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Four Roads to Paris

Four Roads to Paris Rulebook

Table of Contents

Table of Contents

  • Springtime for Hitler
    • 1.0 Introduction
    • 2.0 Game Components
    • 3.0 Game Map
      • 3.1 Map Areas
      • 3.2 Turn Track
      • 3.3 Impulse Track
      • 3.4 General Records Track
      • 3.5 Dice
    • 4.0 Playing Pieces
      • 4.1 Unit Coloring
      • 4.2 Unit Types
      • 4.3 Unit Information
      • 4.4 Markers
    • 5.0 Prepare for Play
      • 5.1 Marker Placement
      • 5.2 Unit Setup
    • 6.0 Sequence of Play
      • 6.1 Political Phase
      • 6.2 Maneuvers Phase
      • 6.3 Refit Phase
      • 6.4 End Phase
    • 7.0 Stacking and Control
      • 7.1 Area Stacking
      • 7.2 Control
      • 7.3 Contested
      • 7.4 Vacant
      • 7.5 Free
    • 8.0 Impulses
      • 8.1 Types of Impulses
      • 8.2 Legalities and Errors
    • 9.0 Movement
      • 9.1 Mechanics of Movement
      • 9.2 Movement Costs
      • 9.3 Movement Restrictions
      • 9.4 Air Support
    • 10.0 Combat
      • 10.1 Mandatory Attacks
      • 10.2 Optional Attacks
      • 10.3 Contested Area
      • 10.4 Combat Resolution
      • 10.5 Retreats
    • 11.0 The Advantage
      • 11.1 Voluntary Use
      • 11.2 Advantage Shift
    • 12.0 Refit
      • 12.1 Refit Order
      • 12.2 Replacement Points (RPs)
      • 12.3 Replacement Costs
      • 12.4 Final Game Turn
    • 13.0 Supply
      • 13.1 Sources of Supply
      • 13.2 Out of Supply
    • 14.0 Zones
      • 14.1 Movement
      • 14.2 Occupation Limits
      • 14.3 Italy
    • 15.0 Turn 1 Special Rules
      • 15.1 Political Phase
      • 15.2 Impulses
      • 15.3 German Strategic Surprise
    • 16.0 Victory Conditions
      • 16.1 Axis Automatic Victory
      • 16.2 Axis Operational Victory
      • 16.3 Allied Victory
    • 17.0 Side Determination
      • 17.1 Bids
    • 18.0 Optional Rules
      • 18.1 Axis Airdrops
      • 18.2 Limited Free Setup
      • 18.3 The BEF Returns
    • 19.0 Plan Red Scenario
      • 19.1 Unit Setup
      • 19.2 Plan Red Marker Setup
    • 20.0 Glossary/Index
  • Strange Victory
    • Read This First
    • 1.0 Introduction
    • 2.0 Components
    • 3.0 The Map
      • 3.1 Areas
      • 3.2 Tracks, Boxes, and Sections on the Map
    • 4.0 Game Counters
      • 4.1 Markers
      • 4.2 German Counters
      • 4.3 Garrison Counters
      • 4.4 Reaction Counters
      • 4.5 Coastal Defense Counters
  • The Seeds of Disaster
    • 1.0 Introduction
      • 1.1 Game Scale
      • 1.2 Important Concepts
    • 2.0 Game Components
      • 2.1 The Map
      • 2.2 Counters
      • 2.3 Army Organization Display
    • 3.0 Turn Sequence of Play
      • 3.1 Diplomatic Status
      • 3.2 Diplomatic Status and Permissible Actions
      • 3.3 Chronology
  • Betrayal!
    • 1.0 Introduction
      • 1.1 Game Scale
      • 1.2 Game Units
      • 1.3 Game Markers
      • 1.4 Game Map
      • 1.5 Stacking
      • 1.6 Zones of Control
      • 1.7 Control of Minor Allies
    • 2.0 Sequence of Play
      • 2.1 Automata German Turn
      • 2.2 Allied Player Turns
    • 3.0 Movement

Springtime for Hitler

Springtime for Hitler: The Conquest of the West, 1940 is a game simulating Plan Yellow (Fall Gelb), the Axis invasion of France and the Low Countries during May and June of 1940. One player controls the attacking Axis forces and the other player controls the defending Allied forces.

1.0 Introduction

Springtime for Hitler: The Conquest of the West, 1940 is a game simulating Plan Yellow (Fall Gelb), the Axis invasion of France and the Low Countries during May and June of 1940. One player controls the attacking Axis forces and the other player controls the defending Allied forces.

In reading these rules, if any capitalized term or abbreviation confuses you, refer to the Glossary/Index at the end of this rulebook (Module 20.0). The numerical references found therein and throughout these rules should be ignored during first reading and used only later to refer to related sections for greater clarity.

2.0 Game Components

Springtime for Hitler includes the following components (also needed for play but not included are 4 dice):

  • One 17″x22″ map
  • 82 9/16″ and 29 5/8″ die-cut counters
  • This rules booklet and one Player's Aid Chart (PAC)

3.0 Game Map

The map depicts the portions of France and the Low Countries where the Axis attacked the Allies during May and June of 1940. The map scale is approximately 1 inch to approximately 50 miles.

3.1 Map Areas

The map is divided into 30 numbered locations hereafter called Areas. Two Areas are adjacent to each other if they share a common boundary and units could move directly from one to another. The map also contains Zones labeled from "A" to "F". Zones are considered the equivalent of Areas in every respect unless stated otherwise (Module 14.0). All other rules pertaining to Areas apply equally to Zones.

3.1.1 Identifiers. Each Area or Zone on the map contains an Identifier (colored circle with a number inside and another on the circle's top). The number (1-30) on the top of the circle is the Area number. The top of a Zone's Identifier contains a letter (from A to F). Identifiers are color-coded by country as follows: yellow (Belgium); blue (France), gray (Germany), light green (Italy), and orange (The Netherlands).

3.1.2 Area TEM. The number in the circle of the Area Identifier is that Area's Terrain Effects Modifier value (TEM, from +1 to +4). This modifier is used in resolving attacks against units in that Area.

3.1.3 BEF Evacuation Ports. Areas are identified with a port symbol by the shore or their Area that indicates that the Allied player may use the Operation Dynamo Event marker (See Event Marker list on the PAC) if the BEF unit is present in that Area.

3.1.4 Boundaries. Areas are separated from each other by one of three types of boundary lines:

  • Grey: Open Ground
  • Blue: River
  • Jagged black: Maginot Line

3.2 Turn Track

The Turn Track printed on the map is used to note the current Game Turn.

3.3 Impulse Track

The Impulse Track is printed on the map and is used to record the current Impulse of a Turn. The Advantage marker is used to mark this (Case 4.4.4).

3.4 General Records Track

The General Records Track is printed on the map and is used to record the number of Replacement Points available to each player by moving his Replacement Point maker along it to record gains and expenditures. It is also used to record the level of French morale using the French Morale markers.

3.5 Dice

Players will need at least 2 six-sided dice to play the game. Throughout the rules an abbreviation of "dr" indicates the roll of a single die. "DR" (capital letters) means to roll 2 dice and tally them. An abbreviation of "drm" means "die roll modifier" which is a value applied to the dr.

4.0 Playing Pieces

Included with the game are die-cut playing pieces called units, representing the various military formations that fought in the campaign, as well as several markers that assist in game play.

4.1 Unit Coloring

  • Allied: Belgian: yellow; British: tan; Dutch: orange; French: blue
  • Axis: German: grey; Italian: green

4.2 Unit Types

There are two types of units: armored and infantry. All armored units contain an armored fighting vehicle icon of some kind printed on the counter.

Every unit has two printed sides. The front side represents a Full Strength unit while the reverse side (with a stripe) represents a Reduced Strength unit.

Note: Axis units are printed on larger size pieces to invoke the menace they filled the Allies with during the period. Of course, this will have no real effect on play (or will it?).

4.3 Unit Information

All units have information printed on them to identify the unit and indicate its strength as well as its movement capability. The name of each unit is printed at the top of the counter.

4.3.1 Unit Size and Organization. Infantry units are Army sized (color-coded Army number located above the Movement value), except for the French Prioux unit and the German Wietersheim unit, which are corps. Allied armored units are divisions and Axis armored units are corps.

4.3.2 Strength/Movement Factors. Each unit has two numbers at the bottom of the counter. The first is the unit's Combat Value (CV) and the second is the unit's Movement Factor (MF).

4.3.3 Army Group Identification. For purposes of conducting either an Assault Impulse (Case 8.1.1), or a Regroup Non-Assault Impulse (Case 8.1.2a), every unit in the game has an Army Group ID. This consists of a letter or number printed inside the unit type symbol or vehicle silhouette of the counter. Exception: The Italian unit has a "W" to the right of the unit symbol.

Allied units have:

  • "1" for French 1st Army Group
  • "2" for French 2nd Army Group
  • "3" for French 3rd Army Group
  • "4" for French 4th Army Group
  • "Be" for the Belgian Army
  • "N" for the Dutch Army

Axis units have:

  • "A" for German Army Group A
  • "B" for German Army Group B
  • "C" for German Army Group C
  • "K" for German Army Group Kleist
  • "W" for Italian Army Group West

Reserve units (either side) are marked with an "R" and may activate during an Assault Impulse in conjunction with any friendly army group as noted above.

4.4 Markers

Markers represent non-combat units and/or record various kinds of game information.

4.4.1 Leaders. Each Leader marker has a large number printed to the right of his picture. This number is his Combat Rating. The color coded number above his Combat Rating is his Army designation (matching the Army unit). Leader markers may potentially add their Combat Rating to a unit with the same Command ID (Section 10.4). At the start of the German player's turn, he must place his Leader Kleist with one of Kleist's 3 subordinate units for the entire turn (unless Kleist was eliminated).

4.4.2 Control. These markers are placed in Areas to indicate German control. The last side to be the sole occupant of an Area controls that Area. At the start of play the Allied player controls any Area or Zone whose number or Zone letter is white, and the Axis player controls any Area or Zone whose Area number or Zone letter is black.

Gameplay Note: These markers are back printed with an Allied symbol for those players wishing to designate Allied control for their gameplay.

4.4.3 Turn Marker indicates the current turn on the Turn Track.

4.4.4 Impulse Marker. The Impulse marker indicates both the current Impulse on the Impulse Track and which player possesses the Advantage (Module 11.0).

4.4.5 Replacement Points. Each player has a marker that is used to record accumulated Replacement Points on the General Records Track (Sections 5.1 and 12.2).

4.4.6 Event. These markers are drawn during the Political Phase of each turn and represent particular twists of fate that would be outside the purview of the player's control (Case 6.1.1).

4.4.7 Air Support. Air Support markers provide benefits in combat (Section 9.4). The Allied player receives two Air Support markers, one British and one French. The Axis player receives two Air Support markers, both German.

4.4.8 Out of Supply. Units marked with an Out of Supply marker suffer certain penalties (Cases 13.2.2 and 13.2.3) and must make a Surrender dr at the end of each Refit Phase (Case 13.2.4).

4.4.9 French Morale. The French Morale markers are used to determine how close the Axis player is to an Automatic Victory (Section 16.1) or an Operational Victory (Section 16.2).

Tracking French Morale. French Morale begins the game set at 30. It increases or decreases during the Maneuvers Phase whenever any of the conditions as noted on the French Morale Modifier Table on the map are met. If French Morale falls below zero (0) flip the French Morale markers to their negative side ("x -1, x -10").

5.0 Prepare for Play

5.1 Marker Placement

5.1.1 Place the Turn marker in the "Turn 1" space on the Turn Track.

5.1.2 Place the Impulse marker in the "6" space of the Impulse Track, "Axis" side up (to show Axis possession of the Advantage).

5.1.3 Place the French Morale x10 marker in the "3" space of the General Records Track and the French Morale x1 marker in the "0" space of the General Records Track.

5.1.4 Place each player's Replacement Point marker on the General Records Track. The Allies begin with 5 Replacement Points. The Axis begin with 10 Replacement Points.

5.1.5 Place Air Support markers in their matching display box printed on the map. All Air markers are placed on their reduced side (lower value).

5.1.6 Place Control markers Axis side up in Areas and Zones whose TEM value (Case 3.1.2) is printed in black or red. Note treat Areas and Zones without a Control marker as Allied-controlled.

5.1.7 Place the nine Event markers included with the game in an opaque container such as a coffee mug or paper cup.

5.2 Unit Setup

Each player places his initial units in the Areas/Zones listed below. All units begin play with their Full Strength side face-up except units whose names are in parentheses.

5.2.1 Allied Setup. Allied units are set up as directed in the following locations:

  • French 1st Army Group
    • 1st Army + Blanchard Leader (Area 13)
    • 2nd Army + Huntzinger Leader (Area 17)
    • 7th Army + Giraud Leader (Area 9)
    • 9th Army + Corap Leader (Area 12)
    • Prioux Motorized Infantry Corps (Area 13)
    • Bruneau 1st D.C.R. (Area 13)
    • BEF Army + Gort Leader (Area 13)
  • French 2nd Army Group
    • 3rd Army + Condé Leader (Area 18)
    • 4th Army + Réquin Leader (Area 19)
    • 5th Army + Bourret Leader (Area 19)
  • French 3rd Army Group
    • 8th Army + Garchery Leader (Area 20)
  • French 4th Army Group
    • Alp Army + Olry Leader (Zone E)
  • Other Allied Units
    • Belgian Army + Leopold Leader (Area 13)
    • Dutch Army + Winkelman Leader (Area 8)
  • Reserves
    • 6th Army + Touchon Leader (Area 23)
    • (10th Army) + Altmayer Leader (Area 25)
    • Bruche 2nd D.C.R. (Area 24)
    • Brocard 3rd D.C.R. (Area 24)

Note: the de Gaulle 4th D.C.R. unit only enters play after activation of the de Gaulle Event marker by the Allied player (Case 6.1.1).

5.2.1 Axis Setup. Axis units are set up as directed in the following locations:

  • German Army Group A
    • 4th Army + Kluge Leader (Area 5)
    • Hoth [15th] Panzer Corps (Area 5)
    • 12th Army + List Leader (Area 3)
    • 16th Army + Busch Leader (Area 3)
  • German Army Group B
    • 6th Army + Reichenau Leader (Area 5)
    • Hoepner [16th] Panzer Corps (Area 5)
    • 18th Army + Küchler Leader (Area 6)
    • Schmidt [39th] Panzer Corps (Area 6)
  • Army Group C
    • 1st Army + Witzleben Leader (Area 2)
    • 7th Army + Dollmann Leader (Area 1)
  • Army Group "Kleist"
    • Guderian [19th] Panzer Corps (Area 3)
    • Reinhardt [41st] Panzer Corps (Area 3)
    • Kleist Leader (Area 3)
    • Wietersheim [14th] Motorized Infantry Corps (Area 4)
  • Reserves
    • 2nd Army + Weichs Leader (Area 4)

Note: the Italian Army of the West and the di Savoia Leader marker are placed on the map after an Italian Declaration of War (Case 6.1.4). The German Air Landing Corps and the Student Leader marker are used only in conjunction with the Optional Rules (Section 18.1).

6.0 Sequence of Play

A game has seven turns. Each turn represents one full week of combat, and comprises four phases and a number of "mini-turns" or impulses. The phases of a turn are conducted as follows: Political Phase, Maneuvers Phase, Refit Phase, and End Phase.

6.1 Political Phase

The following steps are carried out during the Political Phase.

6.1.1 Draw Event Marker. Each player draws one Event marker. The Allied player draws first, followed by the Axis player. A player may never have more than one Event marker in their possession. If an Event marker drawn in a previous turn is still held, that player may not draw a new Event marker in this phase unless he discards the held one first.

Event markers are always activated at the start of a player's impulse during the Maneuvers Phase (Section 6.2, Exception: Section 15.1). A player may not activate an Event marker belonging to the opposite side. A player may, however, hold on to an Event marker as long as they wish. There is never a requirement to play an Event marker once drawn.

When an Event marker which has an asterisk beside its counter number (counter text name is in red also) is played, it is removed from play and placed on the Turn Record Track. When Event markers with no asterisk and whose name is in black text is played, they are placed on the Impulse Track until the End Phase (Case 6.4.3), and then returned to the container with the game's other undrawn Event markers.

Each Event marker and its effects are detailed on the PAC.

6.1.2 Belgian Surrender Check. Starting with Turn 2, the Axis player rolls to determine if Belgian King Leopold decides to surrender. The Axis player makes a die roll. If the die roll is greater than the number of Axis-controlled areas in Belgium, permanently remove the Belgian Army and Leopold Leader from play. In addition, place an Axis control marker in any vacant area in Belgium. If the die roll is equal to or less than the number of Axis-controlled areas in Belgium, there is no effect.

6.1.3 Command Confidence Change. If French Morale as marked on the General Records Track is 19 or less at the start of the any Political Phase, the Combat Rating of Leaders may change. All German Leaders whose ground unit they are with contributes to an Attack Value (Case 10.4.2) are flipped to their stronger (light color barred) side and all Allied Leaders present defending in the Area are flipped to their weaker light color barred side if that combat is an Axis success or overrun (Case 10.4.4). The change in value for both sides is permanent and never reverts back.

6.1.4 Italian Declaration of War. If French Morale as marked on the General Records Track is 9 or less at the start of the Political Phase, place the Italian Army of the West and the di Savoia Leader marker in Zone F (Italy has declared war).

6.2 Maneuvers Phase

Players alternate impulses. Each player may take one action during their impulse (Module 8.0) and then the Impulse marker is advanced to the next space on the Impulse Track. The Allied player always goes first, followed by the Axis player. Note: thus, Impulse 1 is an Allied Impulse, Impulse 2 is an Axis Impulse, Impulse, 3 is an Allied Impulse, Impulse 4 is an Axis Impulse, and so on. Exception: Turn 1 (Section 15.2).

6.2.1 Logistics Die Roll. At the end of each Axis Impulse the Axis player makes a Logistics dr (the Axis player does this regardless of whether he chose an Assault, Non-Assault, or Pass Impulse). If the Logistics dr is equal to or greater than the current Impulse number, the Impulse marker is advanced to the next space on the Impulse Track. If the Logistics dr is less than the current Impulse number, the Maneuvers Phase ends once the Axis player has finished his Impulse. If the Impulse marker moves off the Impulse Track, the Maneuvers Phase ends.

6.3 Refit Phase

The Allied player may spend available Replacement Points (Module 12.0). The Axis player then spends available RPs. Skip the Refit Phase if the Axis player has won an Automatic Victory or if it is the final game turn. Note: Neither player receives any additional RPs during the game unless they play the Improved Logistics Event marker.

6.4 End Phase

If the Axis player has won an Automatic Victory (Section 16.2) the game ends immediately.

6.4.1 If French Morale is 5 or less, the Axis player makes a French Armistice die roll (Section 16.2) to determine if he has won an Operational Victory.

6.4.2 In the absence of either an Automatic or Operational Victory, return the Impulse marker to the "1" space on the Impulse Track and advance the Turn marker to the next space on the Game Turn Track.

6.4.3 Any Event markers currently on the Impulse Track are placed back in the container.

6.4.4 Both players may play an Event marker during the End Phase if they wish. The Allied player does so first, followed by the Axis player. Both players also have the option of returning an unplayed Event marker still in their possession back to the container, so as to allow them to draw a new Event marker during the next Political Phase. The Allied player discards first, followed by the Axis player. The identity of the discarded Event marker is not revealed to the opposing player.

6.4.5 When play has reached the End Phase of Turn 7, the game is over, and if the Axis player has not won an Automatic or Operational Victory at this point, the Allied player has won.

7.0 Stacking and Control

7.1 Area Stacking

Each player may have a maximum of five infantry and/or armored units per Area. Leader, Control, and Out of Supply markers do not count against stacking limits. Units may not move into, attack into, or end a retreat in an Area already stacked to the maximum. Leader markers should always remain directly on top of one of the unit it commands to conserve space. A player may freely examine stacks of enemy units at any time.

7.2 Control

Each Area or Zone is always controlled by either the Allied player or the Axis player. Control changes only when one side has a unit in a Vacant (Section 7.4) Area/Zone that is controlled by the enemy. Control of an Area may be gained during movement without stopping to end an Impulse in that Area. German control is shown by placing a control marker (German Cross side up) into the Area.

7.3 Contested

An Area is considered Contested if it contains units of both sides. Contesting an Area that is controlled by the enemy does not alter control of that Area.

7.4 Vacant

An Area is Vacant if it contains no enemy units, regardless of the presence of friendly units or who currently controls it.

7.5 Free

An Area is Free if it is Vacant and under friendly control.

The active player during an impulse is called the Attacker; his opponent is called the Defender. No enemy unit may move during a friendly impulse except to retreat as a result of Combat Resolution (Section 10.4).

8.0 Impulses

The majority of the game is played during the Maneuvers Phase, consisting of an unknown number of "mini-turns" called impulses. A player performs one impulse, and then the Impulse marker is advanced to the next space on the Impulse Track.

8.1 Types of Impulses

There are three types of Impulse: Assault, Non-Assault, and Pass.

8.1.1 The Assault Impulse. The Attacker selects and activates a single Army Group. Exception: German Army Group Kleist may activate by itself OR in addition to any other Axis Army Group. All of the units possessing that Army Group ID (Case 4.3.3), regardless of where they are on the map, may then move and/or attack during that Assault Impulse. A player may not declare an Assault Impulse with the same Army Group on consecutive impulses.

Reserve units may also activate, move and/or attack, provided at least one unit possessing the activated Army Group ID is present in the Area with them. If an Area contains only Reserve units those units may not activate to Assault.

8.1.2 The Non-Assault Impulse. There are two types of Non-Assault Impulse. Only one of the two may be chosen each impulse.

a) Regroup. The Attacker may move all of his units one Area. Units beginning the impulse in the same Area do not have to move to the same destination, i.e. units may split up and move to different destinations. Units that Regroup may not enter any enemy-controlled or enemy-occupied Area. Units within a Contested Area may not Regroup into another Contested Area, even if friendly-controlled.

b) Redeploy. The Attacker selects and activates a single Area. All of its units present in the Area, and any associated Leader markers, may move at double their normal movement rate. Units that Redeploy may not enter an enemy-controlled, uncontested Area. Units within a Contested Area may not Redeploy into another Contested Area, even if friendly-controlled. A unit must be in supply (Section 13.1) to Redeploy.

8.1.3 The Pass Impulse. The Attacker may elect to take no action at all during the Impulse (the Axis player must still make a Logistics dr if it is possible to end the Maneuvers Phase – Impulse 2 or later).

8.2 Legalities and Errors

A player may not change his move once any die roll has been made, or his opponent has declared any action (including a Pass Impulse) he will take during his impulse. An illegal move/attack's results are valid if the opposing player does not challenge them prior to completing his own next impulse.

