Just a Peiper Dream?
Just a Peiper Dream? Rulebook
Table of Contents
Table of Contents
Components on the Rules Sheet
Printed counter strip (as shown on the sheet; the printed meaning of the numbers is not stated on the sheet):
- Top strip: Artillery (4 or -1); CCR/3/1 (2 3 1); CCB/3/1 (2 3 1); 2/23/3 (1 3 3); 2/23/2 (1 3 3); 30/117/2 (1 3 3); 30/117/1 (1 3 3); three "Bridge Down" markers.
- Left column: 3FJ/KG2 (1 2 3); 3FJ/KG1 (1 2 3); "Bridge Down" marker; 501 (2 4 1); 3/2 LAH (1 4 3); 1/1 LAH (2 4 1); Spitze (2 4 1).
Printed note: the counter strip reads "30/117/2" and "30/117/1", while the SET-UP text reads "30/177/1 or 2". Both spellings are kept as printed.
Full Strength Unit
(Reduced side has yellow numbers.) A full strength unit shows the following, labelled on the sheet:
- Size: the unit's size symbol (a Mech unit is shown with a tank symbol; an Infantry unit is shown with a crossed box).
- Div/Rgt/Bn ID: the unit's division, regiment and battalion designation (the sheet's example is CCR/3/1).
- Anti-Tank: the first printed number. Used against Mech units.
- Anti-Infantry: the last printed number. Used against Infantry units.
- Proficiency Rating: the middle printed number. For use in future games only.
Printed legend: "Infantry" is the crossed-box symbol; "Mech" is the tank symbol.
Terrain Chart
| Terrain | Mech MP Costs | Combat Effects |
|---|---|---|
| Village | +0 MPs | None |
| Town | 1 MP | +1 to Card Draw |
| Road | 1/2 MP. Negates other terrain. | None |
| Bridge | +0 MPs | Use River |
| River | +0 MPs. Cross only at Bridge. | +1 to Card Draw |
| Clear | 1 MP | None |
| Light Forest | 2 MPs | None |
| Forest | May only enter via road (road cost) | +1 to Card Draw |
Set-Up
Put US 99 BG, 106 BG, 2/23/2 and CCR/3/1 units anywhere but the easternmost hexrow and Fuel Depot marker in Stavelot. On Turn 1 the 3FJ/KG1 and all 5 German (GE) SS units many [sic; as printed; probably "may"] begin entering anywhere along east map edge (costs 1 Activation each). Turn 2 onwards (choice), US player may enter CCB/3/1, 30/177/1 or 2 and/or 2/23/3 units (costs 1 Activation each) anywhere along west or north mapedges. 2/23/3 unit cannot enter if Stoumont occupied by a GE unit. CCB/3/1 unit cannot enter if any SS unit has already exited west mapedge. Turn 4 the GE player may enter 3 FJ/ KG 2 unit anywhere on east map edge (costs 1 ACT). Up to 2 friendly ground units may stack in a hex (don't count markers). Opposing side's units cannot stack together.
Turn Sequence
Turn Begins
Shuffle a card deck (include 1 joker card). GE player makes a card draw (CD). If black, he can "Pass" (do nothing) or receive "Activations" (ACT) equal to 1/2 the number printed on card (round up). Aces equal "1." Black "face" cards award all GE units in a single hex one ACT each. If card drawn is red, US player can Pass or receive ACTs the same way.
Each ACT spent allows: a) a unit to move (see Movement below) OR b) a unit to attack (see Combat below) OR c) a bridge demolition attempt. Units that previously moved or attacked in a turn may continue to expend new ACTs.
Movement
Each ACT spent allows a Mech unit to move up to 2 MPs paying hex terrain costs, OR an Infantry unit can move 1 hex (ignore terrain types) including across unbridged river hexsides or 2 hexes along roads.
Units may not move if adjacent to an enemy unit, except to a new hex not adjacent to an enemy unit.
Combat
Combat is voluntary. Attacker selects single adjacent enemy unit and spends 1 ACT for his unit to fire on it. Attacker then makes a CD to resolve combat.
Attacking unit uses its Anti-Tank (AT) number vs. Mech, Anti-Infantry (AI) number vs. Infantry. If the CD (any suit/color are used by both sides) plus sum of all hex (of defender) terrain modifiers is ≤ to firing unit's printed AT or AI total, flip target unit over. Otherwise a miss. Already flipped units are eliminated. Redraw face cards or treat as a miss (firing player's option). After resolving a combat, return to CD to generate fresh ACTs.
Off Board Artillery (OBA) Markers
Printed icon: "Rockets 4 or -1."
Players can use their OBA markers once (each) per turn. A black/red face CD allows GE/US player use of his OBA marker instead of receiving ACTs. Select target hex. OBA marker makes a separate AT or AI attack against each enemy unit in hex with strength 4 ignoring any defender terrain modifiers OR can be used to impose -1 CD on any subsequent attacks by friendly ground units against enemy units in target hex remainder of turn.
Bridge Demolition
After Turn 2, US player (only) may destroy bridges. Select bridge. Expend one ACT per try. Make a second CD. -1 to CD if US unit adjacent to bridge, +2 if GE unit adjacent. If modified second CD (any color/suit) is < 10 bridge is blown. Place Bridge Destroyed marker. Joker, face card or modified CD > 10 means bridge remains intact. Bridges cannot be repaired.
German Supply
All GE units (only) check supply each time before they move or attack. Units are in supply if on, or adjacent to, a road connected back to east map edge. All road hexes must be unoccupied by, nor have adjacent, a US unit, nor cross an un-bridged river hexside. Units not in supply may move only 1 hex per ACT, have a +1 CD modifier when attacking, and GE OBA marker may not be used to support ground attacks by them.
If GE player captures Fuel Depot (FD) marker, he ignores supply check rules rest of game. To do so, occupy Stavelot. Make a free (no ACT required) CD. +2 to CD if US unit adjacent to Stavelot. If modified CD (any color/suit) is < 10 GE player captures FD marker. Joker, face card or modified CD > 10 means FD marker is instead destroyed.
Game Length and Victory
Game Length
Game lasts 5 turns (card deck shuffles). Turn end occurs when the Joker is drawn (at any time) or when all cards are drawn (whatever comes first). Ignore Joker if drawn before both players can spend at least one ACT each.
Who Wins
GE player wins if, by end of Turn 5, four GE units exit the west map edge, or no US units are left in the game. Otherwise US player wins.