Semper Fidelis: Bitwa o Lwów 1918-1919
Semper Fidelis: Bitwa o Lwów 1918-1919 Rulebook
Table of Contents
Table of Contents
- The Board
- Scenario Card
- 1. Components Overview
- 2. Setup
- 3. Victory Condition
- 4. Districts and Areas
- 5. Flow of the Game
- 6. Action Points & Orders
- Example of a Player Turn
- 7. Supply
- 8. Morale
- 9. Battle
- Example of Battles
- 10. Reinforcement & Relief
- 11. Commanders
- 12. Destruction
- 13. Negotiation
- Translation Notes (from the English translation)
- Player Aid Tables
- Scenarios
- FAQ & Errata
The Board
(Labelled diagram of the board; the labels are:)
1.1 City (Area) 1.2 Suburb (Area) 1.3 Village (Area) 2. Railway Line 3. District 4. Mobilization Zone 5. Broken Units Zone 6. Supply Track 7. Morale Track 8. Victory Track 9. Commander Deck
Scenario Card
(Labelled diagram of a Scenario Card; the labels are:)
- Scenario Name
- Placement of Strategic Tokens
- Placement of Supply Tokens
- Placement of initial Units of each side
- Placement of Units on the Mobilization Zone
- Position of Markers on Morale, Supply, and Victory Tracks of each side
- Initial Commander and list of participating Commanders in the Scenario
- List of Action Cards’ numbers to be removed from the Deck
- Time Track
- Negotiation Track (in Scenario 2 and 3), Destruction Track (in Scenario 2, 4 and 5)
- Initiative
1. Components Overview
Battle Cards
Each Battle Card shows Additional Battle Points for the Attacker (top) and Additional Battle Points for the Defender (bottom). Some Battle Cards also show an Escalation symbol or an Explosion symbol (a crossed-out Supply Token) (see 9.3 Battle Resolution Procedure).
Units
- Polish Volunteers (30) (white cubes); PL HQ / Commander (1) (large white cube)
- Soldiers of the Polish Army (15) (red cubes)
- Ukrainian Volunteers (25) (orange cubes); ZURL HQ / Commander (large orange cube)
- Sich Riflemen (25) (light blue cubes)
- Jewish Militia (4) (black cubes)
- Austro-Hungarian Army (4) (grey cubes)
2. Setup
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Place the Strategic Tokens with its corresponding value in the Areas on the board as Strategic Areas.
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Place Supply Tokens on the indicated Areas. First place the specific Supply Tokens face up (e.g. Food in the Rzeźnia ‘Slaughterhouse’). Then mix the remaining Supply Tokens and place them randomly, face down.
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Players keep their Supply Tokens in front of them, face down. The remaining Supply Tokens should be kept in a pool near the board.
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Place the Polish (red) and Ukrainian (blue) Marker on the indicated spaces on Morale, Victory, and Supply Tracks.
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Place the Time Marker on the Time Track.
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Place the Jewish Militia (in Scenario 2 and 3) and Austro-Hungarian Army (in Scenario 2, at full strength) Markers on the Negotiation Track. Then place their Units on the indicated Areas on the board.
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Players deploy their Units on the board as indicated in the Scenario. In Scenario 1, 2, and 3 the deployment is simultaneous.
Next, place Units in the Mobilization Zone on the board, and if necessary, on the Time Track in the Scenario Card. Remaining Units placed in a pool near the board.
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Form the Commander Deck from the list of Commanders in the Scenario and place it on the Commander Deck space on the board. The remaining Commander Cards will not be used.
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Remove relevant Action Cards from the decks as indicated by the Scenario.
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Place the Destruction Marker on the first space of the Destruction Track (in Scenario 2, 4, 5).
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Shuffle Action Deck and draw a hand of 5 cards, and take the Player Aid.
3. Victory Condition
The winner of the game is the player who has accumulated the most Victory Points at the end of the game. The Victory Points are awarded for (subject to the Scenarios):
- At the end of each Stage:
- Occupation of Strategic Area (the number of VPs is indicated by the Strategic Token)
- Morale Level: +1 for the highest level; or -1 for the lowest level on the Morale Track.
- Alliance with the Jewish Militia or Austro-Hungary Army: +1.
- At the end of the game, deduct VPs for:
- Broken Units: -1 VP for every 5 Broken Units
- Fallen Commanders: -1 VP for each killed Commander
- Destruction (ZURL only): relevant space on Destruction Track.
- Cards: from certain Action / Event Cards. Count these VPs immediately when it occurs.
Automatic Victory:
- Having a lead by 20 VPs or more.
- Humanitarian Crisis: for ZURL if the Marker gets to the last space on the Destruction Track (in Scenarios 2, 4, and 5, see 12. Destruction).
- Supply Cut: for PL if the ZURL is cut off from Winniki (in Scenario 3).
4. Districts and Areas
The board is Divided into districts that are made up of several City and Suburb Areas:
- District I "Śródmieście" Downtown
- District II "Kleparów"
- District III "Przedmieście Żółkiewskie"
- District IV "Łyczaków"
- District V "Przedmieście Halickie"
- District VI "Nowy Świat"
- District VII "Bilhoroszcze"
- District VIII "Zamarstynów"
4.1. Terrain
Areas are categorized into City, Suburb, and Village. Village never form part of a District. The Terrain type limits the number Units that can occupy it and Fortifications that can be built in it.
| Unit Limit | Fortification | |
|---|---|---|
| City | 5 | Barricade & Redoubt |
| Suburb | 6 | Barricade |
| Village | 6 | None |
Unit Limit sets how many Units each player can occupy a given Area. The Defender can only defend an Area up to the Area's Unit Limit. However, the Attacker can attack through different sides (i.e. from different Areas), and the number of attacking Units from each side depends on the Area's Unit Limit from which the attack is launched. After winning the Battle, the Attacker still has to obey Area’s Unit Limit.
EXAMPLE: PL attacks the Szkoła Sienkiewicza (Sienkiewicz School) with 6 Units from Bogdanówka and 5 Units from Dworzec Główny (Main Station). The ZURL has 5 Units there. PL wins the Battle. ZURL suffers 2 broken Units. PL can only move 2 Units into the battled Area (and at least 1 from each side from which the attack is launched from), while ZURL holds out with 3 Units there (City Area Limit of 5).
Fortification is limited by Area (i.e. Barricades or Redoubt can be built in City Area, while only Barricades can be built in Suburb Area).
An Area with a Strategic Token in it is called a Strategic Area.
4.2. Occupation and Control
If an Area contains Units only from one side, the Area is occupied. An Area that contains Units from both sides is contested. An Area that is not occupied by any Unit or only occupied neutral Unit is neutral.
A player only earns VPs (from a Strategic Area) and take Supply Token from an Area that it occupies.
In addition, controlling a District (i.e. occupying at least one Area while the opponent does not occupy any other Area of the District) allows the Polish side (in Scenarios 2 and 5) to add new Units from the pool to the Mobilization Zone at the end of a Stage.
An Area can be contested in following cases:
- After a Battle, when Units from both sides remain in the Area.
- As a result of using the ‘Wolves’ card.
- After the arrival of Reinforcements (See 10. Reinforcements and Relief).
Contested Area (contains Units from both sides) does not give VPs or Supply Tokens.
A player can move their Units into or out of a contested Area with a Move Order, which costs 2 AP.
A player can attack an opponent in an adjacent occupied Area, with an Assault Order and resolve the Battle before Battle Phase (see 9. Battle).
Attrition Loss: At the end of the Round, one Unit of each side must be dispersed from each contested Area.
5. Flow of the Game
The game consists of Stages, indicated on the Scenario’s Time Track.
Each Stage consists of four Rounds, in which players do their Turns (followed by an End of Round). After four Rounds, the End of Stage is conducted.
The player with Initiative goes first in each Round. The Scenario determines which player has the Initiative. It never changes for the rest of the game.
- Stage = 4 Rounds + End of Stage.
- Round = Initiative player Turn; then Second player Turn; Attrition Loss (End of Round).
- Turn = Initial Phase, Command Phase, Battle Phase, End of Turn Phase.
5.1. Round and Turn
During their Turn, a player is able to move their Units between Areas, fortify their positions, and launch one or more Attacks on enemy position. They also have the opportunity to get Neutral Forces (i.e. the Jewish Militia or the Austro-Hungarian Army) to their side. Players should build the Strength of their Units and maintain Morale. Players can give one or more Orders to their Units. However, all of these actions must be completed within strictly defined Phases.
[1] Initial Phase (in sequential order)
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Restoration of the HQ / Commander Unit (large cube) to the board after the previous death of the Commander or dispersal of the HQ. This step is mandatory. The player places the HQ / Commander Unit on any occupied Area and draws a new Commander Card from the Commander Deck. The arrival of a new Commander does not result in a change in Morale.