9.0 Movement

9.1 Mechanics of Movement

Units of the active Army Group move one at a time. A unit may move from an Area to an adjacent Area, the number of Areas entered during movement being limited by printed Movement Factor (MF) on the moving unit. At any point in the Assault Impulse (only) active units that began this impulse in an Area, or enter an Area with enemy units, may attack (Module 10.0) those enemy units within the same Area.

9.1.1 Area Activation. All of the activated and eligible units in an Area may move/attack.

9.1.2 Leader Marker Movement. Leader markers in the game will move with the unit they command. Note the special decision the German player must make for Kleist at the start of his Army Group's impulse (Case 4.4.1).

9.2 Movement Costs

Movement requires the expenditure of Movement Factors (MF) during an impulse. A unit may continue to move into adjacent Areas until it either lacks enough MF to enter another Area or it enters an Area occupied by an enemy unit, where it must stop. It costs 1 MF to enter any Area.

Units must stop immediately after crossing a Maginot Line boundary in either direction. If the Active Area is Contested, friendly units may exit the Area at normal MF costs, so long as the first Area they enter is Free.

If a player wishes to resolve combat within an already Contested Area, no movement takes place within the Contested Area. The Attacker simply announces his intention to attack and performs the steps listed under Combat Resolution (Section 10.4).

9.2.1 Multiple Area Destinations. Active units starting in an Area may move to and/or attack into different Areas during the same Assault Impulse. Attacks made into different Areas do not have to be designated in advance. The Attacker may wait for the results of a move/attack before announcing a later move/attack into another Area in the same impulse by other active units.

Once an Area is attacked, additional units may not move into that Area during the same impulse. Units that begin movement in the same Area do not have to end their movement in the same Area, nor do all units moving during an impulse have to move simultaneously.

9.3 Movement Restrictions

The following two situations restrict movement:

9.3.1 Overstacking. Units may not move into a fully stacked Area (Section 7.1).

9.3.2 Zones. Movement into and out of Zones is restricted to the connection lines printed on the map – no other options exist.

9.3.3 French Army of the Alps. The French Alp Army unit may not move before an Italian Declaration of War (Case 6.1.4).

9.4 Air Support

All Air support units begin on their reduced (lower strength) side and only become full strength by Event Chit play.

9.4.1 Placement. An Air Support marker may be placed once per impulse in an Area or Zone where combat resolution (Section 10.4) is taking place. The Attacker announces his intention to commit Air Support first, followed by the Defender. Only the Lead Attacking Unit and Lead Defending Unit may receive Air Support. The Lead Attacking or Lead Defending Unit must be the same nationality as that Air Support marker, otherwise the marker may not be placed. Air Support markers may not attack on their own.

9.4.2 Combat Value. A German Air Support marker normally adds +4 to the Attack or Defense Value when resolving a combat with a German unit, a French Air Support normally adds +3 to the Attack or Defense Value when resolving combat with a French unit, and a British Air Support normally adds +2 to the Attack or Defense Value when resolving combat with a British unit. The Axis player may not add both of their Air Support markers to the same attack or defense.

Gameplay Note: Play of the New Squadrons Event marker by the Allied player increases the value of both Allied Air Support markers for only the current turn (flip over to stronger side). Play of the Air Supremacy Event marker by the Axis player increases the value of the German Air Support marker for the rest of the game.

10.0 Combat

Only active units in an Area may attack. An attack incurs no additional MF cost beyond that for entering an enemy-occupied Area. If the Area was already contested at the beginning of the impulse, the units may either exit the Area or attack.

All defending units in an Area being attacked can potentially be affected by the combat results of that attack. An attack is resolved only after all units have entered the attacked Area in that impulse. Other non-active units starting in a Contested Area may not be involved in the attack. No additional units may enter the Area being attacked during the current impulse once the attack is resolved.

10.1 Mandatory Attacks

Friendly units must make a Mandatory Attack whenever they enter an enemy-occupied Area that was not contested at the beginning of the current impulse. If a Mandatory Attack results in a Repulse (Case 10.4.4), all participating units must retreat (Section 10.5).

10.2 Optional Attacks

Unless required to conduct a Mandatory Attack, the attacker may attack with all, some, or none of his active units that entered the Area. If he chooses to attack, at least one unit must attack.

10.3 Contested Area

If the Area is already Contested at the start of the impulse, all, some, or none of the active units starting in that Area may attack. If the attacker loses the attack, the attacking units do not retreat and must remain within the Area.

10.4 Combat Resolution

Attacks are resolved by comparing the Attack Total (AT) which is the sum of the Attack Value of the attacking unit(s) plus a DR, against the Defense Total (DT) which is the sum of the Defense Value of the defending units plus a DR.

10.4.1 Dice. When resolving combat each player simultaneously rolls two dice (a DR) and adds their pair together.

10.4.2 Attack Value (AV). The Attack Value is equal to the sum of all conditions that apply as noted in the Attack Value Table on the map. The attacker declares one unit of his attacking units as his Leading Attack Unit.

10.4.3 Defense Value (DV). The DV is equal to the sum of all the conditions that apply that are listed in the Defense Value Table on the map. The defender declares one of his defending units as his Leading Defending Unit.

10.4.4 Computing Results. The result of the attack will depend on the difference between the AT and the DT.

Repulse. If the AT < DT, the Attacker has been repulsed, and there is no effect on the Defender's units. The Lead Attacking Unit is flipped to its Reduced Strength side if currently Full Strength; if already at Reduced Strength, it is eliminated. Retreat is required in cases of Mandatory Attacks (Section 10.1).

Stalemate. If the AT = DT, both the Lead Attacking Unit and the Lead Defending Unit are flipped to their Reduced Strength side if currently Full Strength; if already at Reduced Strength they are eliminated. Retreat by either side is optional (Case 10.5.3). The Defender decides first.

Success. If the AT > DT, the Defender has been defeated. The Lead Defending Unit is flipped to its Reduced Side if currently Full Strength; if already at Reduced Strength the unit is eliminated. If the Defender's DR was "8" or better, the Lead Attacking Unit is also flipped to its Reduced Strength side if currently at Full Strength; if already at Reduced Strength, the unit is eliminated. Any surviving defending units must retreat (Section 10.5).

Overrun. If the AT > DT and the Lead Attacking Unit is an armored unit, the Lead Defending Unit is eliminated, even if it is currently at Full Strength. If the defender's DR was a "10" or better, the Lead Attacking Unit is also flipped to its Reduced Strength side if currently at Full Strength; if already at Reduced Strength, the unit is eliminated. Any surviving defending units must retreat (Section 10.5).

10.4.5 Removal of Leader Markers. If there are no friendly combat units of a Leader's command left in an Area after combat resolution remove any friendly Leader markers in that Area from the map. Eliminated Leader markers return to play when and if the army they command is rebuilt during the Refit Phase.

10.4.6 Combat Results and French Morale. French Morale can rise and fall as a result of combats resolved by either player (Case 16.1.1).

10.5 Retreats

The attacker or defender may be called upon to retreat as a result of combat. Attacking units may only retreat into the Area from which they entered the attacked Area or as detailed below in Case 10.5.2.

10.5.1 Retreat Procedure. Units must retreat one at a time to determine if the Area becomes fully-stacked. If it does, subsequent units must continue their retreat to another Area that is not fully-stacked. In this event, both the attacker and defender must follow the Retreat Priorities to determine the second (or more) Areas to which they must retreat.

10.5.2 Retreat Priorities. If there is more than one Area to which units may retreat the units must retreat based on the following set of priorities:

  • A. A Free Area adjacent to the least number of enemy-controlled Areas
  • B. A friendly-controlled, Contested Area
  • C. An enemy-controlled, Contested Area
  • D. Fully-stacked Area

10.5.3 Voluntary Retreat. Some or all of the defenders in an Area being attacked may voluntarily retreat after Combat Resolution, even if the attacker suffered a Stalemate or Repulse result. The Lead Defending Unit does not have to be among the units that retreat.

10.5.4 Paris and the Maginot Line. Allied units in the Maginot Line (Areas 18, 19, 20) and Paris (Area 25) do not have to retreat as a result of an Axis Success result. If Paris has been declared an open city (Section 11.1.1) Paris loses its ability to cancel a retreat.

10.5.6 Retreat Elimination. If for any reason a unit and Leader is unable to retreat per the Retreat Priorities (Case 10.5.2), such as having to retreat off the map, into the English Channel or North Sea, or ending in a fully stacked Area, it is eliminated. The Belgian Army is eliminated if forced to retreat to an Area lacking a yellow Identifier, and the Netherlands Army is eliminated if forced to retreat to an Area lacking an orange Identifier (Case 3.1.1).

11.0 The Advantage

At the start of each impulse one player always has possession of the Advantage. This is indicated by the Impulse/Advantage marker with the side of the controlling player face-up on the Impulse Track. The Axis player starts the game controlling the Advantage. Control of the Advantage can change through voluntary use by the player who possesses it.

11.1 Voluntary Use

The Advantage marker is an abstract reflection of an edge that one side will temporarily possess due to factors such as morale, position, surprise, leadership, intelligence, and/or fate. The Advantage may be used to perform one of the following:

11.1.1 Declare Paris an Open City. During the Maneuvers Phase, if the Axis control any Area adjacent to Area 25 (Paris), either player may declare Paris an open city. Allied units in Area 25 may no longer ignore a required retreat after an Axis Success or Overrun combat result. If Paris as an open city is captured by the Axis, French Morale decreases by -5 instead of -10.

11.1.2 Heroic Defense. During the Maneuvers Phase, the defender may turn an attack that is a Success or Overrun into a Stalemate.

11.1.3 Maximum Attack. During the Maneuvers Phase, the attacker may turn an attack that is a Repulse into a Stalemate.

11.1.4 Soldier On. During the Maneuvers Phase, either player may ignore the results of an Axis Logistics dr. The dice are not re-rolled. The Impulse marker simply advances to the next impulse on the Impulse Track and play continues.

11.1.5 Draw Extra Event. During the Maneuvers Phase, the attacker may, if he has already played an event in a previous impulse, draw another Event marker prior to the start of their impulse. The attacker may also discard their current Event marker and draw another. At no time may a player have more than one Event marker in their possession, and a player may never draw more than two Event markers in a single Turn, regardless of how many times they possess the Advantage.

11.2 Advantage Shift

After the Advantage is used it belongs to neither player until the end of the current phase or impulse, at which time it becomes the property of the player who did not use it.

12.0 Refit

Units can suffer attrition and elimination through Combat Resolution during the Maneuvers Phase. During the Refit Phase they may recover.

12.1 Refit Order

The Allied player conducts his Refit Phase first, followed by the Axis player.

12.2 Replacement Points (RPs)

The Allied player begins the game with 5 RPs. The Axis player begins the game with 10 RPs. Neither side accumulates any additional RPs.

12.3 Replacement Costs

One (1) RP may be spent to do the following:

  • Flip a Reduced Strength Infantry unit to Full Strength

Two (2) RPs may be spent to do the following:

  • Rebuild one eliminated Infantry unit at Reduced Strength
  • Flip a Reduced Strength Armored unit to Full Strength

Three (3) RPs may be spent to do the following:

  • Rebuild one eliminated Armored unit at Reduced Strength
  • Rebuild one eliminated Infantry unit at Full Strength

Five (5) RPs may be spent to do the following:

  • Rebuild one eliminated Armored unit at Full Strength

12.3.1 Eligibility. Reduced Strength Allied and Axis units must be able to trace a supply line (Case 13.2.1) to be eligible to take replacements.

12.3.2 Rebuilt Allied Units. Eliminated units that are rebuilt may be placed in any Allied-controlled, uncontested Area. Exceptions: eliminated Belgian and Dutch units may never be rebuilt. After play of the Operation Dynamo Event by the Allied player, the BEF unit may not be rebuilt unless using the Optional Rules (Section 18.3).

12.3.3 Rebuilt Axis Units. Eliminated Axis units that are rebuilt may be placed in any Axis-controlled and uncontested Area. Exceptions: German units may never be rebuilt in Zone F (Italy). The Italian unit may only be rebuilt in Zone F.

12.4 Final Game Turn

There is no Refit Phase at the end of Turn 7. Proceed straight to the End Phase after the end of the Maneuvers Phase.

13.0 Supply

13.1 Sources of Supply

13.1.1 The eastern map edge is a supply source for Axis units. Exception: The Italian unit may ONLY trace supply to Zone F.

13.1.2 Zones A, B, C, D, and E are a supply source for French and British units.

13.1.3 Areas in Belgium are a supply source for Belgian units.

13.1.4 Areas in the Netherlands are a supply source for Dutch units.

13.2 Out of Supply

At the end of every impulse, units must be able to trace a supply line to a friendly supply source. Units unable to trace supply are Out of Supply and are marked with an Out of Supply marker.

13.2.1 Tracing Supply. The supply line path may not enter an enemy-controlled Area. It may pass through a friendly-controlled Area contested by enemy units. A Vacant Area under enemy-control still blocks supply.

13.2.2 Movement and Combat. Out of Supply Armored units suffer a -1 penalty to their movement rate, and all units suffer a -1 penalty to their Attack Total or Defense Total during Combat Resolution so long as they remain Out of Supply.

13.2.3 Refit. Out of Supply units may not use RPs to refit during the Refit Phase.

13.2.4 Surrender. Units unable to trace supply must check for Surrender at the end of the Refit Phase. The controlling player makes a dr for each Out of Supply unit and consults the OOS Surrender Die Roll Table on the map for the result. A unit that surrenders due to being Out of Supply is permanently removed from play and may not be rebuilt during the Refit Phase.

13.2.5 Area Control. A Vacant Area that is enemy-controlled becomes friendly-controlled at the end of the Refit Phase if it is Out of Supply.

14.0 Zones

14.1 Movement

Zones are located around the edges of the map. A Zone is connected to other Zones and certain Areas on the map by connection lines.

14.2 Occupation Limits

An unlimited number of units may stack in any Zone.

14.3 Italy

Allied and German units may not enter Zone F. If forced to retreat into Zone F they are eliminated instead.

15.0 Turn 1 Special Rules

15.1 Political Phase

The Air Supremacy Event marker may not be held by the Axis player this turn and if this Event marker is drawn by the Axis player, he immediately draws another Event marker and then returns the Air Supremacy Event marker to the draw container (Case 6.1.1). The Allied player has the option to play his Event marker at the start of the German impulse this Turn only.

15.2 Impulses

The game begins with Axis Impulse "6" (i.e. players skip Impulses 1 to 5).

15.3 German Strategic Surprise

The Axis player may activate every Army Group during Impulse "6" of Turn 1. Activation is considered simultaneous. Units of different Army Groups may not combine to attack the same Area.

16.0 Victory Conditions

There are two ways for the Axis player to win the game: an Automatic Victory and an Operational Victory.

16.1 Axis Automatic Victory

The Axis player wins an Automatic Victory if at the conclusion of any turn they control Paris and at least three French Zones. Both Paris and the three Zones must be able to trace a path of Axis-controlled Areas back to an Area in Germany along the eastern map edge to qualify.

16.1.1 The Axis player also wins an Automatic Victory if at the conclusion of any turn the French Morale on the General Records Track is 0 or less.

16.2 Axis Operational Victory

Each End Phase, if French Morale is 5 or less, the Axis player makes a French Armistice dr. If the dr is greater than the current French Morale, the game is over and the Axis player has won an Operational Victory. If the dr is equal to or less than the current French Morale, play continues to the next turn. If it is Turn 7, the French Armistice dr will decide whether the game ends in an Axis Operational Victory or an Allied Victory (see below).

16.3 Allied Victory

The Allied player wins if, at the end of Turn 7, the Axis player has failed to fulfill the conditions for either Automatic Victory or Operational Victory.

17.0 Side Determination

If both players want to play the same side, this rule is used to decide which side each player commands and to compensate for either player's perceptions regarding the relative chances of each side.

17.1 Bids

Each player writes down a secret bid. The bids are revealed simultaneously and the player with the greater bid plays the preferred side. The other player increases the starting French Morale on the General Records Track equal to his opponent's bid. If both bids are the same, determine sides with both players making a dr, with the high roll receiving the preferred side and the low roll receiving the other side and increasing the French Morale on the General Records Track by their bid amount.

Example: John and Rob both want to play the Axis. John bids 3 and Bob bids 5. Bob is the high bid and gets the Axis, while John gets the Allies and adjusts the starting French Morale from 30 to 35 (i.e. the amount of Bob's bid). If both had bid 5 they would have made a dr; the player with the higher die roll would play the Axis, and other player would play the Allies with a starting French Morale of 35.

18.0 Optional Rules

18.1 Axis Airdrops

The German Airlanding Corps does not begin play on the map. It may be placed on the map during the movement portion of any Axis Assault impulse. The Area must be within two Areas of another German unit. Once placed the Axis player makes a dr. Subtract -1 for each Allied unit present in the Area. If the dr result is 3 or less the Airlanding Corps is reduced.

18.1.1 Airdrops and Combat. The Airlanding Corps cancels an Allied defensive modifier for crossing a river (Defensive Value Table on the map) in the Area it is initially placed in.

18.1.2 Subsequent Activation. After initial placement on the map, the Airlanding Corps is considered an Axis Reserve unit for purposes of activation, movement, and/or combat.

18.1.3 Withdrawal. The Airlanding Corps may be removed from the map during any Axis End Phase. It is then available to be placed on the map again as detailed above during any later turn.

18.1.4 Elimination. The Airlanding Corps may not use Axis Replacement Points. If the Airlanding Corps is eliminated the Allied player increases French Morale by +2.

18.2 Limited Free Setup

After choosing sides, each player secretly records the starting location of their units. Allied units may only be placed in Areas (not Zones) within France. French armored and reserve units must be placed with the 1st Army, or with the 7th Army. Axis units may only be placed in German Areas within Germany (not Zone F).

18.3 The BEF Returns

After being removed from play using the Operation Dynamo Event, the BEF may return to play by spending RP as if the unit had been eliminated. It may be rebuilt in any Allied-controlled BEF evacuation port (Case 3.1.3). The Operation Dynamo Event is not removed from play after being used and may be played repeatedly.

19.0 Plan Red Scenario

The Plan Red (Fall Rot) scenario allows players to experience the campaign as it unfolded after the surrender of the Netherlands and Belgium and the evacuation of the BEF back to England. French morale was by no means broken at this juncture, and some of the hardest fighting of the entire campaign took place during this time period.

19.1 Unit Setup

Each player places his initial units for the Plan Red Scenario in the Areas/Zones listed below. All units begin play with their Full-Strength side face-up except units whose names are in parentheses.

19.1.1 Allied Plan Red Scenario Setup

  • 7th Army + Giraud Leader (Area 26)
  • 10th Army + Altmayer Leader (Area 26)
  • (De Gaulle) 1st D.C.R. (Area 26)
  • (Bruche) 2nd D.C.R. (Area 26)
  • (2nd Army) + Huntziger Leader (Area 24)
  • 4th Army + Requin Leader (Area 24)
  • 6th Army + Touchon Leader (Area 24)
  • (Brocard) 3rd D.C.R. (Area 24)
  • 3rd Army + Conde Leader (Area 18)
  • 5th Army + Bourret Leader (Area 19)
  • 8th Army + Garchery Leader (Area 20)
  • Alp Army + Olry Leader (Zone E)
  • Permanently Eliminated: 1st Army, 9th Army, BEF Army (unless using Optional Rule 18.3), BEL Army, NE Army.
  • Eliminated: French Prioux Motorized Infantry Corps, Bruneau 1st D.C.R., BEF Army and Lord Gort (if using Optional Rule 18.3).

19.1.2 Axis Plan Red Scenario Setup

  • 4th Army + Kluge Leader (Area 16)
  • 18th Army + Kuchler Leader (Area 16)
  • Wietersheim [14th] Motorized Infantry Corps (Area 16)
  • Hoth [15th] Panzer Corps (Area 16)
  • Hoepner [16th] Panzer Corps (Area 16)
  • 6th Army + Reichenau Leader (Area 17)
  • 12th Army + List Leader (Area 17)
  • 2nd Army + Weichs Leader (Area 17)
  • Guderian [19th] Panzer Corps (Area 17)
  • Reinhardt [41st] Panzer Corps (Area 17)
  • Kleist Leader (Area 17)
  • 16th Army + Busch Leader (Area 11)
  • 1st Army + Witzleben Leader (Area 2)
  • 7th Army + Dollmann Leader (Area 1)
  • Permanently Eliminated: German Airlanding Corps (if using Optional Section 18.1)
  • Eliminated: Schmidt [39th] Panzer Corps

19.2 Plan Red Marker Setup

The Turn marker is placed in the "4" box on the Turn Track. The Impulse marker is placed in the "6" box on the Impulse Track, Axis advantage side up. Place the Axis RP marker in the "5" box and the Allied RP marker in the "0" box on the General Records Track. Starting French Morale is set at 20. The following Event markers are considered already played and should be placed on the Turn Record Track:

  • De Gaulle (played the Allies on Turn 1)
  • Cabinet Shuffle (played by the Allies on Turn 2)
  • Billotte Killed (played by the Axis on Turn 2)
  • Operation Dynamo (played by the Allies on Turn 4)
  • Air Supremacy (played by the Axis on Turn 4)

The Axis player may opt to begin Turn 5 with the Plan Red Event marker initially starting as his draw before any Events are drawn rather than drawing an Event marker at random.

20.0 Glossary/Index

  • Active Area: The Area or Zone which the attacker has selected to conduct either an Assault or Non-Assault Impulse.
  • Adjacent: Areas that share a common boundary are adjacent.
  • Advantage: The temporary edge one side has over the other, yielding certain benefits to the owner when spent; 11.0.
  • Air Support Markers: 9.4 (and combat modifier on Map).
  • Area: Any of the 30 irregularly shaped spaces on the map, used to regulate movement and combat; 3.1.
  • Area Boundaries: 3.1.4.
  • Armored: A type of unit equipped with tanks and other armored vehicles; 4.2. Distinguished from Infantry units.
  • Army Group ID: 4.3.3.
  • Assault Impulse: A declared impulse during which the attacker may move and attack; 8.1.1.
  • Attacker: The active player resolving the current impulse, whether carrying out Combat Resolution or not.
  • Attack Resolution: 10.4.
  • Attack Total: The sum of the Attack Value and a DR.
  • Attack Value (AV): 10.4.2.

Strange Victory

Strange Victory is a solitaire game. Its Rules of Play are reproduced below from the ATO/LPS rules PDF for the game.

Read This First

We've organized the overall structure of the rules of this LPS simulation game to follow this game's sequence of play in introducing concepts. The rules themselves are written in a format known as the Case System. This approach divides the rules into Modules (each of which deals with a major important aspect of play). Modules are numbered sequentially as well as possessing a title. Each Module is divided into Sections (that deal with a major sub-topic inside the Module) which are also numbered sequentially. Modules and Sections are introduced by some text that briefly describes the subject covered by that particular Module or Section. Finally, the majority of each Section consists of Cases. These are the specific, detailed rules that govern play. Each Case is also numbered sequentially. The numbering follows a logical progression based upon the number of the Module of which the Cases are a part. A Case with the number 7.5.1, for example, is the first Case of the fifth Section of the seventh Module of the rules. The numbering system is designed as an organizational aid. Use it to determine where a Case is located in the rules.

