Conflict of Heroes: Awakening the Bear – Firefight Generator
Conflict of Heroes: Awakening the Bear – Firefight Generator Rulebook
Table of Contents
Table of Contents
- Firefight Generator Overview
- G 1.0 Generator Cards
- G 1.1 Card Record Boards
- G 1.2 Condition Card Deck
- G 1.3 Awakening the Bear (AtB)
- G 2.0 Initiative Player
- G 2.1 Firefight Generator Guidelines
- Generator Setup Example
- Firefight Generation
- G 3.0 Playing Generator Cards
- G 3.1 Units
- G 3.2 Victory Point (VP) Options
- G 3.3 Special Rules & Events
- G 3.4 Bonus CAPs
- G 3.5 Extra Action Cards
- G 3.6 Changing the Number of Rounds
- G 3.7 Placing Units on the Map
- G 3.8 Adding Maps
- G 3.9 Condition Cards
- G 4.0 Firefight Generation Completion
- G 4.1 Optional Rule
- G 4.2 Three & Four Player Firefights
- G 4.3 Handicaps
- Firefight Generation Example
- Firefight Generator Guidelines
Firefight Generator Overview
Welcome to the Firefight Generator Expansion for Awakening the Bear. If you are new to the game series, please first read Sections 1 and 2 in the standard Awakening the Bear rule book and play a few of the Firefights that come with the game. Afterwards, read these Firefight Generator Rules to learn how to create hundreds of unique and exciting new Firefights.
This generator is a game in itself, in which the Players have to use strategy and cunning to manipulate the battlefield and available forces in order to create an engagement set to their advantage.
G 1.0 Generator Cards
This expansion includes German and Soviet Firefight Generator Card decks. Each Generator Card includes top and bottom options.
The Top Card Options can include special rules, weapons, and how VPs are generated.
The Bottom Card Options include units that the Player will have at his disposal.
Players draw a hand of cards from their specific deck. They then alternate playing cards from their hand, choosing to use either the top or the bottom option specified on the card. The Card Options are resolved immediately, so the Players can bluff, outmaneuver, and thwart their opponents during the Firefight's generation.
Once all cards have been played, the Firefight battlefield, objectives, combat units, entry points, special rules, and VP conditions are set. Now the battle begins! (For new Players, Firefight Generator Guidelines are provided.)
G 1.1 Card Record Boards
Each Player has his own Record Board. As Firefight Generator Cards are played, they are placed under this board. Cards played for their top option are placed halfway under the top edge of the board and cards played for their bottom option are placed halfway under the bottom edge of the board.
G 1.2 Condition Card Deck
Condition Cards change the weather with effects such as fog, rain, or nightfall.
G 1.3 Awakening the Bear (AtB)
The AtB Action Cards, Maps, Units, Track Sheets, and other components are used when playing with the Firefight Generator Expansion.
G 2.0 Initiative Player
Each Player rolls 2d6 and the high roll gains initiative, becoming the Initiative Player. The Initiative Player always goes first throughout the Firefight generation.
G 2.1 Firefight Generator Guidelines
Choose one of the Firefight Generator Guidelines listed on pages 6-7. These Guidelines allow Players to choose different kinds of Firefight engagements. Note: New Players should begin with Guideline 1.
Players setup the Firefight as specified by their chosen Guideline:
- The Initiative Player chooses if he commands the Soviets or Germans.
- Each Player places his Player Track Sheet and Card Record Board in a convenient location where both Players can see them.
- Shuffle the specified AtB Action Cards to form the Action Card Deck.
- Shuffle all Condition Cards to form the Condition Card Deck.
- The Initiative Player chooses which Map he wishes to play upon and then places it between the Players. If more than one Map is specified, then all of the Maps must have equal length edges touching.
- The Guideline specifies from which edge each Player's Units will enter and if there are any other setup conditions.
- Players decide if they will play with a specified variant. It is suggested that Players do not use a variant the first time they use a Guideline.
