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Lawrence of Arabia: The Arab Revolt 1917-18 thumbnail

Lawrence of Arabia: The Arab Revolt 1917-18

Lawrence of Arabia: The Arab Revolt 1917-18 Rulebook

Table of Contents

Table of Contents

  • 1.0 Components
    • 1.1 Do or Die
  • 2.0 Introduction
    • 2.1 Scenario Rules Precedent
    • 2.2 Game Terms
    • 2.3 System Rules
  • 3.0 The Map
  • 4.0 Playing Pieces
  • 5.0 Cards
  • 6.0 How to Win
  • 7.0 How to Set Up the Game
  • 8.0 Mission Cards
  • 9.0 Recruiting & Recruit Points (RP)
    • 9.1 Banking RP
    • 9.2 Cards & Tables
  • 10.0 How to Play the Game (General)
    • 10.1 Game Length
    • 10.2 Stacking
    • 10.3 Force
  • 11.0 Operations (Ops)
    • 11.1 Multiple Operations
    • 11.2 Mission End
    • 11.3 Variable Operations
  • 12.0 Movement
  • 13.0 Operations Cards
    • 13.1 Operations Card Disposition
  • 14.0 Hostile Units
  • 15.0 Combat (Battle)
    • 15.1 Battle Procedure
    • 15.2 Breakoff
  • 16.0 Post Battle
  • 17.0 Alert
    • 17.1 Effects
  • 18.0 Special Moves
    • 18.1 Airfield Move
    • 18.2 Water Move
    • 18.3 Operations
    • 18.4 Transport
  • 19.0 Objective Markers
  • 20.0 Leaders
    • 20.1 Leader Units
    • 20.2 Gaining Leaders
  • 21.0 Pioneers / Engineers
    • 21.1 Demolition
  • 22.0 Guides / PSYWAR
  • 23.0 Gear
    • 23.1 Recruiting Gear
    • 23.2 Control of Gear
    • 23.3 Elimination of Gear
    • 23.4 Expending & Abandoning Gear
  • 24.0 Supplies
  • 25.0 Campaign Game
    • 25.1 If You Win the Scenario
    • 25.2 If You Did Not Win a Scenario
    • 25.3 Winning the Campaign
  • Scenario: Lawrence of Arabia
  • 28.0 Introduction
  • 29.0 Counter Types
    • Arab Revolt (Player) Units
    • Arab Revolt Gear (British)
    • Ottoman (Hostile) Units
    • Markers
  • 30.0 Special Spaces
    • 30.1 Critical Cities
    • 30.2 British Staging Areas & Mecca
    • 30.3 Arabian Ports
    • 30.4 Port to Port Movement
  • 31.0 Ottoman Units
  • 32.0 Ottoman Garrisons
    • 32.1 Movement Effects
    • 32.2 Combat Effects
  • 33.0 Leader Escape
  • 34.0 Lawrence & Leadership
    • 34.1 Leadership
    • 34.2 Leadership Checks
    • 34.3 Leader Recruitment
    • 34.4 Cairo & the High Command
    • 34.5 Campaign Game Leadership
    • 34.6 Leaders & Stacking Limits
  • 35.0 Gear
    • 35.1 Gear: Demolitions
    • 35.2 Gear: Machineguns
    • 35.3 Gear: Aeroplanes
  • 36.0 Feisal's Camp
    • 36.1 Camp Effects
    • 36.2 Camps & Operations
  • 37.0 Setting Up the Game

1.0 Components

This Mini Game is complete if it includes: 40 counters (units), 18 Mission and Operations cards, one 11×17-inch map, these system rules and a two-page scenario rules sheet.

1.1 Do or Die

Players must provide one or more six-sided dice (six is good).

2.0 Introduction

Raiders is a solitaire wargame system in which the player takes command of a small force (called Raiders) conducting daring missions behind enemy lines and engaging in fierce combat on far flung frontiers. The opposition force (Hostiles) is controlled by the game system. A deck of Operation cards provides various situations and generates potential combat situations.

2.1 Scenario Rules Precedent

Each game is played in missions, generated by Mission cards. The system rules include a campaign game, allowing you to link the individual missions into a larger campaign. Scenario rules supersede or modify the rules in this system rules booklet for each specific game. Instructions on cards take precedent over the game rules.

Note: Raiders is similar to DG's Commando System but has some significant differences.

