Les Nettoyeurs
Les Nettoyeurs Rulebook
Table of Contents
Table of Contents
0. Material
0.1 Dice and Bowl
The Players must have some 10 sided dices (D10), some 6 sided dices (D6), and also a bowl.
0.2 The Counters
A counter with a silhouette stands for a soldier. The officers and veterans counters have a front and back side (back side is used once wounded), whereas the other counters are single sided.
It is also possible to replace the counters with miniatures.
The other counters stands for terrain elements, equipment, wounded men and some player aids.
0.3 No use of diagonal
Adjacent areas (or soldiers) are areas in front, rear, or on any one side. Diagonals are not taken into account. One area has only 4 adjacent areas, not 8.
1. Turn of Play
A turn consists of three phases.
Transcriber's note: the printed text says "three phases" but the rules that follow are numbered Phase 0 to Phase 6. The numbering is kept as printed.
Phase 0. Attacker reinforcement
1D10 attacker counters are taken from the bowl (0=nil counters).
The attacking player chooses the specific numbered area in blue where he puts the reinforcements.
The defender adds a Surprise counter (if he has one available off map) on a square, not numbered, and free from any unit area of his choice.
Sidebar (page 1): Once all blue areas are occupied, additional reinforcement is lost.
Transcriber's note: the sidebar text is printed on page 1 and is placed here because it refers to the reinforcement phase. Its exact position in the magazine layout could not be confirmed.
Phase 1. Gas movement and Events
For each counter of gas throw 1D10 and apply the results.
| D10 | Gas Movement |
|---|---|
| 0 | Disperses, remove the counter |
| 1 | Counter moved 1 area East |
| 2 | Counter moved 1 area West |
| 3 | Counter moved 1 area North |
| 4 | Counter moved 1 area South |
| 5+ | Counter stays where it is |
Then move any units affected by gas on the safest adjacent area, see 2.6.
Then throw 1D10 on the Table of Events. If the event cannot be played continue onto the following phase.
| D10 | Event | Effects |
|---|---|---|
| 0 | All Quiet on the Western Front | No event (read the book) |
| 1 | Offensive Mortar Firing | The shell falls on a space with a green number (throw 1D10, fire power 1). |
| 2 | Reconnaissance | The attacking player turns over a Surprise counter of his choice. The counter stays on the map. |
| 3 | Move | During phase 3, each attacking unit may move one area instead of firing. |
| 4 | Distribution of alcohol | The attackers gain +1 during hand to hand fighting. |
| 5 | Simultaneous Mortar Fire | A shell falls on a blue numbered area and another on a green numbered area. Throw 1D10 for each area, with fire power 1 for both. |
| 6 | Ammunition reserves | All jammed weapons of the defenders are now repaired. |
Transcriber's note: the event table is rebuilt from the text layer. Event 3 is printed as "teach attacking may move one area"; it is read here as "each attacking unit" and should be checked against the magazine. Events 1 and 9 carry the "Offensive" and "Defensive" labels from the printed layout.
Phase 2. Move, Fire or Prepare Grenade
Attacker: Each attacking unit may either move, fire or prepare a grenade (or a bag of grenades).
Defender: Once the attacking player played all his units, the defender does the same.
Phase 3. Fire or Grenade Throwing
Attacker: Each attacking unit may either fire or throw a grenade (or a bag of grenades).
Defender: Once the attacker played all his units, the defender does the same.
It is therefore possible to fire twice per turn, once in Phase 2 and once in Phase 3.
Reminder: you must have a loaded weapon to fire.
Exception: Extra Move. During this phase, an officer (even a wounded one) may order an adjacent Soldier or Veteran unit (if not wounded) to move one area, then the officer may himself move one area. The officers and combatants that move in this phase may not fire. They cannot move more than one area, even if Event 3 is played at same time. One unit may receive only one order.
Phase 4. Here are the Heroes
Attacker: Each attacking unit can take an action.
Defender: Once the attacker played all his units, the defender does the same.
Each unit must be alone in its area to make an action (see Paragraph 6).
Phase 5. Knives and Bayonets
If two enemy units are in the same area they must carry out hand-to-hand fight. The attacker chooses the order of the fights.
Phase 6. Forward to Victory
Check the Victory Conditions. If these are not met start the next turn.
2. Movement
2.1 Movement
Round areas are the inside part of the trench. The square areas are the land outside the trench.
A unit can be moved on to one (and only one) adjacent area inside trench (round ones) or two areas outside trench (square ones, but if wounded, only one area even outside of the trench).
It is forbidden to move diagonally, or onto a terrain element (ex. Trees).