- Each Player shuffles his side's specified Firefight Generator Cards to form his Firefight Generator Deck (hereafter: Generator Deck).
- Players draw a hand of Generator Cards from their Generator Deck equal to the Guideline's specified Hand Size.
- Each Player places a Command marker on the CAP Track space that correlates to the CAPs each Player receives at the beginning of the Firefight. This may increase or decrease as the Firefight is generated.
- The Guideline also specifies how many Action Cards each Player draws at the beginning of each Round.
- Place all Fortification and Obstacle counters (AtB 18.0) into an opaque cup or bag. Together, these are referred to as Defense Counters (G 3.7.3).
- Players should note if any special rules are specified in the Guideline.
The game components should now be set up similar to the layout shown on page 1.
The Players are now ready to begin generating the Firefight!
Experienced Players may not want to use a Guideline or may want to modify them. You can be as creative as you want with this system! We do suggest that each Player have a Hand Size of no more than 1 to 2 Generator Cards for each Round the Firefight will last.
Ex: The Players want to play a 5 Round Firefight, which means they each have a Hand Size of 5 to 10 Generator Cards. They agree on 7 each.
Note: The larger the Hand Size, the longer and more involved the Firefight will be. When generating a 3-4 Player game, we recommend 1 card per Round the Firefight will last.
Generator Setup Example
Firefight Generator Guideline 1: Intro Firefight
- Number of Players: 1 German & 1 Soviet
- Rounds: 4
- Duration: 30-45 min.
- Action Cards: All Action and Bonus cards 02-07.
- Map Setup: The Initiative Player chooses any one map.
- Unit Setup: The Initiative Player chooses from which long map edge his Units will enter. The Opponent's Units enter from the opposite edge.
German Guidelines: Draw Generator Cards: 01-04. Hand Size: 4 cards. CAPs: 4. Action Cards Drawn: 1.
Soviet Guidelines: Draw Generator Cards: 01-04. Hand Size: 4 cards. CAPs: 4. Action Cards Drawn: 1.
Phillip and Matthew choose to use 'Guideline 1: Intro Firefight' to generate a Firefight. Phillip wins the initiative roll and is the Initiative Player.
- As the Initiative Player, Phillip chooses to command the Soviets, so Matthew commands the Germans.
- The Guideline states there are 4 Rounds in the Firefight, so Phillip places a coin or marker (G 3.6) on space 4 of his Player Track Sheet's Game Round Track.
- As the Initiative Player, Phillip chooses to play with Map 1 and places it between Matthew and himself.
- Phillip chooses to enter his Units on the A02-A18 map edge. Matthew's Units will enter from the opposite map edge.
- Both Players draw Generator Cards 01-04 from their respective decks. In a normal Firefight, each full deck would be shuffled and the Players would randomly draw cards equal to the specified Hand Size.
- Both Players place their blue Command Marker on each of their CAPs Track's space 4.
- Both Players draw one Action Card.
They now begin to generate the Firefight!
Firefight Generation
G 3.0 Playing Generator Cards
Starting with the Initiative Player, Players alternate playing one Generator Card at a time from their hand. When a Player plays a card, he chooses to play it for either the top or the bottom option. Some Options are resolved immediately and the card is discarded. Other Options have lasting effects and these cards are placed under their Player's Card Record Board, so that only the chosen Option shows.
Generator Card Options are categorized as Units (G 3.1), Victory Points (G 3.2), or Special Rules & Events (G 3.3). A Generator Card is placed under the Card Record Board section that matches its Option. More than one card may be placed in each section, with new cards placed under a previously placed one so that only the chosen Options of all cards show.
G 3.1 Units
The bottom option of a Generator Card always provides Units to the Player. The Player takes the pictured Units from the supply and places them next to the board edge they will be entering from.
Designer's Note: We suggest that you store your Units in the box in order of the number printed next to the Unit's name. The Unit's number is provided on the Generation Card after the Unit's name so that you can easily find it, though you can take any of the named Units if you want to ignore the numbers.