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Change of Commander (may be as a result of Relief) - (see 11. Commanders, 10. Reinforcement & Relief)
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Arrival of Reinforcement Units - (see 10. Reinforcement & Relief)
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Playing an Event card. A player may play one Event card of their choice. The effect of the event will always benefit the opponent. After the effect, the player gets Action Points (APs) indicated for their Order Phase. Discard the card afterwards.
[2] Orders Phase (in any order)
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Play one Action Card in one of two ways:
- A. Play Action or Special Card for its Action Points, ignore its effect.
- B. Play Action Card for the effect, ignore its APs.
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Execution of Orders: A player may perform several Orders (even multiple of the same Order) with Action Points (APs). Action Points come from: Commander Cards, played Cards, and the Plane Supply Token. Action Points are not carried over to the next Turn. A player may use only part of their APs (see 6.2 Orders).
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Use Supply Token: A player can use one Supply Token to increase the Supply Level (by the number indicated on the token) and one Supply Token to get the effect of the Supply Token.
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Resolve the Battle from Assault Order(s) (see 6.2 Orders).
[3] Battle Phase
Resolve all other Battles as a result of the Move Orders. The sequence of resolution is determined by the Attacker (see 9. Battles).
[4] End of Turn Phase
- Collect one Supply Token from each of your occupied Area.
- Draw Action Cards equal to the card symbol of your Commander up to your Hand Limit.
Card Limit: Your hand limit is 7 cards. You may discard card(s) before drawing new cards.
At the End of the Round:
- Attrition Loss: disperse 1 Unit of each side in each contested Area.
- Move the Time Marker on the Time Track by 1 step.
5.2. End of Stage
End of Stage takes place at the end of the fourth Round:
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Players score Victory Points (see 3. Victory Conditions), move the relevant Markers on the Victory Track.
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Add Reinforcements (from the pool to the Mobilization Zone). Skip this step in Scenario 1 and 3, since they only have one Stage.
Polish Reinforcements
In Scenarios 2 and 5, you add Units from the pool to the Mobilization Zone:
- 2 Units for each controlled District.
- 1 Unit for each contested and neutral District (may be occupied by Neutral Units).
- 1 Unit for each occupied Village.
The capture of subsequent Districts allowed the incorporation of the residents who had lived on the Ukrainian side into the ranks of the Defender of Lviv.
In Scenario 4, the Reinforcements are deployed directly to the occupied Village Areas.
- 2 Soldier Units for each occupied Village.
- 5 Soldier Units and 3 Supply Tokens for occupied 2 adjacent Villages.
- 8 Soldier Units and 5 Supply Tokens for occupied 3 adjacent Villages.
At the Turn of 1918 and 1919, the Polish command tried to support the weakening defenders. Therefore it sends fresh forces to help, which could breakthrough to the City only if they cooperate with the Polish garrison of Lviv.
ZURL Reinforcements
The ZURL Reinforcements depends on Morale. On each space on the Ukrainian Morale Track there is a number that determines how many Units that may be added to the Mobilization Zone.
6. Action Points & Orders
The most important actions performed by the players are Orders. Each Order requires Action Points.
6.1. Action Points
You earn Action Points (APs) from:
- Commander’s Rating (i.e. the circled number in Commander Card)
- Action Card and Special Card
- Airplane Supply Token (2 APs)
These Action Points are not carried over to the next turn, but you are not required to spend all of them.
The Action Points derived from Commander’s Rating and played Card can be combined. A player can split their Action Points across multiple Orders.
During a Turn, a player may perform several Orders (even multiple of the same Order).
6.2. Orders
Move (1 AP): A player may move any number of Units from an Area to another Area up to 3 spaces away. Movement between adjacent Villages takes 1 AP per space. Player may spend more APs to move to further Village Area. The same Units may receive a Move or Assault Order several times during the same Turn.
All Units must move along the same path and end their movement on the same Area. Units cannot be split up within a single Order. Moving different Units from an Area to two different Areas requires 2 Orders.
EXAMPLE: PL moves all his Units from Winniki through Kozielniki to Sokolniki (2 spaces) and then through Koszary Wuleckie and Szkolę Sienkiewicza to the Dworzec Główny (3 spaces). This move requires 2 APs.
Units may only move through neutral or occupied Areas. You may move through your occupied Area that have already reached its Area Unit Limit. When your Unit enters an Area with opponent’s Units (contested or opponent occupied), it must end its movement. Keep your Units the border edge from which they entered, to keep track which side the Attack was launched from, because an Area can be attacked from different sides.
Moving into an Area with enemy Unit without the intention to battle (move the Units into the center of the Area) requires an additional Action Point. The Move costs 2 APs. The same applies for moving out of an Area with enemy Unit.
TIP: Try to leave one Unit behind in a Strategic Area to maintain occupation of it.
Assault (2 APs): Assault is slightly different from a Move Order (Units still move up to 3 spaces), that after the Units enter an Area with enemy Units, you may resolve a Battle during your active Turn (Orders Phase) instead of during Battle Phase. Player who wants to Assault an Area must Order all of their Units in the battled Area for the Battle.
EXAMPLE: It is the ZURL Turn. The Rynek Area is contested with 3 PL Units and 2 ZURL Units. ZURL player orders an Assault (2 APs) for Units already in the Rynek and 4 Units coming in from Sejm Krajowi Area (2 APs). He spends a total of 4 APs. After the Assault Battle, the ZURL player continues with his Orders Phase.
Fortification (1 - 4 APs): To build a Barricade or Redoubt on an Area he occupies.
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Barricade (1 AP) — Can only be built in City and Suburb, not in Village Areas. When built, placed it along the inner edge of one of the sides of the Area. A Barricade reduces the Strength of each attacking Units by 1. It only affects the attacking Units that that cross the Barricade.
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Redoubt (4 APs) — Can only be built in City Area. Place it in the middle of the Area. It reduces all attacking Units’ Strength by 1 regardless of the direction which they attacked. Furthermore, the Attacker do not get the benefits for attacking from multiple sides.
If there is already a Barricade in the Area, the cost of building a Redoubt is reduced by 1 AP for each Barricade, to a minimum of 1 AP (incl. the Polish Commander Czesław Mączyński special ability). After the Redoubt is built, remove the Barricades.
Fortification is not taken into account for Units currently contesting an Area (i.e. not from Assault Order). In the case of Loss or withdrawal from the field, all Fortifications are removed (the civilians returning to the Area dismantles it). If the Defender lost but it still has Units in the contested Area, the Fortification remains. Player may remove their Fortifications voluntarily during their Turn. The Cytadela (Citadel) is considered to always have a Redoubt.
Mobilization (1 - 3 APs): Player may move Units from the Mobilization Zone to an Area it occupies up to the Area’s Unit Limit. The cost of Mobilization is determined by the Morale Level. In high Morale you can mobilize 2 Units for 1 AP while in low Morale you need 3 APs to mobilize 1 Unit. You cannot mobilize if you do not have Units in the Mobilization Zone.
New Units are placed in Mobilization Zone from the pool as a result of playing an Action Card (e.g. ‘Appeal “to the People of Lviv”’) or during the End of Stage.
Units are placed in the Mobilization Zone from the board when Units get dispersed in Battles (See 9.4).
In some cases, Units may be completely removed from the game by some Action Cards (e.g. ‘Komańcza Republic’). Those Units are placed back in the game box and cannot be returned to the pool.
Provisioning (1 - 3 APs): Player immediately takes one or more Supply Tokens from an Area it occupies instead of waiting for the End of Turn Phase. First Supply Token costs 1 AP, the second costs 2 APs, and the third costs 3 APs (i.e. Taking 2 tokens requires 3 AP in total, and 3 tokens requires 6 APs). These Supply Tokens can be used immediately.
Propaganda (3 APs): Once per Turn, player may improve their Morale or the Destruction Level by 1 step (only for Polish player in Scenarios 2, 4, or 5; see 8. Morale and 12. Destruction).
Negotiation: (only in Scenario 2 and 3) Player may attempt to move the Marker in Negotiation Track (the Jewish or Austro-Hungary Alliance). The AP cost of this action is determined on the space to which the Marker is being moved to. If you aim to break an opponent’s Alliance (i.e. moving it back to a neutral space), you spend additional 1 AP (see 13. Negotiations).
Example of a Player Turn
INITIAL PHASE:
- ZURL player decides to change the existing Commander (Mieszkowskyi) and draw a new Commander, Josyp Mykyta. This change increases Morale by +1 (he lost the previous Battle).
- Then he plays the Event Card “Volunteer Legion of Women” which allows the PL player to put 2 Volunteer Units on the board. ZURL then gets 4 APs) as stated on the card for the Turn.
ORDERS PHASE:
- ZURL uses an Artillery Supply Token and raises his Supply Level by 2. This changes the Strength of all his Volunteer units and Sich Riflemen Units.
- He then uses the Airplane Supply Token to get 2 APs, bringing his Action Points total to 11 (5 from Commander, 4 from Event Card, and 2 from the Plane token).
