D-Day Dice: Patriots & Smugglers
D-Day Dice: Patriots & Smugglers Rulebook
Table of Contents
Table of Contents
Legendary Units
These units are the Legendary Units from the Patriots & Smugglers set. Each one is a card with its own rules text, and the text is reproduced below as printed on the card.
Super Soldier
Change all red in your Final Tally to the result and color of your choice.
Ignore all other [skull icon].
The skull icon on the card face is not fully legible in the available photo, so it is shown here as [skull icon]. A small icon in the first line of the text is not legible and is not transcribed.
Captain Solo
Lose 2 less [skull icon] per Phase and ignore Special Damage.
Lose this ability if you have more than 2 Specialists in your Unit (including this one).
The skull icon is not fully legible in the available photo and is shown as [skull icon].
D-Day Dice Pocket: Colonel and Scout
These two new Specialists are for use with D-Day Dice Express!, which is part of D-Day Dice Pocket.
Colonel
Double the result of 1 of your dice (that die is counted twice, with the same color).
Scout
Sacrifice the Scout BEFORE Phase 1: ignore all sector effects until step 8.
Colonel and Scout: Reference Card (side 1)
As these are printed on both sides of the same card, you can never have both Specialists in your squad at the same time. For solo players, the Scout and the Colonel can never be the free starting Specialist.
The Colonel can be rallied only when you roll an RWB for a Specialist who is already in your squad, or you roll a straight while the Veteran is already in your squad.
Colonel and Scout: Reference Card (side 2)
The Scout can be rallied only when you roll an RWB for a Specialist who was removed from the game (either from a voluntary sacrifice or because he was lost), or you roll a straight while the Veteran is removed from the game.
Sector effects include all sector text and additional dice or restrictions imposed by previous sector texts. The Scout may not prevent the Kommandant from deploying in bunkers.