RulesPal
Chat
Rulebook
Engage thumbnail

Engage

Engage Rulebook

Table of Contents

Table of Contents

  • Object
  • Game Board
  • Components
  • Preparation
  • Setup
  • Game Play
    • Action Cubes
    • Movement
    • Cube Placement Exception: Ready Units
  • Fire/Engage
    • Firing Sequence
    • Cover Fire
    • Unit Defense Ratings
    • Skill
    • Side Defense
    • Defender Suppression Fire
    • Advance Fire
    • Keep These Rules in Mind
  • Military Chart
  • Special Abilities
  • Winning the Game
  • Private First Class
  • Master Firing Arc Diagrams
  • FAQ (v 1.1)
    • Cubes
    • Fire
    • Movement
    • Ready Units
    • Bunkers
    • Control of a Bunker
    • Command Center/Skill
    • Zones
    • Fire-Miscellaneous
  • Player Aid
    • Player Turn
    • Ready Units
    • Winning the Game

Object

Victory is achieved by capturing and holding the fortified bunkers in the middle of the battlefield.

  • To win an immediate victory, the Attacker must control 4 bunkers at the beginning of his turn, including one of each color.
  • Alternative victory is achieved when the Attacker has 12 or fewer units remaining and a final turn is played. Whoever has the most points wins! (See Winning the Game.)

Game Board

The game board is divided into 35 Areas, with 5 columns from top to bottom (zones) and 7 rows from left to right. With the exception of Zone A in the center, each row is divided into 2 sections, a light brown Ready section and a darker shaded Support section.

The terrain between bunkers in Zone A is impassable. You cannot move from Zone A to another Zone A area.

The board has 2 blue bunkers, 3 white bunkers and 2 red bunkers.

Components

  • Instruction book
  • Game board
  • 2 Command Center cards
  • 2 Headquarters screens
  • 7 Action cubes (3 green, 3 red, 1 white)
  • 5 Tracking discs (blue)
  • 6 Military Charts (1 for each nation)
  • 96 Military unit miniatures
    • 48 units per side
      • 32 infantry, 16 armor

The base game comes with two armies:

  • British (tan units)
  • Italians (brown units)

Expansion armies are also available:

  • Americans
  • Germans
  • Russians
  • Japanese

Preparation

  • Place 3 green cubes & 2 red cubes on the board in the Attacker box.
  • Place 1 red cube & 1 white cube on the board in the Defender box.
  • Place a blue disk on the board in the Engage Advantage box on space zero.
  • Place two blue disks on the board – one in each Skill box on space 35.
  • Place a blue disk on the zero space in each player's Command Center.
  • Each player takes the units of one nation along with its military chart.
  • Each player should place a Headquarters shield in front of their Command Center card to hide it from their opponent.
  • Place both Headquarters screens across Zone A to allow for the hidden deployment of each player's units in Zones B and C on their side of the board.
  • Count the total number of units in your army. Divide by 3 rounded down. This is the maximum number of infantry units permitted in Zone B (Ready position). All other units are placed in Zone C (Ready position).
    • Ex: 18 total / 3 = 6 infantry
    • Ex: 25 total / 3 = 8 infantry
  • Only infantry are allowed in Zone B during setup.
  • Maximum total of 7 units per area (maximum of 4 friendly units per area).

Setup

  • Determine the number of credits players will have to purchase units (80-120).
  • If this is your first game, it is recommended that you refer to the Private First Class chart at the back of these rules and use the pre-set army.
  • Your Military Chart indicates how many credits each unit costs. Using that chart, spend your credits to select your units.
  • Bid for starting player.
    • Allied player begins by bidding a number of Skill points.
    • Players will continue to alternate bids until one drops out.
    • Winning player subtracts the bid amount from his Skill and spends it as credit to select additional units.
    • Winning player begins the game as the Attacker.
  • Remove the Headquarters dividers to reveal all units and return them to each player so that they hide the Command Center cards.