2.2 Game Terms

  • May: You can choose to take the action or not.
  • Must: You have to take the action.
  • Operating Force: A group of units taking an action together.
  • Pick or pick at random: Pick at random from the designated marker pool.
  • Roll against a value: Roll a die and then compare it to your unit's combat value. If the die roll is less than or equal to the factor, the die roll succeeds. If it is greater than the combat value, it fails.
    • Example: Your unit has a combat value of three. To destroy a hostile unit, it would require a die roll of one, two or three. A roll of four or higher would miss.
  • Select: Sort through the markers and choose the one you want.

2.3 System Rules

These rules are for several different games. Particular rules may not necessarily apply to all games. See the exclusive scenario rules for exceptions and additional rules specific to the scenario.

3.0 The Map

Each game in the series shows the Area of Operations (AO). The map depicts the following.

  • Staging Areas: Special spaces where your forces start (and potentially end) missions.
  • Spaces: Locations where you place units. Different types of spaces are described on the Terrain Effects Chart.
  • Routes: The lines connecting spaces. Players move their units via routes.
  • Recruit Box: A convenient place to put units that are not in play, or were destroyed due to combat or other game actions. These units may sometimes be returned to play.
  • Alert: The enemy's preparedness level. The higher the level, the more enemy units appear when encountered.
  • Hostiles Bin: A wide mouth opaque container, such as a coffee mug; a convenient place to put hostile units when not on the map and from which they are picked.

4.0 Playing Pieces

The square die-cut pieces are called units. Scenario rules provide more information about their set-up. The following game definitions apply to the various counters.

  • Friendly Units: Raider units controlled by the player.
  • Unit Information: Each unit shows its Unit ID, Type, Movement and Combat value.
    • Movement: Basic number of spaces the unit can move in a turn. A Mobile unit has a movement allowance of 1 (one) or more; a Static unit has a movement of 0 (zero).
    • Combat: Basic combat power of a friendly unit; in combat, a die result of this number or less eliminates one opposing unit.
    • Elite: A unit with enhanced tactical abilities. The "+" sign denotes that it confers a +1 to the Tactical Edge die roll.
  • Gear: Special equipment that raider units can use to enhance their actions.
  • Hostile units: Combat units controlled by the game system; they will sometimes fight friendly forces and vice versa.
  • Markers: The reverse of some counters reference any special rules for them.
    • Objectives: Special units or markers that are the focus of missions are explained in the Scenario rules.
    • Alert: Indicates the readiness of the hostiles.
    • RP: Indicates remaining number of Recruit Points.

5.0 Cards

There are two types of cards: Mission and Operations. These are explained under their respective rules sections.

6.0 How to Win

The game is played in missions. Each mission will require you to draw one Mission card. This will state the objective. If you have fulfilled this mission by the end of the game, you win. Generally, this will be in terms of destroying or revealing objective markers, or occupying certain spaces. Sometimes, it requires moving an objective marker to a Staging Area. If you fail to fulfill the objective, then you lose.

7.0 How to Set Up the Game

  1. Place all hostile units in the Hostiles Bin (place objective markers aside—scenarios will give the procedure for deploying them).
  2. Shuffle the Mission cards together and place them face down in a separate pile.
  3. Draw at random one mission card and read it.
  4. Shuffle the Operations (Op) cards together and deal out the number of Op cards specified for the mission and place them face down in the draw deck. The remaining cards form the reserve deck.
  5. Place objective markers on the map per scenario instructions.
  6. Create your starting force by purchasing raider units for the scenario with recruit points. Place these in a Staging Area per the Exclusive Rules.
  7. Place all un-purchased raider units in the Recruit Box.
  8. The mission is now ready to be played.

8.0 Mission Cards

Each mission card has the following information.

  1. Situation: The starting alert level and/or hostile unit/objective marker placement.
  2. Mission/Objective: What you have to do to win the mission.
  3. Execution: The number of operations (turns) in the mission.
  4. Logistics: The number of recruit points you have to build your force.
  5. Command/Leadership: The stacking limit for raider units.
  6. Success: If you successfully complete the mission, what you receive at the start of the next mission.

9.0 Recruiting & Recruit Points (RP)

Each raider unit and gear costs a designated number of Recruit Points (RP) as listed on the Recruit Table. Place recruited raider units in any Staging Area. Place gear with raider units.

9.1 Banking RP

Any RP you did not expend during initial deployment can be saved to recruit units during the game. This is done in the Re-supply & Scouting segment of the turn. You can then buy additional gear at certain locations. You may also gain RP during a game through objective markers or event cards; these are added to the RP to the Ranger Recruit Point track.

