NUTS! The Battle of the Bulge Card Game
NUTS! The Battle of the Bulge Card Game Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 The Play Area
- 4.0 The Cards
- 5.0 Preparing for Play
- 6.0 Sequence of Play
- 7.0 Cohesion Checks
- 8.0 Draw and Reinforcements
- 9.0 Movement
- 10.0 Combat
- 12.0 Supply
- 13.0 Winning the Game
- 14.0 Playing Tandem
- 15.0 Special First Turn Rules
- 16.0 Game Play Examples
- 17.0 Special Event Card Notes
- NUTS! Q&A
1.0 Introduction
NUTS!: the Battle of the Bulge is a card game for 2-4 players. Each player has a variable hand of cards that he may play from each turn, and a draw deck, from which he may bring new cards into his hand. The cards represent maneuvers, units, events, or significant terrain. Units are noted for their Infantry, Armor, and Artillery combat strengths, leg or mechanized movement, and cohesion value. Events and maneuvers are the situations that arose during the actual battle. Terrain cards represent the significant geography of the battle (e.g. Bastogne, Our River) that was used to one side or the other's advantage.
2.0 Components
There are two different game sets, a North and South version. Each game set includes complete set of 150 different, non-collectable cards and these rules. Either set can be played independently of the other or both can be combined for a longer game. In addition, players will need a supply of six-sided dice (12 per set). These are readily available from your local game store, or direct from Decision Games.
3.0 The Play Area
The playing area is broken up into a grid. There are rows, which are numbered from 0 to 5, and columns that are lettered from A to C for the South set and D to F for the North set. Taken together, these form a coordinate pair that will place the grid location relative to all other locations. For example, the juncture of column B and row 2 is location B2. It is adjacent to B1, A2, B3, and C2. Locations that are diagonal are not considered adjacent. A unit or terrain feature will always occupy a grid location once brought into play. An additional area will be needed for each player's draw deck and discard pile. See the setup diagram for how the entire setup should look.
NORTH SOUTH
F0
E0
D0
C0
B0
A0
F1
E1
D1
C1
B1
A1
F2
E2
D2
C2
B2
A2
F3
E3
D3
C3
B3
A3
F4
E4
D4
C4
B4
A4
F5
E5
D5
C5
B5
A5
EXIT AREA
3.1 Stacking Rules
Unlike many board games, there is no stacking limit for a grid location. As many units/cards as a player likes may occupy a grid location. The only exceptions to this are found in sections 9.4 (Encirclement), and 10.0 (Combat). During the deployment or movement phases, cards will be stacked under certain city/town terrain cards on a grid to indicate whether the units are inside or outside that city or town. Cards should always be stacked under a terrain feature to show that they are receiving the benefits of that terrain for defensive purposes. Unit cards stacked under a city/town terrain are considered to be "in" that city or town within that grid space.
3.2 Card Play Timing
Cards are played one at a time. If both players wish to play cards at the same time during a given phase, the active phasing player goes first. All text and action on a card is resolved before moving on to another card.
3.3 Select Important Term Definitions
Allied Unit – Allied, American, and US are all interchanged freely and belong to the American player
Armor Unit – A unit with a tank symbol in the lower right of the card
City/Town – Interchangeable term for a terrain card with a population center on it
Controlled – A space belonging to the last player to have occupied or passed through it (see 12.0)
Destroyed – Removed from play and placed into the discard pile
Division – Cards with the same divisional unit identifier.
Divisional Integrity – A bonus give in combat when 2-4 unit from the same division are present (see 10.3)
Encircled – Units under a city/town card with enemy units in the same grid space
Enemy Unit – Any unit or card acting as a unit that does not belong to your side
Exit Area – A hypothetical 7th row on the US side where German mechanized units must exit to win
Formation – All cards representing units of one side present in a given grid space
Grid Location/Space – A designated Letter/Number space in a 3X6 area (6X6 for North and South decks) that makes up the playing field for the game
Halved – When cards say to halve unit strength (usually due to terrain), round fractions down if necessary to no less than 1 unless otherwise noted on a card
Leg Unit – A unit without a tank symbol in the lower right of the card (can either move 1 space or attack)
Mechanized Unit – See armor unit above (can move 2 spaces or move 1 space and attack)
Must Play – A designated wording on a card that indicates it must be played immediately if conditions apply
Nebelwerfer – A type of German artillery that fired rockets
Non-Divisional Unit – Cards representing a single unit/brigade are normally not considered as a separate division
Occupied – A space that physically has a unit (friendly or enemy) in it
Out of Supply (OOS) – Being unable to trace a line of friendly spaces from a unit to your side of the board
Removed – (as in "removed from game") to place the card into the discard pile
Terrain – See 4.3 and 4.31 for types and effects
Weather Condition – Fair or Foul. Status of the game turn weather based on the last weather card played
4.0 The Cards
Cards are divided into three major types: combat cards, event cards, and terrain cards.
4.1 Combat Cards
These cards have a unit patch, unit ID, and photo. The unit ID is important for determining divisional integrity (section 10.0). The number in the bottom left hand corner is the unit's cohesion value (section 7.0). In the upper left hand corner is the start area or entry area of the unit. Along the left side, there are three numbers. The topmost is the infantry combat value of the unit. In the middle is the armor value of the unit. On the bottom is the artillery value of the unit. These values are explained in later sections. Those units with a tank symbol on them are Mechanized units for the purpose of movement. Those units without a symbol or with an artillery type symbol are considered leg units for movement purposes. Throughout the rules, these combat cards will be called units. Some units start the game in play on their assigned grid location (section 5.0).
4.2 Event Cards
These cards contain a graphic depiction of the event in question or certain maneuver that occurred during the battle and a verbal description of the card's effect. They will also indicate the duration of the effect and when the card may be played. If a card does not have duration listed on it, it will remain in play on the grid space placed upon until removed by combat, other card play, or random chance as stated on a card. Note: Weather cards must always be played immediately if it would change the weather condition.
4.3 Terrain Cards
These cards contain a photo, the name and the grid location of the terrain feature they represent. These cards are cities/towns, rivers, forest, or ridges. Terrain cards must be immediately played on the turn that they are drawn into a player's hand. All terrain cards for row one start the game in play on their assigned grid locations.
4.31 Terrain Modifiers
Terrain can modify aspects of a grid space in various ways as follows:
Rivers: Infantry units attacking into a space with a river card attack at half strength (round any fractions down to no less than 1). Artillery and Mechanized units attack at full strength. Only Infantry and Artillery may advance if enemy is eliminated. Mechanized units require an intact bridge (except across the Our River). If enemy unit(s) remain encircled in a city/town with a bridge, they are considered in control of that bridge, requiring German Armor Engineer presence for armor to cross the river (Except for the Our River. See 5.1).
Forest: German Artillery attacks against US or Allied units defending in a forest space hit on a die roll of 6. US Artillery attacks against German units defending in a forest hit on a 5 or 6.