Each numbered Unit is only specified once on the Generator Cards, so it is not possible for a Unit to be used more than once.
When a Player plays a Generator Card for the bottom option, place it under the Units space of the Player's Card Record Board.
Ex: The Soviet Player plays Generator Card 2 (shown on page 1) and chooses the bottom Unit option. He immediately pulls Rifle 03, Rifle 04, and NKVD 20 from supply and places the counters in front of himself. He also increases his CAPs by +2 to 6 CAPs, which is his new CAP base for the Firefight. He then slides Generator Card 02 under the Units section of his Record Board, showing only the Bottom Card Option.
Ex: The Soviet Player plays Generator Card 03 for the bottom Units option and places the card under his Card Record Board's 'Units' space. The German Player plays a card.
Then the Soviet Player plays Generator Card 16 for the top option 'Victory Points: Survive' and places this card under his Card Record Board's 'Victory Points' space. The German Player plays a card.
The Soviet Player then plays Generator Card 07 for the top option titled 'Special Rule: Disrupt' and places it under his Card Record Board's 'Special Rules' Space. The German Player plays his next card.
The Soviet Player plays Generator Card 14 for the bottom Units option (Units and +1 CAP per Round). He places Card 14 under previously placed card 03, so that both card Unit options are visible to all Players. The German plays his next card.
The Soviet Player plays Generator Card 02 for the top option titled 'Victory Points: Defend'. He places Card 02 under existing Card 16, so that both Victory Points Options are visible to all Players.
G 3.2 Victory Point (VP) Options
The top option of each Generator Card has a title. Titles beginning with Victory Point: provide additional VP Options to the game.
Ex: The Soviet Player plays Generator Card 02 for the top 'Victory Points: Defend' option. He places a Control Marker on the map. He then can place a previously played card's Units on the map (G 3.7). He decides on Card 14 Units and places these on the map, near the Control Marker that he just placed. He then notes the VP conditions in the white box. In this case, at the end of every Round, he receives 1 VP for each Soviet Control Marker on the map.
VP Conditions are active for the entire Firefight. When a Player plays a Generator Card for a top 'Victory Points' option, the card is placed under the Victory Points space of his Record Board.
G 3.2.1 Default Victory Points
In addition to Victory Points a Player gains from playing Victory Point Options, Players also immediately receive 1 VP for each destroyed enemy Unit.
G 3.3 Special Rules & Events
Some top options have titles beginning with Special Rule: or Special Event:.
Special Rule Options include Rules that are in effect for the entire Firefight.
Special Event Options include special setup Events.
A Player playing a Special Rule or Event Option card places it under the Special Rules & Events space of his Record Board.
G 3.4 Bonus CAPs
Any Generator Card Option played that includes a +/- CAP picture, changes the number of CAPs a Player begins the Firefight with. We suggest marking the CAP Track with a coin or marker on the CAP space correlating to the Guideline's beginning CAP number. A Player then moves his beginning CAP marker a number of spaces on the CAPs Track equal to the CAP change designated in the Option.
Ex: The Soviet Player plays Generator Card 07 for the top 'Special Rule: Disrupt' option, taking 3 CAPs away from the German Player's CAP pool. Each Player starts with 4 CAPs under the selected Guideline 1. The German Player counts his CAP marker down to space 1. If the German does not play an Option that gives him additional CAPs, he will start the Firefight with only 1 CAP per Round!
G 3.5 Extra Action Cards
Card Options may provide extra Action Cards to the Player at the beginning of each Round or only at the beginning of the Firefight.
G 3.6 Changing the Number of Rounds
Some Special Event Options change the length of the Firefight by adding one or more Rounds. We suggest placing a coin on the ending Game Round Track space to mark the end of the Firefight.
Ex: Card 14, 'Special Event: Expanded Front', reads: "The length of the Firefight is extended by 1 Round."
