Glory Recalled: Hong Kong 1941
Glory Recalled: Hong Kong 1941 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Components
- 3.0 Set-Up Standard Game
- 4.0 Victory Conditions
- 5.0 Turn Sequence
- 6.0 Activation
- 7.0 Movement
- 8.0 Stacking Limit
- 9.0 Combat
- 10.0 Supply
- 11.0 Leaders
- 12.0 Dummy Units
- 13.0 Japan Control Markers
- 14.0 Cards
- 15.0 Event Cards
- 16.0 Fall of Kowloon Event
- 17.0 Scenarios
- Player Aid Card
1.0 Introduction
Glory Recalled: Hong Kong 1941 is an operational wargame for two players. One player plays as Major General Takeo Ito, the commander of the Japanese 38th Division, while the other player plays as Major General Christopher Maltby, the overall commander of the Commonwealth force in Hong Kong.
The game is played with a card-driven system. Players take turns to play cards to move their units on map and use cards to add strength in combat. Game units are company-sized and one turn represents one day. The Japanese 38th Division is strong. The British player must deploy their weaker force to delay the invasion as long as possible while keeping casualties to a minimum.
1.1 Abbreviations
- Combat Strength — CS
- Headquarters — HQ
- Hong Kong Island — HK
- Secondary — sec
- Movement Points — MPs
- Victory Points — VPs
2.0 Game Components
- Two sheets of counters
- One mounted map (A2 size)
- One Player Aid Card
- 100 cards
- Two six-sided dice (2d6), one red, one blue.
- Rulebook
2.1 Cards
There are Action Cards (e.g. "228th Offensive — May activate all units under Reg 228"), Support Cards (e.g. "Gunboat Attack — May inflict 2 hits to a stack in coastal space or -2 combat strength to enemy amphibious assault") and Event Cards (e.g. "Banzai Charge — Play this when your total CS in combat is outnumbered by 5+. All your units are eliminated. Enemy gets 1d6 of hits in combat.").
2.2 Counters
Combat units show Combat Strength, Unit ID (e.g. 1st Company, 228/1 = 1st Battalion of 228th Regiment) and a front (fresh) and back (disrupted) side, for British and Japanese forces. Other counters: leaders (Leader Name and Leadership Value; fresh leader front, replacement leader back), victory point markers (front, and back "+1/2 VP"), Fort/fortification markers, battery destroyed markers, Spent markers, Replacement markers, and the Turn Record marker (Clear side and turn record side).
2.3 Map
Hong Kong is mainly divided by two parts—the Kowloon and the HK Island. The map key shows: Gin Drinker's Line, Pier, Urban, Minor Path, Landing Box, Objective Space (Red), Major Road, Battery (adjoining artillery symbol), and Reservoir.
2.31 Pier
(seven piers—four in Kowloon and three on HK Island)
- A pier can be used for sea transport and starting base for amphibious assault.
- Two piers (Aberdeen and Stanley) on the south of the HK Island can only be amphibious assaulted if the Japanese player rolls a number bigger than the number of British controlled batteries with 2d6.
2.32 Battery
(11 batteries—two in Kowloon and nine on HK Island)
- The Japanese player gets four VPs for conquering a battery and two VPs for destroying a battery.
- A battery can be conquered and re-conquered by both sides. Adjust VPs accordingly when a battery is conquered or re-conquered.
- A battery can be destroyed by playing Air or Artillery Support cards and rolled the required numbers.
- The batteries (in grey) on the south part of HK Island can only be destroyed by Air Support cards before Japanese troops are landed on HK Island.
- A destroyed battery is marked by placing a destroyed marker on it. Treat as clear terrain for defensive bonus purpose.
- A destroyed battery cannot be conquered.
- British player's Artillery Support has effect reduced to +2 CS only if five or more batteries were conquered or destroyed.
2.33 Reservoir
(four reservoirs—one in Kowloon and three on HK Island)
- A blue space which is worth three VPs for the Japanese player if conquered.
- A reservoir can be conquered and re-conquered by both sides. Adjust VPs accordingly when a reservoir is conquered or re-conquered.
2.34 Landing Box
- A landing box can hold up to eight units and one leader when amphibious assault is made.
2.35 Objective Space
- A red space which is worth one VP per turn for the British player.