Ridge: Attacker's armor value is halved (round down) against units on a ridge (after any modifiers have been applied). Subtract 1 from each artillery unit attacking enemy units on a ridge (to a minimum of zero per attacking card). Defenders armor value is doubled for counter attack. Each unit on (under) the ridge card gain +1 cohesion.
City/Town: Units under the City/Town card gain the benefit of any extra cohesion listed on the card. Any combat hits against units in a grid with the City/Town will be absorbed as indicated on the City/Town card as long as a unit occupies (is under) the City/Town card. Note: All units in a space benefit from a city/town terrain card special hit absorption bonus if at least one unit is under (in the city) that card. If all units in a grid space are under a city/town card, those units are considered encircled and will benefit even further against artillery. Artillery attacks against units in a city/town or in an encircled city/town hit only on a die roll of 6 rather than 5 and 6.
City/Town/Forest combination: Units benefit from both cards in the grid space as long as there is at least one unit under the City/Town card. Units outside a city/town terrain card (on top of it) always benefit from any other terrain card in the space (forest, river, or ridge).
City/Town/River combination: Units always benefit defensively from attacks across a river card (attacking infantry value is halved, except across the Our River), even if a unit is not under the City/Town card. For example, if only 1 US unit is defending a grid space with a river card and a City/Town card with a bridge in it, and the unit is outside the town, the Germans could attack across the river normally. The infantry units attacking across the river are still halved, but the mechanized units could Blitz through using the bridge in the unoccupied city, or advance after combat using it so long as it's not blown. If the City/Town card did not have a bridge in it, the Germans must play their own bridge engineers to cross the river. They can still attack but would need to eliminate the defending unit and have their engineers survive to advance any Mechanized units across the river after the battle.
City/Town/Ridge combination: Same as the City/Town/Forest rules above. Example: If units in grid space E1 are both under the city/town card and on the ridge card, they gain benefits from both cards. If the only unit(s) in the space are in the city, no benefits are obtained from the ridge, and the units in the city would be attacked normally and also be subject to possible encirclement. If the only units in the space were outside the town (on the ridge), they would not benefit from the town's bonuses.
5.0 Preparing for Play
Sort out the "At Start" terrain cards (all those in row 1: these cards have a red grid location circle to facilitate sorting; some are missing the red dot due to a print error) and place them into their respective grid locations.
Place American "At Start" units (again those with red circles) in their respective grid locations. The American player may decide to place any/all units above or below any city terrain card to indicate whether those units are inside or outside the city/town. Note: The South deck is missing their red setup dots for the terrain cards. Place all terrain cards from each deck in row 1.
The German unit chooses any five units from each respective column, one of which must be artillery (or Nebelwerfer), and places them in each of the respective start areas on their 0 row (A0-C0 or D0-F0). Units with an "R" cannot be chosen for initial placement; they enter the game as reserves. For example: You might pick three components from the same division such as the 2nd Panzer Division and the 15th Nebelwerfer unit as the artillery, as long as all those units have the same starting column letter on their card. Note: The German player will likely want to pick a set for each column that maximizes total firepower and/or artillery for his first turn attacks (see section 15.0 for first turn special rules). Picking all three units of one division (or four from Panzer Lehr) provides the extra combat strength point from divisional integrity. Mechanized units provide the possibility of "Blitz" movement (section 9.3) and should be considered. Picking lots of artillery units maximizes fire in the first combat round since US artillery can't fire on turn one (see 15.0).
Each player thoroughly shuffles the remaining terrain, event, and combat cards into their respective decks. Each player should now have his own face down deck, either German or American.
The American player draws a starting hand of seven cards. Any terrain cards drawn must be immediately played. He then continues to draw until he has a hand of seven cards.
The German player draws 13 cards, also immediately playing any terrain cards drawn. He does not however replenish his hand to replace any played terrain cards.
Players set aside their remaining cards to become their draw deck. The German player should have 43 cards remaining in his deck which can be seen as 14 three-card turns and a last turn of a single card.
The weather is Foul at the start of the game. If the Patton's Prayer event card is in the American player's hand (from their initial draw), it does not have to be played immediately and can be played at the American player's choice. If the Americans have a "Weather Clears" card, they must play it in the appropriate phase.
Players now begin the game. The German player always starts first.
5.1 Important Notes about row 1 and the setup
The Our River is considered "bridged" at multiple locations (see 15.2) for the entire game.
"Blown Bridge" event cards have no effect on the Our River for the entire game.
Any/all Infantry units may attack at full strength across the Our River for the entire game.
All terrain cards for row 1 from both decks (if using both) start the game in play (see 5.0).
Refer to Section 15.0 for all special first turn rules.
6.0 Sequence of Play
Each turn represents one day of the battle, for a total of 15 days. Play follows a rigid sequence.
German Supply/Cohesion Check Phase: Apply hits to any out of supply units. All German units with hits on them must make cohesion checks. Either player may play any special cards allowed for this phase.
German Draw and Reinforcement Phase: The German player draws 3 cards from his deck. He must immediately play any terrain cards drawn. If he draws or holds a "Foul Weather" card, he must play it before his movement phase if the weather is currently clear. He may play unit cards from his hand into their respective grid locations next to the zero (starting) row. Either player may play any special cards allowed for this phase.
German Movement Phase: The German player may move any/all of his units able to do so. Either player may play any special cards allowed for this phase.
German Combat Phase: The German player declares his attacks and executes them one at a time. Either player may play any special cards allowed for this phase.
American Supply/Cohesion Check Phase: Apply hits to any out of supply units. All Allied units with hits on them must make cohesion checks. Either player may play any special cards allowed for this phase.
American Draw and Reinforcement Phase: The US player refills his hand to seven cards if he has four or fewer cards, or draws two cards if he has five or more cards, whichever is greater, from his draw deck. He must immediately play any terrain cards drawn. If he draws or holds a "Weather Clears" card, he must play it before the movement phase if the weather is currently foul. He may play unit cards from his hand into their respective grid locations. Either player may play any special cards allowed for this phase.
American Movement Phase: The US player may move any/all of his units able to do so. Either player may play any special cards allowed for this phase.
American Combat Phase: The US player declares his attacks and executes them one at a time. Either player may play any special cards allowed for this phase.
Conclusion of all eight phases constitutes one full turn. The game is over at the end of the turn in which the German player meets the victory conditions, or the end of the turn on which the German deck is exhausted.
7.0 Cohesion Checks
A combat unit is required to make a cohesion check if it has any hits on it at the beginning of the Cohesion Check Phase after supply is checked. Additionally, being out of supply and some event cards may require units to make additional cohesion check at different points in the game. To make a cohesion check, roll a die and compare it to the cohesion value of the unit in question. If the roll is less than or equal to the value, the unit passes the check and all hits on the card are removed from it. If the die roll is greater than the value, the unit has failed and is removed from the game to the discard pile. A unit's base cohesion value may be modified by the effects of terrain, card play, and also applying a –1 reduction for every hit on the card beyond the first. Regardless of modification to cohesion, a natural die roll of 6 always fails, while a natural roll of 1 always passes (unless a card directs otherwise). Example: A combat unit in a town (under the town card) with a cohesion value of 5 has taken 4 hits. In addition, the division has a Famous General card stacked with it (giving a +1 to cohesion for all elements of the division) and a town in the same area (another +1). To pass the unit needs to roll a 1-4 on one die (cohesion value of 5, less 3 hits beyond the 1st hit (5-3=2), plus one (+1) for the Famous General, plus one (+1) for the town). A 5 or 6 die roll will remove the unit from play.
