Attack Phase.
15.0 Antitank Markers
At any time during his Turn, a player may spend an Action to attempt to acquire additional antitank capabilities. This additional antitank capability is shown by the use of the antitank markers.
15.1 Acquiring Antitank Markers: The antitank markers should be placed face down and mixed together. At any time during his own Turn, the player announces that one Action is being expended for an antitank marker for a specific group and draws one of the markers. That marker is then placed with a specific unit in the group. An antitank marker may not be placed with an Objective card. There may never be more than one antitank marker placed with one group and it always remains with the same unit until discarded.
15.2 Using Antitank Markers: If attacked by an armored group, the modifier on the antitank marker is used as a defensive battle modifier for the group (if the whole group is attacked) or the unit it is with (if only that unit is attacked). They are not used when attacking.
15.3 Discarding Antitank Markers: An antitank marker is discarded if the unit it is with is withdrawn, eliminated or shifted to another group. A discarded antitank unit is returned face down and again mixed with the other antitank markers.
16.0 Entrenched Markers
The soldiers of World War Two showed a great proficiency at "digging in" that remains unmatched in any other war except, perhaps, for their forefathers of World War One.
16.1 Acquiring Entrenched Markers: Entrenched markers may be purchased at a cost of one Action per entrenchment modifier. An "1" entrenched marker may be purchased for one Action. An "1" entrenched marker may be upgraded to a "2" entrenched marker for one Action. A "2" entrenched marker may be purchased for two Actions. No marker may have a value in excess of "2." An entrenched marker is placed with a specific unit in a group. An entrenched marker may not be placed with an Objective card. There may never be more than one entrenched marker placed with one group and it always remains with the same unit until discarded.
16.2 Using Entrenched Markers: If attacked by any group, the modifier on the entrenched marker is used as a defensive battle modifier for the group (if the whole group is attacked) or the unit it is with (if only that unit is attacked).
16.3 Discarding Entrenched Markers: An entrenched marker is discarded if the unit it is with is withdrawn, eliminated, shifted to another group or the unit is used to attack or counterattack.
17.0 The Scenarios
There are three scenarios that can be played using these rules. Use one of the scenarios below to determine the initial side controlling the objectives.
17.1 Free Form Scenario: In the Free-form scenario any newly-drawn Objective card can be deployed as controlled by either nationality, as desired. There are no special rules.
17.2 All-Out Counter-Offensive Scenario: In the Surprise All-Out Counter-Offensive Scenario all newly drawn Objective card must deployed as controlled by the US side.
- 17.2.1: All armor units must be deployed as German armor units.
- 17.2.2: The Major Offensive cards may only be used with German groups.
- 17.2.3: Entrenched markers may be placed only with US groups.
- 17.2.4: Find the Weather card and have it automatically deployed in front of the dealer after initial deployment is completed.
- 17.2.5: This scenario or a round of this scenario automatically ends if and when all Objective cards are German controlled.
- 17.2.6: Before the game starts, remove 2 of the Airborne/Amphibious Assault cards from the deck. The remaining one may only be used with German units. The airborne supply (removing the Isolation modifier marker) may not be used.
17.3 Offensive Scenario: In the Offensive Scenario all newly drawn Objective card must deployed as controlled by the German side.
- 17.3.1: The Major Offensive cards may only be used with US groups.
- 17.3.2: Entrenched markers may be placed only with German groups.
- 17.3.3: Mines! cards may only be placed with US groups.
- 17.3.4: This scenario or a round of this scenario automatically ends if and when all Objective cards are US controlled.
- 17.3.5: For a two-round play the first round using the rules for 17.2 and the second round using the rules for 17.3.
18.0 General Optional Rules
18.1 Overrun: An overrun can occur whenever a surrounded group is totally eliminated (or captured in the case of an Objective card) by losses which are greater than the defender can fulfill by the elimination of garrison/units (or Objective card capture). With an overrun, the player who originally surrounded the group can return the Surrounded card to his hand, if this does not exceed hand capacity. Otherwise, the surrounded card is discarded as soon as the surrounded group is eliminated or the isolation is broken.
