D-Day Dice (Second Edition): Overlord
D-Day Dice (Second Edition): Overlord Rulebook
Table of Contents
Table of Contents
- Neutral Cards
- Learning the Jargon
- Taking Up Duty
- Campaign Plan
- Blitzkrieg (for a Quick Game)
- General Orders (Rules for All Raids)
- Campaign A: The Longest Day
- Raid A-1: Bridgehead
- Raid A-2: Breakthrough
- Raid A-3: Spearhead
- Solo Campaign A: The Longest Day
- Campaign B: The Longest Night
- Solo Campaign B: The Longest Night
- Campaign C: Blind Assault
- Solo Campaign C: Blind Assault
- Honor Table: Multiplayer
- Honor Table: Solo
- Battle Map List
Neutral Cards
The Neutral cards include the Medals, Ranking Specialists, Unique Specialists, Regular Items, Special Items and Vehicles that do not belong to any particular country. One set is included in the base game, and another is included in D-Day Dice: Overlord.
Components listed on the Neutral card sheet:
- 16 Medals
- 6 Ranking Specialists
- 4 Unique Specialists
- 16 Regular Items
- 12 Special Items
- 6 Vehicles
Learning the Jargon
Teams. Players divide into Teams of 1 to 4 players, as evenly as possible. Each Team will generally start and finish its Raids in its chosen Column (while moving through adjacent Columns on its way to the Bunker).
Battle Map. Campaigns are played on a group of game boards arranged in rows (the vertical rows are called Columns, the horizontal rows are called Raids). Together these make up the Battle Map. Battle Maps have several possible layouts: 2 Raids x 2 Columns, 3 Raids x 3 Columns, and so on.
Raid. A campaign is played one Raid at a time (a Raid is the equivalent of one row of game boards making up the Battle Map). Each Raid has its own rules and objectives. When all Teams have finished a Raid, the scoring is done and the game is reset for the next Raid.
Taking Up Duty
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Choose a Campaign and set up the Battle Map according to the layout of the game boards.
Solo play: Set up the Battle Map as for team play, then turn over a few pages until you reach the "Army of One" symbol for the solo scenarios.
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Each player needs the same equipment as for a normal game:
- A set of Regular Specialists
- A set of Auxiliary Specialists
- A Unit Marker
- A set of RWB dice
- A Player Aid
- A Resource Card
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Divide your group into Teams, as evenly as possible, with 1 to 4 players per Team, and assign 1 Team per Column on the Battle Map. Flexibility in the player/Team mix is allowed: 3 players may be split into 2 unequal Teams if you wish, or if you do not have enough game boards to make 3 Columns.
FOR 1–4 PLAYERS WITH 1 NEUTRAL CARD SET
| Players | Teams | Players per Team | Battle Map width |
|---|---|---|---|
| 1 | 1 | 1 solo player | Player's choice |
| 2 | 2 | 1 player each | 2 Columns |
| 3 | 3 | 1 player each | 3 Columns |
| 4 | 2 | 2 players each | 2 Columns |
FOR 5–8 PLAYERS WITH 2 NEUTRAL CARD SETS
| Players | Teams | Players per Team | Battle Map width |
|---|---|---|---|
| 5 | 2 | 2–3 players each | 2 Columns |
| 6 | 2 or 3 | 3 players each | 2 Columns |
| 7 | 2 or 3 | 3–4 players each | 2 Columns |
| 8 | 2 or 3 | 4 players each | 2 Columns |
FOR 6–12 PLAYERS WITH 3 NEUTRAL CARD SETS
| Players | Teams | Players per Team | Battle Map width |
|---|---|---|---|
| 6 | 3 | 2 players each | 3 Columns |
| 7 | 3 | 2–3 players each | 3 Columns |
| 8 | 3 | 2–3 players each | 3 Columns |
| 9 | 3 | 3 players each | 3 Columns |
| 10–12 | 3 | 3–4 players each | 3 Columns |
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Each Team must have the following:
- Special Items. The Battle Map on which each Team starts determines its Special Items. If you do not have enough copies of a card, replace any missing Special Item with another of equal or lower cost, with the agreement of all players. Replacements may be Legendary Items of an unused Legendary Unit.
- 1 Neutral Card set to serve as a shared reserve for the Teams. (For 1–4 players, 1 Neutral set serves all players/Teams.) To determine which Regular and Special Items are available, use the number of players who will draw from the reserve as a guide. See also page 4 of the D-Day Dice rules for the composition of the reserve according to the number of players.
Examples: (1) A 5-player game with 2 Teams: there will be 2 separate reserves, because only the 3-player Team will be able to use the Items bearing the symbol. (2) A 7-player game (2 or 3 Teams depending on the number of Neutral card sets used): with 2 reserves, ALL Special Items are available in both reserves, because all Teams can draw from both reserves; with 3 reserves, you will only have the Special Items of your Column in your own reserve. (These examples show how Special Items are determined by the game boards and how the number of Columns affects which Special Items are available.)
- Unique Specialists. Each Team may have only one Unique Specialist at a time.
- Legendary Units. All Teams must play with them, or none. When you play with Legendary Units, players may not start with their free Starting Specialists (but they may be rallied later).
Campaign Plan
A Campaign is like a race, in which each stage is a Raid with its own rules and objectives. After each Raid, the Teams earn Performance Points (PP). The Team with the most PP at the end of the action wins both the campaign and the heart of its nation.
A Campaign is played like a normal game of D-Day Dice: roll the dice, collect resources, move, then resolve combat. Each Unit cooperates with its teammate Units, but competes with the other Teams.
- Any RWB bonus or card that affects "another Unit" may target a Unit from any Team. Example: You play the Gallantry Medal and add 2 results of your choice to your Final Tally, plus 1 result of your choice to another Unit. Tip: Give a good result to a friendly Unit in your Team; give a bad result (such as a Skull) to a rival Unit from another Team.
- Any RWB bonus or card that affects "all Units" only targets the Units of your Team (unless stated otherwise). Example: You play the Bronze Star Medal. All Units in your Team may stay one extra turn in their Sector. The Units of other Teams are not affected.
- All references to "number of players/Units" should be read as "number of players/Units in this Team". For example, if the Battle Map "Strongpoint Sole" is in play, the number of Skulls in the Bunker depends on the number of Units in the Team's Column, and not on the total number of Units in all Columns.
When a Unit has conquered its Team's Bunker, it places its surviving Specialists next to the Bunker, according to the Victory rules on page 13 of the base rules, in order to help its teammates.
When all Units of all Teams have finished conquering their Bunkers, count the Performance Points (PP) for the Raid (see the Honor Table at the end of this book). If a Team suffers more penalties than bonuses, it cannot score fewer than 0 PP.
Preparing the next Raid (all players)
- Medals and Vehicles. They are reshuffled into their respective decks.
- Items. They all return to the reserve.
- Specialists. Depending on the Campaign, some Specialists may be kept by Units. The Campaign description will tell you this specific case for each Raid. The remaining Specialists return either to the reserve (Unique and Ranking) or to the player's hand (Regular, Auxiliary and Legendary).
- Starting Sector. All Units reset their counters on their Resource Card to 0 and add the resources shown in their Starting Sector.
- Starting Resources. Units gain the resources shown in their Starting Sector.
Blitzkrieg (for a Quick Game)
For a quick game, Campaigns may be played as a single Raid (playing just one row of game boards). This also turns D-Day Dice into a competitive game.
Choose the Raid you want. Check the rules that affect this Campaign and the game boards of that Raid. If a Raid's rules tell you to keep a Specialist from the previous Raid (which you did not play), you gain 3 Stars per Specialist instead.
At the end of the Raid, calculate the Performance score normally. Since you have only played one Raid, the chances of a tie are higher. To reduce this probability, allocate 1 extra PP to the Unit with the most Stars on its Resource Card at the end of the game.