8.0 Draw and Reinforcements
8.1 The Card Draw
The German Player draws three cards every turn except the last turn when he draws one card. The American player draws to fill his hand to seven cards if he starts with four or less cards in his hand, or draws two cards if he has five or more cards in his hand. Both players must immediately play any terrain cards they draw to the grid space indicated on the card. (Note: the American player does not redraw after playing terrain cards except during the initial setup draw hand per section 5.0.) Both players must play any weather cards they have in their hand prior to their movement phase if it would change the current weather status. All other cards may be played at the discretion of the player during the respective phase indicated on the card. (Note: Many cards can only be played in certain phases or under certain conditions. See the individual cards to determine when to play them and what their effects are.)
8.2 German Combat Unit Placement
German units enter next to (from behind) the 0 row corresponding to the letter in the upper right-hand corner of the card (They will move into the 0 row space during movement counting it as the first space moved into). Reinforcing German units are not limited to one per turn next to the listed grid location. If the listed entry space is occupied, the card may still enter with the following rules and restrictions:
The units may enter from next to any alternate 0-row location, but are limited to only one card per turn if reinforcing an alternate location. This is in addition to any other cards that are legally entering as reinforcements at that location.
The unit or units may attempt to attack into an occupied location and advance after combat. If they fail and survive the combat, keep them behind the entry area. They may attempt to enter at the same or different location on the next turn. (Reinforcing units still check for cohesion on the next turn if they take hits). If they successfully attack and enter the grid space in this manner, they may not move during the movement phase or attack again during the combat phase.
Units may reinforce into an enemy controlled but unoccupied area on the 0 row without any penalty.
German units on the 0-row space are always considered in supply.
8.3 American Combat Unit Placement
American combat units are played onto the grid location listed in the upper left-hand corner of the card. Some cards have a range of locations. In this case, the card may be played into any legal displayed location the player chooses. The following restrictions and rules apply:
The grid space listed must be free of enemy units and not under enemy control.
If all the grid spaces listed are enemy occupied or enemy controlled, the unit may enter with the following restrictions:
A unit may not enter a designated space that is out of supply.
The unit may enter a space of the same number on the card in a friendly row above or beneath it. Example: If a unit shows it may enter at B4/C4 and those spaces are enemy occupied, the unit may enter at either B5/C5 or B3/C3 if those spaces are friendly and in supply.
A single unit may attempt to force its way into an enemy occupied/controlled area through attack and advancing after combat. If it fails and the unit survives any combat, keep it to the side of the play area. It may attempt to enter at the same or different location on the next turn. (Reinforcing units still check for cohesion on the next turn if they take hits). If successful, they may not move during the movement phase, or attack again during the combat phase. Note: A unit may not attempt entry into an area in this manner if, in winning the combat and entering the space, it is out of supply The unit may enter an enemy controlled (but unoccupied) area if, in doing so, it would be in supply.
Only one reinforcing American unit may be placed in any grid location on a given turn. Note: this does not count as their first space for movement during the following Movement Phase provided entry was not forced.
American reinforcements are assumed to be able to cross River cards regardless of the presence of City/Town cards with or without Bridges on them, as long as they are entering at or behind their own units (i.e. they must be able to trace a line of supply to that entry space).
9.0 Movement
During a player's Movement Phase, they may move some, none, or all of their units. Units normally move from one grid location to an adjacent orthogonal one during the movement phase. Special events cards played during the movement phase may either enhance friendly movement ability or hinder the enemy's movement plans. Units may never move diagonally for any reason. There are several types of movement as follows:
9.1 Leg Movement
Units that are not mechanized (without a tank symbol at the bottom of the card) may move only one grid location per turn. If they move, they may not attack during the Combat Phase. They may enter river terrain cards without bridges so long as the grid location is free of enemy units, or all enemy units are under a town card (thus making them encircled). Example: A single US unit is under the town card of Wiltz on grid space C2. The Clerf River card is also in that space. German infantry and artillery units in C1 could advance into location C2 during their movement phase and besiege the city. (Being leg units, they could not engage in combat since they moved first.) If the enemy unit was above the city card, or the city card had not come into play yet, the German units could not advance.
9.2 Mechanized Movement
Units that are mechanized (with a tank symbol at the bottom of the card) may move two grid locations in one turn, or may move one grid location during the Movement Phase and attack in the Combat Phase. In addition, these units are eligible for Blitz movement (see 9.3) or Bypass movement (see 9.5). These units may only enter locations with river terrain cards if an unoccupied city/town card with a bridge is in the grid, or if an armor engineer card has been played on that river location. (This does not apply to the Our River. See 5.1) Note: If enemy units occupy a city/town, any bridge in that town would be under enemy control. Example: Using the same example above if mechanized units wanted to advance from C1 to C2 and besiege Wiltz, the Germans would have to play an engineer card to bridge the Clerf River since any bridge in Wiltz would be under enemy control. If the enemy was outside the city and became eliminated in combat, mechanized units could advance using the bridge in the town of Wiltz (provided it had not been blown). If the Clerf River card was not in play with the enemy in Wiltz (under the card), the mechanized units could simply move into the grid space and encircle the city without the use of bridging engineers.
9.3 Blitz Movement
If mechanized units are involved in an attack and the grid location being attacked contains a city/town card, the attacking units may be eligible for a Blitz move. During the armor round of the combat phase, for each natural 6 rolled, the attacker may immediately move one mechanized unit into any unoccupied grid location adjacent (not diagonal) to the defending unit(s). The following rules/restrictions apply:
Blitzing can only occur as a result of combat involving mechanized units.
Only mechanized units may use Blitz movement.
Units Blitzing across a river still requires either an empty city/town with a bridge or armor engineers.
Units Blitzing an enemy occupied space from another grid space in the same row must still adhere to any river/bridge rules for the space they are blitzing through.
Any Blitzing units lose their infantry round of combat.
Note: This action could put your units into an out of supply situation if the units in the attacked space are not eliminated (see Supply 12.0). Or, in the case of the Germans, it could possibly allow Mechanized units to move off the Allied side of the board by Blitzing through cities and towns in the bottom row.
9.4 Encircle Movement
Any unit(s) may move into or through any grid location that has all of its occupants placed under a city/town card, although mechanized units would still be unable to cross a river card unless an armored engineer card was played (see 9.2). The units in the town are then considered "Encircled". The enemy units outside the town in the same grid space are considered the "Encircling" units. The following rules apply to encircling and encircled units:
Encircled units may only be attacked by enemy units occupying the same grid location (the encircling units).
Encircled units may only attack the encircling enemy units in the same location.