G 3.7 Placing Units on the Map
Top options often allow a Player to place Units from previously played cards (both his and his opponent's) on the map. If no required card Units have been played yet, then this part of the Option is ignored and no Units are placed.
Note: A Player must time when he plays a top option, so that he maximizes its results.
Ex: The Soviet Player plays Generator Card 16 for the 'Victory Points: Survive' option. He previously played card 03 for its bottom Units option, so he chooses these Units. The German Player now places Soviet Rifle 05, Rifle 06, MMG 18 and NKVD 21 on the map within 3 hexes of each other.
The placement of Units will often have restrictions on where and how they may be placed. In addition to the restrictions specified in a card's Option, a Player may not place a Unit adjacent to or in the same hex as an enemy Unit or enemy Control Marker.
G 3.7.1 Changing Unit Entry
When a card Option changes the Round a Unit enters, the Player places that Unit on his Track Sheet's Game Round space that correlates with the new entry round.
Some Generator Card Options allow some or all of a Player's Units to enter from an additional map edge. Sometimes the Option states the Player must declare the map edge immediately, at a later time, or can choose the map edge when the Units enter.
Ex: Card 04 is played for the top 'Special Event: Partisans' option. The Soviet Player pulls Rifles 07 and 08, and places them on space 2 of his Game Round Track. He also increases his CAPs by +1.
G 3.7.2 Placing Control Markers
Some Generator Card Options have the Player place one of his Control Markers onto the map. Like Units, Control Markers may not be placed adjacent to an enemy Unit or Control Marker. The Control Marker option may include additional placement restrictions. The Player will sometimes be able to place Units with the Control Marker.
G 3.7.3 Defense Counters
Defense Counters include Hasty Defense, Bunkers, Wire, Trenches, Road Blocks, and Mines. Players may add 4 Smoke counters if they wish. When a Generator Card Option or AI Tile specifies that the Player place a number of random Defense Counters, the Player randomly draws the specified number from the Defense Counter supply. The Player then chooses one side of each Defense Counter and places it in any hex that does not already contain a Defense Counter or is adjacent to an enemy Unit or Control Marker. When a Trench or Bunker is placed in a Hex with a Unit, the Unit may be placed in the Defense Counter if permitted by the standard AtB rules.
Ex: Vehicles may not be placed in a Bunker or Trench.
G 3.8 Adding Maps
When a Generator Card Option has a Player add another map, he places any other map of his choice so that its edge length matches the edge length of the map he is placing it adjacent to. If a Player's Units were to enter from a map edge that is connected to a new map, these Units now enter from the new map's edge opposite from where the maps connect.
G 3.8.1 Switching Maps
When a Generator Card Option allows a Player to switch an existing map for another map not already in use, the new map is placed in the same place and connected to any other maps in the same way as the original map. Any Counters that were already placed on the old map are placed in the same numbered hex on the new map. If a hex does not allow the placement of a Counter (example - water), then that Counter is placed on the nearest eligible hex.
G 3.9 Condition Cards
Some Generator Cards direct Players to draw and play Condition Cards. A Condition Card's top option is a Special Rule that affects both Players. The bottom option is a benefit that only affects the Player that plays it.
When a Player plays a Generator Card top 'Special Event: Draw 2 Condition Cards' option, the Player draws two Condition Cards. He then chooses one Condition Card to play for the top option. This card is placed under the Special Rules space of his Card Record Board. The other Condition Card is played for its bottom option. If this bottom option provides a continuous effect during the Firefight, the Player places the Card under the bottom of his Card Record Board for reference.
G 4.0 Firefight Generation Completion
After both Players have played their last Generator Card, Players do the following to complete the Firefight's Generation:
- Discard any unused Condition Cards, the Firefight Generator Decks, and all unplaced Defense Counters.
