¿Pasáran? The Spanish Civil War
¿Pasáran? The Spanish Civil War Rulebook
Table of Contents
Table of Contents
Components
- 280 full-colour counters
- 1 map
- 1 quick-start card
- 1 rulebook
- 1 tutorial with a special appendix on the cards
- 2 scenario cards
- 1 battle chart
- 2 six-sided dice (D6)
- 55 cards
- 1 box
"D6" refers to a standard six-sided die numbered 1 to 6.
The source lists "22 cards" for the ¿Pasarán? deck (section 4.1) and "21 cards" in the French translation. The 55 cards are split into 22 ¿Pasarán? cards and 33 Blitzkrieg-General cards in the German text; the French translation gives 21 and 34. The German figures are kept here.
1.0 Introduction
- ¿Pasarán? is played by 1 or 2 players.
- Two sides fight the Spanish Civil War: the "Republicans" and the "Nationalists".
The Republicans Background colour red. Regular and militia units; the International Brigade.
The Nationalists Background colour brown. The German Legion Condor (grey, abbreviated "LC"); the Italian contingent (green), Italian and Spanish troops mixed, which count as Nationalists.
Note: the French translation gives the Italian contingent as "brown/green" and the Legion Condor as "grey".
1.1 The Map
The map divides the country into areas.
- The sea is a single area.
Mallorca Mallorca can be used as a Nationalist airbase. The sea counts as one area when movement is determined.
1.2 Terrain
- Sea and mountain cannot be entered or crossed by land units.
Terrain See the terrain effects on the map.
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Combat is affected by the terrain in the area where the combat takes place.
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"-# Armour" reduces the combat strength of all armoured units fighting there by the stated number. This applies to both attack and defence.
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"+# Infantry defenders" increases the combat strength of infantry defenders by the stated amount.
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"x ½ Air attack, -1" divides the combat strength of an aircraft by 2, or reduces it by 1. Fractions are rounded down.
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"Attacker -1" reduces all attackers.
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"Madrid"
- All attacking land units receive -1 to their combat value.
- The defenders receive +1 to the combat strength of their infantry.
- Tanks receive -1 to their combat value.
- Aircraft that take part in ground combat receive -1 to their combat value.
- Attacks out of Madrid are not affected by the Madrid effect.
Note: the German text reads "Angriffe aus Madrid heraus" (attacks out of Madrid). The French translation reads "toute attaque hors de Madrid contre des zones adjacentes" (any attack from outside Madrid against adjacent areas) and in its opening terrain paragraph states that all units attacking Madrid, including aircraft, receive -1 and armour receives a further -1. The German wording is printed here; the difference is unresolved in the source.
2.0 Counters
2.1 Units
Land units
- Infantry
- Tanks
- Headquarters (HQs). HQs have no combat strength (green) but do have a command rating (red).
Air units
-
Aircraft
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Each unit has a number and a symbol printed on it. The number is the unit's combat strength; the symbol shows the type of unit.
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Nearly all counters are printed on both sides. The backs are flat; the fronts are rounded at the edges.
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The combat strengths on the backs are always lower than those on the fronts.
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Some units have "0" printed on their back.
Abbreviations
- Lc: Legion Condor
- A: African forces of the Nationalists
Note from the French translation: the Republicans have two kinds of ground unit. The Militia comprises the HQ "Durutti" and all militia infantry units; all other Republican units are Regulars. HQ "Kleber" can command only Regulars, and HQ "Durutti" can command only Militia (the German text states the same restriction in section 7.3.2 below).
2.2 Other Counters
- National flag markers
- White markers: initiative, year, quarter, weather and losses markers.
- Troop production pool: this pool holds all units of a side that are not yet built but could be built. At the start of the game not all units are in the pool; some are added later when cards are played. Such units are marked with a yellow star.
2.3 Cards
Cards are explained in a special appendix.
3.0 Flow of the Game
- Each year is divided into 4 quarters. In other words, one turn corresponds to 3 months.
- The game begins in the 3rd quarter of 1936 and ends in the 2nd quarter of 1939.
- The game usually ends earlier because one side loses.
4.0 Exercises
Before playing the game, please turn first to the tutorial.
4.1 Preparation
- Both sides set up their troops simultaneously, following the instructions (see there).
- Markers for quarter, weather and year are placed.
- The starting production of the two sides is marked with the national flag markers.
- The losses marker is placed on the BATTLECHART.
- All 22 cards are placed on the map as one stack with the "¿Pasarán?" side uppermost.
- The other 33 cards are for Blitzkrieg-General only.
5.0 Sequence of Play
Actions are carried out in accordance with the following rules.
5.0 Start of the Turn
(both sides simultaneously)
- 5.1 Placing reinforcements
- 5.2 Initiative check
- 5.3 Weather check
6.0 Action Segment
The initiative side acts first.
- 6.1 Rail movement
- 6.2 Aircraft rebasing
- 6.3 Movement phase
- 6.4 Combat phase
- 6.5 Exploitation phase
- 6.6 Conquest and control
After the active side has completed steps 6.1 to 6.6 in full, the inactive side becomes the active side and carries out 6.1 to 6.6.