Encircled units may make a combined attack with friendly units in adjacent locations if eligible (via use of a Friendly General or other card) in order to attack encircling enemy units.
Encircled units may not move from that grid location if any enemy units are in the grid location with them. (If encircled units in a city/town win a combat against the enemy, they may advance out from under the town following combat into that same grid location only.)
Any other terrain feature in the encircled unit's grid location is considered to be in possession of the enemy.
Encircling units may attack the units in that city/town, or units in an adjacent hex. They may not combine an attack against the encircled unit, but may combine an attack into an adjacent hex if eligible (via use of a Friendly General or other card).
9.5 Bypass Movement
Certain event cards "Bypass Route" allow units to bypass a grid containing enemy units during the movement phase. Only mechanized units can take advantage of Bypass Routes since this involves moving two spaces. Units that use Bypass Routes may not attack during the Combat Phase. If crossing a river terrain card, there must either be an unoccupied town with a bridge, or Armored Engineers in place to bypass that space. If no river terrain card is present, other terrain or units in the space may be ignored. The space moved into as a result of bypassing must be unoccupied, contain enemy units that are solely in a city/town (thus encircling them), or be under friendly control.
9.6 Other Movement
Unit placement within a grid space (in regard to terrain cards) is determined by placing units in that space under or above the desired terrain. All units place under a city/town card are considered to be in and defending the city/town. All units above a city/town card (or if no city/town card is present) are considered to benefit from any other terrain card (forest/ridge/river) in the space regardless if placed above or below it. Rearranging cards within a grid space to place them in a city/town or outside it is accomplished during the movement phase, and does not count against a unit's normal movement allowance.
10.0 Combat
10.1 Attack
Friendly units may attack enemy units in adjacent grid locations, provided that leg units did not move, and mechanized units did not move more than one grid. An attack is against all units in a grid and not against individual units regardless of the terrain in a grid space. Units that cannot attack or have already attacked should be turned sideways to indicate they are ineligible. No more than four (4) units or two (2) divisions may participate in an attack (see 15.0 for first turn exceptions); however, units in a single grid location may attack different adjacent locations or besiege units following combat as long as no unit attacks more than once. Units from different grid locations may not combine into a single attack (unless a Coordinated Attacks or Famous General card is present in one of the locations, in which case, up to three locations could possibly combine into a single coordinated assault). Units that attack the same area from non-adjacent locations in a non-coordinated fashion do so as two separate attacks, with the sequence of attack determined by the attacker.
10.2 Defense
The defender makes use of any terrain cards in the space attacked as follows:
Units defending a space without terrain cards gain no special benefits.
A unit's position in regards to terrain in a space was determined during the Friendly Movement Phase. Units may not be rearranged during combat to place them inside or outside of any collocated city/town terrain.
Any special benefits regarding attack or defense are listed on the card.
If all units in a space are under a city/town card, they risk becoming encircled in the following enemy combat phase should the enemy decide to advance into the space following any combat. They do gain the benefit of the city town taking the listed number of hits and additional cohesion bonus.
If all defending units are above (outside) the city/town card they don't gain the benefits of the city taking the listed number of hits or additional cohesion bonus.
If there are units both in a city/town, and outside it, they all take full advantage of the town card any other terrain cards in the space such as forest and ridges.
Units defending in a space with a river card always get the benefit of the river (unless the attack is across the Our River). Note that a river card is negated if the attacker is attacking from a grid location directly behind the river in relation to their start side (e.g. B3 for the Germans attacking B2, or B1 for the Allies attacking B2. An attack from C2 on B2 would not negate the river card). Combat units never benefit from terrain cards while attacking.
10.3 Determining Attack/Defense Strength
To determine the attack strength, total the strength in any one category (artillery, armor, or infantry). This is the total number of dice that will be rolled during that particular category's segment. Terrain will modify these number, as well as decisions that the players make at each stage. A final modifier is given for divisional integrity. When attacking, if three units from the same division are attacking from the same grid location, add +1 to the total armor strength (if at least one present) and +1 to the total infantry strength of the attack (if at least one present). On the defense, only two units of the same division are required to obtain divisional integrity. Once the attackers and defenders (and their defensive terrain) are selected, combat follows this sequence (Some event cards played during combat modify various aspects of this sequence):
Determine Attack Type
The attacker determines the type of attack he will employ. He chooses from either artillery bombardment or assault. If he chooses artillery bombardment, only the exchange of artillery fire is carried out (B1 and B2 below). If he chooses assault, the attacker may commit his armor and must commit his infantry to the ensuing assault.
Artillery Attack
Attacker fires his artillery. Roll a number of dice equal to the attacker's total artillery strength. Dice rolled against units in an encircled city, forest, or fortified position terrain hit on a roll of 6 (Exception 1: American artillery hits on a 5 or 6 when firing into a forest. Exception 2: Artillery fire solely against units in a town hit only on a roll of 6). Artillery hits on a 5 or 6 in any other type of terrain. Example 1: German artillery if firing from B1 into B2. B2 has units in the town of Ettelbruck as well as unit outside the town. Artillery would score hits on a 5 or 6 roll of the dice. If all enemy units were in the town of Ettelbruck, the artillery would only hit on a roll of 6. Example 2: American units are firing an artillery barrage from A2 into A1, which has German units in the Herborner Forest. The artillery would hit on a 5 or 6 since it is American artillery (German artillery scores hits only on a 6 against units in a forest)
Defender fires counter battery artillery (Exception: see first turn rules 15.0). All non-Nebelwerfer artillery in the defending area (including those inside towns) returns fire on the attacker, scoring hits on a 5 or 6 (the type of terrain in the attacker's space is irrelevant). All hits are marked. Combat is now over if the attacker selected artillery bombardment; otherwise, continue the combat with "C" below.
Armor Attack
If the attacker committed his armor, roll a number of dice equal to his total armor strength, modified by the defender's terrain. Add any divisional integrity or other special bonuses to the total. Any die rolls of 5s or 6s hit, with a 6 allowing a unit to Blitz move (see 9.3). All hits are marked. If the attacker doesn't commit his armor, he rolls no dice, no Blitz is possible, and the defenders armor fire is reduced as indicated below.
The defender totals his armor values of his defending units, adjusted for any divisional integrity or other bonus cards played. If the attacker committed his armor, fire the full strength of the defending armor with rolls of 5 or 6 counting as hits. If the attacker did not commit his armor, the defending armor value is halved (round down but not less than 1) with hits on a roll of 5 or 6. Apply any adjustment to the total prior to having the roll amount. All hits are marked.
Infantry Attack
The attacker fires with the full strength of his infantry modified for any defending terrain (attacking into a river space for example), divisional integrity or bonus cards. All rolls of 6 score a hit. Mark all hits.
The defender does the same and now rolls for his infantry. All rolls of 6 score a hit. Mark all hits.