- Players place their blue Command marker on their beginning CAP value (that was marked by a coin during setup), their AP Marker, and their VP Marker. The Initiative Player places the Round Marker on the 1st space of his Game Round track. The player who received the fewest number of units from the Generator cards that they played gains 2 additional CAPs each turn.
- Beginning with the Initiative Player, each Player changes the facings of any or all of their Units that were placed on the map.
The Firefight is now ready to play!
Designer's Note: There are no restrictions on how many cards are played for their top option vs. their bottom option. Playing too many of one type of Option may result in a Player setting themselves up for defeat before the Firefight even begins. Ex: A Player only plays his cards for bottom Unit options and ignores all top Victory Point options.
G 4.1 Optional Rule
Both Players draw one more Generator Card than specified in the Guideline. When generating the Firefight, the last card each Player has remaining in their Hand is not played and is discarded.
Note: Having to make the best decisions with limited Options is a key feature of the Firefight Generator, so we advise you use this Optional Rule sparingly.
G 4.2 Three & Four Player Firefights
Guidelines that call for 3 or 4 Players are prepared the same way as 2 Player Guidelines. When Players play Generator Cards, teammates alternate who plays a card when it is their team's turn. Teammates share a Card Record Board. All Victory conditions and Special Rules affect both Players of a team. However, Units are only placed and commanded by the Player that played the Generator Card.
G 4.3 Handicaps
A less experienced Player may need a handicap against a more experienced Player.
- The Handicapped Player can receive 1 or 2 more CAPs than specified in the chosen Guideline, or
- The Handicapped Player receives 1 more Generator Card in his Hand Size and will play this extra card.
Firefight Generation Example
Phillip is the Initiative Player, so he will play a Generator Card first.
- Phillip plays Soviet Generator Card 03 for the bottom Units option.
- He pulls Rifles 05 and 06, MMG 18 and NKVD 21, placing them next to his map entry edge.
- He places this card under the Units space of his Record Board.
- Matthew plays German Generator Card 04 for the bottom Units option.
- He pulls the two Pioneer Units and places them next to his map entry edge.
- He increases his CAPs level from 4 to 5.
- He places this card under the Units space of his Record Board.
- Phillip plays Soviet Generator Card 01 for the top 'Special Rules: Well Prepared' option.
- He will pull 2 Action Cards at the beginning of each Round.
- He places this card under the Special Rules space of his Record Board.
- Matthew plays German Generator Card 03 for the top 'Victory Points: Secure' option.
- Matthew places a Soviet Control Marker (CM) four hexes from his entry map edge on hex E09.
- Phillip may now place a Card's units on the map within 3 hexes of this Control Marker. He has only played Card 03 for units, so must use these Units. He decides to place NKVD 21 in heavy woods hex D11, Rifle 05 in hex F11 and MMG 18 in hex G07. He does not place Rifle 06, deciding to allow it to enter normally from his entry edge.
- Matthew places this card under the Victory Points space of his Record Board.
Matthew is now concerned, since Phillip played the Partisans Option. Matthew wanted to play Card 01 for more Units, but now feels that he may need more versatility setting up his units.
- Phillip plays Soviet Generator Card 04 for the top 'Special Event: Partisans' option.
- Phillip places Rifles 07 and 08 on the Round 2 space on his Track Sheet.
- He increases his CAPs marker from 4 to 5.
- He places this card below card 01 in the Special Rules & Events section.
- Matthew plays German Generator Card 01 for the top 'Special Event: Veteran' option.
- Matthew places Pioneer 17 in hex E13 and Pioneer 18 in hex D13. He could not set them adjacent to any enemy Units or the Control Marker (G 3.7). By placing them here, he hopes to be able to engage the Soviet NKVD 21 or Rifle 05 from their flank.
- He increases his CAPs from 5 to 6.
- He places this card under the 'Special Rules & Events' section of his Record Board.
- Phillip plays Soviet Generator Card 02 for the bottom Units option.
- He pulls Rifles 03 and 04, and NKVD 20, placing them next to his map entry edge.