9.2 Cards & Tables

Operations cards and game tables can provide recruits. These units are received at no cost in RP; they are free. Place per the card or table instructions. If there are no units available, then there is no further effect.

10.0 How to Play the Game (General)

10.1 Game Length

The game lasts until the end of the turn when the last operations card has been picked and played. It can also end if all raider units have been eliminated.

10.2 Stacking

Stacking is having more than one unit in a single space. You may have a number of raider units in a single point up to the command limit listed on the mission card (or as determined in the exclusive rules). Leaders, gear, hostiles, and objective markers do not count against stacking. Stacking is checked only at the end of a movement segment. You may otherwise move any number of units through a particular space. An unlimited number of units may be stacked in a Staging Area.

10.3 Force

A force is a group of units in the same space, conducting an operation together. A force can consist of a single unit or more than one unit (up to the stacking limit).

11.0 Operations (Ops)

Each mission card will assign you a number of operations (abbreviated "Ops") you can use during a mission. The number of Ops is tallied by the number of Ops cards remaining in the draw deck. One operation is defined as one raider force taking all the following actions in this order.

  1. Recruiting & Scouting/Recon Segment: The operating force can either perform a recruit action (expending RP) or a scouting/recon (27.0) action. See the rules for details.
  2. Movement Segment: Move the operating force up to its movement allowance.
  3. Operations Card Segment: Pick one operations card. The instructions on it are implemented by the player and may affect the space in which the force ended its move.
  4. Combat Segment: If there are any hostile units in the space entered (which may be generated by the operations card or certain objective markers), you must engage in combat.
  5. Objective Segment: If there is a face down objective marker in the space in which a force completed its operation, flip it face up. You may conduct actions on the objective (e.g., demolitions and possible combat against Hostile units generated by a revealed Objective marker).

Example: In one Op, you may recruit or scout, then move one force, then draw an operations card. If enemy forces are present in the force's space (due to the card draw), you must engage in combat with those forces. If the force moved into a space with an objective marker, that revealed marker may result in another enemy force and a second combat. The revealed marker (or simply the terrain type) may be the target of demolition or other action. One Op, therefore, consists of all of the above actions.

11.1 Multiple Operations

A single unit or force of units can conduct any number of operations per mission, as long as you expend one Op for each operation. You do not have to use your full number of operations for a mission if you win before then.

11.2 Mission End

When you have conducted your last operation, the mission comes to an end.

11.3 Variable Operations

Certain operation cards or scenario rules will cause a gain or loss of Ops in a mission.

  • Gain of Op: Pick one (or more) Ops card (face down) from the reserve deck and place it on the bottom of the draw deck. If the reserve deck is exhausted, shuffle the discards to form a new reserve deck.
  • Loss of Op: Pick the top Op card from the available deck and discard it, face down. If there are no more cards in the deck, or if this is the last card, the mission ends.

12.0 Movement

During a force's movement segment, you may move the operating force any number of spaces, up to its movement allowance. If you have more than one unit starting in a space, you may form some of them into a force and leave the rest behind in the starting space (those that remain could move in a subsequent operation). If there is more than one unit in a force, they must move together. They use the movement of the slowest unit. After leaving the starting space, you may not pick up or drop off units from a moving force—they must stick together.

Example: You have three units in a space. You could form them into one combined force (of three units), or two forces (one of two units which then moves, and a second of one unit which stays behind, or vice versa).

Example: A force with the slowest unit with a movement of 2 may move two, one or no spaces during a Movement segment.

A force must stop and move no farther this Op if it enters a space for which the Terrain Effects Chart indicates STOP. Also, a force must stop if it enters a space with an objective marker. The force can move out of such a space on a subsequent Op.

13.0 Operations Cards

At the conclusion of a force's movement segment, regardless of whether the force has actually changed location, you must pick an operations card (e.g. if the force only conducted recruit and did not move). The card is picked from the top of the deck.

Exception: When an operating force completes a move into a Staging Area, you do not pick an operations card. Staging Areas will be indicated by scenario.

Operations cards may have the following information.

  1. Make an Alert Check: If die roll is equal or less than Alert Level, implement the card effects. If higher, no effect.
  2. Reinforcements: If a card calls for you to receive raider units, they are received at no RP cost. They are placed per the card instructions.
  3. Go To Combat Procedure: The player picks the stated number of hostile units from the bin, and places them in the space containing the operating raider force. This will trigger combat in the force's ensuing combat segment (see below).
  4. Win/Lose Ops: If your force wins that battle, certain cards award a number of additional operations. If your force loses the battle, certain cards deduct a number of your Ops. (See 14.0.)
  5. Other Win/Lose: Some cards will cause you to gain or lose RP. You can not go above the scenario max or below zero (see the RP Index).