18.2 Alternate Card Plays: These are special results that can be obtained when two cards are played at the same time.
- 18.2.1 Major Offensive + Airborne: If a Major Offensive card and an Airborne card are both played together during the Attack Phase (B), no Actions are expended and the player who deployed both cards can "lift a siege" and automatically discard the Surrounded card and the isolation marker. Nothing else is done with the Major Offensive and Airborne cards, which are discarded after use.
- 18.2.2 Reusing the Partisan or Kommando Card: If the player who deployed it decides not to keep it in play he discards it at no cost at the beginning of his Turn. Alternately, the player may remove it from the Objective card and place it back in his hand (if hand capacity is not exceeded) at a cost of one Action point.
- 18.2.3 Alternate Recon Card Use: A Recon card can be used at no Action cost to force one player to reveal one of his secretly selected objectives to that player only.
18.3 Surprise Attacks: When a player announces an attack, he may change the nationality of the attacking group before resolving the attack. This costs no extra Actions. This change may not be done with groups where all of the units could not be changed or the changed group might have two leader units or too many infantry units.
18.4 Interdiction: An interdiction marker can cancel an Objective card's special capabilities for a short time.
- 18.4.1: During his Reorganize/Withdraw Phase, at a cost of one Action per interdiction marker, the active player may place interdiction markers on any opposing player's Objective cards. Each marker cancels the Objective card's special capability for as long as the interdiction marker remains in play.
- 18.4.2: During his Reorganize/Withdraw Phase, an active player may remove all interdiction markers currently marking his own Objective cards at no Action cost.
19.0 Dealer Records Scores
This rule is optional and can be used if all players in a game agree to its use. This optional rule is intended to put more cards into the discard pile to allow more scope for obtaining discards for using special capability rules (especially the Barracks card - see 13.5.2.9). During the course of a game, instead of each player keeping eliminated cards in their casualty piles, all units that are eliminated are returned to the discard pile at the end of the Turn in which they were eliminated and the victory points for all players are recorded and tallied by the dealer.
20.0 Two Player Game
COMBAT SOLDIERS In the Battle of the Bulge plays best with three to six players but, with a little extra effort, interesting and balanced games can be played by only two players, using the following additional rules to those set out in 2.0:
20.1 Modify the Deck: Remove the following cards from the deck:
- 1 Major Offensive card
- 2 Counterattack/Intelligence cards
- 3 Medic!/Barrage cards
- 3 Airborne/Amphibious Assault cards
- 2 Recon/No Retreat cards
- 2 Mines! cards
- 2 Surrounded cards
- 1 Steeple Objective card
Set these cards aside as they will not be used in playing the two-player version. As per rule 2.4, also temporarily remove the remaining two Mines! cards, the Engineers card and the Friendly Fire card from the deck and shuffle the remaining cards.
20.2 Objective Card Assignment: Remove the eight remaining objective cards, shuffle and deal four, face-down, to each player.
- 20.2.1: Each player secretly selects two of the four objective cards dealt to him or her and secretly records on an Objective Selection Sheet which one is to be controlled by the Germans and which one is to be controlled by the US at game's end, for determining victory point values.
- 20.2.2: The selected objective cards are shuffled back into the deck. The other four objective cards are set aside with the other removed cards (see 20.1) and are not used in playing the two-player version.
20.3 Deal Cards: Deal eight cards to each player as in the standard rules, and otherwise carry out the initial deployment as covered in 2.6, with the following changes:
- 20.3.1: After the initial deployment and the players have refilled their hands to their maximum capacity as per the standard rules, return the two remaining Mines! cards to the deck before the final shuffle.
- 20.3.2: The remaining three white-backed cards (Engineers, Weather and Friendly Fire) are shuffled and one is drawn face-down and placed in the deck before the final shuffle. The remaining two are set aside with the other removed cards and will not be used in playing the two-player version. Make a last shuffle of the deck to ensure that all cards returned to the deck have been properly randomized.
20.4 The Two-Player Game Starts: Play begins normally with the first player.
Sudden Death Track
The printed Sudden Death Track (on the back page of the rulebook) shows the spaces 5, 6, 7, 8, 9 and 10 (see 12.1).