Game Play

Each turn follows this sequence:

  • Attacker places action cubes & moves
  • Defender takes and places cubes
  • Fire/Engage units
  • Switch roles and repeat

Action Cubes

  • Green cubes are used for movement.
  • Red cubes are used for attacking.
  • The white cube is used for improving skill.

The Attacker takes the 3 green cubes and 2 red cubes from the Attacker Cube Box on the board and assigns them to his units by placing them next to those units.

Units may move (green cube), fire (red cube), or move and fire if they have a green and red cube.

Note: Only units in the Ready position of an Area can receive cubes. (The exception is the Ready Units action – see Cube Placement Exception: Ready Units.)

Instead of assigning cubes to units, you may return them to the Cube Box area of the board at the beginning of your turn for additional Skill points instead.

  • Attacker
    • Red cubes returned get +2 Skill each.
    • Green cubes returned get +1 Skill each.
  • Defender
    • Red cube returned gets +2 Skill.
    • White cube returned gets +1 Skill.

The Defender will take the red and white cube from the Defender Cube Box area of the board and assign the red cube to a unit to use in a counterattack on this turn.

The white cube is simply a reminder to increase the Defender's skill by one point at the beginning of the turn and is returned to the Defender Cube Box area of the board.

Movement

All units may move up to 2 adjacent areas. They may move only 1 area forward. The other movements must be to the left, right, or backwards.

Examples of permitted movement: Left 1, Forward 1; Left 2 areas.

Detailed Movement: Each Area has a Support position and a Ready position. When the Attacker places the red and green cubes, the assigned units are moved immediately to the Support position along with those cubes.

When moving those units, move them to the Area you want and place them in the Support position. Move any assigned cubes along with the unit to that Area.

Example of cube assignment: Top left infantry will move. Top center infantry will fire. Top right armor moves and fires. Bottom left armor moves.

Example of movement (Example 3: Move units along with assigned cubes):

  • The armor unit in column 1 cannot move because it does not have a green cube.
  • The armor unit in column 2 moves forward 1 area and right 1 area. It is placed in the Support position along with its green cube.
  • The armor unit in column 3 cannot receive a cube because it's in the Support position.
  • The armor unit in column 5 chooses to move just 1 area forward. It is placed in the Support position along with its red and green cubes.

Cube Placement Exception: Ready Units

To ready units in a Support position, you must spend a turn to place all 3 green cubes on 3 different units.

  • Those units may now move into the Ready position.
  • Supporting units may not move and attack on the same turn.

Example 1: Place cubes.

Example 2: Move units with cubes into Support positions.

  • These units are then moved into the Ready position of the Area they are currently in along with their assigned green cubes.

Example of Ready Units Action:

  • This player has only 1 available armor unit to command (red circle), as it is the only unit in a Ready section.
  • In order to command other units, they must be moved into the Ready position.
  • This can only be done by assigning all 3 green cubes to units in Support positions.

Fire/Engage

After the Attacker has placed all of his cubes and has moved the units to which he assigned green cubes; and after the Defender has placed his cubes, actions are resolved in the following order:

Firing Sequence

  1. Attacker Cover Fire – The attacker fires with units that have only been assigned a red cube. These units are firing from a stationary position and are not moving.
  2. Defender Suppression Fire – Defender counterattacks with his red cube-assigned unit.
  3. Attacker Advance Fire – Units that have been assigned a red and green cube now fire. Advance Fire has 3 additional Engage options:
    • Bayonet Attack
    • Overrun Armor
    • Control Bunker

Cover Fire

Most units have a 360° firing radius. Exceptions include the Semovente Tank, the Elefant Tank, and the SU-85 Tank, which have a fixed gun that is not mounted on a turret. They can only fire straight ahead.

A unit may fire into its own area as well as every adjacent Area at full strength.

The Military Chart lists the Strength of each unit. This number indicates how much damage this unit can do to other units in its own area and in 1 adjacent vertical area.