3.1.4 This example is the number of the fourth Case of the first Section of the third Module of the rules.

Learning to Play the Game. Begin by familiarizing yourself with all of the components listed for this game. Then skim through the charts and rules, reading all the titles of the Modules and Sections. Set up a game scenario or portion of a scenario (after reading the applicable Module) and play a trial game against yourself. During this trial game, try referring to the rules only when you have a question and remember the numbering system we employ makes it easy to look up rules when you do. While a trial game may take you an hour or two, it is the quickest and most pleasant way to learn (short of having an experienced friend teach you). We also don't recommend attempting to learn the rules word-for-word. Memorizing all the details is an effort that few can do. We've written these rules to be as comprehensive as possible, but they are not designed to be memorized. Taking in the rules in this way (as you play along) is the best approach to mastering this game.

(The publisher's postal and e-mail contact block and the closing requests to write in with questions have been omitted; they are not rules.)

1.0 Introduction

The battle for France was the birth of the Blitzkrieg. While the invasion of Poland proved the capabilities of the Panzer Division acting in support of infantry units, the surprise attack launched through the Ardennes Forest proved the overwhelming potential of a panzer to act as an independent war-winning strike force. It is a compliment to the operational genius of German planning that the sickle thrust into northern France and Belgium caught the defenders out of position and completely unprepared.

The French generals who thought of armies marching at the pace of the infantry were unable to come to grips with the incredible speed of the panzers advancing in armored Korps. The massive French infantry armies were a liability in the lightning war; it was the first battle of its kind in which a unit's potential for victory was determined by its maneuverability and ability to use combined arms tactics.

While it is true that the individual French tanks were stronger than the German machines, they were never applied in the numbers that would pose a serious threat to the Germans. Only the small, scattered French and British armored units were able challenge the panzers, and even then, the best they could manage was to delay the German push for a few hours in hard-fought battles.

So complete was the German invasion of France in 1940 that the only obstacle that could keep them from winning one of the greatest victories of all time was the fear and anxiety of their leader. Hitler, paranoid of repeating the mistakes of WWI, became concerned about the threat of his panzers being flanked, and watched their miraculous drive through France with fear instead of elation. Hitler's mounting trepidation drove him to interfere with the advance of his troops; his doubt became an opportunity for the desperate French forces, as it allowed them to fully deploy defensive forces around their port cities.

Ultimately, Hitler's psychosis in stopping the army outside of Dunkirk capped a sudden end to a very well planned campaign. The Germans won an amazing victory but were it not for their leader they might possibly have won more.

In this solitaire game, you as the German player must move your panzer divisions from your staging areas and rapidly advance across northern France in your drive to the coast. Victory Points are gained by capturing key areas. The game is divided into Turns representing approximately one day of time. You must brush aside as many of the Allied units as possible and secure Victory Points before Hitler's paranoia calls a premature halt to the invasion.

2.0 Components

  • One 22″x17″ Map
  • 89 9/16″ Counters
  • These Rules
  • Also required for play but not included are at least four six-sided dice.

3.0 The Map

The map depicts a cordon of the northern French and southern Belgium countryside from the Ardennes Forest to the English Channel. It also includes both placement areas for counters and tracks for monitoring game progress. Most of the playable part of the map is divided into areas that are named by a key French city, town, or village within the area. They also have a Defense Letter code in a shield symbol for French setup. German and French counters will be placed and/or moved through these areas during the game. A division may move between areas that share a common border (exception Muese River and bridges, Case 2.1.1). All areas have a Defensive Letter designation which determines which type of Garrison Counter is placed on the area during set-up. There are 5 different types of areas which are detailed in the following rules.

3.1 Areas

3.1.1 Staging Areas. These are the 3 Areas on the map numbered with Roman numerals (also named: Dinant, Maubeuge, and Sedan) in which the Germans set up their units. Leading from these Staging Areas are five hastily-constructed bridges across the Meuse River which the player must use to move units across. During the Blitz Phase a division must use a bridge to cross into a connected Area or it cannot move at all.

3.1.2 Regular Areas represent the small pastoral communities which may have been unfortunate enough to bear witness to the birth of the Blitzkrieg legend. The majority of the map is made up of Regular Areas and they are worth Victory Points at the end of the game. These Areas have a Defensive Letter designation of A, B, or C. Some of these Areas are covered in forests, which provide a defensive bonus for allied infantry counters.

3.1.3 Strategic Areas are important assembly grounds and road junctions for the Allied forces. There are seven Strategic Areas on the map (they also have a Defensive Letter code of A, B, or C) and these are denoted by their area name in red and a 2 VP value box within the Area. They may also be an Area with forest terrain.

3.1.4 Port Areas are the fall back and evacuation points of the Allied troops in northern France. Capturing these Port Areas is the highest priority for the panzer forces. Port Areas all have a Defensive Letter designation of "I" and are numbered. At the end of the turn, a die roll produces a number that determines where the Coastal Defense Counter for the turn is placed. Unlike other Areas of the map, the Port Areas may contain multiple Allied counters (Garrison and Coastal Defense), stacking there to mount a last-ditch defense against the invaders. Port Areas are the end of the line; once a panzer division moves into a Port Area it must stay there until the end of the game, securing and holding this all-important objective.

3.1.5 Fortress. The Area of Avesnes represents the easternmost point of the Maginot Line and the fortifications of Solre-le-Chateau. The Defensive Letter designation is I and the area is both wooded and fortified against attacking German forces.

Note: The French infantry unit assigned to Avesnes will have its Strength increased by +1 (for the fortification) and then doubled (for the woods). The French infantry unit defending will be either strength 6 or 8 before fighting any invading German division, but may then be reduced in strength by the use of German Campaign Assets as is normally allowed (Case 8.3.3).

3.2 Tracks, Boxes, and Sections on the Map

3.2.1 The Panic Track. This track is used to chart the mental breakdown of Hitler during the course of the battle. He chose to interpret every report of a heated firefight between panzers and Allied forces as evidence that a massive counterattack was being prepared against his elite divisions. The game ends at the conclusion of any turn in which the Panic marker is pointing to the 21st space of the Panic Track. The German offensive is called to a halt.

3.2.2 The Allied Area Strength Track is the lower track and is an optional tool for keeping up with the status of the enemy units' strength. To use the track a player will place a Progress Counter on the space to the left of the track number which corresponds to the Allied unit's strength. Many Campaign Assets will reduce Allied Strength, and some Allied units may gain a defense bonus for being in wooded or fortified areas. Infantry units stacking together in Port Areas will add their strength to the track. Note: if an Allied unit has a strength of 7 or 8 after all Campaign Assets have been used, then combat will automatically result in a Bloody Firefight (Case 8.3.4).

3.2.3 The Audacity Tracks. Each of these tracks quantifies the raw daring and drive of each German Korps Commander in the game. Each track notes the number of Audacity points that a commander still has available and may use during the game. Expenditure of a point allows one of his divisions to:

  • Re-roll their combat dice,
  • Move to a third area, or
  • Remove a Damage Counter

3.2.4 Placement Boxes. The map includes several placement boxes for holding counters which have not yet been used.

3.2.5 Coastal Defense Counters Section. The area in the sea in the lower left of the map holds the six Coastal Defense counters initially. At the end of the first six turns, one Coastal Defense counter is removed from this section and randomly placed into its box in a Port Area.

3.2.6 Damage Markers Box. Located in the lower right side of the map, Damage markers are kept here when not in use for a German unit.

3.2.7 Reaction Counters Section. B and C Reaction counters are initially placed here inverted (letter side up) on the map. The player draws one randomly from here when needed.

3.2.8 Campaign Assets Box. All Starting German Campaign Asset counters and additional counters discovered during the course of the game are placed here until used.

4.0 Game Counters

Strange Victory uses counters to represent the different levels of resistance offered by the Allied defenders, the commanders involved, and the panzer divisions of the German 4th and 12th Armies.

4.1 Markers

4.1.1 Progress Markers (Strength and Panic) have an arrow on the counter and are used on the Allied Strength Track and the OKW Panic Track respectively to mark Allied combat strength and Hitler's growing Panic. The arrow is always placed so that it is to the left of the number on the track so that the arrow is pointing to the number to be indicated.

4.1.2 Commander Markers represent the three Korps Commanders who spearheaded the crossing of the Meuse River and the dash to the English Channel. The dutiful and competent Reinhardt commands the XXXI Korps, the uncompromising and visionary Guderian leads the XIX Korps, while the brilliant and bold Rommel was given de facto command of the XV Korps. Each commander has a symbol identifying the units of his Korps; the symbol is taken from the iconography of the Korps' lead division and it is used to represent the entire Korps. The counters start each turn on the Audacity Track with the commander's portrait showing, and are flipped over to their back side when the commander uses his turn's Audacity Point for a re-roll.

Historical Note, XV Korps Command: General Hoth was the commander of the XV Korps during the invasion of France. He was an excellent general and certainly one of the war's best delegators. Owing to difficulties of communicating through the Ardennes, he made the 5th Panzer Division subordinate to Rommel's 7th Division shortly before the crossing of the Meuse River. Rommel was essentially given a Korps command, and his first act was to seize the 5th Division's heavy tank company and add it to the 7th Division's arsenal! Hoth's selfless decision may have been one of the best of the war, as it put Rommel in command when his unique leadership skills would spearhead one of the most legendary advances in armored warfare history.

4.2 German Counters

4.2.1 Division Counters These represent the seven armored divisions of the 4th and 12th Army. The divisions are divided into three Korps represented by the iconography of the Korps' lead division. Each counter has two sides: an Advancing side with an image of a panzer, and a Resupply side. The Advancing side is used when the counter is moving and fighting during the Blitz Phase; the counter is flipped over to the Resupply side when the counter has finished activating for the phase. Each side has dice faces shown on them that represents the unit's starting base pool of combat dice (i.e. if there are 2 die faces showing, the unit has 2 combat dice).

4.2.2 German At Start Asset Counters The German player begins the game with 7 counters represent the starting assets that the player has available. Each counter may be used once to enhance one German unit's combat in an Area. An Asset Counter is discarded at the end of the combat fought, but may be returned to the Campaign Assets Box by a Recon Counter. Discarded counters are removed from play. See the back page for the abilities these asset counters provide.

4.3 Garrison Counters

4.3.1 These are the two-sided counters whose face sides have a letter (A, B, C, or I) not in an explosion symbol, which corresponds to the Area's Defensive Letter code they are placed in.

4.3.2 Garrison counters are revealed when a German division unit enters their Area. Reveal a Garrison counter when the German unit enters the Area. This counter can be antagonistic (which stops the German division's movement and possibly activates combat) or helpful to the German.

4.3.3 A combat is immediately initiated and resolved if an Allied combat unit (infantry or armor) is revealed. The types of these counters are explained on the back page of the rules.

4.4 Reaction Counters

Reaction Counters have the backdrop of an explosion enclosing the letter of its Area's Defensive Letter code. Reaction Counters are drawn during the Counterattack Phase (Section 9.1).

4.5 Coastal Defense Counters

These counters are initially placed in the Coastal Defense section of the map. During the first 6 turns of the game, 1 Coastal Defense counter is drawn and randomly placed in a Port Area. There is no limit to the number of counters which can be added to an individual Port Area.

4.6 Damage Counters

These counters are used to keep track of the temporary damage that has been incurred against the panzer divisions. Each counter has a Disorder damage side and a Shocked damage side. A unit which is disordered as a result of a pitched battle will only move at maximum 1 Area during the next turn. A unit is shocked as a result of a Desperate Victory, Bloody Firefight, or Mechanical Breakdown. At the beginning of the Blitz Phase the player may use one of his Commander's Audacity Points to remove a Damage counter from the unit and return it to the Damage Counters Box. Damage Counters are also repaired over the course of the next turn but are a hindrance until they are removed.

5.0 Important Concepts

5.1 Objective of the Game

The goal for the player is to score as many Victory Points (VPs) as possible before Hitler's growing paranoia forces him to call a halt to the German drive. The game immediately ends with an "Axis Triumphant" victory level if you conquer all 42 Areas.

5.2 Combat

The disparate Allied forces that were thrown against the advancing panzers did not pose a serious threat. The Germans will quickly overcome even the most hardened opposition; the danger is that a protracted battle with French forces will cause Hitler's anxiety to rise to unsustainable levels. Every serious encounter with enemy forces has Hitler rethinking the offensive and letting the chance for an easy victory slip away. The mechanics of combat will be explained later in the rules (Section 8.3).

5.3 Stacking

Due to the limitations of the small French road system, an Area can only support only one German division or one French counter (exception Port Areas for Allies) at a time. Campaign Assets do not count against the stacking limit but only one of each type of asset may be placed into an area. Allied counters (Garrison and Coastal Defense) may stack together in Port Areas, and there is no limit to the number of Coastal Defense counters which can be added to a Port Area.

5.4 Audacity Points

Each commander has Audacity Points that can be used during the game.

5.4.1 A commander may use multiple Audacity Points per turn.

5.4.2 The player can only use Audacity Points for a division of a Korps that the commander is leader of (same unit ID symbol and text color).

Example: Guderian cannot use an Audacity Point to provide a re-roll for Rommel's 7th Division; only Rommel can affect his division.

5.4.3 When the commander's marker on the Audacity Point Track reaches 0, no more points can be used this turn (unless one is gained back later in the turn, Case 5.4.6).

5.4.4 In the Ready Counters Segment of each turn's Blitz Phase, the commander's counter is returned to its Portrait side (if flipped) and moved up the track by one point.

5.4.5 1 point of a commander's Audacity Rating may be used to:

  • Re-roll combat dice (permitted only once per turn for each Leader)
  • Move his division a third Area, or
  • Repair damage in the Determination Phase

5.4.6 Audacity Points may be gained back if a commander's division achieves a Devastating Overrun combat result.

5.4.7 A commander may never have more than his starting number of Audacity Points.

6.0 Game Set-Up

The following steps are needed to prepare for the game.

  1. The Panic marker is placed beside the 1 box of the OKW Panic Track and the Strength marker is placed beside 1 box of the Allied Strength Track with their arrows facing the box.
  2. Sort the Garrison, Reaction, and Coastal Defense counters face down so the Defensive Letter Designation is showing and shuffle them. Place one Garrison Counter in the box of each Area with the corresponding letter. The Coastal Defense counters are placed in their placement section in the lower left. The B and C Reaction counters are each placed in their own holding boxes in the lower right.
  3. The seven German Campaign Assets are placed face up in the Campaign Assets Box. The player should know what his assets are.
  4. Each of the Korps commanders is set on the box with his name on it on his own Audacity Track. The counter is placed portrait side up in the highest value box of their track.
  5. The seven German division counters are separated into 3 groups by Korps, and one set placed into each of the Roman numeral Areas of the Staging Area. At the beginning of the game, only divisional units of only one complete Korps can be placed in each of these three Staging Areas. The player is free to set up a Korps in whichever Staging Area he wants. A Korps' units cannot be split between 2 or more Staging Areas.

Note: The historical setup for the Korps was Rommel in Dinant (I), Reinhardt at Mauberge (II), and Guderian positioned at Sedan (III).

  1. Place the Damage markers in the Damage Markers Box.

7.0 Game Turn

A game turn consists of three phases:

  • Blitz Phase
    • Ready Counters Segment (8.1)
    • Movement (8.2) and Combat Segment (8.3)
  • Counterattack Phase (9.0)
  • Determination Phase
    • Repairs Segment (10.1)
    • Draw Coastal Reinforcement Segment (10.2)
    • Capturing a Port Segment (10.3)
    • Advance Panic Track Segment (10.4)
    • Game End Check Segment (10.5)

This Turn Sequence is also on the back page of the rules.

Once a German unit has activated (moved, fought combat and/or recovered from damage), it is done for this Phase and is turned over to its Resupply side. The player chooses another division of the same Korps to activate. If all divisions of the Korps have been activated, the player may choose to activate a division of different Korps. Once all German divisions have activated (been flipped to their resupply side), proceed to the Counterattack Phase.

8.0 Blitz Phase

8.1 Ready Counters Segment

8.1.1 Any division counter which is on its Resupply side from the previous turn is now flipped so that the division is on its Advancing side (panzer picture).

8.1.2 Flip commander markers to their picture sides (if required) and increase their Audacity values up by one, but never more than the highest value on their track.

8.2 Movement

8.2.1 A division may normally move through two Areas during its activation in the segment.

8.2.2 Gas Asset counters and Audacity Points may be used to allow a unit to move into a third Movement Area.

8.2.3 Select an available (tank silhouette side up) panzer division that can move and move it to a neighboring Area by either a shared border or across a bridged border (from a Staging Area).

8.2.4 If there are no Garrison counters in the Area entered, then the unit may continue movement into a second Area (player's choice).

8.2.5 When entering an Area with a Garrison counter, the division's movement is ended. Flip over the face down Garrison counter and apply any effect.

8.2.6 Due to the narrow French roads, only 1 German division may be in a non-staging Area on the map at any time (no moving through a friendly-occupied Area).

8.2.7 A German division which has moved two Areas and has not suffered any damage may move into a third Area if either the player uses one of its commander's Audacity Points (Case 5.4.5) or a Gas Asset (see back page descriptor).

8.2.8 If an Audacity Point is used to increase a unit's movement then it cannot be combined with a Gas counter and vice versa (a unit can never move more than 3 Areas).

8.2.9 A division which starts its movement with Disorder damage can only move 1 Area and cannot take advantage of a Gas Counter/ Audacity Point to gain extra movement. The Disorder Counter is removed when the division concludes its movement for the turn.

8.2.10 A division which starts its movement with Shocked damage cannot move at all. Just flip the division to its Resupply side and remove the Shocked counter.

8.2.11 A division that is in a Port Area may not move any further for the remainder of the game. It will still fight any Allied units still in the area during Combat (Section 8.3).

8.2.12 Garrison Counters have a specific effect when revealed during movement.

  • a) Recon, Gas, and General: Add the counter to the Campaign Assets box and continue moving the unit if able and desired.
  • b) Breakdown: When one is revealed, the German unit can move no further this turn. Flip the counter to its Resupply side and place a Shocked damage counter on the unit. Then select the next division to activate.
  • c) Allied Infantry or Armor: When one is revealed a Combat Encounter will immediately take place.

8.3 Combat Mechanics

There are two types of combat which can be fought, a Combat Encounter which is resolved in the Movement and Combat Segment of the Blitz Phase, and a Counterattack Combat, fought in the Counterattack Phase. Both types of combat are resolved in a similar fashion. How many dice will be used in the combat is determined for each combat separately as it occurs.

8.3.1 Combat begins by the player taking one die for each dice icon showing face up on the German unit that will be fighting.

Gameplay Note: The base number of dice is always shown on the division and will either be 2 or 3 dice for an Advancing Division fighting a Combat Encounter or 1 or 2 dice rolled when the division is Resupplying and facing a Counterattack Combat. A Counterattack Combat will never be fought in a Coastal Port, Avernes, or an Area with an Defensive Designation of "A,"; only Encounter Combat will be fought in "A" Areas.

8.3.2 Determine Allied Strength. The Strength marker is set on the Allied Unit Strength Track pointing at the value of the Allied unit's strength. An Allied unit or combined strength of Allied units in a Port Area can never be more than 8.

  • a) If the battle is taking place in a forested Area, then double the strength of an infantry unit and adjust the Strength Track marker to reflect this.
  • b) If the combat is being fought at Avernes, add +1 to the unit's strength before it is doubled. (Gameplay Note: A defending infantry unit will have a starting adjusted strength of 6 or 8 before the player uses any Assets.)
  • c) If the contested area is a Port Area then all the infantry units add their strength together. Move the Progress Counter to represent the united Strength of all infantry units. Example: Two infantry units are together at Calais, a Strength 3 and 4 unit. They fight as one Strength 7 unit. If the combined units strengths' add up to more than 8 it is lowered to 8 before any Campaign Asset counters reduce the strength.

8.3.3 Use Asset Counters. The player may now use available Asset counters for the combat. Only 1 of each type of Asset may be used per combat (i.e. 2 Stuka Asset counters cannot be used for one combat). For any Asset that reduces the Allied strength, remember to adjust the Strength marker on the track accordingly. Any Asset used is discarded after the combat is resolved. Below is a list of Assets and how they modify (this is also shown on back page of rules):

  • a) Stuka: Reduces the strength of the Allied unit by two points.
  • b) Guns: Reduce the strength of the Allied unit by one and add one die to the German's dice pool for the battle.
  • c) Giraud: May be used to either reduce the strength of the Allied unit by one or to re-roll a dice roll. Discard from game after use.
  • d) Gas: If used in combat the counter reduces the strength of a armor by one, adjust the track accordingly.
  • e) Recon: When it is used, the player adds one die to the German dice pool and may take a previously discarded Starting Campaign Asset counter and return it to the Asset box. The newly returned Asset may be used during the current combat.

Gameplay Note: When using the Recon counter the ability to return used counters only applies to Starting Campaign Asset counters (the counters with the German Cross on the back). If there are no previously used Starting Asset counters when a Recon Counter is played then the player only gains the additional die.

8.3.4 Bloody Firefight. If the Allied strength is 7 or more, no dice need to be rolled. The battle is automatically resolved. Flip the division to its Resupply side and place a Shocked damage marker on it. Remove one defending Allied counter. Increase the Panic Value marker by three on the track.

8.3.5 Roll Dice. The player now rolls each of the dice in his combat pool. The target number he is aiming to roll on each die is the Allied Strength showing on the track. Each die that scores a result equal to or greater than the strength scores a hit.

8.3.6 Combat Results. One of five possibilities will now result from the die rolls. These results are detailed on the back page of the rules.

8.3.7 Dice Re-rolls. The player may choose to re-roll any of the dice by using 1 Audacity point of the unit's Korps commander (Gameplay Note: Remember that this can only be done once a turn by a commander). If the French General Giraud Counter is in the Campaign Assets box, then it may be discarded to re-roll the dice instead.

Combat and Re-roll Example: The 7th Division is attacking in the Avesnes Area (3 dice). The revealed infantry counter is a Strength 3 unit. Since the battle is taking place in a forested Area, the strength of the unit is increased by one to 4 (fortification) and then doubled to 8 (forrest). The player uses Stuka (-2) and Guns (-1) Campaign Assets, which reduces the Allied Strength to 5 and provides him an additional die. The player rolls four dice scoring a 1, 3, 4, and 5. Only one hit has been scored, so the player uses one Audacity Point of Rommel's to re-roll 3 dice. This reduces Rommel's Audacity Points by one and the Rommel counter is flipped to its backside indicating no further re-rolls can be made for his Korps' units this turn. The 1, 3, 4 are re-rolled and a 2, 5 and 6 is rolled, This changes the result to 3 hits, a Devastating Overrun. The Allied counter is eliminated and all the Asset counters are discarded. The result has Rommel gain back 1 point on his Audacity Track. Since this is the second Area the 7th Division has entered this turn, the unit would normally be finished with its activation, but the player uses a Gas counter and advances the 7th Division one final Area into Cambrai. This reveals the Area's Garrison counter, which is a Somoa (Strength 6) armor unit and a new combat is initiated. The German Player uses a Recon counter (in his Assets box) to add one die to his combat pool (3+1=4 dice again) and returns a Stuka Counter (used in the previous combat) to his Campaign Asset box. He decides to use it immediately for this battle. (Gameplay Note: The previously discarded Gas counter cannot be returned since it is not a Starting Asset counter). The Somoa now has a strength of 4 (6-2 for the Stuka) and the 7th Division rolls 4 dice. A 1, 2, 2, and 5 are scored = 1 hit, a Pitched Battle. The Somoa armor unit is eliminated. The Stuka Asset and Recon are discarded. The 7th Division is flipped to its Resupply side. A Disorder damage marker is placed on the unit (so next turn the 7th can move at most 1 Area) and the Panic Track marker is advanced one space.