- He increases his Max Caps from 5 to 6.
- He places this card under Card 03, under the Units space of his Record Board.
- Matthew plays German Generator Card 02 for the bottom Units option.
- He pulls Rifle 03, Pioneer 16, and LMG 11, placing them next to his map entry edge.
- He increases his Max Caps from 6 to 7.
- He places this card under Card 04, under the Units space of his Record Board.
All Cards have been played. Both Players place their CAP markers on their beginning CAP total. The Soviets begin with 6 CAPs and the Germans with 7 CAPs. This is the CAP level at the beginning of every Round, unless a Player loses Units (AtB 7.4).
Phillip, as the Initiative Player, may change the facings of any of his Units that are placed on the map (G 4.0). Then Matthew may change the facings of his Units.
Phillip draws 2 Action Cards (due to the Special Rule option he played) and Matthew draws 1 Action Card.
The Firefight begins. The Players now each roll 2d6 to determine round Initiative (AtB 2.1). Matthew wins initiative and takes the first turn in Round 1. He group moves Rifle 03, Pioneer 16 and LMG 11 onto the map hexes L04 through L06 for 1 CAP.
And so on...
Firefight Generator Guidelines
Each Guideline lists the number of Players, Rounds, Duration, Action Cards, Map Setup, Unit Setup, and any Variant, followed by the Generator Cards, Hand Size, CAPs, and Action Cards for each side.
Guideline 1: Intro Firefight
- Number of Players: 1 German & 1 Soviet
- Rounds: 4
- Duration: 30-45 min
- Action Cards: All Action and Bonus Cards 02-07.
- Map Setup: The Initiative Player chooses any one map.
- Unit Setup: The Initiative Player chooses from which long map edge his Units will enter. The Opponent Units enter from the opposite edge.
German Guidelines: Generator Cards 01-04. Hand Size 4 cards. CAPs 4. Action Cards 1.
Soviet Guidelines: Generator Cards 01-04. Hand Size 4 cards. CAPs 4. Action Cards 1.
Guideline 2: Infantry Firefight
- Number of Players: 1 German & 1 Soviet
- Rounds: 5
- Duration: 60 min
- Action Cards: All Action and Bonus Cards 02-13.
- Map Setup: The Initiative Player chooses any one map.
- Unit Setup: The Initiative Player chooses which map edge his Units will enter from. The Opponent Units enter from the opposite edge.
- Variant: Use a 3-8 card Hand Size for both Players. Both Players start with CAPs equal to their Hand Size.
German Guidelines: Generator Cards 01-09. Hand Size 5 cards. CAPs 5. Action Cards 1.
Soviet Guidelines: Generator Cards 01-09. Hand Size 5 cards. CAPs 5. Action Cards 1.
Guideline 3: Light Armor Firefight
- Number of Players: 1 German & 1 Soviet
- Rounds: 5
- Duration: 45 min
- Action Cards: All Action and Bonus Cards 02-13 and 20.
- Map Setup: The Initiative Player chooses any one map.
- Unit Setup: The Initiative Player chooses which map edge his Units will enter from. The Opponent Units enter from the opposite edge.
- Variant: The non-Initiative Player chooses a second map to add to the first. Increase the Hand Size to 6.
German Guidelines: Generator Cards 10-16. Hand Size 5 cards. CAPs 4. Action Cards 1.
Soviet Guidelines: Generator Cards 10-16. Hand Size 5 cards. CAPs 4. Action Cards 1.
Guideline 4: Armor Firefight
- Number of Players: 1 German & 1 Soviet
- Rounds: 5
- Duration: 60 min
- Action Cards: All Action and Bonus Cards 02-13, 20, and 40.
- Map Setup: The Initiative Player chooses any one map. The non-Initiative Player then chooses another map and places it next to the first.
- Unit Setup: The Initiative Player chooses which map edge his Units will enter from. The Opponent Units enter from the opposite edge.
