D-Day Dice: MGF Dice
D-Day Dice: MGF Dice Rulebook
Table of Contents
MGF Dice
The decision to use MGF dice instead of regular d6 for Machine-Gun Fire must be agreed to by all players at the start of the game. This decision lasts for the entire game and all players must follow it.
Instead of rolling a d6 for Machine-Gun Fire, players roll an MGF die: they must lose the resources indicated by the die (or dice, when MGF requires more than 1 die). A Skull means "6 Soldiers" and a Tool means "1 Item Point". If a player does not have the resource(s) rolled, he must lose 6 Soldiers.
When Special Damage is present, it is triggered by rolling a Skull on the MGF die (in addition to the loss of 6 Soldiers).
Notes
- Players cannot trade resources between the moment the MGF die is rolled and the moment they suffer casualties (they must trade before the MGF roll or after losses have been taken).
- MGF dice cannot be mixed with regular d6 when rolling for Machine-Gun Fire.
- MGF dice are different from the black dice of the German player. MGF dice cannot be part of an RWB bonus, or be affected by anything that affects Red, White, Blue or Black dice.
- Since MGF dice replace the normal d6, they are affected by anything that affects the result of MGF or the result of a normal d6 (like the Binoculars). If a game effect changes the result of an MGF die to "6," use the Skull result instead.
- At the start of the game, the German player can decide on his own to use MGF dice. The same rules apply during the game.
- Optionally, MGF dice can also be used to roll Landmine damage.