- ZURL player performs Mobilization Order and deploys 1 Unit from the Mobilization Zone to Rzeznia Miejska and 1 to Podzamcze for (3 APs) [8 APs remaining]
- In the Zniesienie he places a Barricade (1 AP) then. takes 1 Supply Token (1 AP) [6 APs remaining]
- Does a Move Order from Podzamcze to Dzielnica Zydowska (1 AP) [5 APs remaining]
- Does a Move Order from Rzeznia Miejskia to Wysoki Zamek. Since the Area is enemy occupied, this costs 2 APs. [3 APs remaining]
- Performs Assault Command from Rynek to Lyczakowska and performs Battle immediately. (2 APs). [1 AP remaining]
- ZURL mobilizes 1 Unit to Zniesienie (1 AP). [no AP remaining]
- Plays an Action Card which effect is lowering the PL’s Morale (0 AP).
BATTLE PHASE: Resolve the Battle in the Dzielnica Zydowska.
END OF TURN PHASE: Draw 1 Action Card (Commander’s Rating) and choose 1 Supply Token from each occupied Area.
7. Supply
Weapons, ammunition, grenades, uniforms, food, and medicines, all affect the military potential of Units on both sides to fight. Especially on the Polish side, there were Volunteers who only had a single firearm at their disposal. Fortunately Lviv was an important garrison town, with many Austrian barracks and Warehouses were located.
7.1. Supply Track
The Supply Track defines the strength of each Unit has in a Battle (incl. Soldiers, Sich Riflemen, and Volunteers). The success of your Battles depends on this track.
Each player has their own Supply Track. The Scenario will determine the starting position of the Supply Track, and it may increase and decrease throughout the game.
It decreases as a result of losing a Battle (if at least 2 (or 3) of your Units participated in the Battle, depending on the Morale level), or by play of an Action Card. When the opponent wins a Battle, he does not increase his Supply, as the Supply gained is treated to be equal with the Loss from the Battle.
Supply Level can be increased by using a Supply Token Player may only use one Supply Token in their Turn for this purpose (exception: Zdzisław Trześniowski and Józef Leśniewski).
7.2. Supply Tokens
In each Scenario there will be place Supply Tokens placed on the board, and each side gets a certain amount of Supply Tokens at the beginning of the game (See 2. Setup).
Players can acquire more Supply Token by capturing Warehouses (i.e. Area with Supply Tokens):
- During the End of Turn Phase: take one Supply Token from each area that you occupy.
- During Order Phase (with Provisioning Order), take 1 to 3 tokens. You may use it on the same Turn.
- PL may use Action / Special Card (e.g. ‘Evacuation’, ‘Scout’).
There is no limit to the number of Supply Tokens that you may have.
Each Supply Token can be used in two ways:
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Generic use: Discard a Supply Token and increase the Supply Level by the value shown on the token (1 to 3). This can only be done once in a Turn.
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Specific use for its special effect, as the following:
During Order Phase
- ARTILLERY: Select any Area occupied by the opponent and they suffer 2 Losses. If it is a City Area, increase Destruction Track by 1 step (Scenario 2, 4, 5).
- BARRICADE: Place 2 Barricades on any Area you occupy.
- UNIFORM: Mobilize 1 Unit from the Mobilization Zone.
- FOOD: Improve Morale OR Destruction by 1 step (Scenario 2, 4, 5).
- PLANE: Add 2 APs.
You can only use 1 of the above Supply Tokens in Order Phase (apart from increasing Supply).
During Battle
- GRENADES: Add +1 Strength when attacking.
- MACHINE GUN: +1 Strength when defending.
- AMMUNITION: Play a second Special Card, during or after the Battle.
After Battle
- MEDICINE: Reduce losses by 1 (it does not affect the outcome of Battle)
You can only use 1 of the above (Combat) Supply Tokens in each Battle.
8. Morale
The fighting in Lviv was greatly influenced by the attitude of the civilians of the city and surrounding villages. Not only did they assist the fighters, feeding them, treating their wounds, and serving as guides, but there were also Volunteers who joined the ranks of Polish troops. Morale therefore reflects the sympathy that civilians have for the fighters. It changes as a result of victories, defeats, and events.
The Morale Level is tracked separately for each side on their Morale Track. It affects three things:
- The cost of Mobilization Order.
- The Victory Points awarded at End of Round.
- For the ZURL, it decides how many Units it receives in the Mobilization Zone during End of Stage.
Morale decreases by 1 step when:
- Losing control of Strategic Area (i.e. the moment it becomes contested).
- Having 2 Units broken or 3 Units dispersed in a Battle.
- Changing of a Commander after a victory in Battle, or when no Battle has taken place yet.
- Changing Commander for the second time in a Turn.
- Losing your Commander during Battle (dispersed or killed).
- As a result of some Action Cards.
Note: During a Battle your Morale Level can be decreased by more than one step.
Morale increases by 1 step when:
- Gain control of a Strategic Area.
- Use a Food Supply Token.
- Changing Commander after losing a Battle.
- Propaganda order (PL player only).
- As a result of some Action Cards.
- Truce: when there was no Battle or other action that cause Losses (e.g. Artillery token) in the Round. Both sides increase their Morale at the End of Round.
Destruction: In Scenario 2, 4, and 5, when the PL Morale Marker is on the lowest space, and it has to reduce Morale again, move the Destruction Marker down 1 step on the Destruction Track instead.
9. Battle
Battle is the most common way to occupy an Area. A key factor for success in a Battle is the Strength of your Units, which depends on your Supply Level. Each space on the Supply Track shows the Strength of the Units of your side.
9.1. Occurrence of Battle
- During Order Phase after Assault Order(s).
- In the Battle Phase as a result of Movement Order (i.e. with Units lined up on the border). Battle is not resolved in a contested Area (i.e. already occupied by both sides) without movement.
One side is always the Attacker and the other is the Defender in a Battle. When attacking an Area, the Attacker is the player who launches the attack, even if he was previously defending in that Area (and in that case, his Fortification is not taken into account during Battle as an Attacker).
TIP: A player can Attack an Area (with Move or Assault Orders) from multiple sides. Therefore when you move, keep those Units lined up on border to track which Area the attack is coming from in the Battle Phase.
9.2. Evasion
During the Battle Phase (or immediately after an Assault Order), after the Attacker indicates which Battle will be resolved, the Defender may declare to Evade. This allows the Defender to withdraw all his Units to an adjacent Area. The destination Area must be already occupied by the its side, except it is currently being contested with a pending Battle resolution. If the destination Area’s Unit Limit would be exceeded, the Defender then may split and move to an adjacent neutral Area (can be occupied by Austro-Hungarian Unit).
To perform the Evasion, the Defender must discard Action Card(s) (may use multiple cards, but not Event Card) with its Action Points value summing up to the number of sides from which the Attack is coming from.
EXAMPLE: ZURL attacks Rynek from Podzamcze, Dom Akademicki, and Sejm Krajowi. His opponent decides to Evade to another Area which one of his Units is already there, so he discards a 2 AP and a 1 AP Action Cards, and withdraw the Units.
9.3. Battle Resolution Procedure
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Both sides sum up the Strength of all their Units, taking into account the Defender’s Fortification in the Area. Barricade and Redoubt reduce each Attacker’s Unit Strength by 1 (Example: if you attacked with 2 Units with Strength 3 each, they would equal 6, but a Redoubt would decrease each Unit Strength by 1, thus the effective total Attack Strength would be 4 instead).
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Attacker may play one Special Card.
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Defender may play one Special Card.
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Attacker may play one (Combat) Supply Token (Grenade or Ammunition; if you use Ammunition, you may play a second Special Card immediately or after the Battle. The same applies with Defender).
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Defender may play one (Battle) Supply Token (Machine Gun or Ammunition).
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Both sides check the Battle Table to see how many Battle Points (BPs) they receive (the sum of all Units Strength + modification from Special Card – reduction from Defender’s Fortification).
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Reveal one Battle Card which determines additional BPs each side receives. Note some conditions:
- Escalation [Card symbol]: Draw another Battle Card and add the values together. If another ‘Escalation’ card appears, do not draw a third card.
- Explosion [Crossed Supply Token symbol]: Remove all Supply Tokens immediately from this Area (except for Battle in the Village Area).
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If the Defender has no Redoubt, the Attacker adds his BPs for each additional Areas he attacked from (+1 BP for the second and each subsequent Area). The Attacker also adds the bonus from Grenade token and Commander attribute.
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The Defender adds bonus from Machine Gun token and Commander.
Note: Used Battle Cards are only shuffled at the end of a player's Turn.
9.4. Post-Battle
A) OCCUPATION OF THE AREA
if the Attacker wins, they must first move at least 1 Unit of each Area which they are moving from, onto the battled Area. Losses should be applied to other Units before affecting these advancing Units.
B) TAKING LOSSES
The number of Battle Points scored is equal to the number of Losses inflicted on the opponent. Losses are distributed by the Units’ owner. The Attacker takes Losses first, then the Defender.