General Orders (Rules for All Raids)
Each Raid has its own rules. The following rules apply to all Campaigns.
Keep Going!
If your Unit is eliminated, it may return to the Battle Map. Here is how:
- Unit Marker: You must "Retreat" (the opposite of Advance) at least once, up to two Sectors away, ignoring all the conditions of the destination Sector. This means moving your Unit Marker back across the last line of Advance you crossed, while staying on the same Battle Map. See the example below.
- Specialists: You lose all of them except one, which you choose. Your other Specialists become available again: Regular, Auxiliary and Legendary Specialists return to your hand; Unique and Ranking Specialists return to the reserve. Specialists previously lost during the game also become available again.
- Keep: all your Items, Item Points, Stars, Courage, unused Medals and other card types (Vehicles, Military, Badges, Special Missions, etc.).
- Sector Reset: You may visit again all the Sectors you have already visited.
- Resource Gain: Your Unit gains a number of Soldiers equal to double the DEF of your new Sector, plus a total of Stars and Courage equal to the number of the Sector, divided as you wish. See the note on DEF on the following page.
Example of Keep Going!: If your Unit is eliminated while attacking the Bunker Sector at Omaha Beach, you may return to Sector 9 (adjacent to the Bunker), to Sector 7 or to Sector 8 (2 Sectors away).
Diagram captions: "Keep Going: a Unit is eliminated in the Bunker… it must 'Retreat' 1 Sector." "…and may 'Retreat' up to 2 Sectors (at the player's choice)."
Suppose you choose Sector 8; with its DEF of 10, you will receive 20 Soldiers plus 5 Courage and 3 Stars (the number of the Sector is divided in any way between these two resources). You do not need a Scout to return to this Sector (Keep Going! ignores Sector conditions), so you choose to keep your Captain to help you get more RWB bonuses. You now need to rally a Medic to enter Sector 9 and mount a new attack on the Bunker.
If your new Sector has several DEF values, take the highest one to determine your Soldier gain. If it is a "Single Combat" Sector, you gain a number of Soldiers equal to its full DEF only once (not twice). If the Sector's DEF has been reduced by a game effect (such as a Bangalore Torpedo or a Bazooka), use the current value of the Sector. If this Sector offers an advantage when it is visited for the first time (such as a Medal or a free Specialist, for example), you do not benefit from it.
A Team that is eliminated receives a score penalty (Honor Table, p. 32).
Scatter!
You may move laterally between Columns – this counts as an Advance into the neighbouring Sector, and the Courage cost is the same as if you had Advanced into that Sector (printed below the horizontal line of the destination Sector). It can never be less than 1 Courage. All game effects that reduce or cancel the cost of an Advance (such as the Battle Cry) apply. Vehicles may follow Units when they change Column (apply the normal Vehicle movement rules).
Battle Cry: Call for Help
All Units (including Legendary Units) have an additional "OR" option for their RWB Battle Cry:
OR: Put your Unit in safety – it has finished the current Raid but cannot earn PP for conquering the Bunker. It will lose 5 PP plus all other appropriate penalties. (This option helps a weakened player, or several Teams that have reached a deadlock, to pass the end of the Raid and continue.)
Postscript to an Order
All Command Posts, marked by a green flag, are only activated at the end of the turn (instead of on arrival in the Sector). A Unit must survive combat in the Sector before it can activate its Command Post.
Mulligan Tokens
At the start of the game, each player receives 3 Mulligan tokens (supplied with D-Day Dice: Overlord). A Mulligan token may be discarded to allow a Unit to re-roll all the dice of its first roll. At the end of a Raid, the Team(s) with the most Mulligan tokens still in their possession earn 2 bonus Performance Points (Honor Table, p. 40). You may not use this rule at the same time as the optional Soldier Mulligan rule on page 15 of the base rules.
Secret Medals
Medals are kept secret from the other Teams, while the other cards (Specialists, Items, Military, etc.) remain in view of all. A Medal is revealed only when it is played.
Ties
As for resolving ties in the base rules, page 13: if there is a tie between two rival Units attempting the same action (finding an Item, rallying a Specialist, collecting a Medal from a Battle Map, collecting a token, etc.), the Unit with the fewest Soldiers has priority. If the tie persists, break it in this order: the Team with the lowest PP score, then the least Courage, then the fewest Stars, then a dice roll to determine who has priority.
Active Skull
An active Skull is a Skull of your Final Tally that actively cancels another die during Phase 2. In other words, it is a Skull result that has not been ignored by game effects (such as the Marksman, for example) and that is not part of a RWB bonus or a Straight.
Battle Map Notes
Gold Beach (Column Charlie). Only Bunker 1 on the right side counts. Sector 11 (DEF 16 + 1 Machine Gun Fire) contains an abandoned Bunker that cannot be entered. Place a red "X" token from the base game on it to remind you. If you use the Gold Beach board supplied with D-Day Dice: Overlord, you may ignore this Battle Map note, because the left-hand Bunker has been removed.
Diagram captions: "Left: Gold Beach from D-Day Dice. If you use this board in a Campaign, place a red X token on it to remind you." "Right: Gold Beach from D-Day Dice: Overlord."
Mont Fleury Battery (Column Charlie). The rules for building a temporary bridge are different for this Raid. To build the bridge, a Unit only needs to fulfil ONE of these conditions when it occupies Sector 9, 10 or 11:
- Obtain a RWB Leadership or Special Find bonus and give it up.
- Sacrifice the Engineer.
- Use the Rope Ladder.
Victoria Cross (Teams with a Single Unit)
When you play in a Team of a single Unit (including a solo game), if you draw the Victoria Cross Medal, you may ignore it and draw another card. Return the Victoria Cross to the deck and shuffle it.
Campaign A: The Longest Day
At dawn on D-Day, the Allied forces launch the invasion of Normandy. May God have pity on the poor bastards who defend the beaches…
According to the number of players/Teams on p. 3, choose your preferred Battle Map layout from the descriptions below, then set up the game boards as shown in the Battle Map table (see below). The grid symbols in the table give a quick visual aid to the layout, alongside larger-scale examples.
Battle Map table, Campaign A (illustrated below and on the following page; the grid symbols of the source table are visual aids and are not reproduced here):
| Column Able | Column Baker | Column Charlie | |
|---|---|---|---|
| Raid 3 | Achtung Panzer! | Château de Vaumicel | Marefontaine Battery |
| Raid 2 | WN-68 | Vierville Draw | Mont Fleury Battery |
| Raid 1 | Dog Red | Omaha Beach | Gold Beach (note: p. 8) |
Rules of Engagement (Layouts)
- The Full Configuration (opposite) uses the 9 boards shown in the table.
- The Medium Configuration (next page, top left) uses 6 boards from the Full Configuration, with the centre and right Columns (Baker and Charlie).
- The Small Configuration (next page, top right) uses 4 boards from the Full Configuration, with only the top rows of the Baker and Charlie Columns.
Diagram captions: "Able, Baker, Charlie." Medium Configuration and Small Configuration layouts are shown on page 10.
Share the Pain
This rule applies to all Raids of this Campaign. For each active Skull obtained by a Unit in its Final Tally (including Skull tokens), that Unit may give a Skull token of the matching colour to another Unit (from any Team). Uncoloured Skulls are not affected. A Unit that receives a Skull token must add a Skull of the matching colour to its next Final Tally. If this Skull is ignored, the token is discarded. If the Skull is not ignored, it may be given to another Unit. A Unit cannot add more than 6 Skull tokens per turn to its Final Tally; any excess is carried over to the following turn.
Exception: Units in escalation Sectors (such as Sector 8 of Dog Red) ignore the "Share the Pain" rule. However, other Units may give them Skulls to help them escalate.