Each type of fire is considered simultaneous, so a defending unit eliminated by attacking fire may still fire the corresponding value (units are removed at the end of each type of fire, i.e. after all artillery fire remove eliminated units from play, etc.). If all defending units are eliminated, or if defending units are under city/town cards, the attacker may advance any units from the grid location(s) that attacked, including units from that attack grid location not involved in any other attack, into the vacated grid location.
Marking Hits
To mark a hit on a unit, place a die or counter of some sort on the unit in question. Each pip on the die, or hit marker indicates one hit. The following rules/restrictions apply to marking hits:
All defending units in an area must take at least one hit before any may take a second hit. This includes special cards involved in a battle such as individual brigades or engineering units.
Only attacking units in an area are eligible to take hits from return fire. All attacking units must take a hit before any may take a second hit. Any units not involved in the attack may not take hits.
After all appropriate units have taken a hit; any further hits may be distributed in a manner decided by the controlling player.
If the number of hits equals or exceeds the modified cohesion value (if any) of a unit, it is immediately destroyed and placed in the discard pile.
Some special cards only require a single hit to be destroyed. Refer to the wording on the cards.
12.0 Supply
Supply represents the logistical constraints under which any army operates. In the game, units are considered "in supply" as long as they can trace an uninterrupted chain of friendly grid locations to a friendly map edge. Supply status is only checked during the Supply/Cohesion Check Phase (see 12.3 below).
12.1 OOS
A unit is considered "out of supply" if it cannot trace a line of friendly spaces to their side of the board during the Supply/Cohesion Phase. A line of supply is traced from an occupied space with friendly forces (by themselves, encircled, or encircling). It may not be traced through an occupied space with enemy forces. Friendly is defined as the following:
Currently occupied by friendly forces.
Friendly forces were the last to pass through the now empty space (thus controlling it).
The grid location started the game on the friendly side.
12.2 Supply Lines
Supply lines cannot be traced diagonally. The following spaces block a line of supply:
The space being traced through has a river terrain card and a city card with a blown bridge (unless countered by Armored Engineers or across the Our River).
The space being traced through has an enemy unit encircled in a city/town.
The space being traced through has an enemy unit in it.
The space being traced through is enemy controlled (they were the last to pass through it, or it was in possession of the Allies at the beginning of the game).
12.3 OOS Restrictions
Units that are "out of supply" have the following restrictions imposed upon them:
An out of supply unit may not attack.
An out of supply unit may only move one space per turn, even if mechanized.
During the Supply/Cohesion Check Phase, place one hit marker on an out of supply unit (This is in addition to any other hits it may have from previous combat). If this hit would destroy the unit, do not apply it.
An out of supply unit during the Supply Check Phase remains in that status until checked again in that player's next Supply Check Phase. Example: An enemy encircled town from last turn is cutting off a supply route for one of your units putting it out of supply during your Supply Check Phase. In the your combat phase, you liberate the town space re-opening the supply route. The unit that was out of initially out of supply still remains so with its restrictions until the next Supply Check Phase when it will again be designated as "in supply".
Cohesion checks may cause a previously undamaged unit to become eliminated due to the hit applied for being out of supply. Note: Air dropped supplies negate the out of supply condition even though that card states it is played in the cohesion check phase. Units that have been air dropped supplies operate as normal during their turn (but are still subject to a cohesion check if they have any combat hits on them).
13.0 Winning the Game
To win the game, the German player must exit three mechanized units from the 5th row to a hypothetical row 6. Once exited, these units may not return to play. These units may use Blitz movement or even a Bypass Route card to exit off the 5th row. In addition, the exiting must be performed prior to or concurrent with the exhaustion of the German draw deck, i.e. the turn that the Germany player draws the last card from his draw deck is the last turn of the game. Any other result is an American victory.
14.0 Playing Tandem
For even more fun, play the North and South decks at the same time. Players may run both decks of a side or up to four players may control one or two decks each. This is a great three-player game with the most experienced player playing both decks of one side. A few minor rules clarifications are needed.
14.1
The play areas are adjacent. Thus, row C of the South area and row D of the North area are adjacent rows and share all properties of adjacent rows. However, units that are moved onto another player's play area are under control of the other player until these units are moved back into their original play area.
14.2
Event cards from the opposite deck may not be played across the border. Weather cards do however change the conditions for the entire play area. Event cards from the deck belonging to a specific play area may be played on any units in their play area if applicable.
14.3
To win, a total of six mechanized units must be exited in any combination from both decks off the 5th row.
14.4
Players may not share the contents of their hands with other players on their side, but general discussion of strategy and planning is allowed. For 4-players, sequence is Axis/US/Axis/US.
15.5
For 2-player/2-deck games, shuffle both decks together. Each player still plays the standard hand of cards per the setup (see 5.0). Card draw and sequence remains the same but the game will now last 30 turns.
15.0 Special First Turn Rules
15.1
For the first turn only (one complete German and American play), no Allied units may fire its artillery value (this includes any counter battery to a German attack).
15.2
All terrain cards on row one (1) are set up before play begins. The Our River (B1, C1, And D1) is connected and considered bridged in multiple locations, negating the use of Blown Bridge event cards, allows the German infantry to attack at full value, and allows mechanized units to cross whether or not Armored Engineers are in play. These special features of the Our River are in effect for the entire game (see 5.1).
15.3
One additional artillery or Nebelwerfer unit may participate in the first turn attack from each location in the German 0 row. The following are some examples of unit combinations:
Five (5) units of any type as long as one is an artillery
One division of three units and two artillery units
Two divisions plus one extra artillery unit (For example, this could occur if a mechanized division from C0 moved to B0 and attack in combination with a division there into B1)
One division plus one artillery unit plus one other unit (infantry or mechanized)
15.4
American infantry units eliminated during a first turn German attack get a special chance to reform and return to the game. During the first American reinforcement phase, roll a die for each eliminated American unit. On a 1, place the unit on the grid location immediately behind the unit's initial deployment area. If that location is German occupied (possibly due to a Blitz move), place it two grid locations behind the initial setup location.
16.0 Game Play Examples
16.1 Comprehensive Combat Example
The three regiments of the 2nd Panzer Division (2/2Pz, 3/2Pz, 304/2Pz), the 18th Nebelwerfer, and the 15/5 Fallschirmjager all occupy grid location A1. The German player wishes to have these units attack grid location A2. Located there are the American 8th and 22nd Regiments of the 4th Infantry Division, the 402nd Field Artillery Regiment, and the town card of Mersch. The 8th is under the town card; the rest of the American units are above it (outside the town). The German player announces the attack and must decide which units will attack. He may attack with any four units or two divisions (if it had been the 1st turn of the game, he could attack with all five units). He decides to use all three 2nd Panzer units, and the 18th Nebelwerfer (note that the German player could have included the 15/5 Fallschirmjager instead of another unit, but he did not wish to give up divisional integrity or the Nebelwerfer's strong artillery strength). In addition, he plays an "ammo shortage" card on the grid location, reducing all defending values by one (to a minimum of one). The German player decides that he will assault.