3.0 Set-Up Standard Game
3.1 British Force (set up first)
- Take one Sea Transport card from the British deck and give it to the British player.
- Take out all cards with the Fall of Kowloon mark from the British deck and put the cards aside. These cards will not be used until the Fall of Kowloon event starts.
- Shuffle the remaining British deck and draw nine cards for the British player.
- The British player chooses two cards from his hand to discard to the British deck and reshuffles the deck to form a drawing deck.
- Now the British player has seven cards plus the Sea Transport card as his starting hand.
3.11 Mainland Brigade
- All four units of 2RS, all four units of 5/7 Raj, and all four units of 2/14 Pun.
- HKCR 1 and Wallis (leader)
- Four British Dummy and four Fortified markers
- All spaces except the brown spaces at the top of the map are under British control by default.
The British player may place the Mainland Brigade units anywhere in Kowloon except the brown spaces at the top of the map. The battery space on Stone Cutter Isle is considered part of Kowloon. At least one unit or dummy marker must be placed at every space of the Gin Drinker's Line along with the four Fortified markers, one each, placed on top of any units/markers there. Align all combat counters' top edge in each circle to map top. This will show that they are "fresh" and unactivated.
3.12 Island Brigade
- All five units of 1M, all four units of WG, all four units of RR, all seven units of HKVDC and the Hughesiliers.
- Lawson and Paterson (leaders)
- Six British dummy markers.
The British player may place the Island Brigade units anywhere on the HK Island. Place one Fortified marker at the HQ space and one more at any one non-coastal space on HK Island.
3.2 Japanese Force (set up after British player)
- Take one formation card for each regiment and give them to the Japanese player. The formation cards are 228th Offensive, 229th Offensive, and 230th Offensive cards.
- Take out all cards with the Fall of Kowloon mark from the Japanese deck and put the cards aside. These cards will not be used until the Fall of Kowloon event starts.
- Shuffle the remaining of the Japanese deck and draw 10 cards by the Japanese player.
- The Japanese player chooses three cards from his hand to discard to the Japanese deck and reshuffles the deck to form a drawing deck.
- Now the Japanese player has seven cards plus the three formation cards as his starting hand.
All units of the 228th, 229th and 230th regiments may be placed on any brown spaces at the top of the map. No more than two combat units may be placed in each space. Place the three Japanese leader counters on any of the combat units but only one leader counter may be placed in each space. The four units of the 66th Regiment are reserve units. They are activated by Event cards only.
Place the VP markers (side without +1/2 VP) of each player on the "0" box of the VP track.
Place the Turn marker (Clear side up) on the "10" box of the VP track. The VP track also serves as a turn record or date track. Each turn equals one day in game time. Turn marker at "10" Box means the game starts at Dec 10th, 1941.
4.0 Victory Conditions
The game is played in a number of turns. The game ends when one of the following happens:
- British player wins if by the end of any turn they score 45 VPs or more.
- The Japanese player wins if by the end of any turn after the Kowloon Event they have more VPs than the British player.
4.1 Victory Points
Japanese player:
- 3 VPs per reservoir space (blue) conquered
- 4 VPs per battery or Headquarters (HQ) conquered (destroyed battery cannot be conquered)
- 2 VPs per battery destroyed.
- 1/2 VP per British unit eliminated (flip VP marker to back side to mark 1/2 VP)
- 2 VPs per British leader eliminated.
British player:
- 1 VP per Objective Space under British control at the end of each turn
- 1/2 VP per Japanese unit eliminated
- 2 VPs per Japanese leader eliminated
5.0 Turn Sequence
(Japanese player always goes first in each turn and each phase)
5.1 Action Phase
The Japanese player chooses to take one of the following actions, then the British player chooses to take one action. Repeat until both players pass which ends the Action Phase.
Actions are:
- Play an action card and resolve the actions allowed by that card. (e.g. British Army, 228 Regiment, Sea Transport, Amphibious Assault, etc.)
- Play any card face-down to activate a fresh leader. The leader and a stack of fresh units (not spent) within one space of that leader may move up to six movement points (MPs). The units may spend MPs to attack enemy units.
- Play any card face-down to activate a leader. The leader may move up to 6 MPs. After the movement, any two disrupted units within one space of that leader will be rallied. Flip the rallied units to the front side.