  • When firing farther than 1 adjacent Area, subtract the Reduction value from the unit's Strength for each additional Area.

Example: The white 10[-2] armor unit can fire at full strength into the 5 adjacent areas as well as its own Area. The tan 10[-2] armor unit can fire into the 8 adjacent areas as well as its own Area.

When firing vertically, the same unit strength/reduction values are used for the adjacent column to the left and to the right, giving you a 3-Area wide field of fire. This field of fire is called the Path of Devastation.

Example: This armor unit's strength is 10 with a -2 reduction.

When firing diagonally, line up shots from the center of the Area your unit is firing from to the center of the Area you wish to fire into.

Starting from the Area your unit is in, count forward diagonally the number of Areas your shell/bullet must travel in order to reach the target. Count until you reach the intended target, keeping in mind Strength Reduction and Lateral Penalties.

When firing laterally, there is an additional Reduction in Strength penalty when firing one column outside the Path of Devastation. This is in addition to any normal Strength Reduction that would ordinarily be applied.

There is a double Reduction in Strength penalty when firing two columns beyond the Path of Devastation. This is in addition to any normal Strength Reduction.

Example: This 10[-2] armor unit targets coordinate B3. Firing through its first adjacent Area at full strength (C4), it exits the Path of Devastation, loses a standard Strength Reduction (10-2=8). It then incurs one Lateral Penalty (8-2=6).

Example: If it attempts to fire on the green tank in G2, it would fire through its first adjacent area at full strength (E4). Exiting the Path of Devastation, it loses a standard Strength Reduction (10-2=8) and incurs one Lateral Penalty (8-2=6).

Example: Firing farther into the second column beyond the Path of Devastation, it loses another standard Strength Reduction (6-2=4) as well as a double Lateral Penalty (4-2-2=0), making the target out of range.

Example: This 10[-2] armor unit in D5 is firing laterally outside the Path of Devastation into coordinate B5. When the shell from this tank crosses from coordinate C5 to B5, there is a normal Strength Reduction from 10 to 8. However, because the unit is firing laterally outside the Path of Devastation, an additional Strength Reduction is applied and the value drops from 8 to 6.

If the unit were attacking even farther into coordinate A5, the value would drop from 6 to 4 (standard Strength Reduction), but since the unit is now firing two columns beyond the Path of Devastation, the double Reduction penalty is applied, reducing the 4 to a 0, making this Area out of range.

If you cannot reach the target in this way, count the Areas until you are adjacent to the Area you wish to fire into.

  • If the targeted Area is to the left or right, apply a Lateral Penalty as your shell/bullet enters the target.
  • If the targeted Area is located above vertically, apply a standard Strength Reduction instead.

Example: The armor unit 10[-2] targets the purple tank at B2. To calculate the Strength of the attack, begin advancing towards the target diagonally until you reach an Area adjacent to the target.

  • C4 is adjacent to the firing unit (full strength of 10).
  • B3 is one Area farther away, resulting in a standard Strength Reduction (10-2=8). B3 is also one column outside the Path of Devastation, incurring a Lateral Penalty (8-2=6).
  • You cannot reach the purple tank in B2 by continuing to move diagonally. In this case, you must move forward to reach the target Area. Since you are moving vertically upwards, apply a standard Strength Reduction (6-2=4).

Example: When targeting the green tank at F4, begin tracking the shot diagonally into adjacent Area E4 (full strength of 10). You cannot reach the green tank by continuing to move diagonally, so you must now move laterally. This results in a standard Strength Reduction (10-2=8) as well as a Lateral Penalty for firing one column outside the Path of Devastation (8-2=6).

Example: The white armor unit 10[-2] fires vertically on the green armor unit 2 Areas ahead. The Strength of the attack is 8, but the green armor unit has a Front Defense of 6. This results in an Engage Advantage of 2 (8-6=2). The Engage Advantage of 2 is marked on the board.