The German totals his artillery strength (4+1), and rolls five dice. Needing 5s & 6s, he rolls a 1,3,4,4, and 6 scoring a single hit, which is marked by placing on the town card (towns take the first hit if at least one unit is under the city/town card). The American plays a "Rearguard Forces" card on the 8/4 Infantry increasing its armor, cohesion, and infantry values by +1.
The American now totals his artillery strength (4-1 for ammo shortage) and rolls 3 dice. Needing 5's & 6's to hit, he scores 2 hits by rolling a 1,5, and 6. The German marks one hit each on the 2/2Pz and 3/2Pz (each attacking unit must take one hit before any may receive a second). Note that if this was the first turn of the game, the Americans could not return artillery fire.
Next comes the armor phase. The German decides to commit his armor, so he has a strength of 7 (1+1+4=6+1 for divisional integrity makes 7). He needs 5's or 6's to hit and rolls a 2,2,3,3,5,5, and 6, scoring 3 hits. The American marks one hit each on his three units. He has no choice, as everyone must take one hit before any may receive a second hit. The German player must decide whether to Blitz move now, since he did roll a 6 and the town provides the opportunity to Blitz one armor unit through to either space A2, or B1 if they are free of enemy units. He declines, wishing to maintain divisional integrity during the infantry phase, and not wishing to potentially leave stranded a single regiment in A3 without supply.
The American now totals his armor strength, coming up with 4 (1+1 for rearguard –1 ammo shortage = 1 for the 8/4 infantry, 2-1 for ammo shortage = 1 for the 22/4 infantry, and1 for the 402nd which cannot be reduced to less than 1 for ammo shortage. These totals 3 and then add 1 for divisional integrity (only 2 units of a division required for the bonus on defense) for 4. Needing 5s or 6s, he scores a single hit, rolling a 1,3,4, and 6. The German marks the hit on the 304/2Pz.
The infantry phase is next. Having committed his infantry, the German player totals his infantry value. He arrives at 7 (2+2+2=6+1 for divisional integrity = 7). He needs 6's and rolls 7 dice, getting a 6,1,1,4,2 and 3 for one miserable hit. The American marks it on 8/4 infantry (his choice since all units have already taken one hit each).
The American totals his infantry strength. He arrives at 4 (2+1 for rearguard –1 for ammo shortage = 2 for the 8/4 infantry, 2-1 ammo shortage = 1 for the 22/4 infantry, 0 for the 402nd since it has not infantry value, and +1 for divisional integrity of the 4th. He rolls a 6,6,6 and 1. Incredible! The Germans must mark three hits. He puts one on the 18th Nebelwerfer (the only unit which didn't have a hit yet), and one each on the 2/2Pz, and 3/2Pz. The 15/5 Fallschirmjager unit cannot take any hits since it was not involved in the combat.
Combat is now over. The Germans may not advance, as all defenders were not eliminated.
16.2 An Even More Comprehensive Movement/Combat Example
The American troops are entrenched in grid space B2 with the Clerf River card and town of Ettelbruck card in play. The 318/80th infantry is in the town of Ettelbruck with the 10/5th infantry and 9th armored outside the town. The 737th independent tank battalion is also in the space. The "Truly Famous General" card (TFG) is also in the space giving all units there a +1 to cohesion and a +1 if they have any armor value on the card. The Germans are amassing a huge attack force. In space B1 they have all three elements of the 2nd Panzer Division, and the 18th Nebelwerfers. In space C2 they have managed a breakthrough and have all three elements of the 26th Volksgrenadiers and all four elements of Panzer Lehr Division.
During the German movement phase, the US player plays a Bridge Demolition card and blow up the bridge at Ettelbruck by rolling a 2. The German player solves this problem by playing Armored Engineers on the Clerf River in hopes of an upcoming breakthrough that will then allow armored units to move across the river. The German player then moves into the Combat phase and declares that he will assault using his armor from area C2. If the German player had a famous General in play he could have combined all units from B1 and C2 into one attack. Prior to attacking, he plays the card "Boundary Confusion" on area B2. Since the US player has cards from more than one division, the German player picks one that will not be able to fire this entire combat phase. He chooses the 9th Armored with its higher armor value. The battle begins.
The German player totals his artillery for a total of 1 (from 130/Pz Lehr), needing a 5 or 6 to cause a hit on space B1 (If the US player had all his units in the town, the artillery would only hit on a roll of 6). He rolls a 3 for a miss. The US player has no artillery value to counter battery with.
Now the armor is totaled up for the German player. A total value of 6+2 for divisional integrity of both Panzer Lehr and the 26th Volksgrenadiers allows him to roll eight dice that will hit on a 5 or 6. He rolls 1,1,2,2,3,4,6, and 6 for two lousy hits. The town of Ettelbruck takes the 1st hit. The US player allocates the second hit to the 9th (Note the 737th cannot take a hit until all other units have take one hit per the wording on the card). Since the German player rolled two 6s, he could Blitz with two armor units. Feeling confident, he Blitzes through with the 130th Pz and 130th Recon or Panzer Lehr (The Armored Engineer card over the Clerf River allows him to do this). Space B3 has US units in it and therefore cannot be Blitzed into, but A2 is open and allows the units to move there. By doing this he has for the time being, put the two armor units out of supply. If the space B2 is not conquered, this could pose a problem. Fortune has it that the enemy still had infantry units holed up in space A1 in the Herborner Forest. The two units Blitzing into A2 have now put the US units in A1 out of supply as well. (The German player is not too worried about the out of supply units since he has an airdrop supply card in his hand that will delay the out of supply status for an additional turn.)
The US player now totals up his armor for a surprising value of 6 (1+1 for the 5th and 80th +1 for the independent 737th battalion = 3, plus an additional +1 for each armor value due to Patton being present). The 9th did not add its armor value due to the Boundary Confusion card. The rolls on the dice are 1,2,2,5,5,6 for three hits. The German player takes one hit on each unit of the 26th Volksgrenadiers.
The German now totals up the infantry values for a total of 11 which will be halved (rounded down, since rounding up would be more than half) due to the infantry attacking across the Clerf River (2 infantry each from the units of the 26th, and 2 remaining units of Panzer Lehr = 10 plus 1 for divisional integrity [note the Panzer Lehr has lost divisional integrity since the two units that Blitzed cannot participate in the infantry portion of the attack, and three units are required on attack for Divisional Integrity] ). The German player rolls 5 dice needing 6s to hit and gets 1,2,6,6, and 6 for 3 hits. Pretty good for an infantry attack at half strength! The US player places a hit on the 5th and 80th and now the last hit must be place in the 737th since all the other cards have one hit. That last hit destroys the 737th per the card.
The US player now returns fire with his full infantry complement of 5 (remember the 9th is still out for the rest of the German Combat Phase). He rolls a 1,2,3,3,6 for 1 hit. The German player takes the hit on the 901st/Pz Lehr unit. This combat is now over and the Armored Engineer bridge unit is still intact which is not a good thing. But wait… the German player plays a "Mass Surrender" card causing one unit in the area to be subjected to an immediate cohesion check at -1 (due to the Blitz). The US player picks the 90th that gains the benefit of the town. Its cohesion value is 4 (Card cohesion 3 + 1 for TFG + 1 for town cohesion –1 for Mass Surrender = 4. Note: If the 9th were in the town it would not have gained the +1 town benefit, since only leg units qualified for that). The US player rolls a natural 6 which is a failure, and the 80th bugs out of Ettelbruck (to the discard pile) leaving it undefended. The US player must wait until his next movement phase to move a unit back into the town (if any survive the cohesion check phase). Good thing the bridge in town was previously blown!