13.1 Operations Card Disposition

Generally, operations cards are placed in a separate discard pile after they have been picked and played (face down). When the last card in the draw deck has been picked, the game comes to an end at the conclusion of that Op (following the Objective segment).

Some Ops cards will return discards to the deck. In this case, pick them from the discard pile (face down) and reshuffle them into the deck.

You keep cards that state "Keep this card". Place the card in front of you; you may play it per the instructions. This does not count as an extra Op. At that time, implement one of the listed special events. Then discard it.

14.0 Hostile Units

Hostile units are temporarily placed on the map as the result of events. They are placed in the same space as the force that triggered the card draw. Hostile units are automatically removed from the map after the battle concludes, and placed back in the Hostiles Bin. They may be temporarily eliminated by combat, but are always returned to the Hostiles Bin (unless a scenario specifies otherwise).

15.0 Combat (Battle)

Combat is initiated when a force of your units is in the same space as hostile units. This will occur as a result of operations card draws. All combat occurs during the Combat segment.

Because each force must move individually, generally, you will not be able to combine different forces in the same combat. However, if there were other units already in the space, and a moving force entered that same space, those units will also participate in combat generated by an operations card draw.

15.1 Battle Procedure

Each combat must go through the following stages.

  1. Determine the Number of Hostile units. If not otherwise stated on the card, roll one die and pick a number of units equal to the result. Cards may call for additional or specific numbers of units to be picked.
  2. Determine which side has Tactical Edge. Roll one die for the raider force, and another die for the hostiles; if either side has an elite unit with its force, add "1" (+1) to that side's die roll for each elite unit. The side with the higher total result has Tactical Edge. If the net die rolls are tied, the Terrain Effects Chart will give who has Tactical Edge.
  3. First Round of Battle. Once Tactical Edge has been determined, line up all of the hostile units in the order of the strongest Combat rating to the weakest. If more than one unit has the same value, place them in any order you want. Next, line up all of the raider units in any order you prefer.
    • If the raiders have the Tactical Edge, they fire first. The player fires the first unit in line at any hostile unit. If the hostiles have Tactical Edge, they fire first with their first (strongest) unit in line at the first unit in the raider line.
    • To "fire" a unit, roll one die. If the die result is less than or equal to a unit's combat value, it eliminates one enemy unit. Losses are inflicted upon the targeted unit immediately. Next, the side that does not have Tactical Edge fires with one unit, per above.
    • Note: All units are affected the same by a die roll result, regardless of the unit's type or strength.
    • Opposing units alternate firing, one unit at a time (and inflicting any casualties immediately), until all qualified units have fired during that "round." A unit that is eliminated may not fire. If one side has more units than the other, after alternating fire between the opposing forces, that side fires all of its remaining units.
    • Note: A unit that is eliminated is not eligible to fire (this is why Tactical Edge is important). Fire with the next unit in line.
  4. Second Round of Battle. If both sides have surviving units, a second round of battle begins. This repeats the procedure of the first round. Maintain who had the Tactical Edge.

Note: Because of the alternating fire procedure, it is not possible for both sides to be entirely eliminated.

15.2 Breakoff

If each side in consecutive rounds fails to inflict any losses on the other side, then the combat comes to an end. The battle is a draw. Go to the Post Battle procedure (below).

16.0 Post Battle

After a battle comes to an end, do the following:

  1. Hostiles: Return all hostile units to the bin. (Scenario rules may provide exceptions.)
  2. If the Raiders win the battle: Gain Ops (and other bonuses) per the instructions given on the operations card.
  3. If the Raiders lose the battle: Lose Ops (and other bonuses) per the instructions on the operations card.
  4. If the battle ends in a draw: Neither gain nor lose Ops (and other bonuses).

Note: Surviving Raider units will remain in the space.

17.0 Alert

The Alert Track modifies the hostiles reaction. The scenario will designate where to start the Alert Level on the Index. Various game events can cause the alert level to rise (or sometimes fall). The alert level can never go lower than one or higher than five.

17.1 Effects

Operations cards may call for the player to pick hostile units from the bin equal to the Alert level. Also, if an operations card calls for an alert check, then roll one die against the current alert level. If it is less than or equal to that level, the alert event takes place; if it is higher, the alert fails—see the cards (or scenario) for the outcome.

18.0 Special Moves

Certain operations cards will allow you to move a force in a special way. This is explained on the card.