The defender can never be moved more than one area away from the trench.
A machine gun can never be moved.
A unit can be moved over another friendly unit. But this is not allowed in two cases:
- If he try to enter an area which causes Obstruction or Force the Passage test.
- If the friendly unit is on a Barbed Wires area.
2.2 Obstructions
A unit meets an obstruction when it attempts to:
- Leave a trench or go inside (go from a round area to a square area or vice versa).
- Leave an area with an enemy wounded inside.
The unit must throw 1D10. If wounded, he throws 2D10 and uses the less favorable result.
Odd or even = success, the unit can enter the area.
0 = Failure, the unit cannot enter the area, and cannot move any more.
2.3 Force the Passage
A unit must Force the Passage when it attempts to:
- Go inside or leave a trench that contains an enemy unit (go from a round area to a square area or vice versa).
- Leave an area with a non wounded enemy unit inside.
- Enter an area containing Barbed Wires. If the unit possesses a clipper counter and failed the test for Barbed Wires, it can throw again 1D10.
The unit must throw 1D10, (if wounded, he throws 2D10 and uses the least favorable result).
Even = Success. The unit can enter the area.
Odd = Failure. The unit can not enter the area, and can not move any more.
0 = Critical Failure. The unit is wounded.
2.4 Stacking
Stacking is limited to one unit per area and per side.
2.5 Surprise counter
When a unit enters the same area as a surprise counter, the counter is turned over and its effect applied. Afterwards, the surprise counter is removed from the game.
- Mine: Make one throw with Fire power 2 against the unit that detonated the mine, and one throw with Fire power 1 for any adjacent unit.
- Grenade: The unit picks it up, and gains a counter of offensive grenade.
- Stinking Corpse: The unit goes backward 2 areas (towards west for attacking units, towards east for defending units).
- Pools of Guts: The unit slides one space. Throw 1D10: odd North, even South, 0 one area backwards.
2.6 Mandatory movements
A mandatory movement can not be done if it forces the unit to go:
- Outside of the map.
- In an area containing a terrain element (tree), or any unit (friendly one or enemy one): no unit moves to give him some space.
- In an area for which an obstruction test or a Force the Passage test is required.
In such a case, the unit stays where it is and becomes automatically wounded. If the area the unit has to stay in contains a gas counter, the unit is disabled.
3. Fire
3.1 Choice of the Target
In order to fire, you must have a loaded weapon, and you must fire at the closest target. In case two targets are at equal distance, you can make your own choice.
Diagonal fire is forbidden.
It is impossible to fire on a target in some cases:
- If you cannot see (except with a grenade).
- If the target is in the same area as a friendly unit.
- If you have an enemy in your area.
- If it is located behind another unit or terrain counter or gas marker (except with a grenade).
- If the target is on a round area and the firing unit is also on a round area, but with a square area in between them (except with a grenade).
Clarifications: Equipment, Mysteries and Barbed Wires counters do not block fire. A unit may fire on an enemy unit in the same area only by using a pistol.
Transcriber's note: the printed list places "If you have an enemy in your area" and "If it is located behind another unit or terrain counter or gas marker" as separate items. The text layer does not show clearly whether the second is a sub-case of the first, so it is kept as a separate item here.
3.2 Fire Result
The firing unit throws 1d6 for a rifle, pistol and machine gun. He throws 1d10 for Grenades and Flamethrowers. If the firing unit is wounded, it throws 2d6 and uses the least favorable result.
3.2.1 Firing using D6
If the target is in a trench and the firing unit is outside of the trench, then the firing unit throws 2d6 extra and uses the less favorable (therefore 3d6, or 4d6 if wounded).
The numbers of areas between the firing unit and target (including the area of target) decides the chance of success. The dice result must be strictly higher than the number of areas in order to succeed (example: 2+, if target is in next area). 6 is always a success.
Example: To hit a target at 3 areas, you must throw 4, 5 or 6 (indicated 4+).
Fire Table (D6 weapons, success on the dice shown):
| Spaces | Rifle | Pistol | Machine gun |
|---|---|---|---|
| 0 | - | 4+ | - |
| 1 | 2+ | 2+ | 2+ |
| 2 | 3+ | 3+ | - |
| 3 | 4+ | 4+ | - |
| 4 | 5+ | - | - |
| 5 | 6+ | - | 6+ |
Transcriber's note: the Rifle and Pistol values follow the rule text (one more than the number of areas; pistol at 0 areas is 4+; pistol range is 3 areas). The text layer shows the machine gun values only at 1 and 5 areas, and the D10 columns of the printed table could not be assigned to their headings with confidence (Grenade, Flame-thrower and Bag of grenades). The printed D10-column entries are: "2+ (5+ if alone)" in four rows, "5+ or dispersion" at 1 area for the bag of grenades, and "Impossible with bag" at 2 areas for the bag of grenades. Check the Fire Table against the magazine page before relying on the machine gun or the grenade columns.