- Activate a stack of fresh units to move up to four MPs. No card is required but the units may not attack.
Once a unit has moved/attacked, that unit is spent. Mark a spent unit by turning it sideways.
Once both players have passed, the action phase ends and proceeds to the Recover Phase.
5.2 Recover Phase
- Check the number of red spaces controlled by the British player and add VPs on track accordingly.
- Check if any player has enough VPs to meet the victory conditions.
- Check the supply status of all units. Units which cannot trace a supply line to a friendly supply source are marked with Out of Supply marker.
- Rotate all spent units and leaders back to fresh (upright) position.
- Both players draw cards from their decks (five for Japanese and four for British player) to refill hands.
- Move the Turn Record to the next box on the right on the VP track and begin a new turn.
6.0 Activation
Fresh units (non-sideways) may be activated by one of the following:
- A fresh unit may be activated by playing a corresponding formation card. All units of that regiment may be activated to move up to six MPs; only four if disrupted.
- A stack of fresh units who are within one space of an activated leader may move up to six MPs; only four if disrupted.
- A stack of fresh units may be activated to move up to four MPs but cannot attack. No card is required for this kind of activation.
Once moved or attacked, mark the unit as spent by turning it sideways (exception: leaders). Spent (sideways) units may not move or attack in same turn.
7.0 Movement
7.1 Movement Allowance
- A fresh unit or leader activated by card play has movement allowance of six MPs; only four if disrupted.
- A unit activated without card play has movement allowance of four MPs.
- A leader always has movement allowance of six MPs.
7.2 Movement Cost
- A unit or leader may spend one MP to move from one space to another linked by Major Roads.
- A unit or leader may spend two MPs to move from one space to another linked by Minor Paths (single line). Movement cost of minor paths is increased to three MPs if the Heavy Rain event is in effect.
- A unit or leader may attack an enemy occupied space if it can spend the movement cost to enter that space plus one MP. For example, if attacking space and target space are linked by a minor path, the attacking units must spend two MPs + one MP (i.e. three MPs) to attack that space.
- Advance or Retreat is special movement which requires no movement cost.
7.3 Movement Restrictions
- A unit may not move across the sea unless using Sea Transport or Amphibious Assault cards.
- A unit may not move into enemy occupied space.
- A unit may move into a space with an enemy control marker. The marker is removed once entered.
- A unit may move freely into an unoccupied space with fortified marker.
- A unit may move through any space occupied by friendly units but a unit may not stop in a space if that space is overstacked (see 8.0).
- No units can move off the game board.
Special Restriction: No more than four British units may be sea transported from HK Island to Kowloon per game except free set-up mode.
8.0 Stacking Limit
- A space may contain a maximum of two units plus a leader.
- Markers are not counted for stacking purpose but only one marker of the same type can be placed in a space.
- A landing box or a space with a beachhead marker may contain a maximum of 8 units plus a leader.
9.0 Combat
Units activated by cards may spend MPs to attack enemy units in adjacent space. The movement cost of attacking is the MP cost to enter the target space +1 MP. The unit may attack after moving provided it has sufficient MPs to make the attack. However, after the attack is done, the unit may not move again even if it has MPs left. (exception: Advance after combat).
Please note that spent units or units activated without cards may never take part in an attack. In case of activating more than one stack of units by formation card, a player may announce an attack first and wait for other stacks of units to move into position before starting the attack.
9.1 Combat Procedure
- Attacking player decides how many stacks of units will attack the target space. The player assigns one stack as the main attack force. A maximum of two units may attack from the main attack force. Other attacking stacks are secondary attack force by which only one unit may attack from each stack. Total the sum of combat strength of all attacking units and leadership for attacking side.
- Defending player reveals the defending units and totals the sum of combat strength (CS) of units, terrain defense bonus and leadership in the target space.
- Both players choose to play any combat support cards and event cards they want and reveal the cards at the same time. Resolve the card effects for both sides.
- Each player rolls one die (red for Japanese and blue for British player) and adds the rolled number to the total combat strength of their own side. This forms the total adjusted combat strength for each side.
- Compare the total adjusted combat strength of each side to determine the winning and losing side. Apply combat results to the losing side first, then apply combat result to the winning side.