Master Firing Arc Diagram – Armor Unit 10[-2]: Maximum range is 4 Areas, including any Lateral Area Penalties. Ex: B1 is out of range. (C4) + (B3) + (B3 penalty) + (B2) = 4 Areas.

Unit Defense Ratings

Each Armor unit has a Front Defense value listed on the Military Chart.

Subtract this Front Defense value from the Strength of the attacking unit.

The result is the Engage Advantage, which you will mark on that area of the board.

Example: While it appears this battle has been decided in favor of the Attacker (Strength of 8 defeats a Defense of 6), the keen insight, experience, and battle-tested leadership skills of each commander may make a difference and prove to be the deciding factor in the conflict. This is modeled in the game by using Skill.

Example: After firing and determining Strength and Defense, an Attacker has an Engage Advantage of 4.

Skill

Players begin with 35 Skill points and each may now decide how many points they wish to spend by secretly marking the appropriate number on their Command Center cards.

Example: The Attacker spends 3 of his 35 Skill points by marking the 3 on his Command Center card. The Defender spends 6 of his 35 Skill points by marking the 6 on his Command Center card.

Both players then reveal their Skill points.

  • Attacker adds his Skill points to the Engage Advantage.
  • Subtract the Defender's Skill points.
  • If the result is >0: Attacker wins.
    • Defender's unit is eliminated.
    • Attacker subtracts his Command Center points from his Skill points.
    • Defender subtracts his Command Center points from his Skill points too, but gets to add the Engagement Advantage to his Skill point total.
  • If the result is <=0: Attack fails. Attacker and Defender both subtract the amount of Skill points they spent.

Example: The Attacker has an Engage Advantage of 4 and adds his 3 Skill points for a total of 7. The Attack value of 7 is greater than the Defending value of 6. The Defending unit is removed from the game. The Attacker subtracts the 3 Skill points he spent on his Command Center card from his total Skill on the board. He now has 32 Skill points remaining. The Defender subtracts the 6 Skill points he spent on his Command Center card from his total, giving him 29. However, he gets to add the Engage Advantage value (4), giving him a total of 33 Skill points.

NOTE: If the Defender had spent 0 Skill points on his Command Center card, he would have subtracted 0 points from his total and simply added the Engage Advantage value of 4, giving him 39 Skill points.

Side Defense

While armor units have extra steel plating on the front, giving them a strong Front Defense, protection is weaker on the sides.

A unit firing into its forward adjacent Area is firing into the front of that unit. Any other unit in a pyramid formation behind that unit is also considered to be in a frontal position.

Example: The white armor unit is firing at the green tanks, which are protected by their Front Defense. If it were to target the purple tanks, they would receive fire from the side.

When attacking an armor unit from the side, continue to use its Front Defense value, but add 3 to your unit firing Strength.

Example: The white armor unit 10[-2] would ordinarily fire into the targeted Area at its full Strength of 10, but because the purple tank is taking fire from its weaker side, the attack Strength increases to 13.

Defender Suppression Fire

  • Defender will attack with the unit he has designated with the red cube. Use the Military Chart to determine Strength and Defense. Mark the Engage Advantage.
  • Each player secretly spends a number of Skill points.
  • Engage Advantage value is added to the Defender's spent Skill points.
  • The Attacker's spent Skill points are subtracted from this amount.
  • If the result is >0: Defender wins.
    • Attacker's unit is eliminated.
    • Both players subtract spent Skill from their totals on the game board. Attacker adds Engage Advantage to Skill.
  • If the result is <=0: the Suppression Fire fails.
    • Both players subtract the spent Skill from their totals on the game board.

IMPORTANT

If the player firing spends more Skill points on his Command Center card than he has on his Skill track, the attack fails and the red cube is returned to the board.

If the player fired upon spends more Skill points than he has on his Skill track, his unit is destroyed.

No Skill is lost by either player in both of these cases.