Note: These moves may not be in each game.

18.1 Airfield Move

Pick up any and all mobile units in one force on an airfield and move them to another airfield.

18.2 Water Move

Pick up any and all mobile units in one port or coastal space (defined by scenario) and move them to another port or coastal space.

18.3 Operations

Airfield and water moves use all movement for that force for the operation. At the completion of the move, the force picks an Ops card normally.

18.4 Transport

Some units transport other units (such as gear, or in some cases, objective markers). This will be indicated by individual games. To transport an eligible unit, a mobile unit must be in the same space as the unit to be transported. The transport picks it up. The transported unit then moves with the transporting unit, using the latter's movement allowance. It must stay with the transporting unit for the entire move. If the transporting unit is eliminated, so is the transported item. You may debark a transported unit at the end of any movement (or keep it transported). If a transporting unit is eliminated, then the item is lost for the remainder of the mission.

19.0 Objective Markers

Each game has objective markers. Scenario rules will give specific rules for them.

20.0 Leaders

Leaders represent superlative commanders. Leader units may be assigned by a scenario, by winning a mission, and/or may appear after winning a battle.

20.1 Leader Units

Leaders are considered units for all game purposes. Generally, leaders are elite units. They may have other special abilities per scenario rules. If a leader is eliminated, he may not be replaced in a mission.

20.2 Gaining Leaders

If a raider force wins a battle, roll one six-sided die. If the roll is a 6, the player picks one leader from the recruit pool (if available) and places it in the space with that force.

21.0 Pioneers / Engineers

Some scenarios have pioneers (or engineers). These units have special abilities.

21.1 Demolition

Demolition allows pioneers to destroy certain objective markers per scenario instructions. To perform demolition, a pioneer must be part of an operating force in the same space as an objective marker in an Objective Phase. Roll one die for each pioneer in that space. Consult the Demolition Table. If you have more than one pioneer in a space, you declare which pioneers are attempting demolition one at a time, and may cease at any point.

22.0 Guides / PSYWAR

If there is a guide or PSYOP (psychological warfare) qualified unit (as defined by the scenario) with a raider force, or if you have a card specifying a one-time PSYOP option, after drawing an operations card, but before playing it, you may place that card on the bottom of the deck. You must draw a substitute card. Each force may do this only one time per Operations Card segment, even if there is more than one guide qualified unit with that force.

23.0 Gear

Gear represents additional weapons and equipment. Scenario rules explain their use.

23.1 Recruiting Gear

You purchase gear markers by expending RP. You assign gear by placing the counters under individual raider units. Gear assignment is done during initial setup (and sometimes in a scenario depending on Ops cards).

23.2 Control of Gear

Generally, each leader can transport (and use) one item of gear, while each mobile unit can transport and use two gear items. You can trade items of gear between raider units in the same operating force at the start of a movement segment.

23.3 Elimination of Gear

If a raider unit is eliminated, then any gear with it is also eliminated. Otherwise, gear is not affected by combat.

23.4 Expending & Abandoning Gear

Some gear can be used only once (demolition, supplies, see scenario rules for specifics). You can abandon gear from a force at any time it is conducting an operation by returning the gear to the Recruit Pool. Eliminated, expended and abandoned gear is returned to the Recruit Pool.

24.0 Supplies

Some scenarios will give you supply gear. A force can expend a supply gear counter to do one of the following.

  1. Forced March: At the start of a Movement segment to move a raider force one extra space. The extra space is moved before regular movement (and does not trigger hostiles reaction). OR
  2. Maximum Firepower: During combat, to roll the die two times for each raider unit in the force firing for one round. The second die roll may be used against the same or different hostile unit as the first die roll.
  3. Certain Ops Cards: provide bonuses for expending supplies.

Note: the source prints "THe" in item 2; corrected here.

25.0 Campaign Game

Raiders can be played as a series of games. At the conclusion of a scenario, return all of your units to the Recruit Pool. You keep any leaders who survived that scenario. Other units must be recruited again normally to be brought back into play. However, eliminated leaders may be replaced in future scenarios.

25.1 If You Win the Scenario

  1. Remove that mission card from the deck.
  2. Keep any unexpended RP.
  3. For the next scenario, add one to the starting alert level.
  4. For the next scenario, gain what is listed after Success on the completed mission card (this is for the mission just completed, not others).

25.2 If You Did Not Win a Scenario

  1. Reshuffle that mission card back into the deck; you can potentially pick it again.
  2. Keep any unexpended RP.

25.3 Winning the Campaign

You win the campaign only when you have won all of the scenarios. However, if you lose any two scenarios, you lose the campaign.