Rifle Fire
The firing unit must throw 1D10 in addition to 1D6. On a 0 the weapon becomes unloaded (or jammed or damaged) after this fire and requires a reload action before being able to fire again.
Thus for any rifle fire, you must throw two dice: 1D6 for success & 1D10 for possible ammunition loss.
The trench sweepers and the officers dont use rifle fire but have and use pistols.
The trench sweepers who are also Light Infantrymen do have a rifle and also a pistol.
In case its fire is not successful, a light infantryman can throw again 1d6 when using a rifle.
Firing a Machinegun
Firing a machinegun is same as firing a rifle, except that the firing unit may keep on firing as long as he can see some enemies units and his machinegun is not jammed.
A machine gun fires towards all areas in front of her, and on both parallel adjacent lines. It fires therefore on 3 parallel lines. A machine gun may never move, and fires only towards the attacker side (westward).
Firing a Pistol
Firing a pistol is same as firing a rifle, except that a pistol always has ammunition. It therefore does not throw an additional D10.
A firing unit with a pistol (officer or trench sweeper) may also fire on an enemy unit being in his own area. Shooting in such case is successful on 4, 5 or 6 (or 4+).
The range of a pistol is limited to three areas.
3.2.2 Firing using D10
Firing the flame-thrower
To fire with the flame-thrower, throw 1D10.
If the firing unit has a friendly and wounded unit adjacent, the fire has no effect only if 1D10 result is 0 or 1.
If the firing unit doesnt have a friendly and wounded unit adjacent, the fire has no effect if 1D10 result if 0 to 4.
The flame-thrower has a range of 4 areas, and ignites all areas in this range.
Units located in these 4 areas are subjected to a throw of damage, fire power 2 for the counter the closest to the flame-thrower, then fire power 1 for the rest.
Throw a grenade or a bag
A unit who prepared a grenade (or a bag of grenades) in phase 2 must throw it in phase 3.
If it is no longer in the game, the grenade blows up where he was, at the beginning of the player phase.
A grenade can be thrown 1 or 2 areas away, a bag of grenade can be thrown only 1 area away.
To throw a grenade, throw 1D10. Then, consult the Grenade Table.
A trench sweeper can throw again 1D10 when throwing a grenade (or a bag of grenades). If he is wounded, he throws again only one of the 2D10.
Grenade Table (D10):
| D10 | The grenade landed where? |
|---|---|
| 0 | On the launcher |
| 1 | 1 space to the east of the target |
| 2 | 1 space in the west of the target |
| 3 | 1 space in the north of the target |
| 4 | 1 space south of the target |
| 5+ | On the target |
Effects of grenades:
- Antipersonnel Grenades: any marker surprise, mine, barbed wire are automatically destroyed. A unit is subjected to a damage throw of fire power 1.
- Suffocating grenade: a unit located in the area must move out of the area and cannot perform any action in stage 4.
Once the grenade explodes, put a counter gas on the attacked area. Note, in every Stage 1, this counter gas is likely to move.
- Bag of grenades: It inflicts the same damage as a mine. If the throwing unit is not above the trench and that the bag blows up in the trench, the throwing unit is not subjected to any damage.
4. Hand-to-hand fighting
4.1 Simultaneous resolution
Both units throw 1D10. A wounded unit throws 2D10 and keeps the lowest one.
The unit that gets the lowest score lost the hand-to-hand.
4.2 Equal Scores
The one with a pistol wins. If both have a pistol, both are wounded.
If both units are still on the same area, refight the hand-to-hand fight until there is only one left.
4.3 Damages in hand-to-hand
Keep the dice of the lowest score.
A unit is subjected to a damage throw of fire power 1.
- D10 = 0: He is dead, remove it from the game.
- Odd: He is disabled.
- Even: He's wounded, turn it back.
Transcriber's note: section 4.3 says the hand-to-hand damage throw is fire power 1, while section 5.1 says hand-to-hand fight damage checks are fire power 2. Both are kept as printed; the magazine should be checked for which applies.
5. Damage
5.1 Damage on a unit
The affected unit checks damage by throwing a 1D10.
A wounded officer or veteran throws 2D10 and keeps the least favorable result.
By default, all damage checks are with fire power 1. They are only fire power 2 for hand-to-hand fight, for first target of a flame-thrower, for anyone who activates a mine and anyone who is in the centre of the impact of a bag of grenade.