Losses are resulting into specific effects:
- Withdrawal (only available to Defenders in high Morale)
- Dispersion
- Break
Each effect, depending on the Morale Level and whether the player was attacking or defending, indicates how many Losses are absorbed. Players must distribute all Losses.
EXAMPLE: The ZURL is defending with 4 Units and lost, suffering 7 Losses. His Morale is high, so he decides to withdraw 2 Units (2 Losses in total), let 1 Unit dispersed, and 1 Unit broken (3 Losses). Alternatively, he could let 1 Unit broken (3 Losses), 2 Units dispersed (4 Losses in total), and leave 1 Unit on the Area, which would thus continue to occupy it.
Withdrawal — The Defender must withdraw to an adjacent Area that is already occupied by its side, except it is currently being contested with a pending Battle resolution. If there is such adjacent Area, or the Area Unit Limit has been reached, then the Defender may move to a neutral adjacent Area. However, it cannot be an Area from which the Attacker came from or an Area occupied by the Jewish Militia.
If the Attacker lost a Battle, he must withdraw all of his Units. This does not absorb the Losses. First, he withdraws to the Area from which he came from (if he attacked from a distance of several Areas, it is the last Area which he passes through). If that Area has been captured by their opponent during the course of Battles, they must withdraw to another adjacent neutral Area, which they then receive one additional Loss. Only then he applies the incurred Losses. If Units from both players remain on an Area after a Battle, that Area remains contested.
Dispersion — Move the Units from the Area to the (red) Mobilization Zone on the board.
Broken — Move the Units from the Area to the (black) Broken Units Zone on the board. These Units are removed permanently from the game. Player loses 1 VP for every 5 broken Units at the end of the game.
First, apply the Losses and adjust the Morale as a result of a Battle. This means that the loss or gain of a Strategic Area, the death of a Commander, or the loss of Units do not affect the calculation of Losses in a given Battle. After Losses have been applied, a player may inflict more Losses (e.g. withdrawing more Units, even if their Morale is low) if it results in a favorable outcome of the Battle.
C) SUPPLY
If the Loser battled with at least 2 Units (low Morale) or 3 Units (high Morale), decrease his Supply Level by 1 step. The Winner does not increase their Supply.
D) MORALE: Morale is increased or decreased according to the conditions (see 8. Morale). If there are several Battles need to be resolved in a Turn, the Attacker (i.e. active player) decides the order of resolution.
TIP: Start by resolving easier Battle first where you have a better chance of winning, because if your opponent loses, it will force his Supply and Morale to go down, which might help you in later Battles.
NOTE: It is possible for a player to win a Battle yet lost all of his Units. As an Attacker, he failed to occupy a Strategic Area due to the lack of Units, therefore its Morale is not raised; or as a Defender, he failed to hold control of a Strategic Area, therefore losing a Supply (assuming he lost with 2 or 3 Units involved).
Example of Battles
(During Battle illustration)
- In the Order Phase PL contested a few Areas of his opponent. In the Battle Phase, he decides to resolve the Battle in Cerkiew sw Jura. ZURL decides to stay for the Battle. Both players check the Strength of their Units. PL attacks with 7 Volunteer Units (including a HQ Unit) and 2 Soldier Units. According the Supply Track, Volunteers have 3 Strength each and Soldiers have 4 Strength each. However, there is a Barricade from the Kocszary Salvatora. Total Strength is 27 (original Strength of 29 - 2 for the Barricade). ZURL has only 2 Volunteers and 1 Sich Riflemen, totaling to 7 Strength.
- PL does not play card. ZURL plays the card ‘Hustuls Sotnia’.
- PL uses a Grenade token. Players now check their many Battle Points they have. PL has 6 BPs and ZURL 3 BPs. PL has +1 BP for Commander attribute, and +3 BPs for attacking from 4 different sides. ZURL gets +1 BPs for ‘Hustuls Sotnia’ card. Final tally is: 11 to 4 for the Attacker.
- A Battle Card is drawn, it’s 0:1 for the Defender, making the tally 11 to 5 for the Attacker. Attacker wins. Defender takes 11 Losses and Attacker takes 5 Losses. The Battle took place in a City Area and the combined Battle Points are reached 10 BPs, therefore the Destruction Marker moves down by 1 step.
- PL moves 1 Unit into the target Area from each direction he attacked from.
- Then Attacker (PL) takes 5 Losses, using the Loss Table, Low Morale column. He decides 2 Volunteer Units are broken and disperse 1 Unit from Kocszary Salvatora. In the end, he moves the Solder Units to the Area he won. He abandons the Kocszary Salvatora Area. However, he loses Morale because 2 of his Units are broken in the Battle.
- The Defender (ZURL) must break all 3 Units (9 Losses, the excess 2 Losses are forgone). He removes the Barricade and lowers Morale Track by 4 steps for losing of a Strategic Area, having of 2 Units broken, Commander was killed, and the fact that Commander Wilhem Habsburg was killed (i.e. his attribute). Supply Level is also lowered by 1 step.
- Next battle is at Gora Stracenia. ZURL decides to Evade by discarding a 1 AP card and withdraws to the Dzielnica Zydowska and PL moves his Units in and now occupy the Area.
- Resolve the Cytadela Area, which is attacked from 2 sides. PL has Strength of 15 (after deducting -1 from the Citadel’s permanent Redoubt). ZURL Units has Strength of 4, which is lower because he lost the previous Battle.
(Post-Battle illustration)
- PL breaks 1 Unit and dispersed the other Unit from Szkola Kadecka. The survivor withdraw to Szkola Kadecka. The Units that attacked from Elektrownia through Park Stryjski, must withdraw to the Park Stryjski. PL lowers only his Supply Level.
- ZURL plays another card (because he played the Ammunition token earlier, the card is ‘Collective Responsibility’ which allows him to remove 2 PL Units located in the Mobilization Zone from the game.
- ZURL takes 3 Losses. he decides to break 1 Unit, but maintains control of the Citadel.
PL won one Battle, lost another, and occupies an Area without a Battle.
10. Reinforcement & Relief
Mobilization, Reinforcement, and Relief are ways to increase the number of Units on the board. The Scenario determines whether and how many Relief will appear on the board in a given Turn. In the case of Relief for the Polish side (especially in Scenario 2), it may be delayed by several Turns due to card play. Furthermore, the number of Relief may change. Sometimes the Relief is accompanied by a Commander, who may immediately replace the current Commander.
TIP: Place a cube on the Time Track as a reminder when the Relief is supposed to arrive. If the arrival time of the Reinforcement changes during the game you can relocate the cube on the Time Track accordingly.
Relief arrives during the Initial Phase of a player’s Turn. Player may deploy Relief Units immediately on the Starting Area or on any Area connected to it with a Railway Line (neutral of occupied by your Units). The Area that the Units is passing through can be contested but not occupied by opponent.
Starting Areas: PL at Zimna Woda; ZURL at Winniki.
EXAMPLE: PL player deploys his Relief. He deploys 4 Units in Dworzec Glowny (1 Unit was already there, so it is at the 5 Unit Limit after deployment). 2 Units in Lewandowce. Then the other 4 into Elektrownia. He cannot deploy to Stacia Kieparow or Kortumowa Gora because a ZURL Unit is occupying Stacia Kieparow.
If the Starting Area is occupied by an opponent Unit, the player may deploy Units into the Area until the Area Unit Limit and that Area is immediately contested. After that the player may deploy Units into an adjacent Village or even the next one (but no further). However, this action requires spending APs equal to the number of spaces the target Area is away from the starting Area. Player does not need to deploy all their Relief on the turn they arrive.
EXAMPLE: The ZURL player would like to deploy his Relief into Winniki. However, the Area is occupied by a PL Unit, the neighboring Area (Lesienice) is also occupied. The ZURL player could place Units in Winniki, or Lesienice at the cost of 1 AP, making the Areas contested, or place the Units in Kozielniki for 1 AP or Zboiska for 2 APs.
11. Commanders
In the game, the Commander is represented by the Commander Card and the Headquarter (HQ) Unit. Only the Commander listed in the Scenario are used in the game. The current Commander is shown face up on the Commander Deck of each side. On the board, the Commander is represented by the (large cube) HQ Unit, which is treated as a Volunteer Unit (for movement, Battle, Losses, and Area Unit Limit, etc.).
Each Commander has two attributes:
- Action Points: how many APs a player has each turn.
- Cards: how many cards a player can draw in the end of their Turn (to Hand Limit of 7).
In addition, each Commander has a special attribute, which come in two types:
- Organization: ability applies regardless of the HQ Unit position on the board (e.g. Czesław Mączyńsk, “Building a Redoubt costs 1 less AP”).
- Combat: ability applies only in a Battle where the Commander (i.e. the large cube) is present (e.g. Tadeusz Rozwadowski, “+1 Battle Point when defending”).