Scenario: Lawrence of Arabia

The following is the Mini Game Scenario Rules booklet for Lawrence of Arabia. It supplements the system rules above and supersedes them where they conflict. Sections 28.0-37.0 are numbered in the scenario booklet.

28.0 Introduction

Lawrence of Arabia is a solitaire wargame system in which the player takes the role of T. E. Lawrence—more popularly known as Lawrence of Arabia—and leads the Arab Revolt of World War I. The enemy is the decaying but still powerful Ottoman Empire—and is controlled by the game system via a deck of Operations cards.

The player conducts the following missions:

  • Aqaba!: Take Red Sea ports, culminating with Aqaba.
  • Hejaz Railroad: Sabotage the Hejaz Railroad and cut off the Ottoman army in Arabia.
  • Gaza Offensive: Support Allenby's drive on Jerusalem.
  • Damascus: Take Damascus and establish a capital for an Arab state.

For a campaign game, play the missions in the above order. Repeat a failed mission per 25.0, but any subsequent failed mission (same or subsequent mission) loses the campaign.

In the campaign game, add +1 Ottoman Expeditionary Force (OEF) unit to the enemy force generated by an operations card for each mission successfully completed (i.e. +3 OEF units in every combat during the final mission).

Note: the source prints "Expedionary" in this section; corrected here. The source's "AlIenby" in 34.4 is corrected there.

29.0 Counter Types

Arab Revolt (Player) Units

  • Lawrence of Arabia (1+5): T. E. Lawrence.
  • Leader (2+4, 4+4): a commander of extraordinary abilities.
  • Arab Bedouin (1-3, 2-3, 3-3): a mobile Arab formation, using camels or horses.
  • Arab Mercenaries (3-4): Lawrence's elite bodyguard.
  • Arab Regulars (4-1): regularly enlisted Arab units or Egyptian Army.
  • Feisal's Camp (2-0): the main camp and army of Prince Feisal. Note the combat strength is not printed on the counter.
  • Armored Car (4-2): a detachment of British armored cars.

Arab Revolt Gear (British)

  • Machineguns (+1): adds +1 to the combat strength of the unit transporting it.
  • Demolition Charges: a force can expend this to roll one die when trying to destroy a Rail Route.
  • Aeroplane (1+): adds +1 to the combat factor of the unit transporting it. Gives +1 die roll modifier to Tactical Edge (in addition to any Leaders for a total potential of +4). This does not expend the Gear. Also, a force with the Aeroplane can perform scouting (27.0) and can transport Lawrence (35.3).

Ottoman (Hostile) Units

  • Ottoman Garrison (0 to 3): Local Ottoman forces holding down the fort.
  • Ottoman Expeditionary Force (1 to 4): Ottoman infantry and cavalry formation.
  • Other OEF units:
    • Pasha (3+): the Ottoman Leader.
    • AK (Asien Korps) (4+): German or Austrian Asian Corps. Elite.
    • Aeroplane (1+): adds +1 to the combat strength of the strongest unit in the Ottoman force (other than the Armored Train). Gives +1 die roll modifier to Tactical Edge (in addition to any other Elite for a potential of +3).
    • Armored Train (5): this is placed only if picked as part of the Combat procedure on a Rail space; if otherwise picked, then place aside and return to the bin after combat.

Markers

  • Leadership: Indicates the current Leadership (Command) Level.
  • Pounds: Indicates remaining number of Pounds (RPs).

30.0 Special Spaces

30.1 Critical Cities

The following spaces are significant for political and religious reasons: Medina and Damascus. If you win a battle in either of these spaces, gain one additional Op. If you lose a battle in either of these spaces, you lose one additional Op (no more than two Ops gained or lost in any one battle).

30.2 British Staging Areas & Mecca

When an Operating force completes a move in a Staging Area (Cairo, Suez) or Mecca, pick an Operation card but ignore the event. The card is then discarded. Also, only Lawrence can enter British Staging Areas and only Arab Revolt Leaders (including Lawrence) can enter Mecca. Leaders can transport Gear into the Staging Areas. Only the specified Leaders and Gear they are transporting can be a part of an Operating force moving to a Staging Area; other units must remain in the starting space.

30.3 Arabian Ports

The term Arabian Ports refers to Aqaba, Wejh, Yenbo and Jidda. It does not include Suez. Suez is a port only for Lawrence and British Gear.