- Attacking units on the winning side may advance into target space if all defending units were eliminated or retreated.
- Turn all attacking units sideways after combat. This signifies the unit is spent. No need to turn defending units.
9.2 Defensive Bonuses
- Defending force gets +2 combat strength (CS) in Clear or Reservoir space.
- Defending force gets +3 CS in Urban, Pier or Gin Drinker's line space.
- Defending force gets +4 CS in Battery or Heavy Battery space.
- Defending force gets +5 CS in space with a Fortified marker. The defensive bonus of the space is replaced by that of the Fortified marker.
- Defending bonus of Coastal or Objective space depends on the terrain type of above spaces.
- Machine Gun unit which has CS in blue gets +1 CS in defense. However, the unit loses the +1 CS defensive bonus if disrupted. Machine Gun units are units from 1M, HKCR1, and HKVDC3.
9.3 Secondary Attacks
Secondary Attacks are attacks made by units NOT from the main attacking stack. Add the CS of units taking part in the secondary attack to that of the main attack force. There may be more than one stack making the secondary attack but only one unit may attack from each stack. Each attacking stack must be adjacent to the target space. Units making the secondary attack must be fresh and pay MP to attack as normal. Unactivated units may also join the attack as secondary attackers. Units making secondary attacks are spent after combat.
Optional: One extra card must be played for each unactivated attacking unit unless the unit is in same battalion as any unit from the main attack force.
9.4 Combat Support Cards
- Before rolling combat dice, both players choose to play any combat support cards and event cards they want and reveal the cards at the same time.
- A player may play several support cards in combat but only one from each kind may be played. For example, a player cannot play two Artillery Support cards even if their effects are different.
- The kinds of Combat support cards are: Artillery Support, Air Support, Naval Support, Armor Support, Engineer Support, Anti-Tank Fire, and Anti-Air Fire.
- Please note that some cards like Naval Support have a usage requirement (in red). A player must meet the usage requirement to play that card.
- All support cards are discarded to discard pile after use.
- Players may conceal the cards they will play before revealing so players may not know how many cards will be played by the opposing player.
9.5 Combat Resolution
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Compare the total adjusted CS of both sides. The side with higher total is the winner. The side with lower total is the loser. If tied, it's a draw and no one wins.
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The losing side must absorb a number of hits equal to the difference of the total adjusted CS.
For example, the total adjusted CS of attacking force is 20 and the total of defending force is 23. The attacking force is the losing side. The attacking player must take (23 – 20) three hits of damage.
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The winning side must absorb a number of hits equal to the smaller rolled number of the dice or the number of hits taken by the losing side minus one, whichever is smaller. Taken hits are hits actually suffered by the losing side. If the losing side is supposed to take five hits but it has one unit only, the maximum one unit can take are three hits (eliminated). In this case, taken hits are three hits not five hits.
Continuing from the previous example, let's say both sides rolled "4", so the smaller rolled number is "4". The winning side is supposed to take four hits. However, since the losing side took three hits, the winning side takes only two hits instead (hits taken by losing side minus one).
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For a draw result, each side takes a number of hits equal to the smaller rolled number of the dice.
For example, the dice rolled are "2" and "5". Both sides take two hits of damage.
9.6 Combat Results
- Hits are always taken by the losing side first.
- A player may apply hits to any of the units involved in combat. However all hits must be applied to the main attack force first before hits are applied to the secondary attack forces.
- A unit may take one hit of damage by either retreating or being disrupted.
- A disrupted unit will be eliminated if disrupted again. A disrupted unit must retreat if taking one hit. If the disrupted unit cannot retreat, it will be eliminated instead.
- Three hits eliminates an undisrupted unit even if it can retreat; two hits eliminates a disrupted unit even if it can retreat.
- Units with no retreating routes may not choose to retreat.
- Hits may never be applied to leaders. A leader may choose to retreat with friendly units.
9.7 Disrupted Units
- When a unit is disrupted, flip it over to the back side with red combat strength.
- A disrupted unit can move up to four MPs but cannot attack, only defend.
- A disrupted unit defends with reduced combat strength.
- A disrupted unit can be rallied and flipped to the front side by playing a card face-down if that unit is within one space of a fresh leader. Up to two disrupted units may be rallied by that card.