Changing Commander: Each side begins the game with the designated Commander by the Scenario. At the beginning of a player Initial Phase, player may change the Commander, by removing the existing Commander out of the game and flipping a new Commander Card from the top of the Commander Deck. Changing Commander can change Morale (see 8. Morale) depending whether the last Battle was won or lost.
Reinforcements: Sometimes Reinforcements are accompanied by a Commander, who can immediately replace the current Commander. The change leads to a shift in Morale (see 8. Morale).
Loss of Commander: If the HQ Unit is (temporarily) dispersed during a Battle, the player lowers its Morale by 1 step and moves the HQ Unit to the Mobilization Zone. He then flips the Commander Card face down. In their next Initial Phase, the player flips the Commander Card back face up and put the HQ Unit back on an occupied Area. The player may also immediately change Commander.
If the HQ Unit is broken in a Battle, the Commander is killed; player lowers Morale by 1 step and removes the HQ Unit the board. The Commander Card is placed on the Broken Units Zone (under the cubes). This means in the End of Turn Phase the player will not draw any Action Cards. In the next Initial Phase the player then draws a new Commander Card and places the HQ Unit in an occupied Area. Player loses 1 VP for each killed Commander at the end of the game.
No Leader: In extreme case, a player may be forced to play without a Commander (they have been killed or removed in numerous rotations). In this case, they have no base APs and cannot draw Action Cards in End of Turn Phase.
12. Destruction
During the fighting in the City, it is not only Soldiers who suffer. Civilians, including women and children, are also wounded. They are often killed from random bullets or artillery fire. The city, a symbol of Polish culture and history, is also destroyed. Explosions and fire ruin houses and the most beautiful monuments.
This rule only applies to Scenarios 2, 4, and 5. The Destruction Track will go down when:
- A Battle in a City Area resulting in a sum of 10 BPs or more from both sides.
- Artillery token is used in a City Area.
- PL Morale Marker is in the lowest space and forced to get reduced again
At the end of the game, the ZURL player has to subtract VPs indicated on the marker on the Destruction Track. However, if the marker lands on the last space of the Destruction Track, the game ends immediately with a victory to the ZURL.
During the game, the Polish player can use Food Supply Token or Propaganda Order once per Turn to move up the Destruction Marker by 1 step.
13. Negotiation
In Scenarios 2 and 3 players can influence the attitude of two Neutral Units—the Jewish Militia and the Austro-Hungarian Unit (i.e. Soldiers of the Imperial Royal Army).
13.1. Negotiation Order
The attitude of the Neutral Units is reflected in the Negotiation Track. To move an Alliance Marker by one step in the Negotiation Track, a player spends a number of APs indicated on the space he wishes to move the Marker to. When attempting to break its Alliance with the opponent (i.e. to move the marker to the neutral space), the player must spend additional 1 AP. A player can only make one Negotiation Order per Turn. Allied Units are treated as a player’s own Units, including distribution of Loss from Battle. At End of Stage, the player receives 1 VP for an Alliance.
13.2. Neutral Units
Jewish Militia
In Scenario 2 and 3. Strength is always 1.
Neutral: Units from both sides can move through an Area with neutral Jewish Militia Unit, but it should avoid ending its movement there. If a player does so, the Jewish Militia automatically form an Alliance with the opponent. The same applies when a player is forced to withdraw to there after a Battle. Jewish Militia do not move. As long as the Jewish Militia remains neutral, the Polish player can never control the Zamarstynów or Żółkiewskie Districts ((i.e. District III, and District VIII, which is relevant for Reinforcements).
Alliance with Jewish Militia: Jewish Militia Unit can only move to adjacent Area (to attack off defend). The player can mobilize another 2 Jewish Militia Units if needed in the Mobilization Zone as per normal. Area occupied by the Jewish Militia is treated as occupied by that player’s Units.
Cards related to this Unit: ‘Agreement’, ‘Jewish Pogrom’.
Austro-Hungarian Imperial Royal Army
In Scenario 2 only. Strength of 2 or 4.
Neutral: the Austro-Hungarian Unit does not control or contest the Area. This means that a side with Units in an Area with a neutral Austro-Hungarian Unit would occupy the Area (unlike with the Jewish Militia). The Austro-Hungarian Unit does not move. This Unit can be deliberately attacked, but it will automatically ally with the opponent side.
Disarmament: the player who first disarm the Austro-Hungarian Unit will increase his Supply Level by 1 step for each Austro-Hungarian Unit on the board. However, disarming the Austro-Hungarian Unit will reduce their Strength from 4 to 2 permanently (flip the Austro-Hungary marker to its reverse (half) side on the Scenario Card).
Alliance with the ZURL: The Unit can be moved to any Area and participate in Battle. Area occupied by the Austro-Hungarian Unit is treated as if they are occupied by the player’s own Units.
Cards related to this Unit: ‘Viceroy Huyn’, ‘Demobilization’, ‘End of the Great War’.
Translation Notes (from the English translation)
- ‘Podsumowanie’ is commonly directly translated as “Summary”. It is revised as ‘End of Stage’ for simplicity.
- ‘Faza Końcowa’ is commonly directly translated as “Final Phase”, It is revised as ‘End of Turn Phase’ for simplicity.
- Both ‘zajmuje’ ‘okupują’ are commonly translated as ‘occupy’. To distinguish it, “occupy” means having your Unit in an Area without opponent Units present there (similar to “control” in most games). The term “control” is used for District. If an Area has Units from both sides, it is “contested”.
- Both ‘posiłki’ and ‘odsiecz’ are commonly translated as ‘reinforcement’. To distinguish it, this is differentiated with ‘Relief’ as the Army Units replacement of combat casualty, and ‘Reinforcement’ as the Volunteer Units who join as an addition to the fighting.
- section ‘14. Cards Discussion’ is merged with the FAQ for a more streamlined reading.
Player Aid Tables
The following tables appear only on the Player Aid card (Player Aid EN v1.2), not in the rulebook text; they are referred to in the rules as the "Battle Table" / "Combat Table" and the "Loss Table".
Combat Table (Strength to Battle Points)
| Attacker Strength | Battle Points | Defender Strength | Battle Points |
|---|---|---|---|
| 1-5 | 1 | 1-3 | 1 |
| 6-10 | 2 | 4-6 | 2 |
| 11-15 | 3 | 7-9 | 3 |
| 16-20 | 4 | 10-12 | 4 |
| 21-25 | 5 | 13-15 | 5 |
| 26-30 | 6 | 16-18 | 6 |
| 31-35 | 7 |
Loss Table
| Morale | Attacker | Defender | Supply reduction upon defeat |
|---|---|---|---|
| HIGH | 1-2: Dispersion; 3: Broken | 1: Withdrawal; 2: Dispersion; 3: Broken | 3 or more Units participating |
| LOW | 1: Dispersion; 2: Broken | 1-2: Dispersion; 3: Broken | 2 or more Units participating |
As stated in 9.4, each effect (Withdrawal, Dispersion, Broken), depending on the Morale Level and whether the player was attacking or defending, indicates how many Losses are absorbed.
Scenarios
The five Scenario Cards (Scenario Cards EN v1.1) are mostly graphical. Their printed content is transcribed below. Numbers in parentheses before Area names are the number of Units (or tokens) placed in each listed Area, exactly as printed on the cards. Supply token and Strategic token icons are described in words; the icon descriptions are a reading of the card artwork. The rulebook states that rules on the Scenario Card take precedence over the rulebook.
Unit colours (see 1. Components Overview): white = Polish Volunteers, red = Soldiers of the Polish Army, orange = Ukrainian Volunteers, light blue = Sich Riflemen, black = Jewish Militia, grey = Austro-Hungarian Army. On Time Tracks, a red-cornered box marks Units arriving as Relief; a light blue cube is a ZURL (Sich Riflemen) arrival and a red cube is a PL (Soldiers) arrival. Where the printed card keeps Polish words (e.g. "gracz PL" = PL player), they are given in English.
Scenario 1: Coup (1-4 XI 1918)
Initiative: ZURL
Supply Tokens
- Specific Supply Tokens (face up): airplane token (1) Lotnisko; food token (2) Rzeźnia Miejska; artillery token (1) Rzęsna Polska.
- Random Supply Tokens (red icon, mixed, face down): (3) Dworzec Główny; (2) Koszary Salvatora, Koszary Ferdynanda, Koszary Wuleckie, Cytadela, PL player, ZURL player.
Strategic Tokens
- Value 1: Rynek, Cytadela, Dworzec Główny, Wysoki Zamek, Góra Stracenia, Cerkiew św. Jura, Elektrownia, Szkoła Sienkiewicza.