Raid A-1: Bridgehead
At dawn, the Allied teams bring their ships to the beaches, hoping to gain a foothold in Normandy. But the Atlantic Wall is well defended, and the troops occupying the bunkers know that retreat is not an option…
Objectives
- Find a Flame-Thrower in an adjacent Column.
- Conquer the Bunker in your Column.
Special Rules
Cannon Fodder. Each Unit starts the game with 6 Soldiers and 2 additional Courage.
Fanatical Defenders. To enter a Bunker for the first time, at least one of the Units present must use a Flame-Thrower – however, this Flame-Thrower cannot be found normally! Each Team must find its own Flame-Thrower in the adjacent Column, on its left (to its right for Team Able), in the Sector furthest from the 3rd row.
Diagram captions: "Below: where each Team must find its Flame-Thrower." Labels: Baker, Charlie, Able; able, baker, charlie.
Teams must designate one Unit to find it. If the designated Unit fails to find the Flame-Thrower for its Team (by not having enough Item Points, or if it is no longer available), it will find an empty Flame-Thrower instead (at a cost of 0 Item Points; use a grey Skull token to remind you). The empty Flame-Thrower lets you enter the Bunker, but with the opposite effect of adding 10 to the Bunker's DEF.
When a Unit carrying the Flame-Thrower has entered the Bunker, the other Units may enter normally.
Teams may only find their own Flame-Thrower.
In games with a single reserve, if more than one designated Unit tries to find the Flame-Thrower during the same turn, they all find it (use green tokens to indicate this, in place of the missing Item cards).
The Legendary Specialist Flame-Thrower Operator (29th US Infantry Division) may only find the Flame-Thrower for free when it occupies the correct Sector.
Beach Clean-up. The last Unit to conquer the Bunker earns a bonus of 3 PP for its Team. This bonus may be earned by several Teams (if their respective Units are synchronised), but no Team may earn this bonus more than once.
Raid A-2: Breakthrough
Now that the amphibious assault has succeeded, your Team must help secure the beaches by leaving a powerful occupying force in the conquered bunkers. You receive new orders to push further inland while freeing airborne officers trapped in enemy territory. Keep your eyes open to flush out German couriers and their precious orders…
Objectives
- Conquer the Bunker in your Column.
- Secondary objectives include rallying free Specialists and capturing German couriers.
Special Rules
Combat Rations. Each Unit keeps 1 of its Regular, Auxiliary or Legendary Specialists from the previous Raid and starts this Raid with 5 Soldiers and 3 additional Courage. The Specialist may be replaced by 3 Stars.
Trapped Officers (Multi-Reserve Games). The Lieutenant, the Colonel and the Captain cannot be rallied normally, even with game effects that allow the rallying of unavailable Specialists. At the start of the Raid, place a green token in each Sector 9, as shown.
Diagram captions: able, baker, charlie.
The first Unit to reach a green token in a Column other than its own recovers the token (and then discards it) and rallies for free either the Lieutenant, the Colonel or the Captain, on a first-come, first-served basis. A Team may recover more than one token in this way.
In a 2–4 player game with a single reserve, use the single-reserve version of this rule (below).
Trapped Officers (Single-Reserve Games). At the start of the Raid, the Able Team rallies the Colonel, the Baker Team rallies the Captain, and the Charlie Team the Lieutenant, all for free.
Place a numbered token in each Sector 9 (1 in Column Able, 2 in Column Baker, 3 in Column Charlie). When a Unit reaches one of these tokens, it "recovers" (rallies for free) the corresponding Specialist, who then leaves the Unit in which he was to join the Unit that has just recovered him (then discard the token):
#1: Lieutenant #2: Colonel #3: Captain
These Specialists cannot be rallied otherwise, even with game effects that allow the rallying of unavailable Specialists. If a Unit loses one of these three Specialists before the corresponding token has been recovered, this Specialist may still be rallied for free if another Unit recovers its token. Example: If the Charlie Team loses the Lieutenant in Sector 3, it will not be able to rally him again by arriving in Sector 9 of Column Able. However, the Able and Baker Teams will still have access to the Lieutenant if they reach Sector 9 Able.
Notes for special situations
- For single-player Teams, when the solo Lieutenant is recovered in Sector 9 Able, discard all dice previously on the card and roll 6 new dice.
- For games with two Columns, Baker starts with the Captain, Charlie with the Colonel. The Lieutenant is available normally.
- It is possible to take the token of your own Column. Unless you have lost it, recovering the token of the Specialist with whom you started gives you nothing.
- You may not voluntarily sacrifice a Specialist.
Run, Couriers, Run! German couriers cross the Battle Map between the Bunkers with secret orders in the saddlebags of their motorcycles. Intercept them to obtain valuable information about enemy troops!
Place a red token in the following Sectors (shown below by a red diamond) to represent the couriers: Sector 15 Able, Sector 16 Baker, Sector 16 Charlie.
Diagram captions: able, baker, charlie.
When a Team reaches one of these Sectors, it captures its token (recover it). The first token captured is worth 3 PP, the second 2 PP and the third 1 PP. A Team may recover several tokens. If two Teams capture a courier at the same time, use the rules for ties to determine who captured it first.
Raid A-3: Spearhead
As the day ends, the Teams are asked to prepare a perimeter to defend against a counter-attack. Each Team receives a howitzer to place in a strategic position. However, there is a problem! The Quartermaster Corps has supplied the wrong ammunition…
Objectives
- Fire the howitzer! (You must first find the ammunition in an adjacent Column, then occupy Sector 9). See the special rules "Ammunition Crate" and "Synchronized Fire".
- Conquer the Bunker in your Column.
Special Rules
Battle Map Notes. The Legendary Specialist Flame-Thrower Operator (29th US Infantry Division) ability is replaced by: "Sacrifice him to find the Bangalore Torpedo for free, even if it has been used."
Supply Depot. Each Unit keeps 2 of its Regular, Auxiliary or Legendary Specialists rallied in the previous Raid and starts the game with 5 Soldiers and 2 additional Courage.
Ammunition Crate. To obtain the right ammunition for the howitzer, a Unit from each Team must obtain a RWB Special Find bonus and give up the bonus while occupying any Sector of the third row in another Column.
Synchronized Fire. To lay an artillery barrage against the German defenders, all Sector 9s must be occupied simultaneously by at least one Unit at the start of any Phase 6. At the start of the Raid, place a green token in the Sector 9 of each Column to remind you. If the barrage is not made, permanently add 15 to the DEF of each Bunker.
The Race for the Flame-Thrower. The Flame-Thrower cannot be found normally during this Raid, even with game effects that allow the finding of unavailable Items. Place a red token in the following Sectors (shown below by a red diamond): Sector 12 Able, Sector 12 Baker, Sector 13 Charlie.
Diagram captions: able, baker, charlie.
The first Unit to reach one of these red tokens finds the Flame-Thrower for free. If several Units reach a red token at the same time, use the rules for ties to determine who finds the Flame-Thrower. Regardless of the number of reserves used, only one Flame-Thrower can be found during this Raid.
Only after it has been used can the Flame-Thrower be found again by game effects that allow you to find used Items (such as certain Special Find RWB bonuses).
The Mutual Admiration Society. Each time a Unit rallies a Unique or Ranking Specialist, it chooses a Unit of a rival Team: that rival Unit gains a number of Courage equal to the cost of the Specialist.
Recommended Medals for this Campaign
See the Honor Table at the end of this book for more details.
| Raid | Able | Baker | Charlie |
|---|---|---|---|
| Raid A-1 | Silver Star | Bronze Star | Victoria Cross |
| Raid A-2 | Legion of Merit | Purple Heart | Distinguished Service Order |
| Raid A-3 | Medal of Honor | Long Service Medal | Memorial Cross |
Solo Campaign A: The Longest Day
Army of One
At dawn on D-Day, the Allied forces launch the invasion of Normandy. May God have pity on the poor bastards who defend the beaches…
Briefing
The solo version of The Longest Day has several differences from the multi-player campaign, but the Battle Map setup remains unchanged (see p. 9). It is best played with the Full Configuration, but the campaign is compatible with the other configurations.