8.3.8 Port Area Special Rule. If there are multiple units in a Port Area always remove the lowest-strength unit when only 1 defending unit must be eliminated. The surviving units will remain in the Port Area until the next turn, when the German division will be required to attack there again.

9.0 Counterattack Phase

9.1 Counterattack Selection

9.1.1 The player selects one Area with a B or C Defensive Letter code that contains an undamaged German Division (not Disordered or Shocked), which will be subject to a counterattack.

9.1.2 The player randomly picks a Reaction counter from the Reaction Counter Section on the map whose letter corresponds to the letter of the Area in which the German division is located.

9.1.3 The counter is revealed and its effects take place.

  • Recon Counter: Add the counter to the Campaign Asset Box.
  • Refugees: Clogging the road, they prevent a French counterattack.
  • Armor Unit: When one is revealed a Counterattack Combat will take place immediately. This combat is resolved the same as a Combat Encounter.

9.1.4 This phase is skipped if:

  • There are no longer any Reaction counters to pick
  • There are no Reaction counters remaining to pick in Areas where eligible German divisions are located.
  • There are no eligible German divisions (all divisions in eligible areas are damaged).

9.1.5 The German unit's base dice are what is currently showing on its Resupply face (usually 1 or 2 dice) and there is no continuing movement if a Devastating Overrun or Brutal Breakthrough is achieved.

9.1.6 Since German units are already flipped on their Resupply side when a counterattack combat is performed, ignore any references to flipping the German unit in the combat results.

10.0 Determination Phase

10.1 Repairs Segment

10.1.1 Repairs may only be made to units of a Korps only if its commander has not used any Audacity Points this turn.

10.1.2 The player may spend one of his commander's Audacity Points to remove the Damage Counter from a division in his Korps.

10.1.3 Either Disorder or Shock counter may be removed. You may only use the audacity of the Korps commander who oversees the division that is being repaired.

10.2 Draw Coastal Reinforcement Segment

10.2.1 Roll a single die and take one randomly chosen Coastal Defense counter from the Coastal Defense holding section and place it in the Port Area with the number corresponding to the die roll.

10.2.2 All Coastal Defense Counters will be revealed with the Garrison Counter if a German Division Enters the area.

10.2.3 A Coastal Defense counter can never be placed in an Area occupied by a German Division. Re-roll the Area location. If all Coastal Areas are German occupied, no further Coastal Defense counter will be placed.

10.3 Capturing a Port Segment

10.3.1 A Port Area is not captured until the German player is the sole occupant of that Area.

10.3.2 It is very possible for there to be multiple Coastal Defense counters in a Port Area. In fact this is the only time that revealed Allied Counters remain on the map at the end of the turn. The player will have a chance to defeat the remaining Allied Counters again during the next Encounter Combat if the game does not end before then.

10.4 Advance Panic Track Segment

Advance the Panic marker one space on the Panic Track.

10.5 Game End Check Segment

10.5.1 If the Panic marker is pointing to boxes 1-20 then Hitler is still somewhat sane and the game continues for another turn, start a new Blitz Phase.

10.5.2 Der Halt! If the Panic marker is indicating the 21st box of the Panic Track, then Hitler has finally been overcome by the imagined threats to his panzers and calls off the offensive. The game ends and the player now totals Victory Points.

10.5.3 The game also ends at any point during the game that all Areas are captured by the Germans.

11.0 Victory

The German controls an Area if one of his units is the sole occupant or if there is no counters in the Area.

11.1 Victory Points

The player scores VPs as follows:

  • 5 VPs for capturing Avesnes Area
  • 3 VPs for each Port Area captured.
  • 2 VPs are scored for capturing each of the seven Strategic Areas.
  • ½ VP for each "A" Village Area captured.
  • ½ VP for each "B" Village Area and separate "A" village (Each A village Area can be used to score only 1 "B" village Area).
  • 1 VP for each "C" village Area that combines with a separate scoring "B" village Area (Each "B" village Area can be used to score only 1 "C" area) is captured.

11.2 Campaign Results

  • 1-14 VPs: Frantic Nightmare—Hitler is plagued by visions of failure and halts the panzers well before they can seal off the coast and prevent the French and British forces in Belgium from escaping. The Allies are able to reconstitute their armed forces and continue to resist against the invaders. A drawn out battle ensues that continually saps German resources. The war ends in 1942 when an overextended Germany is overrun by British and French forces.
  • 15-22 VPs: Dogged and Bloody Day—The Germans fall short of their potential but are able to capture some of the Allied Forces in Belgium. Shocked by the German audacity the French forces fall back but are able to form strong defensive lines which hold against future German attacks. A long and protracted war sets in as both sides seek to gain a clear advantage. Eventually the Soviet sense German weakness invade from the East overrunning German border forces and capturing Berlin in 1943.
  • 23-32 VPs: Sea Lions Unleashed—The French government is stunned by the rapid advance of the German Forces through the Ardennes and formerly surrenders after most troops are evacuated from Belgium. Germany keeps the territory it conquered in Northern France and the low countries. A pro-fascist faction comes to power in the Paris and new pro-German government is formed. The war continues and Germany launches an ill-fated invasion against England. After several years of dogged British resistance the Americans enter the war and the Fascist French government betrays Germany by allowing the Americans to land unopposed in southern France. Germany is pulled into fighting a two front war and is brought to defeat in 1944.
  • 33-40 VPs: "Miracle Evacuation" (Historical)—The incredible race to the Sedan overruns all opposition and traps thousands of French Troops. However, the British are able to evacuate most of their forces and continue the war against Germany. The French government surrenders and a small puppet state is set-up in Vichy. Hitler decides against attacking invading England after he fails to subjugate the country by air and instead surprises everyone, mostly Stalin, by invading the U.S.S.R. A terrible and bloody war unfolds, millions die and Berlin is eventually conquered by bloodthirsty Russian soldiers in 1945.
  • 41-50 VPs: The Crown Bows—Britain is shocked when all of its troops are captured and France surrenders. The Churchill government falls and Nevill Chamberlin is named the new Prime Minister. The King acknowledges German hegemony over Europe and sues for peace. Hitler flush with power launches an assault against Russia. The initial success of the invasion is helped by a strong Luftwaffe not wasted fighting against England. Moscow is captured early in the campaign and the remaining Soviet leaders retreat to the Ural Mountains. Five bloody and horrible years of combat ensue as the Soviets slowly claw back Europe from the Germans one apocalyptic battle at a time. The Soviets fight on alone and Berlin is eventually overrun by bloodthirsty Russian soldiers in 1946 who go on to conquer all of Europe making France the socialist state it always wanted to be.

Fin.

The Seeds of Disaster

The Seeds of Disaster is a two-player game of the 1930s and the German invasion of the West in 1940. Its Rules of Play are reproduced below from the ATO/LPS rules PDF for the game.

1.0 Introduction

The Seeds of Disaster is a game about how events of the 1930s affected World War II, most especially the German invasion of the West in 1940. This game connects a war campaign with the military preparations, intelligence developments, and diplomacy that preceded it. It is an attempt to represent a piece of history as interconnected with other historical developments. This is a two-player game in which one player takes the Germans and the other the Western Allies, including France, Great Britain, Belgium, and Holland. Victory is determined by control of Mobilization Center and Objective Areas at the end of the last turn of play.

In broad outline, what you see here is a game that is multi-dimensional and coupled. The initial phase of play creates a game history of the 1930s to generate the concrete situation for the German invasion of the West in 1940. By intertwining fresh dimensions of Intelligence and Command, the game creates new ways in which the 1940 situation can be distinctive from one play of the game to the next. The invasion campaign is the culmination of the game. With this partially scripted history, how does the war progress? The geography will be the same, the deployment of the forces may be similar, but the details of the forces and their Intelligence and Command postures can be very different.

1.1 Game Scale

The Seeds of Disaster replicates the full span of the period before and into the invasion of France in World War II. The game pieces represent military forces and are just being built at that time. The map comes into play only as participants near war and must prepare to fight an actual campaign. Thus, game turns have several temporal spans, moderated by the Diplomatic Status of the nations. At-peace turns are for a full year and play is simultaneous. As war nears, turns are for one month's time. When war has begun, play is sequential by weekly turns. Forces are represented at the levels of armies and air fleets, and for specialized units as corps.

1.2 Important Concepts

Abbreviations

  • CP: Command Point
  • d6: six-sided die
  • DRM: Die Roll Modifier
  • DS: Diplomatic Status
  • IP: Intelligence Point
  • MC: Mobilization Center
  • MM: Military Maneuver
  • MP: Movement Point
  • PAC: Player's Aid Charts
  • RP: Resource Point
  • SoP: Sequence of Play
  • SR: Strategic Redeployment
  • TEC: Terrain Effects Chart

Army Organization Display. Each side has an Organization Display to track the current strength of its field armies, hold general Reserves, and moderate the operation of Air Fleets (Section 2.3).

Breakthrough. A Breakthrough is a specific combat result that occurs at a very high level of success against the adversary. A Breakthrough result leads to a special movement/combat segment that enables an Army to advance slightly and fight again, as well as Poised Forces to advance further and also fight. Breakthrough opportunities must be seized immediately or they are lost.

Check Roll. Players execute dice rolls specified by the Chronology Table list to determine whether certain historical events of great significance in the 1930s affect the game (Case 3.3.3).

Chronology. This list moderates the pace at which the game moves toward war. Arranged by year from 1934 through 1940, the Chronology specifies game-important actions to perform during the year (Section 3.3).

Columnar Forces. This is one possible status for mobile corps units. A mobile corps unit stacked in the same Area as an army unit will act in conjunction with the army. Mobile units on the map by themselves (not stacked with a field army) are always considered to be in columnar formation.

Command Points represent the skill and experience of the side's officer corps, especially its leaders (the generals of the high command), the military's attention to support structures, and the experience and capability of its troops. CPs enable the player to do many kinds of things in battle. They are gained both before war and during the conflict itself. The player records current CP amounts with a marker on his CP track on the map (Module 6.0).

Diplomatic Status. A measure of the degree of hostility between the nations represented, this can be thought of as the crisis level. Peace is the game's starting point, after which follows Opposition, Military Preparation, Armed Belligerence, and Active Hostilities (war). At each successive level, more elements come into play. Game turn segments are added or deleted and fill out as this occurs (Section 3.1).

Events. These drive the parameters of the game's history of the era. They script the war that will happen in 1940 if it has not already begun. There are four kinds of Events, each derived separately. Major Historical Events develop according to Check Rolls required by the Chronology Table list. Event Cards provide more happenings from being drawn by the players and played on successive turns of the game. Intelligence Events derive from rolls on the Intelligence Event Table starting in 1937. Command Events follow rolls on the Command Events Table each turn during a DS level of Active Hostilities. Various types of Events produce CPs, IPs, influence the acquisition of RPs, or alter game parameters in some other way.

Intelligence Points. These represent each side's knowledge of its adversary. Better intelligence leads to advantages in combat and in war. IPs are awarded by various mechanisms in the game (Module 5.0). The player records his IP amount with a marker on his IP track on the map.

Intelligence Qualitative Indicator. These are broad categories of activity that attract attention prewar, or directly suggest combat activities in wartime. The Qualitative Indicator is the sort of development that would cue Intelligence Services to pay attention (e.g. building air fleets, technology investment, taking troops into Reserve). Qualitative Indicators thus are a certain kind of activity that has taken place in the turn. A list of these Indicators is used in conjunction with the Intelligence Points Table (see PAC) to determine which column the player uses when rolling dice to establish his intake of his IPs for this turn (Case 5.1.2).

Military Maneuvers. MMs are rehearsals of combat tactics and techniques that improve the army's experience level. They are used in the game to obtain CPs during non-Active Hostilities DS levels. MMs require troop units and costs RPs and they may be spied upon by the enemy.

Mobile Units. Armor/panzer, light mechanized, motorized, light cavalry, cavalry corps and the British Expeditionary Force (an army) are considered Mobile Units. The German parachute corps, when it operates on the map, is also mobile by virtue of its elite status. Mobile units may be in either Columnar or Poised Force mode. These units may participate in a preliminary combat sequence, the Mobile Forces Battle, to determine which side in combat will enjoy the Poised Forces Benefit.

Mobilization. Except for a small number of troops noted in the Game Set Up (Module 21.0), all other forces to conduct warfare must be mobilized (Module 7.0). This is done each turn until players reach a DS level of Active Hostilities.

Poised Forces. These forces are the mobile units posted with a field Army to be tactical reserves to influence battle and exploit victory. There is a Poised Forces Benefit in combat which is determined by a preliminary Mobile Forces Battle. Poised Forces are also eligible to participate in a Breakthrough movement/combat segment.

Resource Points. These are a measure of defense spending. Resource Points are used to pay for every step of mobilizing forces. Both players gain RPs using a Resource Points Table once a year. RPs can be saved or spent. Stockpiles are recorded with markers on the Resource Point Track on the map.

Technology Level. Many kinds of scientific and technical developments in the years just before World War II were emergent but not mature. The game therefore provides two levels of technology. This permits players to build exotic forces (air fleets, panzer corps) at their lower value but not to develop them to full strength until the nation reaches Technology Level 2 via RP investment. To reflect the effect of a robust technological development and thus economy, Technology Level 2 is a requirement for accumulating more than 100 RPs. The Technology Level ceases game importance once Active Hostiles begin.

2.0 Game Components

The Seeds of Disaster includes the following game components:

  • One mapsheet (17″x22″)
  • One countersheet (108 9/16″ counters)
  • This rules booklet
  • Two Army Organization Displays (each 8½″ x11″)
  • One deck of 24 Event Cards
  • 5 pages of game charts and tables (PAC)

At least six d6 of two different colors are required to play (but not provided).

2.1 The Map

The map represents western Germany, Holland, Belgium, and northeastern France. It is lined off into Areas. Some Areas have terrain (Dutch Water Line, Swamp, Highlands, Paris City) or functional symbols (Mobilization Center, Maginot Line forts). Some terrain (minor, major rivers) or function symbols (international borders, German Attack Zone boundaries) run as borders in-between Areas. Terrain costs of all kinds are noted on the TEC. Pieces in the game move strategically, or on the map from Area to Area. Areas are adjacent where they are connected by a border to each other except across a vertex. Pieces have a movement allowance and pay terrain costs specified by the TEC. A numbered Resource Point Track is printed on the map in which both players record their RPs. Each player also has a track to record their CPs and IPs. The Diplomatic Status Track is also located on the map. There are 2 Collection Advantage tracks (Permanent and Temporary) used for Intelligence Events DRMs (they use a die as their marker).

2.2 Counters

2.2.1 Units. Units are shown on the counters as Armies, Corps, and Air Fleets.

Note: Bullet Points on a Mobile Unit (7.2) indicate the To Hit value for dice rolls during a Mobile Battle (Section 13.2). Bullet Points on an Air Fleet or Westwall fortification marker indicate the number of Battle Dice (Section 13.6) to use for that unit in resolving combat.

2.2.2 Markers. Markers are used to record game information and the status of units.

2.3 Army Organization Display

Each player has an Army Organization Display which provides tracks to record the strength of each of his armies.

Note: The 100s RP marker is backed by a face to record Tech Level investment by the 10s of RPs. When investment reaches 60 RPs for Technology, simply flip the marker to its "100 x" RP side. Another marker is provided to indicate Level 2 once it exists for a player. When Active Hostilities starts, this marker is repurposed to indicate the Maginot Line has been destroyed in an Area.

2.3.1 Army Tracks. Each player has numbered tracks corresponding to each of the historical armies his side fielded in the French campaign. A second Army Strength marker is provided for its army track to record the current strength level of that army. The player adjusts the strength of an Army marker on the display to record mobilization of troops as well as their combat losses. No army can have more than 19 steps. In addition, there is a box to the right of each army's track for Poised Forces, which are to hold corps units that support the army (close-in reserves to be used immediately or in follow-up operations as explained in the combat rules – Module 13.0).

2.3.2 Reserve. The display also contains a box for Reserves. The Germans have the OKW Reserve, and Allies have the GQG Reserve. These Reserve boxes will hold all air fleets plus any other unit the player places into his Reserve.

  • a) A unit cannot enter and leave Reserve during the same game turn.
  • b) Accumulation of reserves starts at the DS level of Armed Belligerence. All movement into/out of Reserve takes place during the Movement Segment and counts against movement limits for that segment.
  • c) Once the DS level reaches Active Hostilities, a CP must be expended to take a unit into Reserve.
  • d) To enter Reserve simply remove the unit from the map and place it in its side's Reserve box.
  • e) Movement of forces into/out of Reserve is a Qualitative Indicator for the accumulation of IPs.
  • f) Units that begin the turn in Reserve may be deployed to an Area up to 2 Areas away from an Area with a friendly unit, with no enemy units between that Area and the friendly unit.
  • g) The German Parachute Corps must be in Reserve to execute an air drop.
  • h) Air fleets are automatically in Reserve. They fly missions from Reserve and return to it when finished.

2.3.3 Force Pool Box. Units that have not been mobilized yet are held here.

2.3.4 Mobilized Units Box. French, German, and British units that have been mobilized are placed here until they can be moved onto the map.

Turns. The game is played in turns that can be year, month, or week long, depending upon the DS level. A turn transitions from yearly to monthly turns when the DS level becomes Armed Belligerence, and from monthly to weekly turns when the DS level becomes Active Hostilities (when troops first cross an international border and/or engage troops of the other side) or 8 turns after the DS level of Armed Belligerence has begun. The game ends and victory is assessed after 10 week-long turns of Active Hostilities, or when the German player controls the three starred Areas of Paris at the end of a turn, whichever comes first. Victory is obtained by controlling starred objectives and MCs printed on the mapboard.

The turn's SoP changes through the game depending upon the DS level. The turn's SoP consists of segments that appear or disappear, and change scope, depending on the closeness of war (Active Hostilities DS level). Think of a turn's segments like building blocks. The current DS level determines which given types of activity begin to occur or end. There is also a Chronology, which moderates DS level changes. Within that framework, the turn's SoP always consists of a combination of the segments. When a turn is completed, move the Turn marker ahead (or onto the new Turn Track) when required by the current DS level to reflect the passage of time. A detailed SoP is shown on the last page of these rules.

3.0 Turn Sequence of Play

3.1 Diplomatic Status

3.1.1 The DS level determines possible actions players can perform during a turn and can change as per the Chronology and Event Cards during the game.

3.1.2 There are 5 possible levels of DS:

  • Peace (year-long turns, performed simultaneously)
  • Opposition (year-long turns, performed simultaneously)
  • Military Preparations (year-long turns, performed simultaneously). Automatically transitions to Armed Belligerence if this has not already occurred by the 1940 game turn.
  • Armed Belligerence (monthly turns performed simultaneously). Germans select their Attack Plan. Automatic transition to Active Hostilities after eight months if this has not occurred earlier in the turn.
  • Active Hostilities (weekly turns performed sequentially, Germans going first). Ends after ten turns, then assess victory.

3.1.3 The status may not increase more than one level in one game turn.

3.1.4 Play during year-long and month-long turns is simultaneous.

3.1.5 Play during weekly turns is sequential.

3.2 Diplomatic Status and Permissible Actions

Game activities, and their sequence, are specified for each level of DS by the SoP (back page of the rules). For each DS level the list indicates which segments will occur in the game turn and whether play is simultaneous or sequential for the players. Section 3.4 lists in what order segments occur. The SoP list will also detail the level of activity within the turn segments. Example: the player may move x number of units from offmapboard to the mapboard, or y number on the mapboard, etc.

This SoP list introduces a turn segment or game activity at the lowest DS level at which it occurs, and then adds new functions or wider ranges of an activity as the DS increases. The SoP listing specifies turn segments in the order in which they should be played.

The listing should be used in conjunction with the Chronology Table list (see PAC) to trigger possible or mandated changes to the DS level. Either or both lists may mandate modifiers to be used with the Resources Points Table.

3.3 Chronology

For each year the Chronology Table (see PAC) specifies required changes that can alter the DS level. Some listed events will have the players roll dice to determine if the DS level changes. Players consult this table to see what the effects will be. The Chronology Table will specify for each year the number of Event Cards each side can draw and play.

3.3.1 Use of the Chronology Table ceases when the DS level rises to Armed Belligerence. At that point, an automatic process takes over which moves the players to war.

3.3.2 Historical Events. The Chronology Table reflects historical events of great import, enough to push the world towards war. Consequently, it details possible changes to the DS level, and thereby to the actions of play. Players jointly determine, with a Check Dice Roll (Case 3.3.3), whether a DS level change occurs. The historical event may also trigger a DRM for the RP dice roll for the current turn.

3.3.3 Check Dice Roll. To determine if the DS level changes, a Check Dice Roll is performed. Each player rolls one d6. The Chronology Table list contains a check number. The players add their results together. If the result is equal to or greater than the check number shown, the DS level increases. Otherwise, there is no effect. Sometimes if the result fails by specified numbers, the players receive modifiers to their RP dice rolls for the turn. (Note: regardless of the outcome of the Check Dice Rolls, the DS cannot increase by more than 1 level in a turn.)

3.3.4 Multiple Historical Events. In the years 1938 and 1939 there are multiple critical developments. The players perform a Check Dice Roll for each listed development.

3.3.5 Timing of Diplomatic Status Changes. The DS changes immediately, except for the change to a DS level of Armed Belligerence. When an increase to Armed Belligerence is required, that status change occurs at the start of the following year-turn.

3.3.6 Event Cards. The Chronology Table also specifies how many cards each player is to draw and to play from the Event Card deck for the turn (year).

3.4 Play Segments

All actions are simultaneous until Active Hostilities begin. At that point, the turn changes to sequential with the German player moving first.