A dead combatant (0 on D10) is withdrawn from game.
A wounded officer or veteran is turned on its wounded side. If it already wounded, it is disabled.
Any wounded soldier is considered disabled.
A disabled unit is removed from the map. If it is a blue counter, it is placed in the bowl and he will be able to come back as reinforcements.
A killed or disabled unit with any piece of equipment leaves it in the area except the flame-thrower which is automatically destroyed (remove it).
D10 Damage Table
| D10 | Fire power 1 | Fire power 2 |
|---|---|---|
| 0 | He is dead, remove it from the game. | He is dead, remove it from the game. |
| Odd | He's wounded, turn it back. | He is disabled. |
| Even | Nothing! | He's wounded, turn it back. |
5.2 Damage on a not combatant counter
A marker of barbed wire, equipment, or surprise is automatically destroyed by the fire of grenade, bag of grenades, bomb or flame-thrower.
A mine, a grenade or a bag of grenade destroyed by a fire explodes in the area.
Turn a surprise marker before destroying it because if it is a mine or a grenade, it blows up!
6. Actions
All actions are the same for all combatants except that some combatants can throw again 1D10 during their action due to their competence or their equipment.
Picking up or putting an object (grenades, bags of grenades, clippers and flamethrowers), on the ground is automatically successful.
For other actions, a unit must throw 1D10. An injured unit throws 2D10 and keeps the least favorable. In case he can throw again, if he throws again only 1d10 (and not 2D10.)
Even is always a success.
Odd is a failure.
0 is a particular case is, check for each specific action.
6.1 Reload
If a unit has an empty firearm, he can reload. To reload a machine gun or a flame-thrower, it is necessary that the unit has an adjacent friendly assistant.
If there is no assistant, or the only available assistant is wounded, it is necessary to throw 1 additional D10. For example, a wounded unit with no assistant throws 3D10.
- Even: take away the unloaded counter.
- Odd: leave the unloaded counter.
- D10 = 0:
- The gun or the machine gun is reloaded but will not be able to fire the next turn because the barrel is too hot. Replace the reload marker with an overheated marker.
- The flame-thrower blows up the same as a mine. Withdraw the flame-thrower counter from the game. If flamethrowers on the square, the weapon explodes like a mine.
6.2 Deactivating mine
A unit adjacent to a mine can try to deactivate it.
An engineer can throw again 1D10.
- Even: take away the counter mine.
- Odd: leave the counter mine.
- D10 = 0: the mine blows up! Make 1 damage check fire power 2 for the one who failed the action and a damage check fire power 1 for any unit adjacent to the mine. Take away the mine counter.
6.3 Cutting barbed wires
A combatant on a barbed wire counter can try to cut it.
A combatant having a clipper counter can throw again 1D10.
- Even: take away the barbed wire counter.
- Odd: leave the barbed wire counter.
- D10 = 0: trapped barbed wires, he blows up! Make 1 throw of damage fire power 1 for the one who has just missed action. Take away the barbed wire counter.
7. The Scenarios
7.1 Breakthrough then Sweeping
Set-up
- The defending player places his 10 units (green counters) in the trench with one machinegun. The machinegun must be placed more than three areas away from either the North or South edge of the map.
The defending player places all the Surprise markers (without looking at them), the tree trunks markers and the barbed wire, at least one area away from its trench and not on a numbered area. Two tree trunks have to be separated by at least two areas apart. No marker may stack.
- The attacking player places the 20 blue units into the bowl. It takes 10 of them out of the bowl, plus two markers of clippers, and places them in areas with blue numbers.
Special rules
- Turn 2: During the reinforcement phase, the attacking player places 10 new blue units from the bowl (do not throw a D10). Afterwards, the normal rules apply, using blue units back from map to bowl.
- Turn 5: Starting turn 5, the attacking player cannot get any more reinforcements from the bowl.
- Turn 7: The attacking player puts the 10 red units on red numbered areas. It adds to the red counters 6 equipment pieces (grenades, bags of grenades, clippers and flamethrowers), randomly chosen.
If there is no free area for a red unit, it arrives on the next turn.
Victory Points
- +2 per blue unit which crosses no-mans-land (which exits the map via any R area. Once there, he must made a movement off the map.) A blue unit which exits this way is not allowed to come back during the game.
- +1 per green unit (+2 for officer or veteran) killed or disabled by a blue unit.
- +2 per green unit (+3 for officer or veteran) killed or disabled by a red unit.
- -1 by any veteran or officer, either from red or blue unit, killed (0 in D10).
Victory
- 14 and more: the attacking player is the winner.