ZURL (orange Units)
- (4) + (HQ) Rynek
- (5) Sejm Krajowy
- (3) Namiestnictwo
- (2) Wysoki Zamek
- Morale: III; Supply: IV; VP: 2
- Commanders: Witowśkyj Dmytro (initial) + Stefaniw Hnat, Kossak Hryć
- Action Cards to be removed: 11, 15, 17, 20, 22, 25
PL (white Units)
- (2) Szkoła Sienkiewicza
- (1) Dom Techników, Sokolniki
- (1) + (HQ) Dom Akademicki
- Morale: V; Supply: V; VP: 5
- Commanders: Czesław Mączyński (initial) + Ludwik de Levaux, Zdzisław Trześniowski, Roman Abraham, Mieczysław Boruta-Spiechowicz
- Action Cards to be removed: 10, 13, 14, 19. 20 [sic], 22, 24, 26
Mobilization Zone: PL 12 (white); ZURL 3 (orange).
Time Track (1 XI, 2 XI, 3 XI, 4 XI): on 3 XI, ZURL Relief of 10 (light blue) + *I (footnote: I. O. Bukszowany) and PL Relief of 3 (red).
Victory Points (end of the Scenario): Strategic Area; Morale; Commander; Fallen Commander; Cards; Losses.
Scenario 2: Semper Fidelis (1-24 XI 1918)
Initiative: PL
Supply Tokens
- Specific Supply Tokens (face up): food token (3) Rzeźnia Miejska; airplane token (3) Lotnisko; artillery token (2) Skniłów, (1) Rzęsna Polska.
- Random Supply Tokens (red icon, mixed, face down): (5) Dworzec Główny; (3) Koszary Salvatora, Koszary Ferdynanda, Koszary Wuleckie, Namiestnictwo, Stacja Łyczaków; (2) Szkoła Sienkiewicza, Cytadela, PL player, ZURL player.
Strategic Tokens
- Value 3: Dworzec Główny.
- Value 2: Szkoła Sienkiewicza, Cytadela.
- Value 1: Góra Stracenia, Góra św. Jacka, Dom Techników, Szkoła Kadecka, Cerkiew św. Jura, Sejm Krajowy, Koszary Ferdynanda, Cmentarz Łyczakowski, Stacja Łyczaków, Wysoki Zamek, Kleparów.
ZURL (orange Units)
- (2) Wysoki Zamek, Namiestnictwo, Sejm Krajowy, Dworzec Główny, Cytadela
- (1) Koszary Ferdynanda, Koszary Salvatora, Stacja Łyczaków
- (1) + (HQ) Rynek
- Morale: VI; Supply: V; VP: 2
- Commanders: Dmytro Witowśkyj (initial) + Hnat Stefaniw, Hryć Kossak, Wilhelm Habsburg "Wasyl Wyszywany"
PL (white Units)
- (2) Szkoła Sienkiewicza, Szkoła Kadecka
- (1) Dom Techników, Sokolniki
- (1) + (HQ) Dom Akademicki
- Morale: V; Supply: V; VP: 12
- Commanders: Czesław Mączyński (initial) + Ludwik de Levaux, Roman Abraham, Zdzisław Trześniowski, Mieczysław Boruta-Spiechowicz
(No Action Card removal list is printed on this card.)
Mobilization Zone: PL 12 (white); ZURL 6 (orange).
Destruction Track (Destruction Marker starts on the first space): spaces 0, -1, -1, -2, -2, -3, -3, -4, -5, and a skull on the last space.
Time Track (rounds 1-2, 3-4, 5-6, 7-8 / 9-10, 11-12, 13-14, 15-16 / 17-18, 19-20, 21-22, 23-24): ZURL Relief of 10 (light blue) + *I on rounds 3-4; ZURL Relief of 3 on rounds 13-14; PL Relief of 10 (red) + *II on rounds 15-16; ZURL Relief of 4 on rounds 21-22. Footnotes: *I. O. Bukszowany; *II. Michał Karaszewicz-Tokarzewski.
Victory Points: at the end of Stage 1 and Stage 2: Strategic Area; Morale, Cards; Commander; Alliance. At the end of Stage 3: Strategic Area; Morale, Cards; Commander, Losses; Fallen Commander; Alliance, Destruction.
PL Reinforcement is determined by control or occupation of Ditstricts [sic]. ZURL Reinforcement is determined by Morale.
Negotiation Tracks (the number in the circle is the AP cost to move the Alliance Marker onto that space; the coin shows the VP and Battle Points of the Unit)
- Jewish Militia (black Unit; starts at (1) Kleparów and (1) Dzielnica Żydowska): Ally PL: 4 AP, 1 VP / 1 BP; Neutral: 3 AP; Ally ZURL: 3 AP, 1 VP / 1 BP.
- Austro-Hungarian Army (grey Unit; starts at (1) Dworzec Główny, Rynek, Łyczakowska, on Neutral): Disarmament by PL: 4 AP; Neutral: 3 AP; Disarmament by ZURL: 3 AP; Ally ZURL: 4 AP, 1 VP / 4(2) BP.
Scenario 3: Relief (21-24 XI 1918)
Initiative: PL
Supply Tokens
- Random Supply Tokens (red icon, mixed, face down): (4) Dworzec Główny, Stacja Łyczaków, PL player; (3) ZURL player; (2) Szkoła Sienkiewicza. Available only for ZURL: (2) Winniki, Zboiska.
Strategic Tokens
- Value 3: Stacja Łyczaków.
- Value 2: Cmentarz Łyczakowski, Góra św. Jacka, Wysoki Zamek, Cytadela.
- Value 1: Persenkówka, Łyczakowska, Podzamcze, Dworzec Główny, Góra Stracenia, Rynek, Rzeźnia Miejska.
ZURL
- Orange Units: (2) Kleparów, Sejm Krajowy, Kozielniki; (1) Zboiska, Dzielnica Żydowska, Cytadela, Góra św. Jacka, Rzeźnia Miejska, Namiestnictwo, Persenkówka, Winniki; (1) + (HQ) Rynek.
- Light blue Units: (2) Podzamcze, Koszary Ferdynanda, Sejm Krajowy, Cytadela, Góra św. Jacka; (1) Wysoki Zamek, Namiestnictwo, Kozielniki, Stacja Łyczaków.
- Morale: IV; Supply: VII; VP: 3
- Commanders: Stefaniw Hnat (initial) + Kossak Hryć, Bukszowany Osyp
- Action Cards to be removed: 11, 17, 25
PL
- White Units: (3) Elektrownia, Park Stryjski; (2) Góra Stracenia, Szkoła Sienkiewicza; (1) Sokolniki, Koszary Salvatora, Cerkiew św. Jura, Dom Techników, Szkoła Kadecka; (1) + (HQ) Dworzec Główny.
- Red Units: (3) Elektrownia, Sokolniki; (2) Park Stryjski, Kortumowa Góra.
- Morale: VI; Supply: VIII; VP: 2
- Commanders: Michał Kareszewicz-Tokarzewski (initial) + Czesław Mączyński, Mieczysław Boruta-Spiechowicz, Zbigniew Trześniowski
- Action Cards to be removed: 10, 13, 20, 22, 26
Time Track: 21 XI, 22 XI, 23 XI, 24 XI (no arrivals printed).
Victory Points: Strategic Area; Morale; Commanders; Fallen Commanders; Cards; Losses; Alliance.
Negotiation Track (Jewish Militia): black Unit starts at (2) Dzielnica Żydowska. Ally PL: 4 AP, 1 VP / 1 BP; Neutral: 3 AP; Ally ZURL: 3 AP, 1 VP / 1 BP.
Automatic Polish Victory: Cut off ZURL from Winnik [sic] (Winniki).
Scenario 4: Siege (1 XII 1918 - 31 I 1919)
Initiative: ZURL
Supply Tokens
- Random Supply Tokens (red icon, mixed, face down): (8) available only for PL: Zimna Woda; (8) available only for ZURL: Winniki, ZURL player; (5) Sokolniki, Zboiska, PL player. (The card prints "dostępne tylko dla PL / ZURL" for "available only for PL / ZURL".)
Strategic Tokens
- Value 3: Dworzec Główny.
- Value 2: Zimna Woda, Zboiska, Cytadela.
- Value 1: Góra Stracenia, Góra św. Jacka, Winniki, Sokolniki, Rynek, Kleparów, Szkoła Sienkiewicza, Cmentarz Łyczakowski, Stacja Łyczaków, Koszary Wuleckie, Wysoki Zamek.
ZURL (deploys second)
- (15) + HQ (orange Units) in any Village around Lviv
- (10) (light blue Units) in any Village around Lviv
- Morale: IV; Supply: VII; VP: 3
- Commanders: Iwan Omelanowycz-Pawłenko (initial) + Josyp Mykyta, Jewhenij Mieszkowśkyj, Wiktor Kurmanowycz
- Action Cards to be removed: 11, 17, 25
PL (deploys first)
- (10) + HQ (white Units) in any City Area in Lviv
- (10) (red Units) in any City Area in Lviv
- Morale: VI; Supply: VI; VP: 2
- Commanders: Józef Leśniewski (initial) + Bolesław Roja, Tadeusz Rozwadowski, Michał Karaszewicz-Tokarzewski
- Action Cards to be removed: 10, 12, 13, 14, 19, 22
Mobilization Zone: PL 6 (white); ZURL 3 (orange).