Now the German player declares an attack from C2 with the 2nd Pz Division and the 18th Artillery.
The US player quickly plays a "Rearguard Forces" card onto B2 attaching it to the 9th armored which will stay with it until the 9th is eliminated or moves from that grid space.
The German 18th Nebelwerfers open up with 4 dice + 1 from the 3/2Pz for 5 artillery and roll a 1,2,4,5,6 for two hits. There is no unit in Ettelbruck so it doesn't absorb the first hit. Each US unit takes one hit. Still, the US has no artillery to return fire with.
The Germans total up their armor for 7 (4+1+1+1 for divisional integrity) and roll a 2,2,3,3,5,5,6 for 3 more hits. The US player chooses to put 2 on the 9th and 1 on the 5th infantry. The 5th now has 3 hits on it that would normally eliminate it, but it is gaining the extra +1 integrity from the TFG card. The Germans also have the option to Blitz one mechanized unit but decide not to break up divisional integrity for the oncoming infantry assault.
The US player returns fire with an armor value of 2 (1 + 1 for TFG =5, remember that the 9th can't attack the entire combat phase due to the Boundary Confusion card played earlier). He rolls a 5,5 for two hits. The German player plays 1 hit on the 18th Nebelwerfers, and 1 on the 3/2Pz (it has the highest cohesion value).
The river card still protects the US forces so the German players musters up a total of 3 infantry (2+2+2 halved due to river card) and rolls 1,1,6 for a hit. The last hit is played on the 9th that has the rearguard forces giving it extra +1 cohesion.
A final effort is mounted with the US infantry for a value of 1 from the 5th that rolls a 1.
The German player is through with combat. The Boundary Confusion card goes to the discard pile. Unfortunately, for the Germans, the space is still in Allied hands. Units in B2 held on, but at a cost. It's very likely that neither will survive the ensuing cohesion check phase, and as a German bonus, the Allied units in A1 will take an extra hit for being out of supply during the supply check phase (prior to cohesion checks). Finally, the Armored Engineers managed to hold out without taking a hit which will require an assault on the part of the Americans next turn if they want to attempt destroying the pontoon bridge they built.
17.0 Special Event Card Notes
Armored Engineers/SS Armored Engineers– Treat as a combat unit that takes only one (or two) hit(s) to eliminate. It does not make cohesion checks. Once played, this card remains in the placed grid space and may not move. The card is considered attached to an adjacent friendly formation for combat purposes and cannot be attacked without also attacking all other units in that formation.
Bypass Routes – May only be used by mechanized units. (See Bypass Movement 9.5)
Boundary Confusion – Discard at the end of the combat phase in which it is played.
Bridge Demolition – This card can be played to blow a bridge in a city/town whether a river terrain card is not in play in the space or not.
Bugout Confusion – Mechanized units taking advantage of this card still require an intact bridge or Armored Engineers to enter a space with a river terrain card.
Engineer Combat Group – Once played, this card remains in the placed grid space and may not move. Combat will follow normally if any of the stopped units were mechanized. This card can attack as a normal unit.
Fuel Shortage – All units of a designated division are affected regardless of which grid(s) they are in, even if they are not all collocated in the same grid space.
Malmedy Massacre – Affects units with hits requiring cohesion checks. It does not generate two checks.
Mud – Units that enter during the Draw and Reinforcement phase are also subjected to Mud if in play.
Patton's Prayer – This is not a "must play" card and may be played at your discretion.
Reconstitution – Play this card in the Reinforcement Phase when losing two (of three or more) cards in one area due to failed cohesion checks in the Cohesion Check Phase.
Screamin Meemies – This is used on Nebelwerfer (see rocket artillery symbol on card) units only.
Van der Heydte Drop – This card may be played at any time. If card (unit) lands safely it may move and attack as normal either alone or in combination with other units from an adjacent space. If successfully dropped into an enemy occupied space, treat it as a 5th attacking card. If the attack fails to clear the space F2, move the card to the nearest adjacent friendly controlled or occupied space.
NUTS! Q&A
Q1 During your first turn, what happens when you draw a terrain card in your initial hand (not your initial setup)? Must you place the terrain card immediately or wait for your first movement phase? A1 Place immediately.
Q2 Does moving into the start Row (0 Row) from Reserve count as One Movement expended? A2 Yes. German units enter next to the "0" or "start" row (except for those chosen in the initial setup). Allied units start in the area they marked on card.
Q3 The Sentence: "All units in an area must take at least one hit before any may take a second hit" would indicate that attacks are aimed at areas vice specific units. Can you select which units in the areas you are aiming at? A3 No, the defender chooses which units will take hits.
Q4 Rule 10.2 states "The defender chooses any combination of terrain cards to utilize". If I have one defending unit in a city (i.e. under a card), and one outside a city (over a card), can both use city terrain in case of attack? A4 Yes. Note that if the unit inside the city is eliminated, the remaining rounds will be without the city defense effects. If the unit outside the city is eliminated, the attacker will be able to advance and encircle the city.
Q5 Rule B2 (Counter Battery fire) states "Units in the area may fire, scoring a hit on a 5 or 6". Does this mean units in the area firing out of or into? A5 "Out of..." refers to the defending units. Attacking units would be either a 5/6 or 6 to hit depending on defender's terrain.
Q6 Speaking of counter-battery fire, What if the area you are firing into has a terrain feature card that states "German artillery units hit on a 6", which takes precedence, rule B2 or the card? A6 Counter-battery fire always hits on a 5 or 6.
Q7 The Malmedy Massacre card: Does this generate 2 cohesion checks, or is it just a supplement to your regular cohesion check? Does it affect Air Strike cards? A7 No, add +1 to any units checking morale, i.e. this helps them and does not effect units without hits. No, Air Strike cards don't check morale.
Q8 In general, How much "area" is in an "area?" Couldn't some of the artillery pieces be able to do some form of long range bombardment from two areas away? A8 No. Not according to the rules. I am sure that David wanted to keep it simple.
Q9 Is moving diagonally specifically prohibited during the Movement Phase? A9 Specifically prohibited at all times.
Q10 Weather Clears Card: Is this permanent? A10 Permanent until the next Foul Weather Card is played.
Q11 If I play an Engineering Combat Group on a group of all infantry who are attempting to move into my area, what happens? I presume the all-infantry attack force cannot attack because it "moves". Yet the card states "combat proceeds normally." Well, the ECG can't attack someone that didn't attack it, so what happens? A11 The infantry can not attack because it just moved. Conceptually, think of the ECG as a roadblock. The Germans have to stop, and deploy from column to attack.