9.8 Retreat
- A unit may retreat to an adjacent space to take one hit of casualty as combat result if it can do so. The space being retreated to may not contain enemy units/leaders or enemy control markers.
- A unit may retreat to a space with friendly unit but cannot if that space is fully stacked. If all adjacent spaces are fully stacked, the unit can retreat one more space by passing through a fully stacked friendly space until it retreats to an available space.
- If no retreat route is available, a unit must be disrupted or eliminated to absorb combat hits.
- Units making amphibious assault may not retreat from the Landing Box. Such units must be disrupted or eliminated to absorb combat hits.
- No units may retreat to a Landing Box.
- A unit may choose not to advance after combat in lieu of retreating. Such units should be able to advance after combat but choosing not to advance fulfills the retreating option.
- A leader may move with retreating units but the retreating leader does not count as a Retreat result.
9.9 Advance
- Attacking units from the winning side may advance to the target space if all defending units were eliminated or retreated. No MP is required to advance into the target space.
- Attacking units cannot advance in a Draw or Losing result even if the target space is empty.
- Units eligible to advance may choose not to advance as a Retreat result.
10.0 Supply
- A unit or leader is out of supply if it cannot trace an unblocked supply line to a friendly supply source during the Recover Phase (5.2). Place an Out of Supply marker on the unit to signify the status.
- British supply sources are the HQ space or any controlled pier.
- Japanese supply sources are any brown space at the top of the map, beachhead, or any controlled pier.
- An out of supply unit has its combat strength reduced by one point. Units or leaders may still move and attack normally.
- Units and/or a leader marked as out of supply at the beginning of Recover Phase surrender and give double VPs to the opposing player (i.e. 1 VP/unit and 4 VPs/leader).
11.0 Leaders
- Each space may contain one leader only. A leader cannot move to a space occupied by another leader.
- A leader may move up to 6 MPs when activated and remains fresh after moving. It may be activated again in same turn as long as it is not spent.
- A leader may add its leadership rating to the total CS in combat. A leader is spent only after it took part in an Attack in combat. A leader is not spent if it took part in a Defense in combat.
- A leader does not take hits from combat result. It may retreat with friendly units. However, if ALL units in the space with the leader were eliminated, the controlling player must roll a die to check for leader casualty. The leader is killed with a roll of "1" or less. Add -1 die roll modifier for each overkill of hits inflicted (e.g. if two units were eliminated by 7 hits in combat, it takes 6 hits to kill both units and the 7th hit is considered overkill. Add -1 die roll modifier for this overkill to the leader casualty check roll. In this case, the leader is killed with a roll of two or less after applying the -1 die roll modifier).
- If a leader survives the leader casualty check, move the leader to the nearest space with friendly units.
- If a leader is killed, flip the leader counter to the replacement side and move the replacement leader to the nearest space with friendly units. Add two VPs to the opposing player for killing the leader.
- If a replacement leader is killed, remove the leader counter from map and give two VPs to the opposing player.
- Units activated or rallied by playing cards must be within one space of a fresh leader.
- A leader may remain alone in a space but cannot claim VPs for solely occupying victory point spaces.
- A leader is killed automatically if it is alone and attacked by enemy troops.
12.0 Dummy Units
For British player only.
- A dummy marker is not a combat unit and does not count for stacking purpose. It may stack for free.
- A dummy marker may be placed under another British unit or a Fortified marker.
- A dummy marker may move with other activated units but once revealed, the dummy marker is removed.
- The British player may reveal and remove a dummy marker anytime they want.
13.0 Japan Control Markers
For Japanese player only.
- A Japan control marker is not a combat unit and does not count for stacking purpose.
- Japan control markers are used to mark important spaces controlled by Japanese player. Place a Japan control marker to piers and spaces with battery when all Japanese units leave the conquered space.
- A Japan control marker is removed when a British combat unit enters the space with the Japan marker.
14.0 Cards
- There are three kinds of cards: Action cards, Support cards and Event cards. Each side has his own deck of cards. Cards with the Fall of Kowloon mark are used after Kowloon Event only. Remove these cards before shuffling the decks during set-up.