30.4 Port to Port Movement

An Operating force can move from an Arabian port to another non-Ottoman occupied Arabian port by expending all of its movement on a Water Move.

31.0 Ottoman Units

There are two general types of Ottoman units: Garrisons (which are on the reverse of Garrison markers), and other units.

Garrisons: these are placed on the map via Mission cards (see the Situation/Garrison line).

Note: for players of other Commando series mini-games: garrisons are the Objective markers in Lawrence.

Expeditionary units: the units with the Ottoman flag on their reverse are placed in the Ottoman Expeditionary Forces (OEF) box and temporarily moved to the map as the result of Ops events. They are placed in the same space as the force that triggered the card draw. Expeditionary units are automatically removed from the map after the battle concludes, and placed back in the OEF box. They may be eliminated by combat, but are always returned to the OEF box (and can be drawn again; even Pasha).

32.0 Ottoman Garrisons

Garrisons are not units per se; they are the markers placed on the map via Mission card (per the Situation line). Pick and place Garrison markers face down. They are revealed (flipped face up) only if one of the following conditions apply:

a) An Operating Arab Revolt force is in the same space during an Objective segment; or b) if you play a card that reveals a Garrison; or c) via the Scouting rule.

Once a Garrison marker is revealed, it remains so until eliminated, at which point it is returned to the Available Box (face down). In the Campaign Game, once a Garrison is eliminated and the space is occupied (meaning an Arab Revolt unit is in the space at the end of the Mission), a Garrison will not be placed in the space in future Missions.

32.1 Movement Effects

A moving force must cease movement in a space containing a Garrison marker (face up or down).

32.2 Combat Effects

There is no Breakoff possible in combat with a Garrison. Continue with combat rounds until one or the other side is eliminated. The number on the marker has two functions:

a) At the start of the combat procedure, this is the number of Ottoman Expeditionary units picked and placed in the space (these are be in addition to any units placed by an Ops card). b) If the Arab Revolt wins the battle, then this is the number of Pounds you gain (there is no loss if you lose).

Note: If a Garrison is revealed via card or scouting, then do not place units in it nor gain Pounds. The marker remains in play. Units would be placed if an Arab Revolt force later moved into the space. A Garrison with a value of zero is eliminated and placed in the Available box the instant it is revealed.

33.0 Leader Escape

At the end of any combat, roll one die for each Arab Revolt Leader lost in that battle. Use the Leader Escape Table. This may possibly return that Leader to play. Regardless of outcome, any Gear the Leader controlled is eliminated.

Gap: the Leader Escape Table that this section refers to is not printed in the scenario booklet PDF and is not reproduced here.

34.0 Lawrence & Leadership

Lawrence is a special Leader. Certain cards can be played only if Lawrence is with a Force. If Lawrence is eliminated, the Mission as well as a Campaign game is lost.

34.1 Leadership

This game does not use the Alert rules (17.0) and level as in the system rules. Instead, the Leadership level tracks Lawrence's abilities. The Leadership level can never go lower than one or higher than five.

34.2 Leadership Checks

Operations Cards may call for a Leadership check. Roll one die against the current Leadership level. If it is less than or equal to that level, the check succeeds and the event takes place; if it is higher, the check fails—see the cards for the outcome.

34.3 Leader Recruitment

To recruit Leaders: Lawrence must be part of the Operating force. During the Recruiting phase, make a Leadership check. Prior to rolling the die, you may expend Pounds to temporarily increase the Leader value to up to five. Roll one die. If the number rolled is less than or equal to Leadership plus Pounds, then pick one Leader. Otherwise, the attempt fails. Regardless, the Pounds are expended. Recruited leaders are placed in the same space with Lawrence.

You can make one Leader recruiting attempt per Mission (plus once per battle won per 20.2). Arab leaders that are eliminated are available to be recruited in the next Mission.

34.4 Cairo & the High Command

British General Headquarters is in Cairo. If Lawrence is in Cairo, you can appeal to the British High Command. An appeal can be made once per Mission (and does not count as an Op). Make a Leadership Check. If you succeed, then you can select one Result from the Table. If you play the Allenby card and succeed, you can pick two different results. Flip the Leadership marker over to show the Appeal has been made.

Note: the source prints "AlIenby" here; corrected to "Allenby".

Appeal to the High Command Table (34.4)

  1. Funding: Roll one die and gain that number of pounds.
  2. Arab Bureau: Recruit one Arab Regular unit at no cost and place it in an Arabian port.
  3. Intelligence Bureau: Select any two Ottoman Garrisons and reveal them.
  4. Reinforcements: Recruit one Armored Car, one Machinegun, and one Aeroplane at no cost and place them in one Arab Port space containing at least one Arab Revolt unit.