  • Intelligence Event Segment (begins with the 1937 turn or when Armed Belligerence begins)
  • Event Card Segment (ends after turn 1 of Armed Belligerence; make final card draw)
  • Check Die Rolls Segment: Starting in 1936, players perform Check Die Rolls if required as detailed in the Chronology.
  • Resource Points Acquisition Segment (ends with the last turn of DS level of Military Preparations)
  • Troop Mobilization Segment (ends once DS level is Active Hostilities).
  • Movement Segment (begins at DS level of Opposition)
  • Combat Segment (begins once DS level of Active Hostilities is reached)
  • Command Events and Points Accumulation Segment (begins with Active Hostilities)
  • Intelligence Points Accumulation Segment (all turns of the game)

4.0 Event Cards

Some of the World Events are represented by cards in an Event Deck. Event Cards influence play by extending advantage to one player or the other depending upon historical events. Event Cards may enable the procurement of certain kinds of forces, make forces less or more expensive, award CPs or IPs, make direct awards of RPs, set modifiers for use with the Resource Points Table, or reduce the severity of the DS level restrictions. The Chronology Table notes the numbers of Event Cards to be drawn and how many can be played/discarded each turn. There may be different numbers for the players.

Gameplay Note: there is one Event card, the "Critical Year," which permits a player to table additional Events all at once.

4.1 General Rules

4.1.1 Before the start of play, shuffle the Event Card deck and each player draws 6 cards from the deck.

4.1.2 A player will draw more at the start of the Event Card Segment of each turn, as detailed in the Chronology Table for that turn.

4.1.3 A player can play or discard cards, again based on the number noted on the Chronology Table.

4.1.4 At any time during the turn, cards marked with a Counterespionage symbol/value may also be employed for game purposes.

4.1.5 The effects of Events are implemented immediately and are explained on the card.

4.1.6 Event Cards for their event can only be played during the Event Card Segment. If the opportunity to play a card has been missed the chance is lost.

4.1.7 The player may play a card for effect or discard it.

4.1.8 If a player discards a card, the opponent may not look at it.

4.1.9 Event cards played are kept exhibited until the end of the current turn so they may be consulted. Then they are removed from the game or returned to the bottom of the deck, along with any discarded cards.

4.1.10 After each Event Card Segment, the deck is reshuffled.

4.1.11 Some Events relate to specific timeframes and list a year when they become active. If possible, the player must play Events applicable to the current year. If unable to do so, he may play an Event that has no timeframe, or discard a card.

4.1.12 Some Event Cards are marked with a "♠" in the upper left corner, which means they are one-time use cards and are permanently removed from the deck at the end of the turn they were played.

4.1.13 Other Event Cards are marked with a "!" in the upper right corner, which means they must be played at the earliest opportunity. Some Event Cards are so powerful they reduce the DS level.

Gameplay Note: players should consider the game Chronology Table in the context of their available Event Cards to formulate a strategy for their Event Card play for the turn.

4.2 Counterespionage on Cards

A number of the Event Cards also have counterespionage values (an octagonal symbol with a number in it) printed in the upper left of the card. The player must choose between employing the card as an Event or for Counterespionage each time he decides to play a card.

4.2.1 If a player uses a card for its counterespionage value, the opponent's event is completely ignored and discarded. A card used for its counterespionage value may be played at any time in the turn necessary to effect the purpose for which it is being used as detailed in Section 4.3.

4.3 Uses of Counterespionage Cards

4.3.1 Steal an Event Card. Play the card to take an Event Card out of the opponent's hand into your hand. The player cannot steal more than 1 Event Card per turn. The Event Card is chosen at random, without examining the opponent's hand. The card used to steal from the opponent does not count towards the per-turn card play rate set by the Chronology Table. When both players simultaneously move to steal a card, the German goes first. A card taken from the opponent is not eligible to be played during the current turn or to be stolen back on this game turn. The opponent's cards already played for Events cannot be stolen.

4.3.2 Prevent Intelligence Points. Play the card to prohibit the opponent using the Intelligence Points Table this turn.

4.3.3 Raid Opponent's Intelligence Points. Play the card to eliminate opponent's IPs up to the value of the card.

4.3.4 Reduce the Opponent's Intelligence Events List Collection Advantages. The opponent may enjoy Collection Advantages for this turn or on a permanent basis which give him DRMs on the Intelligence Events List Table. Reduce these modifiers (even into a negative DRM) up to the counterespionage value of the card. Adjust the die markers.

4.3.5 Spying on Military Maneuvers. Play a card to spy on the opponent's MMs. It must be played at the instant the opponent declares the MM. Successful spying on an MM yields 1 IP.

4.4 Trumping Counterespionage

The opponent can respond to the play of a Counterespionage Card with one of his own. If the counterespionage value of the trumping card is higher, the trumping card wins and negates the first card played. Both cards go to the discard pile.

5.0 Intelligence Points

Superior Intelligence provides advantages. In the game, intelligence capabilities are represented by IPs, which the players expend to obtain particular advantages.

Gameplay Note: IPs are not the same as "Intelligence Events." Intelligence Events award IPs but they are autonomous actions resolved at a different point in the game turn.

5.1 Accumulating Intelligence Points

IPs may be awarded by Event Cards and by Intelligence Events before the DS level of Active Hostilities begins. They are awarded by Command Events once Active Hostilities have begun. Starting in the 1937 turn, each player, during the Intelligence Points Accumulation Segment, rolls to acquire IPs. Use the Intelligence Points Table (see PAC) to roll for new IPs. IPs gained are recorded with a marker on the player's IP track on the map. The marker is adjusted whenever an IP is gained or expended.

5.1.1 Use of the Intelligence Points Table. Players use 2 d6 for the table. The columns are numbered at the top. Different game activities contribute Qualitative Indicators that facilitate IP collection. Determine the number of these that apply. The total becomes the column number the player uses on the table. Roll two dice and tally them, apply any DRMs, cross reference the column and roll's result to find the number of IPs acquired, then adjust the IP marker on the track to reflect the addition of the number of IPs acquired. You can never have more than 19 IPs accumulated.

5.1.2 Qualitative Indicators. Each turn, your opponent must state (and you note) which of the following kinds of activities he has carried out during the current turn. The total of the number of all the Qualitative Indicator activities that apply is the column number the player will use on the Intelligence Points Table. The Qualitative Indicator level is recalculated each time the Intelligence Points Table is used. The applicable activities are:

  • Activating new units
  • Building Air Fleets
  • Deploying new units onto the mapboard
  • Military Maneuvers
  • Moving units on the mapboard
  • Posting units to Poised Forces or to Reserve
  • Units crossing an international border
  • Combat
  • Use of aircraft
  • Additions or subtractions that may be awarded by Intelligence Events

5.1.3 Intelligence DRMs. Various Events and Event Card play will provide temporary and permanent DRMs when rolling for IPs on the Intelligence Points Table. These are kept track of on the 2 tracks on the map using a die as a marker. If the net modifier for either track is a positive value, place the die in the "+" box with the net value displayed up on the die. If the net modifier is a negative value, place the die in the "-" box of its track with the net value displayed up on the die. If there is a 0 net modifier, place the die in the middle box. Adjust the die value as required when modifiers are changed. Modifiers cannot be more than +6 or less than -6.

5.2 Use of Intelligence Points

There are a variety of uses for IPs. In any of these uses the player expends his IPs and adjusts his marker to reflect the expenditure.

5.2.1 Intelligence Points Table. Until DS level of Active Hostilities begins, the player may use 1 IP to gain a +2 DRM when rolling on the Intelligence Points Table.

5.2.2 Disposition Intelligence. The player may expend an IP to examine one of the opponent's stacks on the mapboard. This occurs during the Movement Segment only.

5.2.3 Tactical Intelligence. In each Combat either or both players may expend 1 IP to receive 1 battle die for use in resolving combat.

5.2.4 Battlefield Reconnaissance. In a combat situation, the player may expend 1 IP to obtain 1 additional die to roll in the Mobile Forces Battle.

5.2.5 Air Intelligence. An expenditure of 1 IP produces information that enables the player to improve his performance in Air Fleet Neutralization. Add a +1 DRM to the air unit's die roll.

5.2.6 Fortification Intelligence. For a large IP expenditure (Germans 10 IPs, Allies 5 IPs) the player may utilize intelligence on the enemy's fortresses (Maginot Line, Westwall) to eliminate the battle dice the opponent gains when attacking the fortifications.

5.3 Intelligence Events

Beginning with the 1937 game turn or if Armed Belligerence is in effect earlier, the players check for Intelligence Events during the Intelligence Events Segment. Intelligence Events are separate from other types of Events and are generated with a dice roll. Intelligence Events may generate DRMs, add or subtract Qualitative Indicators, inhibit or permit certain activities, or directly award IPs or CPs.

5.3.1 The Events are specified by a list which uses a base-6 numbering system to maximize the number of Intelligence Events which can be included. Use 2 different colored d6. One generates a 10s value and the other a 1s value in base-6 (this is also referred to as a d36 roll). Be sure to announce which die is the 10s and which is the 1s value before rolling. (Example: player has a red (10s) and a white (1s) die. He rolls a 2 on the red and a 5 on the white. This is read as 25.) If a modifier of +1 is applied to a 26, it becomes 31 (Players can use the side die roll column on the Table to facilitate working out the result with modifiers). Consult the Intelligence Events Table and implement the results immediately. Both players roll for Intelligence Events.

5.3.2 If the Intelligence Event is for a date later than the present turn, the dice roll has no effect and the players move on.

5.3.3 Once the game enters a DS level of Active Hostilities, Intelligence Events are no longer rolled for.

5.3.4 If a dice roll generates the same Intelligence Event in a turn, it is considered No Event. Otherwise both results are applied.

5.3.5 Intelligence Events may generate Collection Advantages which modify subsequent dice rolls on the list. Gameplay Note: players can use a Counterespionage Card to reduce/eliminate Collection Advantages.

5.3.6 Intelligence Events may affect either or both players. They typically have effects on other elements of the game.

6.0 Command Points

CPs are used for several purposes. Decisions on whether and how many CPs to allocate form part of the Attacker's Battle Declaration and the Defender's Defensive Intervention.

6.1 Accumulating Command Points

CPs may be awarded by Event Cards, by Intelligence Events, and by MMs during the non-Active Hostilities DS levels of the game. They are awarded in Combat and by the Command Events Table once the Active Hostilities DS level has begun. You cannot accumulate more than 19 CPs.

6.1.1 Military Maneuvers. Many CPs are gained through MMs. To conduct an MM, 2 or more troop units must be present in an MC Area. Each pair of troop units at such a center may conduct one MM per turn.

  • a) Allied Pre-condition. The Allied player is required to have 1 troop unit in each of his other French MCs that may or may not be performing an MM. A second unit cannot be placed into an MC Area until each other center has one.
  • b) The Dutch and Belgians may not conduct MMs, and their MCs are not considered for the player to conduct MMs in France.
  • c) The player expends a number of RPs specified by the Mobilization Costs Chart (see PAC) for an MM and declares the Area of the MM. Each MM generates 3 CPs. An MM counts as a Qualitative Indicator for the opponent's use of the Intelligence Points Table. The player may conduct up to 2 MMs per yearly turn.

6.1.2 Spying on Maneuvers. An opponent may "observe" MMs and thereby gain IPs (Case 4.3.5).

6.1.3 Wartime Accumulation. The method of accumulating CPs changes when the DS level reaches Active Hostilities. Players gain CPs automatically when this is indicated as a combat result. Players also can receive CPs from results from the Command Event List (Section 6.3).

6.2 Uses of Command Points

6.2.1 Strategic Redeployment. The player may expend 1 CP to move a unit from 1 Area on the map to any other friendly Area on the map. This occurs during the Movement Segment. The move cannot enter or cross Areas occupied by the opponent's units. During a time of Active Hostilities, the unit performing an SR may cross borders. Otherwise it usually may not.

6.2.2 Create Reserves. The player may expend 1 CP to take a friendly corps-size unit into his Reserve (OKW Reserve for the Germans, GQG Reserve for the French). Take the piece off the map and place it into the Reserve Box on the Army Organization Display.

6.2.3 Use of an Additional Air Fleet in a Battle. The player may introduce an additional air fleet into a battle situation by expending 1 CP. No more than one additional air fleet can be added this way.

6.2.4 Over-concentration. Expend 5 CPs to use more than one army to attack into an Area of the map. This permits a temporary exception to the Stacking rule.

6.2.5 Combat Engineers. The player may expend 2 CPs to cancel the battle dice subtractions for attacking across a river.

6.2.6 Pakfront. Expend 1 CP (reflects grouping the flak guns with the anti-tank guns of his forces into a defense line). Player receives 1 additional die in the Mobile Forces Battle. Its "To Hit" number is a 6.

6.2.7 Retreat Before Combat. Defender can retreat his entire defending force to avoid battle by expending CPs equal to the number of units retreating from the battle Area. This includes 1 for each Poised Forces (Section 13.4) unit.

6.2.8 Recover a Disrupted Army. The player may expend one Command Point to recover a Disrupted Army (Module 15.0) to non-disrupted status.

6.3 Command Events

The Command Events Table procedure (see PAC) is similar to the Intelligence Events Table procedure. The list is in Base 6; use the rolling procedure as detailed in Case 5.3.1. Combat Experience Modifiers affect the dice roll result for purposes of Command Events. Each player checks the specified modifiers and determines how many apply to his roll. The players modify their roll result by the number of modifiers that apply. The German adjusts (+DRM) his result towards the number 66. The Allied player adjusts (-DRM) his result towards the number 11.

6.3.1 After rolling and modifying the roll, apply the result immediately. Results will typically award or subtract CPs or IPs.

6.3.2 The German player rolls first, then the Allied player.

6.3.3 Results of 11 and 66 may occur only once during the game. If the result comes up again it is considered a "Nothing Happens."

6.3.4 If both players obtain the same result on the Command Events dice roll, the Allied player, rolling second, is considered to have rolled a "Nothing Happens."

6.4 Command Experience Modifiers

These modifiers adjust the result by a plus or minus DRM for each of the following which apply. The listed event must have occurred by the player this turn.

  • Player's forces engaged in Combat
  • Player acted as attacker in one or more battles
  • Player inflicted ground losses on the opponent
  • Player caused a loss to an air fleet
  • Player's actions caused 1 or more opposing armies to Disrupt
  • Player captured an MC or Objective Area
  • Player achieved a Breakthrough

7.0 Mobilization

There are several unit types (infantry, motorized, armor/panzer, airborne, air fleet, Westwall fortifications). Only a small number of forces exist at the beginning of the game. Additional forces are mobilized (built) by expending RPs according to a Mobilization Costs Chart (see PAC). Units are mobilized during the Troop Mobilization Segment. The players use a combination of counters on the map and markers on their Army Organization Display to keep track of the value and disposition of their forces.

7.1 Resource Points

All forces to be mobilized in the game are purchased with RPs. RPs are also invested to increase the player's Technology Level (Section 7.3). RPs can be saved from turn to turn subject to the player's Technology Level. RPs are obtained by a die roll on the Resource Points Table (see PAC). RP accumulation ends with second turn of a DS level of Armed Belligerence. After that, players may continue to spend RPs, but they can no longer gain more. All expenditure of RPs ends when the DS level reaches Active Hostilities.

7.1.1 Resource Points Acquisition Table. Each player determines his income of new RPs. A player rolls 2d6 and adds them together, applies applicable modifiers (noted below the table), then consults the table. The table is separated into columns for each year up until 1940. Cross-reference the modified die roll result with the year to get the income. Allied RP income appears to the left of the slash, German to the right. There can be DRMs. Some DRMs will be mandated by the Chronology, some by the SoP, and some can result from Event Cards or Intelligence Events. Be sure to check for all possible sources of RP acquisition DRMs. If the player misses applying a modifier, the result stands (no going back).

7.2 Mobilization Costs Chart

This chart lists the RP cost for a step of strength for each kind of unit. The chart also may have a date noted which is the earliest point in the game that type unit can be built. These dates can be adjusted by the play of Event Cards. If an Event Card is played, the card supersedes the chart date for that unit's type capability to be mobilized by the player.

7.2.1 Nationalities. German and French forces when built are placed into the Mobilized Units box on their Army Display until their Movement Segment, and then are eligible to be placed in an MC, depending on the DS level movement restrictions. The arrival of Dutch, Belgian, and British units is discussed below.

7.2.2 Levels of Forces. An expenditure of RPs as specified by the Mobilization Cost Chart creates 1 step of strength. This can be a step for an army (Case 7.2.3) or a step of an individual unit (corps or air fleet). Corps and air fleets always appear showing their lower-strength face first. To reach full strength requires building another step of strength. Players cannot increase their mobile and air units to the stronger side until they are at Technology Level 2 (Case 7.3.5).

7.2.3 Armies and Infantry Strength Points. All armies begin the game mobilized. Those not starting on the map are located in the players Mobilized Units Box on their Army Display. Most armies are numbered and have a pair of counters for them. One counter is used on the map to indicate position and whether an army is Disrupted or not. The second counter is a marker and is used on the Army Organization Display to indicate the army's strength. Only infantry steps can be built for armies. Each RP expenditure for an infantry step increases the strength of an army by 1 point. The player chooses which army to allocate it to and adjusts the army's marker on his display. Armies cannot have a strength greater than 19 (to show an army with a strength of 10 or more, flip it to its back side and adjust to the start of the track). Conversely, if an army's strength drops to 0, it is removed from play permanently.

7.2.4 Infantry Corps. The Allied player has British, French, Polish, Dutch, and Belgian infantry corps. The Polish corps arrives as an Event. The other units have to be mobilized. French units are mobilized and placed into the Mobilized Units Box on the Army Display. Dutch and Belgian Corps appear in an MC Area in their respective countries. German infantry corps appear in an MC Area in Germany.

7.2.5 Dutch and Belgian Corps. Dutch and Belgian units are mobilized using the Allied player's RPs. Once built, they must remain inside their home country unless Event Cards permit them to move otherwise. Belgian forces appear on the MC Areas marked either Brussels or Antwerp. Dutch forces appear at the MC in the Rotterdam Area.

  • The Belgians have "double corps" pieces. Thus, a fully built-up double corps has four steps of strength. There are a pair of Belgian corps units with black asterisks in the upper left corner, indicating that they are replacement counters which represent the lower strength stages for these double corps. If a double corps is required to sustain a third step loss, substitute one of these replacement corps for the double one. If a replacement corps is not available to substitute for a Belgian double corps, then the entire unit is eliminated.
  • Dutch and Belgian units can be built to full strength regardless of Technology Level but begin with the replacement counter mobilized first (steps 1 and 2).

7.2.6 Mobile Forces. Armor/panzer, mechanized, motorized, and cavalry corps are Mobile Forces. The German parachute corps also functions as a Mobile Force when it is in play. (Corps-size units of infantry are not Mobile Forces.) Mobile Forces are distinguished by the presence of one or more dots in the upper right-hand corner of the unit's full-strength side (exception fortification markers are not Mobile Forces). Many Allied Mobile Forces units lose that status when reduced to lower step strength (exception Case 7.2.8).

  • Mobile Forces have a special role in combat resolution. Unlike with steps of an infantry army, the player buys the physical piece when making his RP expenditure. A corps is activated at its reduced strength, which is the back lower-strength side of the counter. An additional RP expenditure (when eligible) reinforces the corps to full strength, shown by flipping the piece. If required to absorb losses, a full-strength corps is reduced to its lower-strength side, and a reduced corps is removed from play.
  • A corps cannot be built at full strength, or built up to its full strength, on the same turn it is first mobilized.
  • Full strength of these units represents a use of Level 2 Technology. A corps cannot be built to full strength until the player has reached Technology Level 2.
  • The number of dots that appear on the current face of the corps counter indicates its "To Hit" number when rolling its die for the Mobile Forces Battle during combat. Some corps lose their ability to provide battle dice when at reduced strength (no dots).

7.2.7 French Mechanized/Armored Forces. There is an order of mobilization for the building of French Mobile Forces. The Allied player must build the DLC Cavalry Corps first, and then the DLM Mechanized Corps, before building any armored corps. The player has two armored corps and two DLM corps. Only one of each is automatically available for building. Building of the other two is conditional on play of an Event Card (Event 20, "France Adopts Armée de Métier"). Only 1 armored corps can be built per turn. Existing DLC/DLM/armored corps can be reinforced even while new units are built.

7.2.8 British Expeditionary Force (BEF). The BEF Army is a Mobile Force even though it is an army size unit. It does not lose its Mobile Force status when absorbing losses or disrupted. British units are mobilized using the Allied player's RPs. British units can enter the map according to Section 21.4. Even though not on the map, the Allied player is free to mobilize and build up BEF units held in the Mobilized Units box. Note that, in addition to the BEF Army, the Allied player has two corps-size British units as well as a British air fleet.

7.2.9 German Westwall Fortifications. See Section 14.2.

7.2.10 Air Forces. Air forces in the game exist as air fleet units. The player mobilizes the unit by RP expenditure and places it in his Reserve Box on his Army Display where it will operate from.

7.3 Technology Level

Military technology was beginning significant advances at the point where this game begins. Nations could choose to build new types of forces, but these afforded limited capabilities at the level of technical capability that existed in 1934 (as opposed to 1940). To reflect this, there is a Technology Level index. The Technology Level limits the number of RPs the player can hold, as well as the build-up of armor/panzer, mechanized, and airborne corps, and of air fleets.

7.3.1 The Technology Level can be at 1 or 2. Both sides begin the game at Level 1. To reach Level 2 the player must invest in technology.

7.3.2 A player can invest either 10 or 20 RPs each turn (if available) towards Technology. Technology Investment is tracked in increments of 10 RPs by using the backside of the 100s RP marker on the 10s column of the RP Track.

7.3.3 Until the player reaches Level 2 Technology he cannot stockpile RPs higher than 100.

7.3.4 When the player reaches 60 RPs invested, he has reached Level 2. Immediately invert the marker to its 100 RPs side and place it in the 100s RP column. Also place the Tech Level 2 marker in his Technology Level box on his Army Display as a reminder.

7.3.5 The player is now able to both hold RPs in excess of 100 and to build units to their higher strength levels.

7.3.6 Technology Level and Armor/Panzer, Mechanized, Mobile, Cavalry, Airborne Corps, and Air Fleets. These types of units represent the highest technology military forces of the age. To build these forces to full strength requires the player be at Technology Level 2.

Note: This technology level restriction does not apply to upgrading of infantry corps to their higher-strength steps.

7.4 Mobilization and Diplomatic Status

All unit mobilization ends when the DS level reaches Active Hostilities.

7.5 Mobilization and Event Cards

7.5.1 The year of availability set by the Mobilization Costs Chart may be altered by Event Cards. If the Event Card that affects a particular category of forces is played, that kind of unit becomes available to mobilize beginning with the current game turn.

7.5.2 Some Event Cards affect the cost of unit types. If the cost of a specified unit type is halved and results in a fraction, round up to the next higher whole number.

8.0 Stacking

There is no limit to the number of forces that can occupy an Area which contains an MC. All other map Areas are normally limited to no more than 1 army-sized unit (exception Case 6.2.4, Overconcentration). There is no limit to the number of corps-size units permitted in an Area. If due to combat resolution, an Overconcentration is still in effect at the beginning of the next player's turn, the following effects apply:

  • The armies must separate and cannot join together for an attack during that turn.
  • One involved army suffers a step loss.
  • The armies may not participate in another Overconcentration Attack during the new turn.