Q12 Say an ECG has been activated and is encircled (this is a US card). Can I move my friendly units into the area from an adjacent area? A12 Yes, but only as an advance after combat. After all, the Germans now occupy the grid.
Q13 The Our river terrain on column 1 isn't color coded red for initial setup. Presumably this is an error, as the rules text describe all column 1 terrain as being in play and refer to their presence. A13 The rules are correct. The South deck card missed their set-up dots for the three terrain cards. The Our River is considered to be bridged in multiple locations at the start of the game.
Q14 The attack limit from an area is four units or two divisions. Do both conditions or just one have to be satisfied? In other words, could two full divisions (usually six units but seven if one were Panzer Lehr) attack at once or just four units from these divisions. The discussion on the extra artillery unit on turn one for a total of five strongly suggests the stricter limit. A14 Either two divisions or four cards. Two divisions means a potential of up to 7 cards (there is a 4 card German division).
Q15 Are non-divisional units always considered as a separate division? The rules don't address the issue, though an event card whose exact text isn't handy makes this stipulation. If the strict limitation on the previous question were applied, this would impose an effective limit of two units attacking in many situations, which seems rather harsh. A15 No, the are considered individual units. However, for the purpose of event card wording, consider them as an individual divisional unit or asset.
Q16 When attacking units take casualty hits, are only those units in the actual attack eligible for hits? Can they be assigned to other units in the location from which the attack took place? A16 Yes. No. Only the attacking units can take hits, not other units in the grid location. All defending units take hits because all are included in combat.
Q17 Mechanized units can't move to non-bridged rivers. Can they attack defenders on a non-bridged river? If so, can they then advance after combat there? Can they blitz move to a non-bridged river? A17 Yes, No, and No (they could not move across an non-bridged river).
Q18 On turn 1 the River Our is bridged in several places and these cannot be blown. Do both conditions continue to apply after turn 1, or only the bridging, or neither? A18 They apply for the whole game.
Q19 The rules say that attackers never benefit from terrain. Does this apply to artillery on, say a ridge, when it is subject to counter battery? A19 No. Attackers never benefit from terrain.
Q20 If two terrain cards are present (say City & Ridge) - do the ridge benefits apply to all the defenders and those of the city only to those under that card? Does the city card still take the first hit even if cards are outside on the ridge? Not quite sure how this works in combination... A20 This is now explained fully in the rules.
Q21 Reinforcements - are these allowed their full movement after placement on their turn of entry? A21 Yes. The first grid location they move into after placement counts as one move. Mechanized units could move one additional grid or attack.
Q22 Only attacking units take hits - does this mean an initial hit could be placed on a participating artillery unit before the frontline Panzer units? A22 Yes. The first hit could go to an arty unit. The allocation of hits is central to the game. Some prefer to allocate hits to the higher cohesion units. Some prefer to bring along an infantry unit to take the hits and minimize the Panzer hits. Depends on your strategy.
Q23 Can the US player discard cards in his hand during his turn (thereby cycling through his deck quicker)? A23 No.
Q24 What's the disadvantage of being outside a city card? It would seem that this still takes the relevant hits if units are also inside and so indirectly protects the units outside. Is this wrong? A24 Perhaps. With the inside/outside city question, you're balancing the risk of losing the terrain modifier versus having the inside units encircled. If your situation is good enough to be able to count on a unit surviving outside, then you have the ability to do as you said. However, that is a less common case.
Q25 If some units are under the ridge and some not how do you distinguish, for example, armor attacks which should be halved against the ridge units but not presumably against units on top. A25 The armor is halved as long as units are under the ridge card. If units are solely under a city card with a ridge card also in the space, they are considered in the city and not on the ridge. Again, if you are able to survive the arty round, you could have units outside and under the ridge card with little difference. Note with terrain other that city/town, the outside vs. under question is moot: put all defenders under the terrain. With city/town placement, see the above note about what you are considering.
Q26 Do rivers halve enemy infantry even if a city/town (with bridge) card is present in the same position? A26 Yes.
Q27 When is supply checked? One assumes the cohesion phase. A27 Yes. It is now called the Supply/Cohesion Check Phase.
Q28 Is it possible for a unit that has previously moved out of supply to attack an adjacent unit if other units restore its supply route by attacking earlier in the turn? A28 No. OOS units are OOS for the turn. Recheck at start of next turn.
Q29 Can units ever occupy/move into the same location as non-encircled enemy units? The Von der Heydte Drop might cause this to happen. Can they only drop onto F2 if it is empty of enemies? A29 No. Treat Von der Heydte as an exception. If F2 is occupied and Airdrop succeeds, this unit functions as an extra (i.e. fifth) attacking card. See the card notes.
Q30 Does an early successful Von der Heydte Drop in an empty F2 give the defenders of Monshau immunity to Bug Out fever? Or should units take a hit for failure to bug? Perhaps all this is balanced by the fact that the usefulness of the Von der Heydte card hangs on its proximity to the top of the deck. So in effect, if F2 is empty or German-controlled VdH goes in. If the area is US occupied, it effectively can only go into the location of units attacking F2 as an extra attacker and effectively mandatory advances after combat if the area is cleared. But what happens if F2 isn't cleared [which is the most likely result]? Does it go to the attacker's location? A30 No. Yes. Yes.
Q31 In a similar vein, can Bypass Route allow leg units to move into the same location as non-encircled enemy units? Is Bypass Route usable only by mechanized units that can end their move in an location free of enemies? A31 No. Yes. Only mechanized units may use the Bypass Route card.
Q32 Just for the record, why do some North German units have an "R" on their entry area? A32 These units may only enter as reinforcements and not be placed in the initial setup.
Q33 Can US reinforcements be placed in locations where they would be out of supply such as ones surrounded by the enemy? A33 No.
Q34 Do rivers or blown bridges ever affect US mechanized movement or supply? [This implies the river/blown bridge is in a US-controlled location] A34 Yes. Blown bridges work both ways.
Q35 If units benefit from all terrain at a location then do units under a city card with also a ridge gain one cohesion bonus for the city and one for the ridge i.e. 2 in all? A35 No, each unit is assigned to one terrain card (or no card) and receives only one bonus for cohesion. Only the combat effects are cumulative.
Q36 In the initial German attack are the positions limited to 4 cards + an extra artillery unit or can 2 divisions be used as in the remainder of the game? A36 Either is fine. You could certainly move a division of mechanized units laterally and then attack west to create a two-division attack force. This is an excellent way to hit the C and/or D row.
Q37 Can the initial units be changed by reinforcements from the German hand on the first turn before attacks? A37 I'm not sure of the question here. To restate the starting situation, the German player gets to choose five units per column. Once placed, these units may not be swapped out. Then the German deck is shuffled, and then the German is dealt 13 cards as a starting hand. He then gets 3 more cards as the first turn reinforcements, so in all he chooses 15 combat cards, and receives 16 more total cards before he moves and attacks. Out of those 16, he'll get more combat cards that could be used in the opening attack as the German player sees fit.