Advance Fire

Units that receive a green and red cube can fire after moving. You have the option of performing a standard Fire action, or you may elect to use an Engage action.

The three Engage options are:

Bayonet Attack: This may only be performed by your bayonet-equipped rifle infantry unit.

  • As your infantry unit moves into an area containing an enemy infantry unit, spend 2 Skill points to eliminate the enemy infantry.

Overrun Armor: This may be performed by any infantry unit.

  • As your infantry unit moves into an area containing an enemy tank, spend 4 Skill points to eliminate that tank.

Control Bunker: Control of a bunker means "to enter a bunker."

  • If there is an enemy unit in the bunker:
    • Fire in an attempt to destroy the unit. If successful, move into the bunker automatically. (Tanks can't enter bunkers.)
    • Bayonet an enemy infantry unit by spending 2 Skill points, then move into the bunker automatically.
  • If the bunker is empty:
    • Enter the bunker. You may enter an empty bunker once per turn.

If, at the start of your turn, you already have a unit in Zone A or enemy Zone B or enemy Zone C, you may move additional friendly units into those Areas without using a red cube.

Control of an area does not mean that a player has sole control of that Area. When a player has a unit in an Area at the start of their "Attacker" turn, then that player has control in that Area. Both players can have control (a foothold) in an Area.

Keep These Rules in Mind

Units may not move into Zone A or enemy zones B and C with just a green movement cube alone. These units must be paired with a red cube. After moving into the Area, the red cube can then be used to Fire or perform one of the 3 Engage actions.

Military Chart

Each nation's military chart shows its silhouette, unique identification number, firepower strength, front defense, unit cost, and description/special ability.

  • Silhouette: Match this with the miniatures to determine the abilities of each unit.
  • Unique ID: You may refer to units by their description (ex: Sherman Tank) or by their number (ex: Unit 11). Generally, the higher the unit ID number, the more powerful it is.
  • Firepower Strength: This number is the maximum damage that this unit can deliver in its current area as well as one adjacent area. The reduction number (in brackets) is how much less damage the unit delivers in each subsequent area.
  • Front Defense: This is the defense value of armor units if attacked from the front. Infantry units do not have any front defense.
  • Unit Cost: When you begin the game, you must decide on the maximum number of credits that each player may spend to field an army. The cost of each unit is displayed here.
  • Description/Special Ability: This is the name of each unit. Ex: Rifle, Heavy Machine Gun, Anti-Armor, Sherman, etc. It also provides a special ability, if any.

The Military Chart lists some additional rules at the bottom:

  • Infantry (color-coded gray) may only fire at other infantry. The Anti-Armor unit is an exception.
  • When attacking an armor unit from the side, add 3 to the Strength of the attacking armor unit and subtract the Front Defense value.
  • If infantry is located inside a bunker, it receives additional protection.
    • If attacked from outside Zone A (the bunker area), it receives an additional 5 defense.
    • If attacked from within Zone A, it receives an additional 2 defense.
  • Infantry units in the same area as a tank receive +2 defense for each armor unit in the area.
  • Each moving unit (with a green cube) receives +2 defense when fired upon. Ready units are considered moving units.
  • Armor Units: When firing at infantry, strength is halved after the reduction is applied. When firing at an infantry unit in a bunker, armor strength is reduced by 3.
  • Some, like the Italian Sevovente Tank, have a fixed gun that is not mounted on a turret. It cannot fire beyond the path of Devastation. (See page 14.)

Special Abilities

  • Rifle: May use a bayonet attack as an Engage action.
  • Medium Machine Gun: May be given 2 green cubes. If so, unit may move 1 additional Area (including forward) but may only fire at a Strength of 1.
  • Commando: May be given 2 green cubes. If so, unit may move 1 additional area but may only fire at a Strength of 2.
  • Paratrooper: May be given 2 green cubes. If so, unit may move 1 additional area but may only fire at a Strength of 3.
  • Heavy Machine Gun: If moving and firing on the same turn, strength is reduced to 3.
  • Anti-Armor Infantry: When firing at infantry, strength is halved after reduction is applied. Unit fires at full strength when attacking armor units or when infantry is inside a Bunker. This unit ignores the Area reduction penalty when firing into the first column beyond the Path of Devastation.