Raid A-1S: Bridgehead
At dawn, the Allied teams bring their ships to the beaches, hoping to gain a foothold in Normandy. But the Atlantic Wall is well defended, and the troops occupying the bunkers know that retreat is not an option…
Objectives
- Conquer the 3 Bunkers as quickly as possible using the War Correspondent.
Special Rules
Special Items. In addition to the Regular Items available to you as a solo player, you receive 6 Special Items instead of 1:
- Amphetamines, Bazooka, Flak Jacket
- Pocket Bible, Toolbox, Wire Cutters
Cannon Fodder. Start in Column Baker with 6 Soldiers and 2 additional Courage.
Rally Points. Place a Unit Marker (of different colours) in the following Sectors: Column Able, Sector 6, and Column Charlie, Sector 5. These Unit Markers are the Rally Points of the Raid. Rally Points are explained below.
Share the Pain (solo version). Each time you obtain an active Skull in your Final Tally, place a Skull token of the matching colour next to the Rally Point of your choice. Ignore this rule when you are in an Escalation Sector.
Time Passes. Place a grey Soldier token in Sector 1 of Column Able. This is the Time token. At each Phase 5, move the Time token to the Sector with the next number (in the same Column). When it reaches Sector 13, after 12 turns, the Time token enters the Bunker during the next Phase 5. If you conquer the Bunker before the Time token reaches Bunker Able, you gain 2 PP for each Sector between the Time token and the Bunker. For example, if you conquer the Bunker while the Time token is in Sector 12 Able, you gain 4 PP, because the Time token is 2 Sectors away from its objective. If you enter the Bunker at the same time as the Time token, you gain no PP. If the token enters the Bunker before you, you lose 5 PP.
One Less… When you have conquered the Bunker, roll your dice normally during the next Phase 1. Then, during Phase 5, sacrifice the War Correspondent to swap places with one of the Rally Points and discard that Unit Marker. If you do not have the War Correspondent, you remain in the Bunker until you have enough Stars to rally him (up to 3 turns). Take all the Skull tokens next to the chosen Rally Point and add them to your next Final Tally. You may not add more than 6 Skull tokens per turn: excess Skulls carry over to the following turn.
Important note: When he is sacrificed (or lost), the War Correspondent must return to the reserve, to be rallied again.
Time Passes Again. When you have swapped places with a Rally Point, place the Time token in Sector 1 Baker. Again, advance it one Sector each Phase 5. When you have conquered your second Bunker, you gain 2 PP for each Sector between the Time token and the Bunker Baker. If the Time token enters the Bunker before you, you lose 5 PP.
When you have conquered your second Bunker, sacrifice the War Correspondent to swap places with the last remaining Rally Point and place the Time token in Column Baker, Sector 1. Conquer the third Bunker using the same rules and PP bonuses/penalties.
Raid A-2S: Breakthrough
Now that the amphibious assault has succeeded, your Team must help secure the beaches by leaving a powerful occupying force in the conquered bunkers. You receive new orders to push further inland while freeing airborne officers trapped in enemy territory. Keep your eyes open to flush out German couriers and their precious orders…
Objectives
- Conquer 1 Bunker, any one.
Special Rules
Stay Between the Lines! The Scatter! rule does not apply to this Raid: you cannot normally move from one game board to another. Advancing also means you will change Column. See "Dodging Bullets" below.
Battle Map Notes
- WN-68 (Column Able): For this Raid, the Lieutenant can only be found in Sector 9 Able.
Special Items. In addition to the Regular Items available to you as a solo player, you receive 6 Special Items instead of 1:
- Amphetamines, Bazooka, Gammon Bomb
- Grappling Hook, Rangefinder, Wire Cutters
Dodging Bullets. Each time you Advance, you must also move one full Column to the right. For example, your Unit is in Sector 5 Able and you spend the Courage needed to Advance into the next Sector (say, Sector 6 Able). But because your Unit "dodges the bullets", it ends up in Sector 6 Baker. If this move places you in an impassable Sector (see Rommel's Obstacles, next page), then you cannot move (see "Keep Going!" p. 6).
Notes on Transport
- The cost to Advance (Courage) is based on the starting game board, not the one you arrive on (even if you end in a Sector of another row).
- Only the Land Mines and Barriers of the Sector you leave are taken into account, even if you are transported into another Sector that contains none. This includes the trench of the Mont Fleury Battery: you only need to build the temporary bridge if you Advance from Sectors 9, 10 and 11 of that game board. If you occupy Sector 6 Baker, you may Advance into Sector 12 Baker, which will transport you into Sector 12 Charlie, without having to build the bridge.
- You must fulfil all the conditions of the Sector in which you are transported, unless you can ignore them through an RWB Battle Cry or another game effect.
- Being transported triggers all the effects of Advancing, such as the Landing Officer.
Combat Rations. You keep 1 Specialist rallied in the previous Raid, and start the game with 3 Soldiers and 3 additional Courage.
Rommel's Obstacles. At the start of the Raid, for each Column, roll 1d6 + 5: the result is the number of the blocked Sector (place an "X" token on it to remind you). This Sector is impassable in all circumstances. If Sector 9 Able is blocked this way, the Lieutenant cannot be rallied.
Hurry! When you start the game, and whenever you arrive in a new Sector, always place your Unit Marker on its chevron face (the face marked with the chevron symbol, as on the Unit Marker die). This gives you one fewer turn per Sector. Note that this also means you will never use the first value of Sectors with multiple DEF.
The First One Is the Right One. You must conquer 1 Bunker, any one, to finish the Raid.
Raid A-3S: Spearhead
As the day ends, the Teams are asked to prepare a perimeter to defend against a counter-attack. Each Team receives a howitzer to place in a strategic position. However, there is a problem! The Quartermaster Corps has supplied the wrong ammunition…
Objectives
- Visit all the Sectors 10 to unlock the Bunker.
- Conquer all the Final Bunkers.
- Get all the Resistance Prisoners (French Resistance prisoners) to the Allied lines.
Battle Map Notes
- Château de Vaumicel (Column Baker): For this Raid, you are allowed to visit the Baker Bunker twice: once when you are on your way to Bunker 3, and a second time when you leave Bunker 3 to leave the board. Moving from Bunker 3 to Bunker 2 counts as an Advance and costs 5 Courage.
- Marefontaine Battery (Column Charlie): Remember that both Bunkers must be conquered.
Special Items. In addition to the Regular Items available to you as a solo player, you receive 6 Special Items instead of 1:
- Amphetamines, Bazooka, Gammon Bomb
- Rangefinder, Toolbox, Wire Cutters
Supply Depot. Keep up to 2 Specialists rallied in the previous Raid, and start the game with 5 Soldiers, 2 Courage and 15 additional Item Points.
Prepare the Guns. To be able to enter the Bunkers, you must visit the Sectors 10 of all three Columns and have the howitzers fire. When you enter a Sector 10, place a grey Skull token there. As soon as there is a token in every Sector 10, the howitzers fire (no special action is required) during the next Phase 3, and you gain 3 Courage per Skull token on the Battle Map. The Bunkers can now be attacked. If you do not have the howitzers fire, there is no way to enter the Bunkers and the game is lost. Remove the tokens once the howitzers have fired.
Don't Shoot! Place a Soldier token in the highest-numbered Sector (not in a Bunker) of each Column: these are Resistance Prisoners who have escaped, having just avoided the firing squad. Each time you obtain a RWB, move one Resistance Prisoner of your choice into the Sector immediately below it in its Column (skipping Bunkers and ignoring all movement restrictions). These prisoners must reach the Allied lines! You can only win the game when all the Resistance tokens have reached Sector 1. Occupying the same Sector as a Resistance Prisoner is dangerous: DEF +2 in all Sectors containing a Resistance token.