34.5 Campaign Game Leadership

During a Campaign Game, at the end of each mission, if the mission was successful, add one to Lawrence's Leadership Level. Subtract one if the mission was a failure. In succeeding missions, carry over the Leadership value (ignore the Leadership value on the Mission card.). Also note that Lawrence may return to any friendly Arab port to start the next Mission (ignore the Mission card in this regard).

34.6 Leaders & Stacking Limits

Stacking limit is two units without a leader, four with an Arab leader, and four plus leadership level for Lawrence.

35.0 Gear

A leader can carry one Gear, and other Arab units can carry a maximum of two Gear. Gear can be purchased at the beginning of a mission, or in Suez, an Arabian Port, or Feisal's Camp.

35.1 Gear: Demolitions

Demolition allows units to destroy sectors of the Hejaz Railroad. To perform Demolition, an Arab unit must be part of an Operating force in a Rail space. You may initiate demolition with any units with a Demolition gear. Roll one die for each such unit. If the demolition is successful, place the marker on the line (demolition side up), and this may count for mission victory. Regardless, the Demolition is expended. Demolition markers have no other effect on play.

Note: in the Campaign Game, once a particular Rail Route space has been demolished, it may not be targeted for demolition again in later Missions (i.e. they are not rebuilt).

Demolition Results (21.1)

  • Blowup: lose the Arab unit setting the Demolition.
  • No Effect: nothing happens.
  • Succeeds: Place the RR break side of the Demolition face up in the RR space.
  • Succeeds + Loot: Place the RR break side of the Demolition face up in the RR space, plus gain 1 Pound.

Gap: the booklet prints the four Demolition outcomes but not the die-roll ranges that select them; those ranges are not reproduced here.

35.2 Gear: Machineguns

Machineguns add one to the combat strength of the transporting unit.

35.3 Gear: Aeroplanes

Aeroplanes are treated as Elite combat units. The Aeroplane unit can also transport Lawrence. The two counters must start in the same space then move to any other space containing an Arab unit, or to Cairo.

36.0 Feisal's Camp

Feisal's Camp is deployed at the start of the game via random placement. A Camp acts as an Arab Revolt unit with the following special rules. Feisal's Camp cannot normally move, but see the cards. If a move is called for, the Camp is relocated by rolling on the Random Placement Table. If eliminated, it cannot be replaced within a mission.

Gap: the Random Placement Table is not printed in the scenario booklet PDF and is not reproduced here.

36.1 Camp Effects

An Arab Revolt force that starts an Operation in the same space as the Camp can:

a) Resupply: You can expend RP to buy Gear for any Arab Revolt units in the same space as Feisal's Camp. OR b) Rally: You may move any or all friendly forces within movement range to the Camp. They must end their move in the camp (stacking is unlimited). Then pick one Operations card (for the combined force).

No Effect: nothing happens.

36.2 Camps & Operations

The camp itself cannot be part of an Operating force. Ottoman forces can possibly be deployed in its space via an Op card should an Operating force end a move in Feisal's Camp. Engage in combat normally, with the Camp counting as a 2-strength unit.

Note: Feisal is spelled with the alternative Faisal on the map. Also Daraa is spelled Deraa, and Weij is spelled Wejh on the map. English spellings use both.

37.0 Setting Up the Game

Note: There are no Objective markers in Lawrence. The objectives are on the Mission cards. Draw a Mission card to determine the number of Op cards to deal.

Perform these additional steps when setting up the game.

  1. Place all Ottoman Garrison units face down in the Ottomans Garrison box. Mix them up.
  2. Deploy the designated number of Garrison markers on the map per the Mission card.
  3. Place Feisal's Camp by consulting the Random Placement Table and rolling one die to determine the location.
  4. Place the Pounds marker per the Logistics section of the Mission card. Place the Leadership marker in space indicated by the Mission card Command line.
  5. Place Lawrence in the space indicated under the Mission card Leadership line. Place all other Arab Revolt units in the Recruit box. Bedouin units are face down; others are face up.
  • Continuing Rounds of Battle. Upon completion of any second round of battle, a third (and then a fourth, fifth, etc., if necessary) round is executed, following the same procedure. Continue this procedure until all the units of one side have been eliminated or a Breakoff occurs (15.2). Whichever side has at least one unit remaining at the end of a round of combat is considered the winner.