Destruction Track (Destruction Marker starts on the first space): spaces 0, -1, -1, -2, -2, -3, and a skull on the last space.
Time Track: Stage 1: 1-8 XII 1918, 9-15 XII 1918, 16-22 XII 1918, 23-31 XII 1918. Stage 2: 1-8 I 1919, 9-15 I 1919, 16-22 I 1919, 23-31 I 1919. ZURL Relief of 5 (light blue) on 16-22 XII 1918 and on 16-22 I 1919 (as the errata notes, Relief arrives directly on Zimna Woda for PL or Winniki for ZURL).
Victory Points: at the end of Stage 1 (marked *I): Strategic Area; Morale; Cards. At the end of Stage 2: Strategic Area; Morale; Cards; Fallen Commander; Losses; Destruction.
*I Breakthrough: the number of Reinforcement soldiers arriving depends on the "width" of the corridor (i.e. the number of occupied Villages adjacent to each other:
- 1 adjacent Village: 2 Soldiers and 1 Supply Token.
- 2 adjacent Villages: 5 Soldiers and 2 Supply Token.
- 3 adjacent Villages: 8 Soldiers and 5 Supply Token.
Reinforcement for ZURL is determined by Morale.
Reinforcements arrive in occupied Villages.
(The rulebook, 5.2 End of Stage, gives 5 Soldier Units and 3 Supply Tokens for 2 adjacent Villages; the Scenario Card prints 2 Supply Tokens. Both are transcribed as printed.)
Scenario 5: Storm (16 II - 20 III 1919)
Initiative: ZURL
Supply Tokens
- Random Supply Tokens (red icon, mixed, face down): (6) PL player, ZURL player; (4) Zboiska; (3) Dworzec Główny. For ZURL: (4) Winniki, Kozielniki. For PL: (4) Zimna Woda. (The card prints "gracz PL, gracz ZURL" for "PL player, ZURL player" and "DLA ZURL / DLA PL" for "for ZURL / for PL".)
Strategic Tokens
- Value 2: Cytadela.
- Value 1: Góra Stracenia, Góra św. Jacka, Podzamcze, Wysoki Zamek, Persenkówka, Cmentarz Łyczakowski, Stacja Łyczaków, Łyczakowska, Dworzec Główny, Rynek.
ZURL (deploys second)
- (15) + HQ (orange Units) anywhere in Zboiska, Lesienice, Winniki, Kozielniki, Stacja Łyczaków, Persenkówka and Zniesienie; (5) in other Villages
- (10) + HQ (light blue Units) anywhere in Zboiska, Lesienice, Winniki, Kozielniki, Stacja Łyczaków, Persenkówka and Zniesienie; (5) in other Villages
- Morale: III; Supply: VI; VP: 2
- Commanders: Iwan Omelanowycz-Pawłenko (initial) + Josyp Mykyta, Jewhenij Mieszkowśkyj, Wiktor Kurmanowycz
- Action Cards to be removed: 14, 25
PL (deploys first)
- (15) + HQ (white Units) in any City Area in Lviv
- (10) (red Units) in any City Area in Lviv
- Morale: IV; Supply: IV; VP: 2
- Commanders: Tadeusz Rozwadowski (initial) + Józef Leśniewski, Bolesław Roja, Michał Karaszewicz-Tokarzewski
- Action Cards to be removed: 13, 14, 19, 22
Mobilization Zone: PL 5 (white); ZURL 3 (orange).
Destruction Track (Destruction Marker starts on the first space): spaces 0, -1, -1, -2, -2, -3, and a skull on the last space.
Time Track: Stage 1: 16-18 II 1919, 19-21 II 1919, 22-24 II 1919, 25-28 II 1919. Stage 2: 1-5 III 1919, 6-10 III 1919, 11-15 III 1919, 16-20 III 1919. PL Relief of 6 (red) + *I (Jan Romer) on 6-10 III; ZURL Relief of 3 (light blue) on 11-15 III.
Victory Points: at the end of Stage 1: Strategic Area; Morale; Cards. At the end of Stage 2: Strategic Area; Morale; Cards; Fallen Commander; Losses; Destruction.
PL Reinforcement is determined by control or occupation of Ditstricts [sic]. ZURL Reinforcement is determined by Morale.
FAQ & Errata
Semper Fidelis (Unofficial) FAQ v1.2, which the fan patch states also merges the rulebook's original section 14, Cards Discussion.
Errata
- [p.6, Battle Card] The modifier from Battle Card is for Battle Points, not unit Strength
- [p. 22, Battle Example] It disperses 1 Unit from the Szkoła Sienkiewicza. This should be the Szkoła Kadecka.
- [p. 15, Provisioning Order] The illustration is misleading, taking 1 token requires 1 AP, 2 tokens requires 3 AP total, and 3 token requires 6 APs.
- In the example on ‘4.1 Terrain’, only 3 Units of the Attacker would go through, not 5, due to the City Limit (2 opponent Units are standfast).
- [Scenario Card 4] The illustration of the (red) Mobilization Zone on the Time Track is misleading. Reinforcements arrive directly on the Zimna Woda (for PL) or Winniki (for ZURL).
- [Scenario Card 4, 5] Iwan Omelianowycz-Pawlenko’s name is repeated; typo in Góra Stracenia.
General
Q: How does the term "from the board" should be interpreted?
A: The “board” refers to the City, Suburb, or Village Areas. Mobilization Zone is excluded.
Q: Does the forest affect movement between Village Areas?
A: No. It is purely aesthetics reason. There is no “intermediary spaces” between Villages. For example, moving between Rzęsna Polska and Zimna Woda is a 1 space move.
Q: When does the 20 VPs lead trigger the Automatic Victory?
A: Immediately at the end of a player's Turn.
Q: Does the Area Unit Limit apply for each side or for the Area (for both sides)?
A: Total number of Units in the Area by both sides, including neutral Units (i.e. Austro-Hungarian Unit).
Q: When do I resolve the 1-to-1 attrition on contested area?
A: At End of Round, as Attrition Loss
Q: What if a scenario ends with two sides tied on VP? What is the tie breaker?
A: The game ends in a draw. No tie breaker.
Q: Any handicap system when playing with someone new?
A: In Scenarios where the ZURL has Initiative, it may start with 3 cards instead of 5.
Setup
Q: Apart from the Initial Commander, is the Commander Deck supposed to be shuffled or arranged in the listed sequence?
A: Shuffle them.
Q: When the scenario allows a flexible initial Units deployment, and I place Units a Strategic Area, do I increase my Morale immediately?
A: No, take into account the Morale Level from Scenario Card. Example in Scenario 5, PL player starts the game with Morale Level 4. It can deploy anywhere in the City Areas, where there are 7 Strategic Areas. In this case, PL player is limited to deploy to 4 out of those 7 Strategic Areas,
Q: [Scenario 2, 3] Apart from the 2 Jewish Militias on the starting Areas, should I place the other 2 Units be in the Mobilization Zone?
A: Yes.
Q: [Scenario 5] Should the 5 + 5 ZURL Units to be placed in “other Villages” be distributed so that all the remaining Villages are occupied by at least 1 Unit, or can you deploy them freely?
A: Free deployment.
Orders
Q: Can I issue two Move Orders to my Units so that they move 6 spaces?
A: Yes, but remember that they cannot split during movement.
Q: [Move, Assault] Does it mean I can choose whether Move into an Area without battling for 2 APs, or Assaulting an Area and initiating a Battle, for with 2 APs?
A: Yes. If you move into an area without battling, move your Units into the center of the Area instead of the border.
Q: [Provision] The cost of taking Supply Token is stated as “the next 2 AP, and the third (and last) 3 APs" with an illustration showing 1 token for 1 AP, 2 tokens for 2 APs, and 3 tokens for 3APs. Doesn’t it mean it is 1 AP per token taken?
A: The illustration is misleading. Taking 1 token requires 1 AP, 2 tokens require 3 AP total, and 3 token requires 6 APs.
Q: [Provision] If I take 1 token each from 3 Areas, does this cost 3 APs or 6?
A: 6 APs.
Orders – Assault
Q: Does the Assault Order allow me to move Units up to 3 spaces away or only adjacent?
A: As per ‘Move’ Order, up to 3 spaces away.
Q: It is stated “a Battle be immediately resolved after an Assault”. Does this mean that an Assault can only be launched from one Area (i.e. with one group of Units)?
A: You can order multiple Assaults from different sides. The Battle is triggered after the all the Assault Orders to that Area are executed.
Q: Can I assault with some of a Units from an Area or must every Units be activated and moved?
A: You can decide the number of Units assaulting (from the origin Area), but all the Units in the battled Area must be battling (incl. the Units already contesting the Area).
Q: Do I need to Move my Units to the battled Area, and then use the Assault Order only to “trigger” the Battle, for the cost of 2 APs?