All or Nothing. You must conquer all the Final Bunkers.
Recommended Medals for this Campaign
| Raid A-1S | Raid A-2S | Raid A-3S |
|---|---|---|
| Bronze Star | Silver Star | Purple Heart |
Campaign B: The Longest Night
During the night before the invasion, Allied airborne troops were parachuted behind enemy lines to capture key positions and neutralise the German defences. As the paratroopers like to say, when Hitler built his famous Atlantic Wall, he forgot to install a roof!
Briefing
This Campaign is designed to be played in 3 Columns and a Battle Map of 6 game boards, made up of the 6 airborne Battle Maps supplied in D-Day Dice: War Stories. As these boards are double-sided, you can only assemble the Battle Map for one Raid at a time.
Battle Map layouts (diagram captions):
- Raid B-1 boards: Mission Boston, Mission Chicago, Mission Detroit (Columns: able, baker, charlie).
- Raid B-2 boards: Merville Battery, Operation Tonga, Mission Albany (Columns: able, baker, charlie).
If you are only playing with 2 Teams, start the first Raid of this Campaign in Able and Charlie (not Baker). When you have finished Raid 1, follow steps 1–3 to prepare the next Raid (p. 5), turn the boards over, complete the preparation steps for the next Raid, and begin Raid 2.
Raid B-1: Round Up Your Herd
The German anti-aircraft (AA) defences massacred the Allied aircraft. The paratroopers were therefore dropped in a very random way over the Normandy countryside, forcing the airborne troops to improvise assaults with limited resources…
Objectives
- Recover the lost Specialists.
- Exchange the lost paratroopers between the Teams.
- Conquer the Bunker in your Column.
Battle Map Notes
- Mission Detroit (Column Charlie): Sector 12 has no Command Post (but it keeps its "Single Combat" DEF). Place a red "X" token on it to remind you.
- Mission Boston (Column Able): The Command Post cancels "A Handful of Warriors" (which affects all the game boards of the Raid) for this board only. The other two boards still follow the rule.
Late Arrivals. Each Unit starts with 5 Soldiers and 2 additional Stars. Use the normal rules for random Starting Sectors.
Lost Officers. At the start of this Raid, each Unit randomly draws 3 Specialists: 1 Regular and 1 Auxiliary of its own country, and 1 Ranking Specialist from its reserve. These Specialists are paratroopers caught in the trees: place them in a draw pile next to the Battle Map, one pile per Team. They are unavailable and must be freed.
To free the Lost Officers and make them available again, each Team must draw a total number of Medals equal to double its number of Units; so a Team of three players must draw at least six Medals among all its Units.
If a Team fails to free its Lost Officers, they remain unavailable until the end of the Campaign.
Lost Paras
Multi-player Teams: At the start of Raid 1, the Units of multi-player Teams receive a numbered token matching their Team ("1" for Team Able, "2" for Team Baker, "3" for Team Charlie).
Single-player Teams: At the start of the Raid, the Units of single-player Teams receive a numbered token matching their Team ("1" for Team Able, "2" for Team Baker, "3" for Team Charlie) for each rival Team. For example, in a 3-Team game, your Unit will receive 2 tokens with your Team number on them.
These tokens are paratroopers who landed in the wrong place, and they count as a tradeable resource. Exchanging Lost Paras is automatic and cannot be refused. Units must give these Lost Paras to Units of another Team occupying the same Sector. A Unit may not exchange Paras twice with the same Unit. By the end of the Raid, Units should no longer have the same Lost Para tokens they started with. For each Lost Para that a Team has failed to exchange, it loses 1 PP at the end of the Raid.
Raid B-2: And the Blind Shall Lead Them
As you regroup after conquering the bunker, your group is assigned a new commander, fresh out of officer school! This young prodigy has never seen combat, and your soldiers will pay the price for his inexperience…
Objectives
- Conquer the Bunker of Operation Tonga.
Special Rules
Air Drop Supplies. Each Unit keeps up to 2 Specialists rallied in the previous Raid and starts the game with an additional 8 Soldiers and 10 Item Points. Team Baker receives 5 additional Courage.
Ground Start. All Units ignore the random Starting Sector rules of their game board for this Raid:
- Team Able starts in Sector 1.
- Team Baker starts in Sector 1 or 3 (whichever is closer to the Bunker it conquered during Raid 1).
- Units of Team Charlie may choose between Starting Sectors 2 or 3.
Jacket and Pills. The Command Jacket and the Amphetamines cannot be found normally during this Raid. The Command Jacket can only be found for free in Sector 14 of Operation Tonga, and the Amphetamines for free in Sector 6 of the Merville Battery. Cards and game effects that allow a Unit to find unavailable Items cannot get around this. Only one of each of these Items may be found per game, even if you play with multiple reserves.
Baptism of Fire. Each Unit starts with the Novice Officer Specialist. He must be kept at all costs (he may not be discarded for any reason). When a Unit reaches Sector 9 or beyond, its Novice Officer Specialist has learned enough to become a valuable asset: he may be exchanged for free for any Specialist. He cannot be rallied again, and he is returned to the box: he has "become" the new Specialist. A Unit may choose to keep its Novice Officer Specialist instead of exchanging him. If a Unit conquers the Bunker with its Novice Officer Specialist, it gains 2 PP.
Tonga, Tonga, Tonga! All Units must conquer the Bunker Baker (Operation Tonga). No other Bunker needs to be conquered. Units do not place their Specialists next to the Bunker once they have conquered it, to help the others. It's every man for himself!
Also, the Barriers at the top of Sector 10 are impassable. Cards or game effects that allow you to cross Barriers (through the Wire Cutters or the Bulldozer) are useless here.
Minophobia. Units of Team Baker may never pass over Land Mines. They must go around them. To enter the Bunker, they will need to move into an adjacent Column to avoid Land Mines.
Recommended Medals for this Campaign
| Raid | Able | Baker | Charlie |
|---|---|---|---|
| Raid B-1 | War Medal | Distinguished Service Order | Military Cross |
| Raid B-2 | Military Medal | Legion of Merit | Gallantry Medal |
Solo Campaign B: The Longest Night
Army of One
During the night before the invasion, Allied airborne troops were parachuted behind enemy lines to capture key positions and neutralise the German defences. As the paratroopers like to say, when Hitler built his famous Atlantic Wall, he forgot to install a roof!
Briefing
This solo version of The Longest Night has many differences from the regular Campaign, but the Battle Map preparation remains unchanged (see pp. 21–22).
Raid B-1S: Round Up Your Herd
Army of One
German anti-aircraft (AA) defences massacred the Allied aircraft. The paratroopers were therefore dropped in a very random way over the Normandy countryside, forcing the airborne troops to improvise assaults with limited resources…
Objectives
- Try to recover the lost Paratroopers, Officers and Equipment.
- Conquer 1 Bunker, any one.
Battle Map Notes
- Mission Detroit (Column Charlie): The Command Post rules in Sector 12 are superseded by the "Lost Equipment" special rule below.
Late Arrivals. Start in Column Baker with an additional 5 Soldiers and 2 Stars. Use the normal rules for random Starting Sectors.
Lost Equipment. At the start of the Raid, randomly draw 6 Regular Items from the reserve and place them in a separate draw pile next to the Battle Map. These Items were sent in trunks that were lost during the drop and are considered unavailable. To make them available, you must activate the Command Post in Sector 12 of Mission Detroit (Column Charlie).