- Action cards are Formation cards (e.g. 228th Regiment, British Army, C Force, etc.), Sea Transport, Amphibious Assault, Counter Attack, and Gunboat Attack. A player may choose to play one of the above action cards as his action during Action Phase.
- Support cards are for combat support and can be played during combat. Please note that some support cards like Air Support and Artillery Support in Japanese deck can also be played as an action card.
- The Japanese player draws five cards at the end of the Recover Phase while the British player draws four cards.
- Reactions. Some cards can be played during enemy action phase. These are called reactions and the texts are highlighted in green on the cards.
- The maximum number of cards in hands is 15 cards for the Japanese and 12 cards for the British player. If the maximum hands are reached, a player may still draw cards but must discard cards until the number of cards in hands does not exceed the maximum number.
Optional: Each side may draw one more card and discard one card in Recover phase.
14.1 Amphibious Assault
(Card: Amphibious Assault — ACTION. Units in or adjacent to controlled pier may move to any landing box. Up to 8 units may be placed in each landing box.)
- Amphibious Assault is made by playing an Amphibious Assault card by the Japanese player.
- Once the card is played, any units which are in or adjacent to a pier can move to a landing box chosen by the Japanese player. A maximum of three landing boxes may be chosen.
- A landing box can hold up to eight units and one leader.
- Two dice (2d6) must be rolled for landing on the two piers (Aberdeen and Stanley) at the south of the HK Island. Only one roll is needed for landing on both piers. If the roll of 2d6 is higher than the number of batteries controlled by the British player, landing attempt is successful, otherwise all landing units must return to the pier and adjacent spaces they came from.
- Once all available units were placed on the three landing boxes, resolve the amphibious assault one by one chosen by the Japanese player.
- The Japanese player can make two waves of attack on the landing space from the linked landing box.
- In each wave, only two units can attack from the landing box. Resolve combat as normal except that invading units from the landing box cannot choose retreat to absorb combat hits. Both players may play support cards as usual but no secondary attack is allowed.
- The Japanese player cannot play artillery support card for landing attack on Aberdeen or Stanley.
- Units and leader which attacked in the first wave are spent and cannot attack again in the second wave. Up to two units which didn't attack in the first wave may attack in the second wave.
- Once both waves were resolved, all units from the landing box may advance to the landing space if all defending units were eliminated or retreated. Place a Beachhead marker on the landing space. Up to eight units may be placed on a space with Beachhead marker. However, only a maximum of two units may attack from or defend in a Beachhead space.
- Once a beachhead was created, the Japanese player may transport more units to it by playing another amphibious assault card but the stacking limit of eight units plus a leader cannot be exceeded. A beachhead is removed if a British unit enters the space where the beachhead is placed.
- If defender held the landing space after both waves of attacks, all landing units from that landing box must return to a friendly pier or space adjacent to it.
15.0 Event Cards
- Event cards may be played at various times depending on the card instructions.
- Playing event cards is not counted as an action. Most event cards can be played anytime during a player's action phase for free but only one event card may be played in each round of the action phase.
- Event cards with green text can only be played in reaction to opposing player's action or played card.
- Event cards may also be played as a face-down action card for unit activation or rallying.
16.0 Fall of Kowloon Event
The Fall of Kowloon is a mandatory event which happens at the end of a turn when all four pier spaces in Kowloon are under Japan control. No event card is needed for this event.
Start the next turn as the following:
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All British units and leader left in Kowloon surrender and yield double VPs for the Japanese player.
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Roll two dice by the Japanese player and apply modifiers as below:
- +1 die roll modifier for each battery under Japan control
- -1 die roll modifier for each battery under British control
Destroyed batteries are not counted. The resulting number is the number of hits to the British Force.
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For each hit, the British player must disrupt one combat unit on HK Island. For every two hits, the Japanese player may choose to destroy one battery on HK Island (cannot choose grey battery). Adjust VPs for destroyed battery as usual.
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Check VPs scored by both players. If the Japanese VP score is greater than (>) the British VP score, the British Force surrenders and the game ends.
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If the British Force does not surrender, the game continues and proceeds to the following steps:
- A. Both players may spend cards to rally disrupted units if they want. Cost is two units per card and units being rallied need not be adjacent to a leader in this case.
- B. The Japanese player redeploys all units and leaders anywhere in Kowloon.