- 12 - 13: Draw.
Transcriber's note: the printed victory bands for this scenario are "14 and more" and "12 - 13" as shown. The lower band (below 12) is not printed in the text layer and is not supplied here.
7.2 Deadfull Breakthrough
Set up
- The defending player places the 10 green units in the trench with one machinegun.
The defending player places all the Surprise markers (without looking at them), 1 tree trunks marker and all the barbed wire, at least one area away from its trench and not on a numbered area.
- The attacking player places the 20 blue units into the bowl. It takes 10 of them out of the bowl, plus three clipper markers, and places them in the areas with blue numbers. The other blue units remain in the bowl, in which are added all the grenade markers (not the bags of grenades).
When the player takes a grenade, it chooses to give it or not to a unit which he just took from the bowl. If he prefers, he may put it back in the bowl and take another counter from the bowl instead. Once a grenade is used, it is returned back to the bowl.
Victory
The game is 15 turns long.
-
+1 per blue unit which crosses no-mans-land (which exits the map via any R area). A blue unit which exits this way is not allowed to come back during the game.
-
10+: attacking player is the winner.
-
8 or 9: Draw.
Solitaire play variant
You are the German player, and you don't have any machine gun.
During the reinforcement phase, throw 1d10 to find in which blue area to place a blue unit, throw again the D10 if the area is already occupied.
Place the grenades randomly.
A blue unit always advances straight ahead. If there is any doubt it always heads towards the nearest R area.
If it has a grenade, it tries to throw it at the nearest enemy unit.
Transcriber's note: the printed text does not say which side the solitaire player takes beyond "the German player". The defending player is taken to be the solitaire player, since the blue units are the ones that advance toward the R areas.
7.3 Scenario: Rescue the Wounded
Set Up
- The defending player throws 1D10 for each badly wounded counter and places it in the corresponding green numbered area. If there is already one badly wounded counter in this area, the attacking player may place the badly wounded counter in any free green numbered area of his choice.
The defending player places 4 green units in the areas marked R.
- The attacking player places the 10 red units on the red numbered areas. He then takes randomly 6 pieces of equipment (grenades, bags of grenades and flamethrowers, no clipper).
Special Rules
There are no reinforcements for the attacking player.
During the reinforcement phase, the defending player places green counters taken randomly in the free R areas.
A green unit once killed or disabled cannot come back to the game.
A medic carrying a badly wounded marker cannot be fired at by the enemy. Hand-to-hand fight against him still remains possible.
To evacuate a badly wounded counter, the defending player must carry it to an R area. Once there, he must make a movement off the map. The unit carrying the badly wounded counter is also withdrawn from the game. The same rules apply for the attacking player, except that evacuation is through the areas with blue numbers.
A badly wounded counter is a combatant who has taken too much damage. It can do nothing, it is also not effected by suffocating gases. It is a counter that is used as an objective in the scenario. It cannot become wounded or normal. It always remains a badly wounded counter.
If a badly wounded counter is attacked in hand-to-hand fighting by a trench sweeper, it is automatically killed.
It is possible to fire at a badly wounded counter or above it with rifle or pistol by adding 1D6, that is to say 2D6 and keep the less favorable.
A badly wounded counter can be carried only by a non wounded unit. A unit declares that it is carrying or depositing the badly wounded counter during his action phase. If it carries it, the badly wounded counter is on top of the unit. If it does not carry it, the badly wounded counter is under the unit.
In case of hand-to-hand fighting, the carrying unit fights normally. If it loses the fight, it does a damage check normally and the badly wounded counter does not suffer any damage.
A unit who is carrying can fire with a pistol (except a medic which has no pistol) or fight hand-to-hand.
A carrying unit cannot use either any piece of equipment, nor a rifle, nor force the passage, though it can make an obstruction.
Victory
The game stops as soon as there are no more badly wounded counter on the map.
-
+1 per enemy units (even a badly wounded counter) disabled or killed.
-
+3 per badly wounded counter evacuated by the attacking player.
-
10+: the attacking player is the winner.
-
8 to 9: draw.
Transcriber's note: the phrase "adding 1D6, that is to say 2D6 and keep the less favorable" is placed in the Special Rules as the sentence that completes "It is possible to fire at a badly wounded counter or above it with rifle or pistol by". The text layer separates the two. The "+3 per badly wounded counter evacuated by the attacking player" line is reconstructed from split text, and the "+1 per enemy units" line is kept as printed.
7.4 Variant
During the events 1, 5 and 9 replace the shell with gas shells. The only difference is that, in addition to normal effect, one gas counter is placed on the affected area.