9.0 Columnar and Poised Units

Corps-size units can be in either a Columnar or Poised status. These modes regulate how the corps interacts with their armies.

9.1 Columnar

Columnar status means that the corps forms part of an army's stack. The unit adds its combat strength to that of the army it is stacked with. Columnar units are placed on the map in an Area. They participate in the Mobile Forces Battle (Section 13.2), but do not count towards determining Poised Forces Superiority.

9.2 Poised

These corps are prepared to help exploit success in battle. Only corps-size Mobile Forces can be poised. Poised Forces are kept in the Army's Poised Forces Box and move with their parent army.

9.2.1 At the DS level of Armed Belligerence, as part of the player's standard movement capability of his turn, the corps unit can simply be taken off the map and placed in the Poised Forces Box of an army of the player's choice on his Army Display.

9.2.2 When Active Hostilities begin, a corps unit must physically be moved to an army's Area and then be placed into the Poised Forces Box of the army that is in that Area.

9.2.3 Poised Forces participate in a Mobile Forces Battle (Section 13.2) and only they are counted in the final determination of Poised Forces Superiority for the following regular combat resolution.

9.2.4 If a Poised unit supports the player in the combat, his first loss in normal combat must be sustained by one of these units.

9.2.5 If the opponent retreats after combat and Poised Forces remain available, they can advance into adjacent unoccupied areas up to their full MP allowance. If the player has achieved a Breakthrough (Module 16.0), his Poised Forces can fight a new battle.

10.0 Movement

10.1 General Rules

10.1.1 All Movement takes place during the Movement Segment and is restricted by the current DS level.

10.1.2 Until the DS level of Military Preparations, no unit can move out of an MC Area on the map. Units can move onto/off the MC Area and their Mobilized Units Box.

10.1.3 During the DS levels of Military Preparations and Armed Belligerence, some movement on the map is permitted.

10.1.4 Prior to Armed Belligerence, there is no movement cost for relocating units from one MC to another MC and, when the Chronology and Turn Sequence permits, on-map movement can have a unit move from an MC to any Area within the unit's country.

10.1.5 Beginning with Armed Belligerence, movement on the map from Area to Area is allowed. Corps units have a movement allowance expressed as MPs on their counter. Armies have a movement allowance of 3 MPs.

10.1.6 Once an Army enters onto the map via a MC, it always remains on the map until eliminated.

10.1.7 Units move from Area to Area, expending MPs for the difficulty of crossing different border terrain (rivers) and Area terrain (Highland) being entered as specified on the TEC.

10.1.8 Once the Active Hostilities DS level is reached, all units are free to move every turn.

10.1.9 Corps move on the map, except when they support Armies as Poised Forces, in which case the unit is placed into the Poised Forces Box of the army it is with on the Army Organization Display. Corps that are Poised Forces are carried along by the armies; they do not expend MPs.

10.1.10 Major River crossing MP costs can be cancelled by a CP expenditure per stack making a crossing.

10.1.11 No unit can expend more than its movement allowance in MPs during its movement segment. Movement ability cannot be transferred from one unit to another or kept from one turn to the next.

10.1.12 Units cannot enter Areas containing opposing units (exception Module 17.0, the German parachute corps making a Parachute Assault).

11.0 Strategic Redeployment

This is a special form of movement that only occurs when the DS level is Active Hostilities. One SR can be made at no cost during a player's turn. Additional SRs can be made if paid for by the expenditure of CPs (Case 6.2.1). An SR consists of moving one unit between permissible locations on the map. To be eligible to perform an SR, a unit cannot start its redeployment adjacent to an Area that has an enemy unit. It ignores MPs/terrain costs and moves to any Area desired, provided it never enters an enemy-occupied Area. A unit cannot combine SR and normal movement in the same turn.

12.0 Crossing Borders

No units of either side may enter opposing territory until the DS level of Armed Belligerence has begun. Once that level has started, if German troops enter Belgium, The Netherlands, or France, or if French troops enter Germany, it will ignite full-scale war and immediately change the DS level to Active Hostilities.

Dutch and Belgian units may never cross the German border; they may cross each other's borders, but only as a result of an Event. Dutch units cannot enter France.

French and British units may freely enter Belgium after German forces have done so. They can enter before the Germans do as a result of play of Event #4, or as a valid occurrence of Intelligence Event #65.

13.0 Combat

13.1 General Rules

Combat occurs only during Active Hostilities. Combat takes place either within an Area (Module 17.0, Parachute Assault) or across an Area border when opposing units are adjacent to each other.

13.1.1 Combat is mandatory within an Area but it is voluntary across Area borders. The player launching a combat is termed the attacker and his opponent the Defender.

13.1.2 Usually, no more than 1 army-sized unit may participate in an attack into an adjacent Area. Any number of adjacent corps-sized units may also attack into an Area.

13.1.3 An Area can be attacked only once per Combat Segment. Forces attacking an Area must combine into a single battle force strength total for combat resolution. However, a second attack against the same Area is possible during a Breakthrough segment (Module 16.0).

13.1.4 In normal Combat, if the player wishes to use 2 armies in different Areas to assault one defender, this type of attack is called Overconcentration and requires the expenditure of CPs (Case 6.2.4).

13.1.5 Mobile Forces on both sides participate in a preliminary Mobile Forces Battle (Section 13.2) to determine whether a Poised Forces benefit will apply and, if so, which side will enjoy it.

13.1.6 The Attacker then states his participating forces with all potential battle dice (Section 13.3, Attack Declaration). The Defender then decides whether to Retreat Before Combat (Section 13.4) or accept battle. If accepting battle, the Defender then determines how to support his engaged forces. If air fleets are involved on both sides, an Air Subroutine is performed (Section 13.5). Players next work out the number of battle dice they have for the combat (Section 13.6), roll the dice, and tally them up. Add the dice tally to their participating units' totaled strength, compare the overall totals, and determine the results (Section 13.7).

13.2 The Mobile Forces Battle

A preliminary Mobile Forces Battle takes place between troops on both sides. This determines which side obtains the Poised Forces benefit for the following regular combat.

13.2.1 If one side has no Mobile Forces at all, and the opponent has Poised Forces, that player automatically enjoys the Poised Forces benefit. Proceed to final combat resolution.

13.2.2 If both sides have only Columnar Mobile Forces, the Mobile Forces Battle takes place but no Poised Forces benefit will be awarded.

13.2.3 Mobile units have bullet points in the upper right-hand corner indicating their prowess. These function as To Hit indicators. A unit with one dot secures a hit on a roll of 6. With two dots the unit scores a hit on a 5 or a 6.

13.2.4 Mobile Forces Battle Procedure.

  • a) Each player receives one die for each mobile unit in either Poised or Columnar status involved in the battle. The player may obtain additional dice from the expenditure of CPs (Case 6.2.6) or IPs (Case 5.2.4).
  • b) Each player rolls all their dice and determines the number of hits inflicted on his opponent.
  • c) Hits are apportioned and losses extracted. Each hit causes a step loss on the opponent's forces.
    • The first loss on each side must be levied against a participating Poised Forces unit. Any Columnar unit may absorb the hit if there are no Poised Forces.
    • The second loss can be extracted from any unit in the Area at the option of the owner.
    • After that, players alternate selecting which unit absorbs a loss until all hits are accounted for.
    • Mobile units selected to absorb losses may include those which do not currently have a To Hit capability. This procedure applies to both sides.
  • d) If no losses occur in the Mobile Battle, or if losses are equal, the Poised Forces benefit goes to the side with more combat factors of Poised Forces units.
  • e) If one side that has Poised Forces in the combat emerges without loss or has fewer losses, but the other is damaged, the benefit goes to the undamaged/lesser loss side.

13.2.5 Poised Forces Benefit. Add 2 battle dice to the side who won the Mobile Forces Battle for combat resolution. The side receiving the advantage also can add the combat value of 1 participating Poised Forces unit (player's choice).

13.3 Attacker Declaration

The Attacker then declares the units participating in the battle, determines his strength points total (armies plus Columnar forces). He allocates 1 or 2 (with 1 CP expenditure) air fleets to the battle. He works out the number of potential battle dice he could have (Section 13.6).

13.4 Retreat Before Combat

The Defender may elect to retreat by the expenditure of CPs (Case 6.2.7). If the player decides to retreat, the entire force must do so. All units must end in the same Area. Units that retreat into an Area that is subsequently attacked may not participate in that combat but they are affected by its result. If unable to retreat due to stacking or movement restrictions, this cannot be performed.

13.5 Air Fleets Subroutine

Once the Defender accepts battle, he must decide whether to intervene with his air fleets.

13.5.1 An air fleet can only be sent to a battle if ground forces of its nationality are participating in the battle (exception British air fleets can aid Belgian or Dutch units if those units are within the air fleet's range of a British ground unit).

13.5.2 Usually 1 air fleet can be sent, but if the Defender expends 1 CP, he can send 2. If the Defender sends air fleets and there are attacking air fleets, he must decide if his air is either Direct Air Support or Air Neutralization.

13.5.3 Direct Air Support. Both sides will take a number of battle dice equal to the number of dots showing on their air fleets for the combat resolution.

13.5.4 Neutralization. If choosing to cancel the enemy, a test of strength occurs. Both players roll one die. Either or both players may expend 1 IP for a +1 DRM (Case 5.2.5). The players add to the result the strength (in dots) of their participating air fleets. If the outcome is equal there is no further result. Otherwise the side with the lesser result suffers a step loss for their air fleet. No more than one air fleet can ever be diverted from its mission. All air fleets will return to their Reserve boxes.

13.6 Determine Battle Dice and Roll

  • Defender +1 die (automatic)
  • Terrain (Defender only) as per Terrain Effects Chart
    • Fortification effects are in addition to any other terrain effects.
    • River terrain effects are cancelled if there are attacking units on the same bank in addition to the ones across the river.
  • Disrupted Army: -1 die
  • Minus Dice: If either side is required to lose dice and has no battle dice to lose, that die appears as an additional die for the opponent.
  • Poised Forces (either side): +2 dice to the winner of the Mobile Forces Battle, or the sole side possessing Poised Forces (exception: Poised Forces are not effective against Fortifications).
  • Over-concentrated Attack: +1 die
  • Air Fleets: Dice as per number of dots on participating air fleets in direct support (if any)
  • Attacker Parachute Assault (if any): +1 die

13.6.1 Each player rolls the dice he has accumulated and tallies them up for a Dice Roll Total. Gameplay Note: It is possible that either player has no dice to roll and thus doesn't add a dice value to the resolution.

13.7 Combat Results

13.7.1 Each side tallies the total of strength points of their participating ground forces and adds their Dice Roll Total; this is their Battle Total.

13.7.2 Compare the Battle Total for the two sides.

13.7.3 If the difference is 0, both sides suffer 1 step loss and remain in place.

13.7.4 If one player obtains a smaller result than the other he is the loser.

13.7.5 The difference in totals determines losses for the winner and loser. See the Combat Results Table on the PAC for the results based on the difference.

13.7.6 If the Defender is the winner, he additionally receives +1 CP.

13.7.7 Losses. The owning player chooses which units absorb required losses, and may distribute them among different units. If Poised Forces participated and losses are required in the final combat resolution, the first loss on that side must be absorbed by a Poised unit. The player may substitute a loss of 2 steps of army strength for a mandated loss of 1 to a Poised unit.

13.7.8 Retreats. Except in a Breakthrough (Module 16.0), the units retreat 1 Area in a direction selected by the owner. The units must move to an adjacent Area that has no opponent's units and in a direction that puts them closer to a friendly MC. If this forces them to retreat into an Area causing an over-stacking situation, lengthen their retreat by an additional Area and the force suffers an additional step loss. A force which cannot retreat within these guidelines remains in place, suffers 2 extra step losses and, if an army, it becomes Disrupted (if not already).

13.7.9 Advance After Combat. Surviving winning units (even if they were the Defender) may advance to occupy the vacated Area. Mobile units that are Poised may advance their full movement allowance. This option must be exercised immediately, before resolution of the next battle.

Gameplay Note: Do not neglect the potential for corps advancing singly to occupy strategic terrain behind enemy lines. If the player has sufficient CPs to afford Retreat Before Combat, even a single mobile unit out on a limb will be able to avoid being caught, while the ability of this kind of advance to deny the opponent defensive terrain will be significant.

14.0 Fortifications

14.1 Maginot Line

Areas on the map corresponding to France's Maginot Line are printed with Fortification symbols. The French player benefits from an intrinsic combat strength of 1, plus 1 battle die, for each fort symbol. Only the French player can benefit from the Maginot Line.

14.2 German Westwall Fortifications

German fortifications must be built. Each fort symbol on the marker equals an intrinsic strength of 1. The number of battle dice the fortification confers to combat is the number of white dots shown on the counter.

14.2.1 Building Westwall Fortification Markers. These markers can only be built in Areas of Germany that border on France, Belgium, and The Netherlands. They are initially procured at their lower strength and can be built up only once Level 2 Technology has been achieved. Only one Westwall Fortification marker may occupy an Area.

14.3 General Rules

14.3.1 A unit in an Area with fortifications does not have to retreat as a result of combat.

14.3.2 Poised Forces benefits do not work against an Area with fortifications, so a Mobile Forces Battle does not occur in the Area.

14.3.3 A player can expend IPs to reduce the negative combat effects of attack on a fortification (Case 5.2.6).

14.3.4 A fortification is destroyed only if combat losses equal a number greater than its entire intrinsic strength plus the step value of any occupying troops. If German, remove the piece from the map. If French, mark it with a Destroyed Fortification marker.

14.3.5 The fortification benefits work for both defense and attack within their Area.

15.0 Army Disruption

If an army unit sustains a Disrupted result, it is affected for one full turn. Corps do not suffer disruption.

15.1 General Rules

15.1.1 To indicate Disruption, flip the army's on-map counter to its disrupted side.

15.1.2 A Disrupted Army cannot move or attack during its player-turn.

15.1.3 Poised units with a Disrupted Army lose that status, become Columnar corps, are removed from the army display, and placed in the Area with the army. They may not move either.

15.1.4 The Disrupted Army can defend, but loses one battle die.

15.1.5 The battle dice loss for Disruption will still apply for the current player-turn even if the player immediately recovers his army (Case 6.2.8).

15.2 Disruption Removal

15.2.1 At the beginning of the opponent's next player-turn, all friendly armies returns to normal status (flip them back to their un-disrupted side).

15.2.2 At any time, the player may expend 1 CP to cancel the Disruption immediately. If he does so during the same player-turn in which the Army was disrupted, the recovery also costs 1 step from a Mobile Force unit (if the army has no Mobile Forces, the loss may be absorbed by infantry). If the army does not have a corps unit to take a step loss, this action cannot be performed.

15.2.3 If Recovery is being made during the player's own turn there is no additional cost other than the 1 CP.

15.2.4 If the player expends CPs to Recover his army, Columnar mobile units in the Area can revert back to Poised status at the player's option.

16.0 Breakthrough

A Breakthrough segment occurs when the player has Poised Forces and achieves a Breakthrough combat result.

16.1 Breakthrough Benefits

16.1.1 In a Breakthrough, the winner selects the retreat path of the defending units and the retreat is lengthened to 2 Areas. Normal Retreat guidelines apply (Case 13.7.8).

16.1.2 A Breakthrough segment must be conducted immediately after the combat in which forces became eligible. Otherwise the opportunity is lost.

16.1.3 Breakthrough Segment. The winner's attacking stack may advance into the Area vacated and attack again. All Breakthrough combat utilizes the normal rules for combat. The player can support battles with air fleets, Parachute Assaults, and expend CPs and IPs.

16.1.4 If the Breakthrough was obtained as a result of an Overconcentrated combat (Case 6.2.4), the player must select only 1 stack to be eligible to perform the breakthrough.

16.1.5 If a friendly stack that has not already participated in combat happens to be adjacent to both the Breakthrough stack and its new target Area, the friendly stack can participate in the Breakthrough battle. This would be an over-concentration battle, so the player must have the CP to spend for it unless the friendly stack consists only of corps.

16.1.6 Poised Forces with the eligible stack can advance their full movement allowance. They can also then fight a new battle. If the Poised Forces remain with their Army, they can continue in that status (Poised). If the Mobile troops move off to different Areas in their exploitation, they will fight as Columnar Forces. Mobile Forces that join a different army to engage in Breakthrough battle, or even that move away and return to their original stack, can only be Columnar.

16.1.7 Defensive Breakthrough. This occurs if a Breakthrough result is obtained by the Defender in the combat. Since his forces are not prepared for this result fully, they may advance after combat, but are not eligible for further battle action. Instead the attacking loser of the combat loses 3 CPs.

17.0 Parachute Assault

The German player has a Parachute Corps which is capable of remote intervention. If it is in the OKW Reserve box, the Corps can participate in a battle anywhere on the map that is within 2 Areas of another friendly unit. The parachute assault can be executed either during a normal or a Breakthrough battle. Once on the map, the Parachute Corps acts as infantry, except that it is entitled to Mobile Unit dice and may be placed into Poised status with an army.

17.1 The Parachute Corps can execute only 1 parachute assault during the game. During that combat, the German player gets 1 additional battle die, and also benefits from the Parachute Corp's Mobile unit dice in any Mobile Forces Battle. The Parachute Corps is placed in the Area occupied by the enemy force. If the enemy retreats from the Area, or if the Area is also occupied by other German forces at combat's end, the Parachute Corps remain in place. If battle ends with only the Parachute Corps in the Area with enemy units, then the Corps sustains an additional 1 step loss and retreats (Case 13.7.8) to an adjacent Area.

18.0 Air Fleet Operations

Each air fleet may fly one mission per game turn. The air fleets fly from their respective players' Reserve boxes on their Army Display. Missions can be executed during both regular and Breakthrough battles, and during both friendly and enemy player-turns. Air fleets have a strength which is designated by the number of dots in the upper right. Each dot provides 1 battle die to the combat. They may lose strength as a result of the Air Unit Subroutine (Section 13.5) of the Combat Sequence.

19.0 German Attack Strategy

From the German border into the interior of France, to Paris, white-rimmed black circles run in between areas on the mapboard. These lines demarcate a set of alternate axes of advance into France through the Low Countries or directly. At the beginning of Armed Belligerence, the German player must designate one of these axes of advance as his strategic focus. He does so by choosing one of three Attack Strategy chits and setting it aside. The German player is free to change his selection during the Intelligence Event Segment of any subsequent turn. When the game moves to Active Hostilities, the strategy selection currently in force becomes final.

If German forces capture at least 1 Area of Paris along the axis of advance selected by the player, the level of his Victory increases by 1. For this to apply, at least 1 of the capturing units must enter Paris from an Area within that axis of advance, and the Area in question cannot have been recaptured by the Allied player.

20.0 Victory

The German invasion in the West sought to knock France out of the war by means of a single lightning campaign with a minimum of losses. Any result that left France as a fighting adversary represented a setback. Victory conditions are stated in terms of control of MC and "Victory" Objective Areas (Paris and Dunkirk). In the following Victory Conditions, both are listed simply as "Objectives."

Control of an Area. The player whose pieces occupy an Area on the map or who was the last to have passed through it has control of the Area for purposes of determining victory. Note that Paris consists of 3 Areas. Each Area of Paris counts separately as an Objective for Victory purposes.

  • French Decisive Victory: French player controls 12 Objectives at the end of the last turn of play.
  • French Marginal Victory: French player controls 11 Objectives at the end of the last turn of play.
  • Draw: Neither player has one of their Victory levels.
  • German Marginal Victory: German player controls 11 Objectives at the end of the last turn of play.
  • German Major Victory: German player controls 12 Objectives at the end of Turn 10 of Active Hostilities.
  • German Decisive Victory: German player controls 13 or more Objectives at the end of Turn 10 of Active Hostilities.

21.0 Game Set Up

21.1 Tracks

  • DIPLOMATIC STATUS: Peace
  • GAME TURN TRACK: Year 1934

21.2 Allied Forces

  • All French armies start with a strength of five steps.
  • 3 French armies are placed into MC Areas (1 per Area) on the map.
  • 1 French air fleet starts the game in GQG Reserve.
  • The British Expeditionary Force (BEF) starts with a strength of 4 steps and is placed in the Mobilized Units box on the Army Display.
  • All other French armies begin the game in the Mobilized Units Box.
  • All French/British corps and French/British air fleets start in the Force Pool Box on the Army Display and must be mobilized.
  • 1 Dutch corps starts the game in Rotterdam at full strength.
  • 1 Belgian infantry corps starts the game, as a full strength replacement unit (black dot) and may be placed in either Antwerp or Brussels.
  • All other Dutch and Belgian corps begin in the Force Pool and must be mobilized.

21.3 Axis Forces

  • All German armies start with a strength of 1 step.
  • 3 German armies are placed on friendly MCs on the map.
  • The remaining German armies begin the game in the Mobilized Box on the Army Display.
  • All German corps, air fleets, and fortifications begin in the Force Pool box and must be mobilized (Module 7.0).

21.4 Initial Deployment of British Expeditionary Force (BEF)

The BEF appears in a coastal Area of France during third turn of Armed Belligerence. The British air fleet, if mobilized already, appears simultaneously in the GQG Reserve box on the Army Display. One British corps, if mobilized, appears on turn 8 of Armed Belligerence or thereafter. The last British corps, if mobilized, appears on turn 3 of Active Hostilities.

21.5 German Invasion of Poland

On the first turn of Armed Belligerence, the German player is assumed to invade Poland. The invasion may also be compelled by play of an Event card.

21.5.1 All mobilized German forces on and off the map except 3 armies, any Westwall fortifications, and one air fleet spend the first turn of Armed Belligerence fighting in Poland. Divide the German units that are now off the map into two groups (groups A and B) of equal size (if there is an odd number of units of any given type, the German player decides into which group he will place the last unit). Place the divided units into the 2 Polish Invasion boxes on the German Army Display.

21.5.2 Return of the German Army. One group (German player's choice) arrives back onto the map on the third turn of Armed Belligerence, the other group on the fourth turn. All German units arrive at an MC Area up to stacking limits. No forces enter the map in a Poised state. One unit is placed at each MC until all have been filled, then second units and so on. The waves of German units returning from Poland arrive automatically. They may move freely from their point of arrival. They do not count against Movement limits set for Armed Belligerence from the Chronology.

21.5.3 Appearance of the Polish Infantry Corps. On whichever turn of Armed Belligerence the German army begins to return from Poland, the Polish Infantry Corps enters the game in any eligible MC Area in France.

21.5.4 Allied-Soviet Pact Event Card (#18). This existing rule for the German Invasion of Poland assumes the existence of the Nazi-Soviet Pact, which simplified Berlin's need to defend its conquest by making the Soviet Union into a quasi-ally. The Western Allies also negotiated with the Soviets, but could not reach an accommodation with them. This Event Card posits an Allied-Soviet agreement rather than one with the Germans. It requires the German player to leave 2 armies (his choice) out of the game to defend Poland, and it delays the return of the remaining German forces to the West. Group A should arrive on the fourth turn of Armed Belligerence and group B on the fifth turn of Armed Belligerence.