Winning the Game

There are two victory conditions.

  1. Immediate Victory: Attacker must control 4 bunkers at the beginning of his turn.
    • There are two blue bunkers, two red bunkers, and three white bunkers. You must control 1 bunker of each color.
  2. End Game: When an Attacker has 12 or less units at the beginning of his turn, each player will receive one final turn.
    • Players receive points for each bunker they control.
      • Each bunker of a different color is worth 1 point.
      • Multiple bunkers of the same color are worth 1½ points for the whole set – not each one. Control of 2 blue bunkers and 1 white bunker is a total of 2½ points (1½ for blue, 1 for white).
    • Player with the most points wins.
    • If there is a tie, the player who controls the most bunkers wins.
    • If there is still a tie, the player with the most Skill points remaining wins.

A player has control of a bunker if:

  • An infantry unit is inside the bunker and no enemy armor unit is in the Area. OR
  • An armor unit is in the bunker Area and there is no enemy infantry located inside the bunker.

If an infantry unit is located in the bunker AND an enemy armor unit is located in the bunker Area:

  • then the armor unit prevents the infantry's control of the bunker unless
  • the game ends after a final turn (End Game). In that case, enemy armor in a bunker Area does NOT prevent the infantry's control of the bunker.

Private First Class

This is an introduction game in which a number of units are already pre-allocated.

  • British: 3 of each Infantry unit; 2 of each Armor unit; spend 2 credits on additional units.
  • Italians: 3 of each Infantry unit; 2 of each Armor unit; spend 14 credits on additional units.
  • Americans: 3 of each Infantry unit; 1 of each Armor unit; spend 11 credits on additional units.
  • Japanese: 3 of each Infantry unit; 4 of each Armor unit; spend 18 credits on additional units.
  • Russians: 3 of each Infantry unit; 2 of each Armor unit; spend 4 credits on additional units.
  • Germans: 3 of each Infantry unit; 1 of each Armor unit; spend 8 credits on additional units.

Master Firing Arc Diagrams

The printed rulebook includes a firing-arc diagram for each unit. Their captions are listed here:

  • Rifle 2[-1]
  • Medium Machine Gun 3[-1]
  • Paratrooper 3[-2]
  • Commando 4[-4]
  • Heavy Machine Gun 5[-2]
  • Anti-Armor 6[-2] (Ignores 1st Area Penalty)
  • Chi Ha Tank 5[-2]
  • Stuart / Kyo-Go Tank 6[-2]
  • Chaffee/Panther/Crusader/Cromwell Tank 8[-2]
  • Hellcat / Sherman / Panzer / T-34 Tank 10[-2]
  • Semovente / SU-85 Tank 10[-2] (No Diagonal Fire)
  • Tiger / Pershing Tank 12[-3]
  • Elefant Tank 12[-3] (No Diagonal Fire)

FAQ (v 1.1)

Cubes

Q. Can cubes be placed on the game board and get you Skill points? A. Yes; only red cubes placed on the game board and not used get a +1 Skill each.

Q. Does entering an area use the red cube? A. No; the cube is used when that unit either does a Fire or Engage action.

Fire

Q. Can the player that fire's their unit lose that same unit in a fire engagement? A. No; Only the Player that is fired upon can lose a unit.

Q. What is considered firing a unit? A. When the Player activates a unit with a red cube during the fire-sequence action: 1-Attacker Cover fire, 2-Defender Suppression fire, 3-Attacker Advance fire.

Q. In each fire engagement, does one of the players lose a unit? A. No; if the firing player does not win that fire engagement, that action is considered a fire fight between those units and both players lose the Skill they allocated.