Lost Officers. At the start of the Raid, randomly draw 4 Specialists: 1 Regular, 1 Auxiliary, 1 Ranking and 1 Unique. These Specialists are paratroopers caught in the trees: place them in a draw pile next to the Battle Map. They are unavailable and must be freed. To free the Lost Officers and make them available again, you must reach Sector 10 of Column Baker, where you must obtain a Fresh Troops RWB bonus and give up its bonus. If you fail to free your Lost Officers, they remain unavailable until the end of the Campaign.
Lost Paras (solo version). At the start of the Raid, take 3 numbered tokens from the base game, numbered 1 to 3. These are paratroopers who landed in the wrong place. For each Column, roll 1d6 + 5: this gives the number of the Sector in that Column where you must place the numbered tokens (token no. 1 in Column Able, no. 2 in Column Baker and no. 3 in Column Charlie). When you enter these Sectors, collect the numbered tokens. At the end of the Raid, for each token you have not recovered, you lose 1 PP for token no. 1, 2 PP for token no. 2, and 3 PP for token no. 3.
One Slip and It's Over. You must conquer 1 Bunker from any Column.
Raid B-2S: And the Blind Shall Lead Them
As you regroup after conquering the bunker, your group is assigned a new commander, fresh out of officer school! This young prodigy has never seen combat, and your soldiers will pay the price for his inexperience…
Objectives
- With the "help" of the Novice Officer Specialist, conquer 2 Bunkers (the last one must be the Bunker of Column Baker).
Special Rules
Air Drop Supplies. Keep up to 2 Specialists rallied in the previous Raid, and start the game with an additional 7 Soldiers and 10 Item Points.
Ground Start. Ignore the random Starting Sector rules of your game board for this Raid. Instead, start in the Starting Sector closest to the Bunker conquered in Raid 1.
Baptism of Fire. Start with the Novice Officer Specialist. He must be kept at all costs (he may not be discarded for any reason). When you reach Sector 10 or beyond, your Novice Officer Specialist has learned enough to become a valuable asset: he may be exchanged for free for any Specialist. He cannot be rallied again.
Leap Toward Tonga. You must conquer 2 Bunkers, in order: the first must be the Able or Charlie Bunker, and the second the Baker Bunker.
Recommended Medals for this Campaign
| Raid B-1S | Raid B-2S |
|---|---|
| War Medal | Gallantry Medal |
Campaign C: Blind Assault
The enemy is fighting much harder than expected, and the Allies have decided to launch a diversionary attack to reduce pressure on the other fronts. Your Units have been chosen for this delicate and badly organised affair…
Briefing
You may choose between two different versions of Battle Maps. Choose your preferred configuration: Full, Medium or Small.
Campaign C, Battle Map version 1 (illustrated on pp. 9–10). Grid symbols in the table are visual aids, and are not reproduced here.
| Column Able | Column Baker | Column Charlie | |
|---|---|---|---|
| Row 3 | Achtung Panzer! | Château de Vaumicel | Marefontaine Battery |
| Row 2 | WN-68 | Vierville Draw | Mont Fleury Battery |
| Row 1 | Dog Red | Omaha Beach | Gold Beach (note: p. 8) |
Campaign C, Battle Map version 2 (illustrated on the following page). The asterisk after "Daimler" is as printed in the source.
| Column Able | Column Baker | Column Charlie | |
|---|---|---|---|
| Row 3 | Strongpoint Daimler* | Strongpoint Hillman | Courseulles |
| Row 2 | Strongpoint Sole | Strongpoint Morris | Cosy's Bunker |
| Row 1 | Queen Red | Sword Beach | Juno Beach |
Battle Map layouts (version 2, Campaign C):
- Full Configuration (opposite): uses the 9 boards shown in table 2.
- Medium Configuration (bottom left): uses 6 boards from the Full Configuration, with the centre and right Columns (Baker and Charlie).
- Small Configuration (bottom right): uses 4 boards from the Full Configuration, with only the top rows of the Baker and Charlie Columns.
(Row numbers are added for reference only; they match the "Row 2" references in the text, where Row 1 is the bottom row of the table.)
Raid C-1: TARFU
The order was given yesterday: you attack at dawn! Nothing is prepared, not everyone is ready, the logistics are poor and the weather could be better. Oh, and the aerial reconnaissance missions did not notice that a German armoured division is nearby…
Objectives
- Conquer the Bunker of your Column.
- Avoid the Tiger tanks and the Novice Officer Specialist.
Special Rules
Lambs to the Slaughter. Each Unit starts the game with an additional 5 Soldiers, 2 Courage and 1 random Military, if available (otherwise, a free Specialist costing 2 Stars).
Tigers to the Slaughter. At the start of Raid 1, place a Tiger tank (a standard d6, with the "2" face showing) in the highest-numbered Sector (not the Bunker) of each Column. Each time a Unit of any Team obtains a RWB, it must also move any Tiger of its choice during Phase 2. (Use the tie rule to determine who moves the Tiger last.)
- Movement: When moved by a RWB, a Tiger advances by decreasing Sector number (from 14 to 13, then 12, etc.). When it moves, it ignores Barriers and skips Bunkers. When a Tiger reaches Sector 1 of any Column, it begins to retreat (1 to 2, then 3, etc.) following the same rules, but this time with the die showing the "4" face. When it reaches the highest-numbered Sector of the board, turn the Tiger die to show the "6" face and make it go back in the opposite direction with each RWB.
- Effects: Units present in the same Sector as a Tiger during Phase 6 all lose a number of Soldiers equal to the visible face of the Tiger die (so 2 at first, then 4, then 6). This damage is not considered Machine Gun Fire. Binoculars and other game effects cannot be used to change the face of the Tiger die. A Unit must sacrifice a card bearing the chevron symbol to leave a Sector containing a Tiger during Phase 5. A Tiger die cannot show more than 6.
Sergeant SNAFU. Shuffle all the Novice Officer Specialists together and take one at random: this card will be the Snafu for the whole duration of the Raid. Randomly draw a Unit at the start of the Raid: this Unit will have the questionable honour of rallying the Snafu for free. If a Unit is eliminated, the Specialist it is allowed to keep must be the Snafu. The only way for a Unit to get rid of him is to obtain an RWB Leadership or Battle Cry and give up its bonus: this allows the Unit to give the Snafu for free to another Unit of its choice at the end of Phase 2 (the Snafu cannot be refused).
If a Unit enters its Bunker with the Snafu, it must immediately give him to another Unit that is not also entering the Bunker. If this is not possible, the Snafu is kept and gives 2 PP to its Team. If a Unit uses the "Call for Help" Battle Cry option (p. 7) to conquer the Bunker while holding the Snafu, and no other Unit is available on the board, the Snafu is removed from the game (nobody gains his 2 PP).
Raid C-2: SUSFU
Surviving the initial assault and the Tigers was only the beginning! You are now in unknown territory and need good intelligence on the enemy defences. Your superiors have the ideal solution: capture a German officer to interrogate him! Yeah, it should be easy…
Objectives
- Obtain your Bunker's password (capture a German Colonel in Row 2 of another Column) and give it to the Bunker's sentries in a particular Sector.
- Conquer the Bunker of your Column.
Special Rules
Battle Map Notes
- WN-68 (Column Able): When you play with 1 shared reserve, the Lieutenant is available for free. If you play with Legendary Units, Sector 9 now reads: "Rally 1 Specialist for free (Legendary included)."
- If you play with several reserves, remove the Lieutenant from the reserve accessible to Team Able: this Lieutenant can only be rallied in Sector 9 of WN-68.
Coffee Break. Each Unit keeps 1 of its Specialists rallied in the previous Raid, and starts the game with an additional 4 Courage, 1 Star and 2 random Militaries, if available (otherwise with 4 additional Stars).
Bunker Sentries. Permanently add 24 to the DEF of each Bunker, and place a green token in the following Sectors to determine where the Bunker Sentries are placed (the figure "24" is as printed in the source):
- Column Able: Sector 10 WN-68 / Sector 11 Strongpoint Sole.