Sequence of Play (The Seeds of Disaster)

Arranged in order of increasing DS. Play is simultaneous until specified otherwise; check Chronology each turn for Check Rolls to perform plus the number of Event Cards to draw and play.

PEACE (yearly turns)

  • Intelligence Events Segment (5.3) (starting in 1937): Perform rolls and implement results
  • Event Card Segment (4.0): Each player draws and plays/discards Event cards as specified by the Chronology
  • Check Die Rolls Segment (3.3.3): Perform rolls as indicated by the Chronology, starting in 1936
  • Resource Points Acquisition Segment (7.1.1): Players roll for RPs
  • Troop Mobilization Segment (7.2): Expend RPs to build forces and invest in Technology (mobilization of kinds of units, capabilities, governed by Mobilization Costs Chart)
  • Intelligence Points Acquisition Segment (5.1): Use Intelligence Points Table to accumulate IPs

OPPOSITION (yearly turns)

All actions as noted above in Peace plus the following:

  • Resource Points Acquisition Segment roll modified: +1 DRM to dice rolls on the RP Accumulation Chart
  • Add Movement Segment (10.0) before Intelligence Point Acquisition Segment: Each player may move 2 units from an MC to another one (including from off the board to a MC); begin accumulating CPs through MMs

MILITARY PREPARATIONS (yearly turns)

All of the Above, plus:

  • RPs acquisition roll modified: now a +2 DRM
  • Movement Adjustment: Each player may move 2 units (including off-board units) between MCs, and 1 unit away from an MC to any friendly Area on the map in their country.

Note: Timing of change to Armed Belligerence: If a Check Roll indicates an increase of the DS level to Armed Belligerence, complete the current turn at this level and shift upwards to the modified Sequence of Play in the next turn.

ARMED BELLIGERENCE (stop using the Chronology and shift to monthly turns)

All of the above segments modified as follows:

  • Intelligence Events: Roll for Intelligence Events each month.
  • Event Cards: Event Card play ends after first turn of Armed Belligerence; reshuffle deck, each player draws two cards for possible Counterespionage use.
  • RPs: +2 DRM to acquisition roll. Resource Point accumulation ends after first turn of this level, expenditure continues.
  • German Strategy (19.0): The German player must select an axis of advance and may change this later.
  • Movement:
    • (a) Players may move 2 units (including off-map units) between MCs; players may move 4 units on the map to any friendly Area on the map.
    • (b) Players may use off-map movements to allocate corps or air fleets to Reserve (2.3.2).
    • (c) Players may use off-board movements to allocate corps to Poised Force status (9.2).
    • (d) German player automatically on turn 1 of this level sends forces to invade Poland (21.5).
    • (e) Either player may cross an enemy border to initiate Active Hostilities. Active Hostilities automatically begins after turn 8 of this level.

ACTIVE HOSTILITIES (shift to weekly turns and sequential movement; Germans move first)

  • Intelligence Events: Ends. Stop rolling for Intelligence Events. No further use of Counterespionage Cards.
  • Troop Mobilization Segment: Ends. No unit activation.
  • Movement:
    • (a) All forces on the board are free to move normally.
    • (b) Strategic Redeployment: The player may move one unit using the Strategic Redeployment provisions without any CP cost. Additional movements cost CPs.
    • (c) Players are free to deploy corps/air fleets to and from their Reserves.
    • (d) Players are free to have corps assume Poised Forces positions.
  • Combat Segment (13.0): Added after Movement Segment. Combat is resolved in any order desired by active player:
    • (a) Mobile Forces Battle (13.2): A preliminary battle takes place between Mobile Forces on both sides to determine which side (if any) obtains the "Poised Forces" advantage.
    • (b) Attacker Declaration (13.3): The Attacker next declares the Area being attacked, total of combat factors, participating air fleets, and total battle dice.
    • (c) Retreat Before Combat (13.4): The Defender may elect to retreat at a cost in CPs.
    • (d) Air Fleets Subroutine (13.5): The Defender decides whether to intervene with his own air fleets and whether for Direct Air Support or to neutralize the Attacker's air fleets.
    • (e) Determine Battle Dice and Roll (13.6): Add total to total strength friendly forces participating and compare the two sides.
    • (f) Combat Results (13.7): Compare final totals, determine the results, and apply them. If the Attacker obtains a Breakthrough, he must immediately decide whether to conduct a special Breakthrough Segment (16.0).
    • (g) Proceed to next Combat resolution.
  • Command Events and Points Accumulation Segment: Added after Combat Segment. Begin rolling for Command Events (6.3) and acquiring CPs from the Command Points Table (6.1).

Fin.

Betrayal!

Betrayal! is a strategic level game of the German invasion of France, Belgium, and the Netherlands in May 1940. Its Rules of Play are reproduced below from the ATO/LPS rules PDF for the game.

1.0 Introduction

Betrayal! is a strategic level game of the German invasion of France, Belgium, and the Netherlands in May 1940. After finishing campaigns in Poland, Denmark, and Norway, Hitler turned to France. The goal was to knock France down and then prepare for the subjugation of Britain and the invasion of the Soviet Union.

Pre-war planning, coupled with valuable experience gained in Poland, would lead the Wehrmacht to excel in lightning warfare never before seen on such a massive scale. While the French had re-visited World War One with a static Maginot Line defending their border, the Germans went beyond this and brought in blitzkrieg. There were a few bumps along the way. The smaller British army and those from tiny Belgium and Netherlands tried to help France.

The game has two Allied players, one French and one British. They will alternate, depending on initiative, in handling the automata German side. Internal differences between the allies can arise according to their separate and unique victory conditions.

The game contains one 17″x22″ map, one sheet of 108 9/16″ counters, this rules set, and one Players Aid Chart (PAC). Also required for play are 2 six-sided dice.

1.1 Game Scale

The 17" x 22" map shows the region in Western Europe where the battle took place. The three invaded nations are subdivided into named areas representing significant locations. The areas range in size from thirty miles to fifty miles across. Britain's territory in the west is merely informational. Germany has numbered border set-up areas that are off-limits to Allied air and ground units. A game turn represents three days of time.

1.2 Game Units

Infantry units are mainly corps with some divisions. Armored units are divisions and a brigade. Air units are fighter groups or bomber groups, and abstracted to show relative size and abilities. Full-strength ground units carry silhouettes and darker shades. Step-reductions on the back show and a red bar.

Air unit identifiers:

  • LFTWFF: German Air (Luftwaffe)
  • ARM'AIR: French Air (Armée de l'Air)
  • AASF: British Air (Advanced Air Striking Force)

1.3 Game Markers

A few counters are markers that indicate the status of certain events, the game turn, or the location of the French Republic marker.

1.4 Game Map

The map is divided into Areas which regulate movement. German Areas are numbered, while Belgian, French, and Dutch Areas are named. The Game Turn Track on the map records the current game turn, appearance points for Allied units, and the status of Allied communications penalties. The Regroup Boxes for each side also appear on-map. Game charts and tables are located on the map or on the PAC. These govern automata German movement, combat, regroups, and victory conditions.

1.5 Stacking

Stacking refers to multiple units occupying the same Area. While moving, units may freely pass through Areas with other friendly units without penalty. All Allied units are considered friendly to one another. At the end of movement, up to 3 friendly ground units of any size and type may stack in an Area. The German stacking limit is also 3 ground units maximum of any type/size in an Area. There is no limit to the number of German units that may stack in a Border Area. Air units stack for free in an Area.

1.6 Zones of Control

There are no zones of control in this game.

1.7 Control of Minor Allies

Belgium and The Netherlands are Minor Allies to France and Britain. Throughout play, the British player moves and controls the Belgian and Dutch units. Minor Ally units may not voluntarily leave their homelands, unless they are forced to retreat and have no way out except to depart their country. Once outside their respective borders, the forced-out Minor Ally units may move without geographical restriction.

2.0 Sequence of Play

The game proceeds in game turns, which are divided into player-turns. During a game turn, the automata German goes first, followed in order by the French and then the British.

2.1 Automata German Turn

The automata German turn is carried out in this order (as laid out on the Sequence of Play diagram):

  • Allied Communication (No and Yes) marker
  • Initiative Determination (3.4.1)
  • OKW Strategic Orders (3.4.2)
  • Determine Ground Tactics (3.4.3)
  • Movement Phase (3.0), including Reinforcements and Regrouped Units Return (3.2.1, 3.2.2)
  • Combat Phase (4.0)
  • Regroup Phase (5.0)

2.2 Allied Player Turns

Each Allied player turn (French first, then British) completes all of the actions below before the next begins his turn (order as laid out on the Sequence of Play diagram):

  • French 1st, 2nd, and 3rd Penalties (see 6.3)
  • British 1st, 2nd, and 3rd Penalties (see 6.3)
  • Reinforcements and Regrouped Units Return (3.2.1, 3.2.2)
  • Movement Phase (3.0)
  • Combat Phase (4.0)
  • Regroup Phase (5.0)

3.0 Movement

General Rule. Units have printed movement allowances according to their type. As they move across the map, they can expend up to their Movement Allowance (MA) and then must stop. Each player may move some, none, or all of his Allied ground units voluntarily. German ground units undergo guided movement. Possible returns from the Regroup Box and Allied reinforcements enter during the Movement Phase. All air units may fly and return later to their base areas, depending on interception results.

3.1 Terrain Costs

All Areas moved into cost one for ground units having a 1 MA. Forest and mountain Areas cost two for units having a 2 MA, since they are motorized forces moving through more difficult terrain. Air units pay one for each Area entered.

3.2 Movement Phase

3.2.1 Allied Reinforcements. Two French units and two British units enter as scheduled reinforcements at the start of this phase in their player turn. The historical setup (Module 8.0) identifies them. A French and English flag are noted on the Game Turn Track as reminders that they are arriving. These units must enter on the designated game turn or they are eliminated from the game.

Reinforcements enter in their named Areas as detailed in the historical setup (Module 8.0). If these are German occupied, they enter at a western (British or French) or southern (French only) friendly board edge Area of France.

3.2.2 Returns from Regroup Box. Whenever one or more units occupy the Regroup Section of a Regroup Box, they may possibly return to the map. During the Reinforcement and Regrouped Units Return Segment at the start of the Movement Phase, the phasing player rolls a D6 and its result is the number of the active nation's units that may be chosen to return to the map. Any available returns from the roll in excess of the number of units in the box are ignored and may not be accumulated to a future game turn. Returning units must be taken immediately when rolled. If a 6 is rolled, the Allied player must permanently eliminate 1 of his reduced Air units in either of the Regroup boxes (if one is in there).

  • a) Returning Allies appear in friendly-occupied Areas in or next to Paris within stacking limits. When all those Areas are German-occupied, returnees appear in the nearest friendly-occupied Area (player's choice if there is more than 1) to Paris.
  • b) Returning German units appear in any German Border Area or in any German-held Area adjacent to a German Border Area.
  • c) There is no movement cost to appear on-map. Returning units thereafter pay normal costs to move.

Example: The British player incurs losses and has salvaged three British ground units and one inverted British fighter unit for the Regroup Box. On a die roll of 6, the British return all three reduced ground units, but permanently lose their fighter unit.

Designer's Note: Allied air forces were operationally inferior to the Luftwaffe and vulnerable to annihilation in the campaign.

3.2.3 Map Movement Limits. Except for British units that can evacuate at ports for victory purposes, units may not voluntarily exit the map. British units may both enter and evacuate at a port in the same Movement Phase. Evacuated British units cannot return to the game. Allied units may not enter German Border Areas.

3.2.4 Automata German Air Drops. There are 2 specialized German units: Luftwaffe and paratroopers (yellow colored text like aerial units). They must perform an air drop of up to 8 Areas distance in a continuous connected line from their Border Area on turn 1. Their drop allowance distance is the small number on the right of the counter. Their flight movement through Areas with Allied ground units is allowed. Allied fighters may not intercept.

  • a) An air unit is not needed to carry the air units (they have their own).
  • b) They may land in any Area that is in range (including enemy-occupied or friendly-occupied Areas) and once landed, they stop and can move no farther on that automata player-turn.
  • c) On automata player-turns after they have landed, air drop units move like ordinary ground infantry with a 1 MA.

3.3 Air Unit Movement

General Rule. As friendly ground movement proceeds, attacking aircraft fly to support friendly ground units in combat or to do air bombardment. The German bomber unit can do both missions in the same Area in the automata player-turn. All air units may only fly to Areas within their range. Intercepting fighter aircraft that are within range of the target Area and try to intercept and abort the mission return to the Area they started from. The German bomber unit may not intercept.

3.3.1 Basing. All aircraft have to base in an Area solely occupied by friendly ground units. They may never base in vacant or enemy-occupied Area. They do not retreat like ground units; whenever air units remain alone in an Area following ground combat, they cannot rebase and they are permanently eliminated from the game.

3.3.2 Mission Target Areas. An attacking air unit may only fly to an Area currently occupied by enemy forces.

  • a) When the target Area contains enemy units only, the mission is an Air Bombardment.
  • b) When the target area contains both enemy and friendly units, the mission is Air Support.
  • c) The German bomber unit can do both an air support and an air bombardment mission in an Area with friendly and enemy units.
  • d) British and French air units may not fly a bombing mission to the same Area.

3.3.3 Interception. Whoever is flying missions, the other player always handles the interceptions. Interceptions are not allowed against aircraft that stay home or rebase, or against German Air Drops (Case 3.2.4). Once the phasing player has allocated his air units to bombard or support, the intercepting player moves his fighter aircraft to the target Area to attempt an interception. If this is against a German automata mission, the Allied air unit may only intercept an Area where units of its nationality are within (French fighter to French-occupied Area and British fighter to British-occupied Area). Against an Allied mission, the German automata player must always send both German fighter units if available and in range against the mission.

Lastly, the intercepting player rolls a D6 on the Air Intercept Table and carries out the result.

3.3.4 Successful Intercept > Failed Mission. When an interception succeeds, the attack mission has failed. The attacking units' fate will vary.

  • a) Make a D6 die roll for each attacking German air unit. If the roll is a 1 or 2, flip a full-strength unit to its reduced side and place in the Regroup box. If the roll is 3-6, place a unit at full strength into the Regroup box. If the unit is already reduced, place the unit into the Set Aside box to be possibly salvaged in a later Regroup Phase.
  • b) Allied full-strength attacking units are flipped over to their reduced side. Then all attacking air units are immediately placed in the "Set Aside" box for possible recovery during their friendly Regroup Phase.
  • c) Interceptors immediately return to their starting Area or to any other uncontested friendly occupied Area within range which is solely occupied by friendly units.

Example: A French fighter unit in Lille flies to Ardennes in support of French infantry attacking there. The British player acts as the automata German player and moves in the only available interceptor, a German fighter unit from Luxembourg. Rolling a D6 on the Air Intercept Table, the automata German player succeeds with a 1 result. The French player flips over the French fighter unit to its striped side and puts it in the Allied Set Aside Box. The interceptor returns back to Luxembourg. (In this case, the second German fighter unit did not fly either because it had been in the Regroup Box, or it was out of range.)

3.3.5 Failed Intercept > Successful Support Mission. The attacking air units that survive interception will give a favorable column shift to the ensuing ground combat in the Area (1 column to the right for the attack). Before the shift is made, a surviving German bomber unit also adds its (3 or 2) Ground Support value to the automata ground attack total. Once the interception is resolved, interceptors immediately return to base. At the end of the Area's combat, all supporting air units must return to their launch Areas or to any other uncontested friendly-occupied Area within range.

Example: The British player acts as the automata German player. Two German infantry and an armor division advance and attack two British divisions and one French corps in the Cambrai area. Throwing in all available air support, the Germans gamble and fly in both fighter units and the bomber unit from Brussels. The French player can chose either Allied fighter unit (but only one) if in range to intercept, since both French and British ground units occupy the target Area. The British fighter unit in Calais is chosen and tries to intercept. The German air support mission succeeds when the French player rolls a D6 and gets only a 3 on the Air Intercept Table. The British fighter unit returns to Calais. Ground combat follows in upcoming automata combat phase. Initial odds are 15 attack to 6 defense or 2:1, which becomes 18:6 or 3:1 with the bomber's strength of 3 added, and finally odds settle at 4:1 with the air support column shift of 1 to right and a +1 modifier for tanks attacking infantry).

3.4 Automata German Movement Restrictions

General Rule. German air units move freely but ground units have guided ground movement. The automata player initially determines what German orders will be obtainable and then ascertains the tactics offered to carry out the orders. The player rolls on two separate tables to establish the orders and tactics. German ground movement follows a set procedure.

3.4.1 Determine Initiative. First, at the beginning of the automata player turn in a new game turn, the Allied players each roll a D6. The high roll gets the initiative and handles the automata German. In case of a tie, the player who did not have initiative the preceding game turn will have it now (exception: on turn 1, reroll a tie). It is possible, though not likely, that the same Allied player continually wins initiative over time.

3.4.2 OKW Strategic Orders. The automata player rolls two D6 on the OKH Strategic Orders table (on map) to set the scope of the German's operations. The capitalized letters refer to the countries where German units can activate. The number following the slash tells how many tactics rolls can be made on the German Tactics Table.

  • a) On rare die rolls the Germans must severely restrict their ground operations just to the Low Countries, Belgium (B) and/or The Netherlands (N). However, when all home units are absent from either of these countries, the roll has no effect at all. A re-roll is needed until an "ALL" result is reached.
  • b) If any country is not rolled, German ground units cannot move, seek orders, or execute tactics there. Air movement and air bombardment (but not air support) in that nation is still possible.
  • c) Some die rolls limit upcoming tactics rolls to a 1 result. With just one tactic available, ground operations may encounter more inertia than usual.

Note: All these limitations reflect the strategic tension between field commanders and headquarters back in Germany.

3.4.3 Determine Ground Tactics. The automata player next rolls two D6 on the German Tactics Table equal to the number of times listed on the preceding orders roll. The rolled results will be the total tactics available for him to choose from for the current automata player-turn. The Table on the map (and in greater detail in the rules below) explain the consequences to each tactic rolled. It is possible that the same tactic is rolled more than once, in which case the later roll is treated as no effect, reducing the tactics to choose from. (Example: The automata player rolls for tactics three times and gets a 3, 6, and 7. This yields a Hold, Advance/Attack, and a No Effect (7 is the same tactic as a 6; the German automata player can only perform the two available).)

3.4.4 Individual Tactics Key. The German Tactics Table briefly summarizes the tactics available according to their time in the campaign. A more detailed summary follows:

  • A) Hold obligates German forces to universally move forward but not to enter any Allied-occupied areas. Forward movement is defined as moving closer toward the west or south edges of the map, to the limits of stacking.
  • B) Refit obligates German forces to stand down and stay where they are, but allows them to strengthen. First, all reduced units already on-map restore to full strength. Second, all units in the German Regroup Box, including Set Aside, automatically release to the map at their reduced strength. Released units appear in any German Border Area, or in any German-held Area next to Germany. Inside Germany they may stack freely, while outside Germany they must observe stacking limits. This Tactic must be performed if rolled.
  • C) Advance/Attack German forces must move into and attack all Allied-occupied Areas that are adjacent to German-occupied Areas, except for westward attacks on the Maginot Line Areas; those attacks remain optional. Eastward attacks there from German-occupied Areas are required.
  • D) Advance/Attack/Saturation Bombing Same as Advance/Attack, but the bomber must run missions in two target areas. Both missions can be the same type or one of each, and have to be within range of the bomber's launch Area. As soon as the first mission sets out, the automata player declares the second one to follow in a different Area that is also in range of the Area the unit started from. Once declared, a second mission is committed and can not change. Depending on Allied fighter availability, one or both missions may face interception.
  • E) Advance/Attack/Exploit Same as Advance/Attack, but when an attack succeeds and the defender is DW, DSW, DE, or DSU, victorious armor units must advance one more Area to perform another attack and then stop fighting. The armor units may initially attack with or without infantry. To execute an exploit attack, victorious armor units must immediately advance into an adjacent Allied-occupied Area and conduct that combat, before the automata player moves on to the next attack elsewhere. When no adjacent Area is Allied-occupied, the armor units must still advance into a vacant Area in a westerly direction (that is closer to Paris).

Example: The automata player rolled 2 Tactics Hold and Advance/Attack/Exploit. He selects the later first. A 9-7-2 armor division and a 5-4-1 infantry corps attack Reims, where two French 3-2-1 corps defend. The 3.5:1 odds round down to 3-1 on the Combat Results Table. Applying the armor vs. infantry die roll modifier, the automata player rolls a DW result to retreat the French. The other Allied player withdraws both defenders to vacant Soissons. Feeling lucky, the automata player immediately advances the armor division after them and attacks again. This time the exploit attack carries odds of 2.25:1 that round down to 2-1 on the Table. The German infantry had to stay behind in Reims. Even when they win exploit attacks, armor must stop.

Note: By choosing blitzkrieg warfare, the Germans managed to bypass the obvious and formidable defenses the French had carefully prepared.

Example: Desiring to strengthen the Arras Area the automata player uses the Hold tactic. An armored division stays in Arras. An infantry unit moves in from Lille and a second armored division moves in from Sedan. The tactic for Arras is finished.

3.4.6 Mandatory Use. At least one Area's worth of German units on the map must execute a particular rolled tactic, so that no tactic is ever left totally unused. The sole exception is if a Refit is rolled, it cancels all Advance/Attack/* tactics.

Example: The Germans receive Advance/Attack/Exploit and Hold as rolled tactics. Besides advancing and attacking with all units that are chosen to do so, the automata player designates at least one other German-occupied area to satisfy Hold. The opposite allocation would also hold true: all chosen Germans hold, except for at least one German-occupied Area that must advance and attack. In this specific case, when only one Advance/Attack/Exploit is done to meet the mandatory use and succeeds, the Exploit armor attack has to execute as well.

3.4.6 German Air Unit Movement. On-map German air units may freely fly missions no matter which tactic is in effect during the Automata Movement Phase like the Allies do. The other Allied player handles all interceptions.

4.0 Combat

General Rule. Combat takes place between opposing units occupying the same Areas. Air bombardment is resolved first and then the ground combats. The phasing player conducts the combats, Area by Area, in an order of his choosing. Friendly air units already present in an Area may lend air support or execute Air Bombardment if eligible. The German bomber unit can do both.

4.1 Combat Mandatory

Combat must occur between opposing forces that occupy the same Area. Units in adjacent Areas do not conduct combat. One side or the other must have moved ground and/or air units into an enemy-occupied Area to trigger combat.

4.2 Combat Restrictions

4.2.1 Allied. The phasing Allied player may freely choose to move his Allied units forward into combat. Allied units can always initiate attacks.

4.2.2 German. In order to move ground units into combat, the automata player needs to have rolled and selected the tactic that has "Advance/Attack" as part of it. Otherwise, no German ground combat is permitted during this automata player turn.