Q. When firing armor at infantry, when do you take the ½ fire at infantry? A. Always take the ½ firing after getting the unit's fire strength into the area its firing into. Let's say an armor unit has fire strength of 10 and is firing two areas away; the 1st area fire strength is 10 and the 2nd area fire strength is 8. The unit's fire strength is 8. Now take the ½ fire at infantry, which would be fire strength of 4.

Q. How do you find the fire strength? A. On that Nation's military chart, locate the unit that is firing, and under the column 'Strength/Reduction' you will see a number then within brackets a negative number. The first number is the fire strength, the second number is the reduction value that will reduce the fire strength for each area that unit fires through and into. The farther the target is away the less the fire strength will be.

Example: 5[-2] would fire at 5 (into 1st area), then 3 (into 2nd area), then 1 (into 3rd area).

Note: When a unit is firing into the same area it is located or into the adjacent area, then its fire Strength is always the first number! No reduction!

Q. How do you calculate the Engage Advantage? A. First you need to find the firing unit's Strength.

Second you need to find the Defense Protection of the unit being fired upon.

Engage advantage = (Strength – Defense protection)

An Infantry Defense protection: a) when unit is in a bunker, b) when unit is in same zone as a friendly Armor unit, c) when unit has a green cube with it. Defense protection values are a +5, +2 or 0; these are accumulative for each unit.

An Armor Defense protection: a) the front defense value (located on the military chart), b) when unit has a green cube with it. These defense protection values of a 'front defense' and +2 (green cube); these are accumulative for each unit.

Q. Can you fire less than the -3 Engage Advantage on the game board? A. No; fire is considered outside of that unit's range!

Movement

Q. Can a unit move on a diagonal? A. No.

Q. Can a unit move more than 1 space forward? A. No; unless 2 green cubes were used with a Special Ability unit (#3 or #4) of which that unit can take an additional +1 Area movement.

Q. What is the Special ability +1 Area movement? A. Infantry units (#3 and #4) can take an additional 1 Area movement when 2 green cubes are placed with the unit.

Examples: 2 laterals & 1 forward or 1 lateral & 2 forwards or 3 laterals or 2 forwards.

Note: Unit's Fire-strength changes when 2 green cubes are placed with the unit. Find Fire-strength on military chart under "Description *Special [ability]".

Ready Units

Q. Can I fire a unit and then ready that same unit on my turn? A. No; ready units on your Attacker's turn and then on your Defender's turn its ready!

Q. Can I ready 1 or 2 units and use the other green cube to move or get skill points? A. No; to do a Ready Units action, all 3 green cubes must be used to ready units.

Q. Do "ready" units get a +2 movement defense? A. Yes; any unit with a green cube will get a +2 movement defense.

Bunkers

Q. Can you enter an empty bunker with one red cube and also enter an enemy occupied bunker with the other red cube? A. Yes; you can enter only one empty bunker per turn and also enter a second bunker only if it is occupied by an enemy infantry.

Q. Can two friendly infantry units enter a bunker? A. No; only one infantry per bunker!

Q. Can an armor unit enter a bunker? A. No; an armor unit can control a bunker if no enemy unit is in the bunker. To take control of a bunker a red cube is needed; place armor unit next to bunker.

Q. When an armor unit controls a bunker, does the bunker defense protection give the armor unit any additional protection? A. No; the only defense an armor unit gets is its Front-Defense# on the military chart.

Q. If an infantry unit starts in zone A, can a red cube be used to enter the bunker? A. Yes as long as that unit also has a green cube! To enter a bunker, the infantry unit must have a green cube and a red cube. Bunkers can only be entered on the Player's turn (which is the Attacker's turn); the Defender can never enter a bunker!

Control of a Bunker

Q. Can two armor units take Control of two empty bunkers in one Player's turn? A. No; a player can only Control one empty bunker per turn.