- C. The British player redeploys all units and leaders anywhere on HK Island.
- D. Add cards with the Fall of Kowloon mark and all discarded cards back to each drawing deck. Reshuffle the cards to form a new drawing deck for each side.
- E. The Japanese player gets one Amphibious card (drafts from the deck) and draws 10 cards from the Japanese deck. Discard cards if hand size is exceeded (max = 15 cards).
- F. The British player gets one Counter Attack card (drafts from the deck) and draws 8 cards from the British deck. Discard cards if hand size is exceeded (max = 12 cards).
17.0 Scenarios
17.1 Battle of Kowloon
- This is a short scenario which starts at December 10.
- Set-up is the same as in Standard game except that there is no need to deploy Island Brigade units on HK Island. The HK Island part is only used for evacuation of units from Kowloon. No VPs are scored for spaces on HK Island including objective spaces and battery spaces.
- The British player may use the Sea Transport card to transport units from Kowloon to HK Island but cannot transport units back from HK Island to Kowloon.
- Victory conditions: Game ends when the Japanese player controls all four pier spaces in Kowloon. Any British units and leader left in Kowloon are considered surrendered and count double VP for the Japanese player. All reservoir and battery spaces in Kowloon fall to Japanese control by game end if not conquered yet. Total the VPs for both sides. The Japanese player wins if they have at least eight VPs more than the British player, otherwise, the British player wins.
Note: The Fall of Kowloon Event (16.0) is not used in this scenario.
17.2 Battle of Hong Kong (HK) Island
This scenario starts at December 18. Place the turn marker on the "18" box of the VP/turn track.
- The British player deploys first. All British units are deployed on the HK Island.
- Roll one die by the British player. The British player chooses to disrupt that number of units deployed on the north coast of HK Island.
- The British player starts with 19 VPs.
- The British player gets one Counter Attack card and draws 13 cards from the British deck including cards with the Fall of Kowloon mark. He then returns two cards to the discard pile.
- All spaces in Kowloon are under Japan control. The Japanese player may deploy all units (except 66th regiment) anywhere in Kowloon.
- The Japanese player removes any two units from play but no need to adjust VPs for units being removed.
- The Japanese player may place one destroyed marker on any battery on the HK Island. No need to adjust VPs for the destroyed battery.
- The Japanese player starts with 11 VPs.
- The Japanese player gets one Amphibious Assault card and draws 16 cards from the Japanese deck including cards with the Fall of Kowloon mark. He then returns two cards to the discard pile.
- Please note that cards with the Fall of Kowloon mark are used in this scenario and should be included in both decks.
- Victory conditions are the same as in Standard game.
17.3 Free Set-up Scenario
Same as in standard game except:
- The British player may set up all units anywhere on the map (except the brown spaces at the top of the map).
- All cards with Fall of Kowloon marks are added to both decks at start.
- The Japanese player may draw five extra cards during set-up.
- The Japanese player may pick up to 12 combat units and a leader as a special landing force during set-up and put them aside. The Japanese player may play an Amphibious Assault card to land these units on HK Island in any turn before the Fall of Kowloon Event. However, the Japanese must roll two dice. If the roll is higher than the number of battery spaces under British control, the landing is successful, otherwise, the landing fails and the action is wasted. The Japanese player may land units on HK Island normally without rolling dice as in Standard game after the Fall of Kowloon event. However, the Japanese player still needs to roll dice for landing on Aberdeen and Stanley.
- The British player may transport any number of units freely between HK Island and Kowloon by Sea Transport card.
Player Aid Card
| Type | Combat Defense Modifier | Movement Point Cost | Notes |
|---|---|---|---|
| Battery (space adjacent to Black Battery symbol) | +4 | – | +4 VPs for Japanese player only |
| Heavy Battery (space adjacent to Grey Battery symbol) | +4 | – | +4 VPs for Japanese player only. Cannot be destroyed by Artillery Support card before Japanese landing on HK Island |
| Clear (solid grey outline space) | +2 | – | None |
| Coastal Space (grey outline touches the coast line) | +2 | – | None |
| Gin Drinker's Line (dotted grey outline space) | +3 | – | At least one British unit or dummy marker must be placed on this during set-up |
| Headquarters (space with HQ mark) |