Gameplay Note: In this case, the automata player can still send up his air units to perform air bombardment.

4.3 Air Bombardment

Before ground combats are resolved during the Combat Phase, for each Area with friendly air units and only enemy ground units, Air Bombardment is resolved (exception: the German bomber unit can both bombard and support a ground attack in an Area with friendly ground units attacking). Tally the bombardment values of the eligible air units in the Area, then roll a D6 and cross-reference the result with the tallied bombardment value column in the header of the Air Bombardment Table to get the result.

4.3.1 The results affect the enemy ground units in the target Area. The targeted player chooses the path for his withdrawing units (as detailed in Case 4.5.2) on a W result. Owning player chooses which units will take step losses.

4.3.2 At the end of the Area's combat, all bombarding air units must return to a friendly-controlled and occupied Area within range.

Example: A British fighter unit from Rouen flies to Sedan to bomb a German armored division and infantry corps. The French player acts as the automata German player to try an interception. Two German fighter units at Liege fly to Sedan, following the rule where both German fighter units must intercept if possible. The automata player rolls a D6 on the Air Intercept Table and gets a 5, which misses! Interceptors now go back to German-held Ghent at the choice of the automata player. The British player has a 2 bombardment value. He rolls a D6 and gets a 6, subtracting 1 (Allied DRM) to a 5 result. Cross-referencing the 5 with the 2 bombardment value produces a W result forcing the Germans at Sedan to withdraw. They withdraw separately to Dinant and Metz, both German-held, at the choice of the automata player. At the end of the Combat Phase, the British fighter unit returns to base into friendly-held Soissons, a move that brings it closer to the front.

4.4 Ground Combat Procedure

The phasing player chooses and declares which jointly-occupied Areas, also known as a Combat Areas, will be resolved and in what order. Referring to the Combat Results Table, the player calculates the odds, imposes applicable column shifts, and rolls two D6. Lastly, when armor faces only infantry, a die roll modifier applies.

4.4.1 Combat Odds. The odds numbers are a ratio of attacker's total participating combat strength to all the defender's totaled combat strength in the Area. The odds ratio is rounded down in favor of the defender. For example, a 19-strength German force attacks a British force containing a 5 defense value. The 19:5 odds rounds down to 3-1 on the Table.

4.4.2 Column Shifts. Once the odds column is known, available shifts (listed below the Combat Results Table on the PAC) removed change the column. They are cumulative and offsetting. For example, an attack with air support against a Maginot Line Area shifts 5 columns left and 1 column right, leaving a net shift of 4 to left. Odds can never be higher than 8:1 or lower than 1:3.

4.4.3 Die Roll Modifiers. The last adjustment happens when armor, either on attack or defense, is present, and it fights against only infantry. On attack it adds 1 to the die roll. On defense it subtracts 1 from the roll.

4.5 Combat Results

Results for the combat appear on the Combat Results Table (see PAC). A combat must be fully resolved before moving on to the next Combat Area of the phasing player's choice. The Table's Combat Results Key references the detailed result descriptions listed below here.

4.5.1 A at the start of a result affects only the attacker. D at the start of a result affects only the defender.

4.5.2 W. This result requires a full withdrawal of all affected units from the Area to an adjoining Area. If possible, Allied units go south/west, and Germans units withdraw north/east. Over stacking is not allowed; the units must continue to withdraw until they satisfy stacking limits. The owning player always decides the withdrawal path. Units that can only withdraw into another Combat Area or into an enemy-occupied Area are eliminated instead (place them in their Set Aside box at reduced strength, if not already). A unit can withdraw into a vacant Area last occupied by the enemy.

4.5.3 S. This result causes a step reduction to all of the indicated side's (A or D at the start of the result) units. Full-strength units are flipped to their reduced side. Those already reduced are placed in the Set Aside box.

4.5.4 CA mandates the defender to immediately perform a counter-attack ground combat. All forces in the combat Area immediately participate with the defender, now becoming the attacker. Successive CAs are possible.

4.5.5 PX means a partial exchange occurs. Each side initially looks for the lowest strength value used by their participating units (attack value for the attacker and defense value for the defender). If it is a tie for lowest strength, then both those opposing units are removed. Otherwise, the unit with the lowest strength value used (either side) in the combat is removed, then one of the following options must be selected by the player who did not have the lowest strength value:

  • A unit of equal or greater strength value used must be removed
  • A step reduction of a unit so that the strength lost is equal to or greater than the strength value used of the eliminated unit

Removed units are placed in the "Set Aside" box of the owning player. When a player has more than one equal-strength unit on a side that could be removed, the owning player chooses which one. If both sides survive the PX result, the defender must withdraw (Case 4.5.2).

Example: A German 9-7-2 armored division attacks a French 2-2-1 infantry and a 3-2-1 infantry. The odds are 2-1. The automata player rolls a 6, which becomes a 7 (+1 for armor vs. infantry). The PX result causes elimination of the smallest unit present, the 2-2-1 infantry. To match the 2-point defensive loss, the armored unit flips to 7-6-2 for a 2-point offensive loss. The eliminated French 2-2-1 is placed into its Set Aside box. The remaining 3-2-1 French unit withdraws like it would on a DW result.

4.5.6 EX requires a total elimination of all participating ground units. They are placed into their separate "Set Aside" boxes.

4.5.7 E inflicts a total elimination of the affected (A or D) side's units. The owner places them in their Set Aside box.

4.5.8 SU means all affected units surrender. They are permanently eliminated and thus cannot be regrouped.

Note: Belgian and Dutch units lost in combat are never set aside for possible regroup. They are instead permanently eliminated.

5.0 Regroup

The closing phase of a player's turn requires a salvage test for the nation's units that were previously eliminated by combat or by air interception and set aside in the Set Aside box. These eliminated units signify not only forces that have suffered losses but some that may have been dispersed when their cohesion crumbled.

5.1 Salvage Tests for Regrouping

A die roll is made on the Regroup Test Table (see map) for each unit a player currently controls of the active nation that is in its "Set Aside" box. The player refers to the appropriate column (type of unit) on the Table, rolls a D6, and cross-references the roll with the column to get the result for the unit.

Developer's Note: This part of the game is where both players need to be fair and honest with each other. This can be difficult and frustrating, but it makes the game a much more rewarding experience to play.

Gameplay Note: Units eliminated during an opponent's player-turn will wait until the end of their next friendly player-turn to roll for Regrouping.

Example: On Game Turn 3, the Germans attack and eliminate a French 2-2-1 and a British 2-2-2, while losing a 4-3-1. All units go to their respective Set Aside boxes. The German unit tests for Regroup at the end of that automata player-turn. The French test for the 2-2-1 at the end of their upcoming player-turn. The British test for the 2-2-2 at the end of their turn.

5.2 Unit Types

5.2.1 Allied Ground Units. All these units roll on the "Allied Ground" column (Exception: Case 5.2.4).

5.2.2 German Infantry Units. German infantry units roll on this column.

5.2.3 German Armor and Any Air. German armor units roll on this column. All air units in their Set Aside box, regardless of nationality and type, roll on this column.

5.2.4 Dutch, Belgian, and All Surrendered Units. When eliminated, these units never test for regroup. They are permanently removed from the game.

5.3 Test Results

5.3.1 Y Result = Salvaged Unit. The unit is moved to its side's Regroup box. Full strength ground units are flipped to their reduced-strength side if not already. French and British share the Allied Set Aside and Regroup Box. Even previously-reduced, eliminated ground units can return to the game. Depending on future combat results, the same ground unit could repeat the salvage cycle a number of times (be eliminated, set aside, and then regroup).

5.3.2 N result = Delayed Unit. The unit remains in the Set Aside box to be tested for again in their next Regroup Phase.

Gameplay Note: Often the elimination or delay of units can impact victory conditions, such as in a British minor victory counting evacuated units, or in a German minor victory eliminating all Allied air and armor (all were lost/delayed in regroup attempts). Substantial eliminations can in fact promote major victory chances by a reduction of opposing resistance.

6.0 Allied Communication

Early on in the game, the players can freely communicate. This represents limited pre-war cooperation and planning. Soon, under the stress of battle, communication breaks down.

6.1 First Two Turns

The British and French players may freely communicate on these two turns. Place and move the "Comm Yes" marker on the Turn Track as a reminder.

6.2 Turn 3 Onwards

6.2.1 Starting on Game Turn 3, the British and French players are expected to look out for themselves and may not communicate about strategy and tactics in the game. Remove the "Comm Yes" marker and place the "Comm No" marker on turn 3 of the Turn Track as a reminder. The marker stays in effect for the rest of the game.

6.2.2 No communications means no verbal and non-verbal (gestures or facial expressions) communications. Players should act on the honor system to enforce this.

6.3 Penalties for Banned Communication

Progressive penalties take effect. Allied players only make matters worse for themselves if they continue to communicate about strategy and tactics; they can even lose the game. The French penalty markers are in blue and British in tan.

6.3.1 First Penalty. After the ban goes into effect, the first time an Allied player initiates communication about strategy and tactics, place that country's "Ger 2 Col Shift" marker on the current turn space on the Turn Track as a reminder. The German automata immediately gets a two-column combat shift in its favor: 2 upward for German attacks and 2 downward for German defense against that Allied nation's units. The shift penalty stays in effect for the rest of the game.

6.3.2 Second Penalty. If the same Allied player again starts a communication about strategy and tactics on any game turn following the first penalty, place the nation's "Ge Minor Victory" marker on the current turn space on the Turn Track. The German automata then receives at least a Minor Victory versus that nation at the end of the game.

6.3.3 Final Penalty. If the same Allied player again starts a communication about strategy and tactics on any turn following the second penalty, immediately roll a D6. On a resulting roll of 2-6, place the nation's "Ge Major Victory" marker on the current turn space on the Turn Track. The game will end that Game Turn with a German Major Victory unless either Allied player achieves a Minor Victory (to obtain a draw for that nation) by the end of that Game Turn, and then it ends in the same manner.

  • a) No matter the D6 result, Allied players both forfeit any chance for a Major Victory and can now achieve at best a Minor Victory to get a draw for one or both players.
  • b) By the final penalty terms, the German automata may earn a Major Victory against one Allied player who fails to get a Minor Victory, and may draw versus the other Allied player, who would pull out a Minor Victory.

Note: The contrasting results highlight the ultimate split in Allied efforts; France and Britain, desperate in communications, work at cross purposes.

7.0 Victory

Victory in Betrayal! is based on territory capture and/or evacuation of British units. A Victory Table lays out the terms for Minor Victories and Major Victories. Dual opposing Minor Victories will result in a draw. Dual opposing Major Victories, by their definitions, are not possible; only one side or the other can gain a Major Victory. Players resolve victory at:

  • The end of the last Game Turn
  • Earlier by agreement
  • Earlier depending on Allied Communication

7.1 Intervening Allied Communication

When Allied communication intervenes, the standard victory conditions will be modified as explained in Allied Communications rules (Module 6.0).

7.2 French Republic Marker

A marker labelled French Republic is present in France throughout the game and cannot be eliminated. This represents the administrative and nerve center of France's war effort. Holding the counter is critical to combat morale and to achieving victory, whether Major or Minor.

7.2.1 Ownership and Movement. The French Republic marker has no combat strength, cannot move by itself, and must remain in France. A ground unit must stack with the counter in order to move it as the ground unit moves or to hold it for victory purposes. A British unit cannot hold or move the marker. The French Republic marker does not count for stacking.

7.2.2 Combat Withdrawal. Whenever the unit holding the French Republic marker has to withdraw, the counter goes with it.

7.2.3 Capture. The French Republic marker can be captured or recaptured if left alone. Should a German unit stack with the French Republic marker in a German-held Area, the Germans hold it at that point for victory purposes and the German unit can move the counter around inside France.

7.2.4 Morale Effect. If the Germans hold this marker, they receive a favorable 1 column shift in combat, whether they attack or defend.

8.0 Historical Setup

Allies set up first as follows:

  • Netherlands (yellow or orange background color): One corps in each Area except Rotterdam which has the Peel Division.
  • Belgium (dark blue background color): One corps in each Area and one more in Louvain.
  • Britain (tan background color):
    • 3 Infantry units (divisions) each in Lille, Arras, and Amiens
    • 2 Infantry units (divisions) in Abbeville
    • 51 Infantry in Metz
    • AASF air unit in Soissons
    • British Reinforcements: In any friendly-held port: Game Turn 4: 1TB (Armor); Game Turn 6: 1A (Armor)
  • France (medium blue background color): Units set up in named areas:
    • Dunkirk: 1C, 16C
    • Cambrai: CVC (Motorized Inf), 3C, 5C
    • Sedan: 4C, 10C, 18C
    • Longwy: 2C, 11C, 41C
    • Metz: CC, 24C
    • Strassbourg: 9C, 20C, 42C
    • Nancy: 8C, 12C, 17C
    • Epinal: 27 Div., 43C
    • Colmar: 13C, 45C
    • Soissons: 3DCR (Armor)
    • Reims: AA Air unit
    • Verdun: 6C, 7C
    • Paris: French Republic Marker

Germany (grey background color): Set up by numbered Border Areas in Germany:

  • Border Area 1 (18th Army): SS "Verfügenstruppe", 7th Airborne, 22nd Air Landing, 9th Panzer, 10 Corps, 26 Corps, SS "Der Führer"
  • Border Area 2 (6th Army): 4 Corps, 9 Corps, 11 Corps, 16 Corps, 3rd Panzer, 4th Panzer, 27 Corps
  • Border Area 3 (4th Army): 2 Corps, 5 Corps, 8 Corps, 15 Corps, 5th Panzer, 7th Panzer
  • Border Area 4 (12th Army): 3 Corps, 6 Corps, 18 Corps
  • Border Area 5 (16th Army): 7 Corps, 13 Corps, 14 Corps, 19 Corps, 1st Panzer, 2nd Panzer, 10th Panzer, 23 Corps, 40 Corps, 41 Corps, 6th Panzer, 8th Panzer
  • Border Area 6 (1st Army): 12 Corps, 24 Corps, 25 Corps, 30 Corps, 33 Corps, 37 Corps
  • Any Border Area: 2 Luftwaffe Fighters, 1 Luftwaffe Bomber

Note: Unit designations in the setup lists (for example "51 Infantry", "CC", "AA Air unit", "27 Div.") are transcribed as printed in the source; the source does not explain them further.

9.0 Free Setup

An option is open to try a free setup, under these few restrictions:

  • Belgium and The Netherlands: All units start in their home Areas.
  • France and Britain: All in France observing stacking limits, except French Republic marker which starts in Paris.
  • Germany: Anywhere in the border Areas as long as at least three ground units start in each Area.

Dutch and Belgian Areas that have a bracketed 1 value in their Area have some defense forces there that may stop German units from moving further only on the first turn of the game. This does not apply if there is an Allied unit in the Area or it is Turn 2 or later. Roll a d6 for each German ground unit moving into the Area that turn that can and wishes to continue moving on. If a 1 is rolled, the unit may not move further this turn.

All other rules remain in effect.

Fin.

  • 4.6 Damage Counters
  • 5.0 Important Concepts
    • 5.1 Objective of the Game
    • 5.2 Combat
    • 5.3 Stacking
    • 5.4 Audacity Points
  • 6.0 Game Set-Up
  • 7.0 Game Turn
  • 8.0 Blitz Phase
    • 8.1 Ready Counters Segment
    • 8.2 Movement
    • 8.3 Combat Mechanics
  • 9.0 Counterattack Phase
    • 9.1 Counterattack Selection
  • 10.0 Determination Phase
    • 10.1 Repairs Segment
    • 10.2 Draw Coastal Reinforcement Segment
    • 10.3 Capturing a Port Segment
    • 10.4 Advance Panic Track Segment
    • 10.5 Game End Check Segment
  • 11.0 Victory
    • 11.1 Victory Points
    • 11.2 Campaign Results
  • 3.4 Play Segments
  • 4.0 Event Cards
    • 4.1 General Rules
    • 4.2 Counterespionage on Cards
    • 4.3 Uses of Counterespionage Cards
    • 4.4 Trumping Counterespionage
  • 5.0 Intelligence Points
    • 5.1 Accumulating Intelligence Points
    • 5.2 Use of Intelligence Points
    • 5.3 Intelligence Events
  • 6.0 Command Points
    • 6.1 Accumulating Command Points
    • 6.2 Uses of Command Points
    • 6.3 Command Events
    • 6.4 Command Experience Modifiers
  • 7.0 Mobilization
    • 7.1 Resource Points
    • 7.2 Mobilization Costs Chart
    • 7.3 Technology Level
    • 7.4 Mobilization and Diplomatic Status
    • 7.5 Mobilization and Event Cards
  • 8.0 Stacking
  • 9.0 Columnar and Poised Units
    • 9.1 Columnar
    • 9.2 Poised
  • 10.0 Movement
    • 10.1 General Rules
  • 11.0 Strategic Redeployment
  • 12.0 Crossing Borders
  • 13.0 Combat
    • 13.1 General Rules
    • 13.2 The Mobile Forces Battle
    • 13.3 Attacker Declaration
    • 13.4 Retreat Before Combat
    • 13.5 Air Fleets Subroutine
    • 13.6 Determine Battle Dice and Roll
    • 13.7 Combat Results
  • 14.0 Fortifications
    • 14.1 Maginot Line
    • 14.2 German Westwall Fortifications
    • 14.3 General Rules
  • 15.0 Army Disruption
    • 15.1 General Rules
    • 15.2 Disruption Removal
  • 16.0 Breakthrough
    • 16.1 Breakthrough Benefits
  • 17.0 Parachute Assault
  • 18.0 Air Fleet Operations
  • 19.0 German Attack Strategy
  • 20.0 Victory
  • 21.0 Game Set Up
    • 21.1 Tracks
    • 21.2 Allied Forces
    • 21.3 Axis Forces
    • 21.4 Initial Deployment of British Expeditionary Force (BEF)
    • 21.5 German Invasion of Poland
  • Sequence of Play (The Seeds of Disaster)
    • 3.1 Terrain Costs
    • 3.2 Movement Phase
    • 3.3 Air Unit Movement
    • 3.4 Automata German Movement Restrictions
  • 4.0 Combat
    • 4.1 Combat Mandatory
    • 4.2 Combat Restrictions
    • 4.3 Air Bombardment
    • 4.4 Ground Combat Procedure
    • 4.5 Combat Results
  • 5.0 Regroup
    • 5.1 Salvage Tests for Regrouping
    • 5.2 Unit Types
    • 5.3 Test Results
  • 6.0 Allied Communication
    • 6.1 First Two Turns
    • 6.2 Turn 3 Onwards
    • 6.3 Penalties for Banned Communication
  • 7.0 Victory
    • 7.1 Intervening Allied Communication
    • 7.2 French Republic Marker
  • 8.0 Historical Setup
  • 9.0 Free Setup
  • Bids: 17.1.
  • Boundaries: 3.2.4.
  • Combat Factor: The first (leftmost) number printed at the bottom of each unit (and Lead Attacking Unit 10.4.2; and Lead Defending Unit 10.4.3).
  • Command Confidence: 6.1.3.
  • Contested: An Area containing both friendly and enemy units; 7.3.
  • Controlled: 4.4.2.
  • Defense Total: The sum of the Defense Value and a DR.
  • Defense Value (DV): 10.4.3.
  • dr (die roll): A roll of a single six-sided die.
  • DR (dice roll): A roll of two six-sided dice added together to form one combined result.
  • DRM (Die Roll Modifier): A number applied to an original die roll to alter the final result.
  • End Phase: 6.5.
  • Errors: 8.2.
  • Event: 6.1.1.
  • Exit of Enemy-Occupied Area: 9.2.
  • Free: An uncontested, friendly-controlled Area; 7.5.
  • French Armistice die roll: 6.5, 16.2.
  • French Morale: The willingness of the French Government to continue fighting rather than seeking an Armistice; 5.1, 16.1.1 (and Operational Victory 16.2).
  • Full Strength: The non-striped side of a unit; 4.2.
  • Identifier: The circles within each Area or Zone; 3.2.1.
  • Impulse: One of the alternating "mini-turns" that make up the Maneuvers Phase. Players always choose to conduct an Assault, Non-Assault or Pass Impulse.
  • Impulse Track: 3.3.
  • Infantry: In game terms all of the units not otherwise defined as Armored.
  • Italian Declaration of War: 6.1.4.
  • Lead Attacking Unit: 10.4.2.
  • Lead Defending Unit: 10.4.3.
  • Leaders: 4.4.1 (values changed 6.1.2; Combat Modifiers Table (see Map); removal after combat 10.5.6).
  • Logistics Die Roll: 6.2.1.
  • Maginot Line: An Area boundary printed with a jagged line; 3.2.4.
  • Mandatory Attack: 10.1.
  • Maneuvers Phase: The portion of each Turn when players may perform impulses; 6.2.
  • Movement: 9.0.
  • Movement Factor (MF): The second (rightmost) number printed at the bottom of each unit. It is the number of movement points a unit may expend in one impulse.
  • Non-Assault Impulse: 8.1.2.
  • Out of Supply: 13.2.
  • Overrun: 10.4.4.
  • Pass Impulse: An Impulse during which the Attacker performs no action; 8.1.3.
  • Redeployment: A type of Non-Assault movement; 8.1.2b.
  • Reduced Strength: The striped side of a unit; 4.2.
  • Refit Phase: The phase immediately following the Maneuvers Phase when each player may spend Replacement Points; 12.0.
  • Replacement Points (RPs): 12.2.
  • Regroup: A type of Non-Assault movement; 8.1.2a.
  • Retreat: 10.5.
  • River: An Area boundary printed in blue; 3.2.4.
  • Terrain Effects Modifier (TEM): The black number with a value ranging between +1 and +4 within each Identifier.
  • Turn: All the phases and impulses of one of the seven numbers on the Game Turn Track.
  • Turn Track: 3.2.
  • Vacant: 7.4.
  • Victory Conditions: 16.0 (Automatic: 16.1; Operational: 16.2).
  • Zones: 14 (Stacking in: 14.3).
  • 51+ VPs: Axis Triumphant—The world is shocked and awed to submission by the overwhelming success of the German Blitz. France surrenders and Britain sues for peace. The War Minister of Japan flies to Berlin to personally congratulate Hitler and the two Axis powers celebrate the German victory by launching a joint invasion of the Soviet Union. Attacked from two sides the Soviets have no place to run and are powerless as their country is torn apart by advancing Axis forces. Entire Soviet Fronts are outmaneuvered by Panzer Armies led by Rommel and Guderian. Stalin sues for peace and commits suicide when German soldiers overrun Moscow. Germany and Japan now rule over most of the world as the United States buries itself in neutrality. Hitler continues to pursue advanced weapons systems and is eventually able to field entire divisions of Tigers. The peace ends when Hitler betrays his allies and launches an invasion of Japanese territory starting World War III.
  • Intelligence Point Acquisition: Continue to use the Intelligence Points Table to acquire additional IPs.
  • French Reinforcements: Game Turn 3: 2 DCR and 4DCR appear in Soissons