- Column Baker: Sector 6 Vierville Draw / Sector 10 Strongpoint Morris.
- Column Charlie: Sector 10 Mont Fleury Battery / Sector 10 Cosy's Bunker.
Colonel von Kraut. German Colonels oversee the defences of the region. Each Team must send a Unit to capture a Colonel. To do so, a Unit must spend 4 Stars by occupying any Sector of Row 2 of another Column during any Phase 4.
When a Unit captures a German Colonel (only one per Team), it does two things:
- It randomly draws a Military. If you are not playing with Militaries, the Unit gains 2 Courage instead.
- It rolls 6 RWB dice and notes the results (ignore the colour of the dice). These results form the password for its Team's Bunker, revealed by the Colonel. Items and game effects such as Binoculars cannot be used to change the Password results right after the roll. You have until the end of the turn to change the Password in this way.
The Password and its use are explained below.
Halt! Password! When a Unit knows its Bunker's Password, it must occupy the same Sector as the Bunker Sentries in order to give it to them. If no Password is given, there is no way to enter the Bunker.
To give the Password, a Unit must try to match its Final Tally to it. Decide, when you have obtained your Final Tally, whether your Unit gives the Password to the Sentries: each Team has only one attempt per game. The results must match one by one: each result with a match permanently reduces the Team's Bunker DEF by 4. If you obtain a perfect match (6 results), your Team's Bunker returns to its normal DEF and you draw a Medal at random.
If you use Militaries (from D-Day Dice: War Stories), you may discard Military cards to help you obtain the Password results. Other game effects that give additional results (such as the RWB Leadership) may be used to help. The matching of results happens before the Skull cancellation effect. Once the Password has been given, add the resources given by the dice to your Resource Card as usual.
Raid C-3: FUBAR
You are not out of the woods yet! Having lost your commander in the previous battle, a new one has been assigned to you by the geniuses of the General Staff. This arrogant Lieutenant has never seen combat up close, but that does not stop him from feeling equal to the situation!
Objectives
- Randomly determine the Bunker that each Team must conquer.
Special Rules
Battle Map Notes
- Château de Vaumicel (Column Baker): If you play with this game board, the Flame-Thrower is normally available to players, following the "Quartermaster's Nightmare" rule below. Sector 12 of this board now reads: "Randomly draw 1 Medal when you enter here." Also, the ability of the Legendary Specialist Flame-Thrower Operator (29th US Infantry Division) is replaced by: "Sacrifice him to find the Bangalore Torpedo for free, even if it has been used."
Improvised Replacements. Each Unit keeps up to 2 of its Specialists rallied in the previous Raid. One player per Team rolls 2d6: the lower result is the additional Courage given to each Unit in that Team, and the higher result is the number of additional Soldiers given to each Unit in that Team.
Lieutenant LeLOSER. All Units start with the Novice Officer Specialist. There are only 2 ways to get rid of him: through Special Damage, or by paying his cost in Stars. Other game effects such as Medals or Sector conditions do not apply to him. If the Novice Officer Specialist is still part of a Unit when it has conquered the Final Bunker, its Team gains a bonus of 2 PP.
Follow Me! Just to show everyone that he knows more about strategy than anyone, your new commander has decided the attack plan himself! When a Team reaches the third row of any game board, it rolls 1d6 for the objective of the Raid:
- 1–2: the objective is Bunker Able *
- 3–4: the objective is Bunker Baker
- 5–6: the objective is Bunker Charlie
* Note: If the objective is WN-68 (Column Able), each Team must neutralise the Panzer by itself.
If 2 Teams have the same objective, their Units will not place their Specialists next to the Bunker after conquering it, in order to help the others. It's every man for himself!
If a Team's objective is in an adjacent Column, it gains 1 extra PP at the end of the Raid. If the objective is 2 Columns away, the Team gains 3 PP. For example, if the objective of Team Able is Bunker Charlie, it will receive 3 PP at the end of the Raid.
Quartermaster's Nightmare
If all Teams are multi-player (including 4-player games in 2 Teams): Units cannot find Items for themselves. Each time a Unit spends Item Points on an Item, the Item card itself is added to another Unit of its choice, anywhere on the Battle Map (this is not considered a trade).
If there is only one reserve (excluding 4-player games in 2 Teams): shuffle all the Regular and Special Items together, then split them into two equal face-up piles. At any time, Units only have access to the 2 Items on top of each pile. When an Item is found, the one underneath becomes available. Don't choose! Legendary Items are not affected and can be found normally.
If there is a mix of single-player and multi-player Teams, ignore this rule.
Recommended Medals for this Campaign
See the Honor Table at the end of this book for more details.
| Raid | Able | Baker | Charlie |
|---|---|---|---|
| Raid C-1 | War Cross | Bronze Star | Long Service Medal |
| Raid C-2 | Commemorative Medal | Purple Heart | Military Medal |
| Raid C-3 | Legion of Honour | Medal of Honor | Victoria Cross |
Solo Campaign C: Blind Assault
Army of One
The enemy is fighting much harder than expected, and the Allies have decided to launch a diversionary attack to reduce pressure on the other fronts. Your Units have been chosen for this delicate and badly organised affair…
Briefing
The solo version of Blind Assault has many differences from the multi-player campaign, but the Battle Map preparation remains the same (pp. 28–29).
Raid C-1S: TARFU
Army of One
The order was given yesterday: you attack at dawn! Nothing is prepared, not everyone is ready, the logistics are poor and the weather could be better. Oh, and the aerial reconnaissance missions did not notice that a German armoured division is nearby…
Objectives
- Conquer a Bunker of a different Column, while avoiding the Tiger tanks and the Novice Officer Specialist.
- You may only change Column on Row 3.
Special Rules
A Lamb to the Slaughter. Start the game in Column Baker, with an additional 10 Soldiers, 5 Courage and 3 random Militaries, if available (otherwise, 6 Stars).
Small Opening. You must conquer a Bunker in a Column different from the one where you started. But the only way to change Column is via Row 3.
Tigers to the Slaughter (solo version). At the start of Raid 1, place a Tiger tank (a standard d6) in the highest-numbered Sector, in Columns Able and Charlie. Each time you obtain a RWB, move both Tigers down one Sector (ignore Barriers and skip Bunkers). When your Unit enters another Column, keep the Tiger in your Column and discard the other (if you move to Able, discard the Charlie Tiger, and vice versa). When you occupy a Sector with a Tiger, roll the d6 to find out how many Soldiers you lose during Phase 6. This damage is not considered Machine Gun Fire. Binoculars or a similar game effect may modify the die result. You must sacrifice a card bearing the chevron symbol to leave a Sector containing a Tiger (unless the Tiger moves itself). If a Tiger reaches Sector 1, the game is lost at the end of the turn.
Sergeant SNAFU (solo version). When you obtain your first RWB of the game, the Novice Officer Specialist joins your Unit for free during the next Phase 4. He is the Snafu and is considered active (his ability affects you and you cannot ignore it). The Snafu cannot be lost, killed or sacrificed. If you obtain an RWB Leadership or Battle Cry, he is silenced (turn his card face-down and ignore his ability). However, obtaining another RWB Leadership or Battle Cry will reactivate him; it alternates each time. If he is active when you conquer the Bunker, you gain 3 PP. If you use the "Call for Help" Battle Cry option (p. 7) to conquer the Bunker, the Snafu gives you no PP.
Hurt Me (optional rule for masochists). For an extra challenge, if you play with Battle Map version 1, start the game in Column Able or Baker, and place the Tiger in Column Baker. You must conquer the Bunker Baker.
Raid C-2S: SUSFU
Army of One
Surviving the initial assault and the Tigers was only the beginning! You are now in unknown territory and need good intelligence on the enemy defences. Your superiors have the ideal solution: capture a German officer to interrogate him! Yeah, it should be easy…
Objectives
- Capture a German Colonel in a random Sector of Row 3 of an adjacent Column. The Colonel will give you the Password for the Bunkers of the two other Columns.