Q. Can you take Control of two bunkers in one Player's turn? A. Yes; either both bunkers must have an enemy unit in Control of each bunker or 1 bunker can be empty, the other bunker must have an enemy unit in Control.

Q. When an armor unit is in control of a bunker (armor location is zone A); can an infantry unit do an overrun armor action and take control of the bunker? A. No; when an infantry unit does an overrun armor action in zone A: Infantry unit's location after the overrun armor action is in zone A, not in the bunker!

Command Center/Skill

Q. Can you allocate more on the command Center than you have Skill? A. No; if the Player that initiates fire over allocates on the Command Center nothing happens, no Skill is lost or gained by either player. The player loses that action, and the red cube is returned to the cube box on the game board! If the Player that returns fire over allocates on the Command Center then the unit is defeated and no Skill is lost or gained by either player!

Q. What is Initiates fire and Returns fire? A. Initiates fire is the player's unit with the Red action cube doing their fire action. Return fire is the opponent's unit being fired upon by the player that initiates fire.

Initiates fire: Attacker-cover, Defender-Suppression, Attacker-Advance. Return fire: Defender-cover, Attacker-Suppression, Defender-Advance.

Zones

Q. Do you need a red cube to enter zone A or can you just move into zone A? A. Yes; you need a red cube if you are not in control of zone A or an enemy zone! No; you do not need a red cube if you are in control of zone A or an enemy zone!

Q. So what is control of zone A or an enemy zone B or C? A. Control is when you have a unit in that zone at the start of your turn. Not in control is when there is no unit in that zone at the start of your turn.

Q. When you use a red cube to enter a zone not under your control, is that cube used and return to the Attacker's action cube box? A. No; the red cube allows the unit to enter an area not under your control, you can then use the red cube to either fire, do an engage action or enter an empty bunker.

Fire-Miscellaneous

Q. When an Armor unit fires at an Infantry unit in the bunker, are both modifiers used ½ at Infantry and -3 at Bunker? A. No; the Armor's fire strength would be -3. The ½ fire strength is only when infantry are not in the bunker. The Armor modifier is either ½ or -3, never both!

Q. What is the maximum range [number of areas] a unit can fire? A. Infantry 3 areas; 3 [-1] 3, 2, 1. 5 [-2] 5, 3, 1. 6 [-2] 6, 4, 2. Armor 4 areas; 8 [-2] 8, 6, 4, 2. 10 [-2] 10, 8, 6, 4. 12 [-3] 12, 9, 6, 3.

If your opponent is taking too long on his turn, remind him, "There's a war going on!"

Player Aid

Player Turn

  • Attacker takes and assigns cubes
  • Attacker moves units with green cubes
  • Defender takes cubes
    • Returns white cube and adds 1 to Skill
    • Assigns red cube
  • Attacker Cover Fire (units with only red cubes)
  • Defender Suppression Fire
  • Attacker Advance Fire (units with red and green cubes)
    • Engage options:
      • Bayonet Attack
      • Overrun Armor
      • Control Bunker

Ready Units

  • All 3 green cubes must be placed on units in Support positions.
  • Move units into Ready positions.

Winning the Game

  • Immediate Victory
    • Attacker must control 4 bunkers at the start of his turn.
  • End Game
    • If Attacker has 12 or less units at the start of his turn, each player takes 1 more turn.
    • The player with the most points wins.
      • Each bunker of a different color = 1 point
      • Multiple bunkers of the same color = 1½ points for the whole set
    • Ties are broken by whoever has control of the most bunkers.
    • If still tied, whoever has the most Skill points wins.

If an infantry unit is located in the bunker AND an enemy armor unit is located in the bunker Area, then the armor unit prevents the infantry's control of the bunker.

Unless the game ends after a final turn (End Game). In that case, enemy armor in a bunker Area does NOT prevent the infantry's control of the bunker.

Remember!

  1. You may only Control an empty Bunker once per turn!
  2. Units in the support position cannot move or fire!