A: You could have an existing Unit in a contested Area, move from an Area into the battled Area (2 APs), and making an Assault Order (also 2 APs), but you have a
“free” trigger for the Battle. In this case, the Assault Order cost 6 APs (2 APs for each involved group of Units in the Battle).
Q: If we move several spaces and stand on the edge of the attacked Area, do we occupy the last Area from which we are attacking from (i.e. to score VPs, draw Supply Token) or not?
A: No.
Fortification
Q: If I sent out all my Units to assault an adjacent Area, do I immediately lose my Fortification, even if I return after the Battle from the adjacent Area?
A: You don't lose Fortification (or Morale if it is a Strategic Area) if some Units are returning immediately after the Battle.
Morale
Q: When do I update the Morale Track for the occupation of Strategic Area?
A: Immediately. If you leave a Strategic Area vacant, you immediately lose 1 Morale. If an enemy assaults that area, Morale does not drop because you still occupy it; it will drop when you lost the Battle and withdraw from the Area. If your opponent moves into (non-Battle) your Strategic Area (turning it into a contested Area), you immediately lose 1 Morale.
Q: My Commander is killed, and at the beginning of my next Turn, the HQ / Commander Unit is restored with a new Commander. Do I improve Morale (because I lost the previous Battle)?
A: No, because the new Commander comes as a replacement.
Supply Token
Q: Can I use my Supply Tokens that I receive during my Order Phase (e.g. Scouts card, ‘Provisioning’ Order)?
A: Yes.
Q: How many Supply Tokens can I use in a Turn?
A: 1 (gray) non-Combat Supply Token during Order Phase for general purpose (i.e. raise a Supply); (gray) non-Combat Supply Token for its specific purpose during Order Phase; and 1 (red) Combat Supply Token for each Battle.
Q: [Ammunition] Is playing an Ammunition token allow you to play a second (red) Combat Supply Token?
A: No. Ammunition only allows you to play a second card.
Q [Artillery] Is using an Artillery token break the Truce?
A: Yes
Q [Artillery] I am using Artillery token to inflict Loss to the opponent in an Area that they share with a neutral Austro-Hungarian Unit. Does it aggravate the Austro- Hungarian Army and push them to ally my opponent?
A: No. Only an intended attack aggravates them.
Q: [Artillery] Does using Artillery token directly at the Jewish Militia and Austro- Hungarian Unit cause them to ally my opponent?
A: Yes, because it counted as an intended direct attack.
Battle
Q: Does an Evasion count as having a Battle?
A: No, because Battle did not occur. It doesn’t break Truce.
Q: How is Morale and Supply related in a Battle? Losing with 2 broken Units or 3 dispersed Units or losing 2 or 3 Units involved in a Battle?
A: Losing a Battle with 2 broken Units or 3 dispersed Units will lower your Morale; Your Supply will also drop when you lose a Battle with 2 Units (in low Morale) or 3 Units (high Morale) present there.
Q: If I manage to reduce the Loss to zero with cards (e.g. Nurses, Kmicic’s Lamb, and Iwan Gonta’s Plot) and Medicine Supply Token, does it mean I foiled the Attack?
A: No. Reducing or increasing Loss does not affect the outcome of the Battle, as this depends on the Battle Points earned. However, reducing Loss can prevent a decrease in your Morale.
Q: If I play an Ammo token, when can I play the second card?
A: Immediately or after the Battle.
Evade
Q: What's the difference between Evasion and Withdrawal?
A: Evade happens before a Battle occurs, Defender’s decision, regardless of Morale. Withdrawal is a consequence of Losses, only possible in high Morale.
Q: How to do Evasion?
A: By discarding an Action Card(s) with APs equal to the number of sides attacked.
Withdrawal
Q: I am assaulting with 5 Units through an Area with 3 friendly Units that aren't moving. I initiated a Battle and lost as the Attacker. I have to retreat to the last space where I came from, but I exceed the Area Unit Limit there. What should I do?
A: First, two units may withdraw to the Area they last passed through (i.e. occupied by 3 friendly Units). The remaining 2 Units can withdraw to adjacent occupied or neutral Area, but it suffers 1 additional Loss (per side retreated, not per Unit).
Commander
Q: What is the difference on the black / red text on the Commander Card?
A: Black text is an organizational attribute, applies throughout the game; Red text is a combat attribute, it only applies to the HQ / Commander Unit.
Q: When you change Commander, do you take the next facedown Commander Card randomly or choose it as you wish?
A: Random.
Q: What happens to the previous Commander when you change Commander (incl. arrival of new Commander from Relief)?
A: Remove it from game.
Q: How do you resolve a Commander that is dispersed or broken?
A: When it is dispersed, flip the Commander face down, you do not draw Cards at the end of your Turn. When a Commander is broken, it is killed, place the Commander Card on the Broken Units Zone.
Reinforcement & Relief
Q: What’s the difference between Reinforcement and Relief?
A: Relief is military Unit, arriving according to Scenario Card; Reinforcement is the local Volunteers, arriving at the end of the Stage.
Q: Where do you deploy Relief and Reinforcement?
A: Relief arrives directly onto the board on the Starting Area (i.e. Zimna Woda for PL or Winniki for ZURL) or any area connected to it with a Railway Line (may be contested, but not opponent occupied). Reinforcement arrives on Mobilization Zone With exception on Scenario 4 where Reinforcement arrives directly on the occupied Areas.
Q: How do you determine Reinforcement?
A: None in scenario 1, 3. In scenario 2, 5 PL gets Reinforcement from number of Areas occupied and contested. In scenario 4 PL gets Reinforcement from number of Villages occupied; ZURL always receive Reinforcement based on Morale.
Action Cards
Q: What’s the difference between the (green) Action Cards and (red) Special Cards?
A: Action Cards is played during Order phase, Special Cards are used in a Battle.
Q: [Polish Wings, PL #1] How is this card different than Evasion?
A: This card is better than the Evasion option for two reasons: 1) In the case of a multi-sided Attack, the player only loses this card, worth 1 AP; 2) As a Defender, he plays it after the Attacker has played a card. This can cause the opponent to lose a valuable card for nothing. This counts as an Evasion, so a Battle did not occur.
Q: [Batiar Class, PL #2] Where can I mobilize the Volunteers?
A: As per normal rules. Mobilization is carried out to any Area occupied by the player. Area’s Unit Limit applies.
Q: [Combat Emergency Service, PL #8; Trucks, ZURL #10] Can I move any Units within 3 spaces into Battle?
A: Follow normal rules. Moving (incoming) Units must move through neutral or friendly occupied Areas and cannot exceed the Area Unit Limit. Incoming Units are treated like other defending units (e.g. in the case of a Withdrawal).
Q: [Wolves, PL #15] Does it mean 1 Unit can "teleport" anywhere on the board?
A: Yes. This is mobile, small group that knows the terrain very well.
Q: [Evacuation, PL #16] If we play Evacuation card during the orders phase, can we then use 5 tokens together, instead of the usual limit of 2 tokens?
A: No, the 'Evacuation' card allows you to take tokens from the board during the Order Phase (instead of the Closing Phase), not use them.
Q: [Fire at the Chernivetsk Station, PL #25] What if I cannot execute the penalty of the Event (i.e. to discard two Supply Tokens)?
A: You cannot use the Event.
Q: [Workers, PL#11; Positional Fights, ZURL #12] Can I build these Fortifications anywhere and ignore normal rules?
A: No. Follow normal rules.
Q: [Veterans of the Italian Front, PL #23; Entente Mission, ZURL #20; Krakow to the Relief of Lviv, ZURL #22] If I can’t place opponent Relief Unit on the Time Track (e.g. last Round of the last Stage), can I play the Event?
A: No.
Q: [Stefan Stec Flies to Warsaw, ZURL #26] Does the opponent also receives 1 VP when his VP Marker is on the second / last step of the Morale Track before the shift?
A: Yes.
Q: [Assault Platoon, ZURL #2] Can I move the Units to contest another enemy occupied Area to start another Battle afterwards, or into a contested Area that is waiting for a resolution?
A: Yes.
Q: [Heroic Defense, ZURL #3] Can this card can also be used in a Battle on the Village Areas, even though Redoubts cannot be built on there?
A: Yes
Q: [Accurate Fire, ZURL #6] Is the card only effective if the Battle is occurring in Wysoki Zamek, Gore Sw Jacka, or Zniesinie?
A: No. As long as you occupy one of those Areas.
Q: [Women Volunteer Legion, ZURL #18] Can I play this Event if my opponent has less than 2 Volunteer Units in the Mobilization Zone?
A: No.
Austro-Hungarian Army
Q: When the ZURL drawing the Austro-Hungarian Army towards Alliance, can he decide whether they are disarming Austro-Hungarian Army or not?
A: Yes, the ZURL can decide whether to disarm the Austro-Hungarian Army or not.
Scenario 4
Q: Does the amount of Reinforcement “stack”? If I occupy 2 non-adjacent Villages, do I get two 2 Soldier Units?
A: No.