- Conquer one of these Bunkers by giving the Password (the unused Password becomes a new condition).
Special Rules
Coffee Break. Keep one of your Specialists rallied in the previous Raid, and start the game with 4 Courage and 1 Star in addition to your normal Starting Resources. Before choosing a Starting Column, determine where the German Colonel is…
Colonel von Kraut. At the start of the Raid, randomly determine a Sector of Row 3 of a randomly determined Column. Place a Soldier token there: this is the position of the German Colonel. You may not start in the same Column as the Colonel. When you reach his Sector, collect the token: the Colonel is now your prisoner. After a rough interrogation, the enemy officer will reveal the Password for the Bunker Sentries…
Halt! Password! (solo version). When you recover the Colonel, roll 6 RWB dice for each of the Bunkers in the other Columns, leaving the dice on the Bunkers as a reminder. These are the Bunkers' Passwords. Items such as Binoculars may be used to change these results. You must attack one of these two Bunkers. Once you have decided which, when you occupy Sector 9 or beyond of the chosen Column, give the correct Password to the Sentries by obtaining in your Final Tally the same result as the Password. As long as the Password has not been given, the Bunker is impregnable. Whichever Bunker you choose, the Password of the other Bunker becomes an Alarm Signal (see below).
When your Final Tally is obtained, decide whether you give the Password to the Sentries: you have only one attempt per game. To give the Password, try to match your Final Tally to it: the results must match one by one (result AND colour). Each matching result removes 1 die from the Bunker. If you obtain a perfect match (6 results), draw a Medal at random. Each die remaining on the Bunker adds 3 to its DEF.
If you use Militaries (from D-Day Dice: War Stories), you may discard Military cards to help you obtain the Password results. Other game effects that give additional results (such as the RWB Leadership) may be used to help. The matching of results happens before the Skull cancellation effect. Once the Password has been given, add the resources given by the dice to your Resource Card as usual.
Alarm Signal. Observers have spotted your approach and launched an Alarm Signal: this is an additional condition you must fulfil to enter the Bunker. Look at the results of the Alarm Signal dice and read them as follows: lose 1 Soldier for each Soldier in the Signal (a result showing the double-Soldier symbol costs you 2 Soldiers), 1 Star for each Star, 1 Courage for each Courage, 1 Item for each Tool, and 1 Specialist for each Skull. You must have the necessary resources in your Unit in order to discard them to enter the Bunker.
Raid C-3S: FUBAR
Army of One
You are not out of the woods yet! Having lost your commander in the previous battle, a new one has been assigned to you by the geniuses of the General Staff. This arrogant Lieutenant has never seen combat up close, but that does not stop him from feeling equal to the situation!
Objectives
- Start with the Novice Officer Specialist.
- Randomly determine which Sector 10 you must reach, then randomly determine the Bunker to conquer.
Special Rules
Improvised Replacements. Keep up to 2 of your Specialists rallied in the previous Raid. Also, roll 2d6: the lower result is the additional Courage you gain, and the higher result is the number of additional Soldiers given to your Unit.
Extra Equipment. For this Raid, you may choose one Special Item from each game board's corresponding list (3 in all, instead of 1) and add them to the available Items. See "Quartermaster's Nightmare" below.
Quartermaster's Nightmare. Instead of having a reserve for Items, shuffle all the Regular and Special Items together (including Legendary Items) and split them into two equal face-up piles. At any time, you may only access the 2 face-up Items on top of the piles. When you find an Item, the one underneath becomes available. You are not allowed to look under the visible Items.
Lieutenant LeLOSER. You start with the Novice Officer Specialist. There is only one way to get rid of him: Special Damage. Other game effects such as Medals or Sector conditions do not affect him. If the Novice Officer Specialist is still part of your Unit when you have conquered the Final Bunker, you gain 5 PP.
This Way! Just to show everyone that he knows more about strategy than anyone, your new commander has decided on a very particular attack plan! At the start of the Raid, randomly determine a Column other than the one where you start. You must reach Sector 10 of that Column (place a green token there to remind you).
No, That Way! When you have reached the green token in Sector 10, your commander changes his mind: you must attack elsewhere! Randomly determine a Bunker to attack, other than the one in your current Column. Remember to follow all the conditions of that Bunker (for example, to enter the Bunker of N-21: Achtung Panzer!, you must neutralise the Panzer in Sector 11).
Recommended Medals for this Campaign
See the Honor Table at the end of this book for more details.
| Raid C-1S | Raid C-2S | Raid C-3S |
|---|---|---|
| War Cross | Military Medal | Medal of Honor |
Honor Table: Multiplayer
At the end of each Raid, Units earn Performance Points (PP) for their respective Teams, according to their performance. If more than one Unit/Team qualifies for any of these items, each of them earns the PP shown.
| PP | Condition |
|---|---|
| +2 PP | For the first Unit(s) to conquer a Bunker (can only be earned once per Team). |
| +5 PP | For the first Team(s) to conquer the Bunker with all of its Units. The second Team(s) to do so earn 3 PP, and the third Team 1 PP. |
| +2 PP | For the Unit(s) with the most Soldiers remaining after conquering the Final Bunker. |
| +2 PP | For the Unit(s) with the most Courage remaining after conquering the Final Bunker. |
| +1 PP | For Units that managed to rally their Regular Specialists. |
| +1 PP | For each multiple of 20 Item Points remaining to a Unit after conquering the Final Bunker. |
| +2 PP | For the Team(s) with the most Mulligan tokens remaining. |
| +1 PP | For each Medal drawn (except Recommended Medals). |
| +3 PP | For drawing the Recommended Medal (each Team has its own list; see the "Recommended Medals" section at the end of each Campaign for details). To earn the PP of a Medal, it must not have been used. Medals are reshuffled at the end of the Raid with the other Medals. |
Honor Table: Solo
At the end of each Raid, you earn Performance Points (PP) according to your performance.
| PP | Condition |
|---|---|
| +5 PP | For each Bunker conquered. |
| +5 PP | If, after conquering the Final Bunker, your Unit still has more Soldiers than the total number of Sectors on the Battle Map (Bunkers included). |
| +1 PP | For each Specialist in your Unit at the end of the Raid. |
| +1 PP | For each multiple of 20 Item Points remaining to your Unit after conquering the Final Bunker. |
| +1 PP | For each multiple of 5 Courage remaining to your Unit after conquering the Final Bunker. |
| +1 PP | For each multiple of 4 Stars remaining to your Unit after conquering the Final Bunker. |
| +1 PP | For each Mulligan token remaining. |
| +1 PP | For each Medal drawn (except Recommended Medals). |
| +3 PP | For drawing the Recommended Medal (one per Raid; see the "Recommended Medals" section at the end of each Campaign for details). To earn the PP of a Medal, it must not have been used. Medals are reshuffled at the end of the Raid with the other Medals. |
Battle Map List
The source list gives each Battle Map's English name, with the module that contains it. The French names in the source list are omitted here.
| # | Battle Map | Module |
|---|---|---|
| N-01 | Exercise Tiger | Base game |
| N-02 | Omaha Beach | Base game |
| N-03 | Gold Beach (2 Bunkers) | Base game |
| N-03B | Gold Beach (1 Bunker) | Overlord |
| N-04 | Sword Beach | Base game |
| N-05 | Pointe du Hoc | Base game |
| N-06 | Vierville Draw | Base game |
| N-07 | Château de Vaumicel | Base game |
Sea Maps
| Sea Map | Players | Module |
|---|---|---|
| Sea 1-2 | 1–2 players | Way to Hell |
| Sea 3-4 | 3–4 players | Way to Hell |
| Sea 5-6 | 5–6 players | Way to Hell |