- Variant: Only setup 1 map. Use a 4-10 card Hand Size for both Players. Both Players start with one CAP less than their Hand Size.
German Guidelines: Generator Cards 10-25. Hand Size 7 cards. CAPs 6. Action Cards 1.
Soviet Guidelines: Generator Cards 10-25. Hand Size 7 cards. CAPs 6. Action Cards 1.
Guideline 5: Full Deck Firefight
- Number of Players: 1 German & 1 Soviet
- Rounds: 5
- Duration: 60 min
- Action Cards: All Action and Bonus Cards 02-13 and 40.
- Map Setup: The Initiative Player chooses any one map.
- Unit Setup: The Initiative Player chooses which map edge his Units will enter from. The Opponent Units enter from the opposite edge.
- Variant: Use a 3-10 card Hand Size for both Players. Both Players start with one CAP less than their Hand Size.
German Guidelines: Generator Cards 01-25. Hand Size 5 cards. CAPs 4. Action Cards 1.
Soviet Guidelines: Generator Cards 01-25. Hand Size 5 cards. CAPs 4. Action Cards 1.
Guideline 6: Light Armor & Infantry Firefight
- Number of Players: 1 German & 1 Soviet
- Rounds: 5
- Duration: 60 min
- Action Cards: All Action and Bonus Cards 02-13, 20 and 40.
- Map Setup: The Initiative Player chooses any one map.
- Unit Setup: The Initiative Player chooses which map edge his Units will enter from. The Opponent Units enter from the opposite edge.
- Variant: Use a 3-10 card Hand Size for both Players. Both Players start with one CAP less than their Hand Size.
German Guidelines: Generator Cards 01-16. Hand Size 5 cards. CAPs 4. Action Cards 1.
Soviet Guidelines: Generator Cards 01-16. Hand Size 5 cards. CAPs 4. Action Cards 1.
Guideline 7: Three Player Firefight
- Number of Players: 2 German & 1 Soviet
- Rounds: 5
- Duration: 90 min
- Action Cards: All Action and Bonus Cards 02-13, 20 and 40.
- Map Setup: The Initiative Player chooses any one map.
- Unit Setup: The German 1 Player chooses which map edge his Units will enter from. The Soviet's Units enter from the opposite edge. The German 2 Player then chooses a map edge that none of the other Player's Units are entering from for his own Units to enter from.
- Variant: Reverse the German and Soviet Guidelines so that there are 2 Soviet Players against 1 German Player.
German 1 Guidelines: Generator Cards 01-16. Hand Size 4 cards. CAPs 3. Action Cards 1.
German 2 Guidelines: Generator Cards 01-16. Hand Size 4 cards. CAPs 3. Action Cards 1.
Soviet Guidelines: Generator Cards 01-25. Hand Size 8 cards. CAPs 6. Action Cards 2.
Turn order: German 1, Soviet, German 2, Soviet, German 1, ...
Guideline 8: Four Player Firefight
- Number of Players: 2 German & 2 Soviet
- Rounds: 5
- Duration: 120 min
- Action Cards: All Action and Bonus Cards 02-13, 20 and 40.
- Map Setup: The Initiative Player chooses any one map.
- Unit Setup: The Initiative Player chooses which map edge his and his teammate's Units will enter from. The opponent team's Units enter from the opposite edge.
- Variant: Each team has one Player's Generator Deck composed of cards 1-12 and the other Player's Deck composed of cards 13-25.
German 1 Guidelines: Generator Cards 01-12. Hand Size 4 cards. CAPs 5. Action Cards 1.
German 2 Guidelines: Generator Cards 13-25. Hand Size 4 cards. CAPs 5. Action Cards 1.
Soviet 1 Guidelines: Generator Cards 01-12. Hand Size 4 cards. CAPs 5. Action Cards 1.
Soviet 2 Guidelines: Generator Cards 13-25. Hand Size 4 cards. CAPs 5. Action Cards 1.