Then, as follows:
7.0 End-of-Turn Segment
(both sides simultaneously)
- 7.1 Conquest
- 7.2 Collecting income
- 7.3 Cards
- 7.6 Production
Note: the list above is printed as in the source, with "7.6" for production. The headings in the body of the rules are 7.1 "Collecting income", 7.2 "Cards" and 7.3 "Production", and those are used below.
5.0 Start of the Turn
Both sides act simultaneously.
5.1 Placing Reinforcements
- Each side must place its reinforcements, i.e. the counters in production that appear this turn, in friendly-controlled areas that contain a friendly-controlled city.
A side may not place reinforcements:
- in areas that contain an enemy-controlled city;
- in areas that contain no city;
- in cities located in an enemy-controlled area.
Note from the French translation: if Madrid is controlled by their side, new units may always be placed in Madrid.
5.2 Initiative
- The initiative procedure is used to determine whether the Nationalists or the Republicans go first in the following action segment.
- To determine initiative, each side rolls one D6. The higher roll takes the initiative for the turn and places the initiative marker in its space on the card.
- If the rolls are tied, the side that did not have the initiative in the last turn receives it for this turn.
- The side that receives the initiative is the "active side"; the other is the "inactive side".
Double move
If a side did not have the initiative in the action segment of the previous turn, it went second in that action segment. If the same side now wins the initiative, it goes first in the new action segment. Consequently, a side may move twice in succession.
5.3 Weather
- There are two kinds of weather, good and bad. To determine the weather for the current turn, the Republican player rolls one D6.
- Consult the weather table on the card and cross-index the result with the current quarter. A cloud shows bad weather; a sun shows good weather.
Weather effects
- Good weather causes no modifiers.
- Bad weather reduces the combat strength of all attacking land units by one. In addition, the combat strength of all aircraft is reduced by one.
- Bad weather prohibits movement during the exploitation phase.
6.0 Action Phase
6.1–6.3 Movement Phase
- All movement takes place between adjacent areas. "Beaming" into non-adjacent areas is not allowed.
- Diagonal movement across corners is not allowed.
6.1 Rail Movement
- All rail movement is additional and is always resolved before normal movement.
- Rail movement allows one land unit or one aircraft to move.
- Each side has a set number of rail moves, which may go as far as they can by land through friendly territory.
- In addition to rail movement, the Republicans may move 1 unit from any friendly coastal area to another friendly-controlled coastal area. This movement is unlimited in distance.
6.2 Aircraft Rebasing
- All aircraft that are to be rebased may do so within 4 areas, provided they pass only through friendly territory.
- Each aircraft may be moved in this way only once per turn, and this takes place before normal movement.
6.3 Movement Phase
The active side is the first to move its units, and may thus begin combats.
- A movement into enemy territory is always an attack, even if the area is unoccupied, but the city in it contains enemy troops (since those could intercept the attack).
- A movement into an area that contains no troops at all (including in any city it may have) is not counted as an attack.
6.3.1 Ranges
- All stated ranges are maximum ranges, also called movement points.
- A unit may move a shorter distance than its maximum range.
- In what follows, the stated maximum distances may never be exceeded.
- The area in which the unit begins the movement is not counted.
- Each unit may be moved only once during the movement phase.
Land units
- Infantry: 1 area
- Tanks: 2 areas
- HQs: 2 areas
Tanks and HQs may pass through an unoccupied enemy area and thereby take control of that area, unless a city in that area has defenders. This is the exception noted above.
Aircraft: 2 areas
Special rules for aircraft
- On the way to or from a mission, aircraft may overfly enemy, but not neutral, territory.
- After a mission, the aircraft may move up to 2 further areas in order to land in friendly territory.
- Aircraft may land only in friendly-controlled areas.
Note from the French translation: after a combat, an aircraft may return to any friendly area using its full movement allowance. Aircraft may not end their movement in an enemy area except by taking part in an attack during the movement phase or by reacting as described in 6.3.5.
6.3.2 Double Range
- Aircraft and land units may double their maximum movement distance, provided that they never enter an enemy-controlled area or an enemy-controlled sea zone at the start, during, or at the end of this movement.
- That is, units using double range cannot attack.
6.3.3 Cities
- Entering or leaving a city costs no movement points. Units may be moved from the surrounding area into the city, or vice versa, as long as the side controls both.
- Attacking a city from a neighbouring area or city costs one movement, as usual.
- Cities that lie in only one area may be entered or attacked only from that area.
Note from the French translation: a city in an area can be reached only if that area is under friendly control, so enemy units in the area of a city block movement to and from that city. Aircraft may enter or leave such a city as they wish.
6.3.5 Reaction of the Inactive Side
(The German text prints this sub-heading as 6.3.5; the French translation numbers it 6.3.4.)
- The inactive side may move aircraft into any area or sea zone that is being attacked by the active side and that is within range of the reacting aircraft.
- On the way to or from a mission, aircraft may overfly enemy, but not neutral, territory.
- When an area is attacked, the inactive side may move land units from a city inside the area into the combat.
- When a city is attacked, the inactive side may move land units from the surrounding area into the combat. The stacking limit for cities (3) may not be exceeded by this either.
6.3.6 Reserve Movement
- If land units are in the same area as an HQ, those land units may be moved into an area that is attacked by enemy land units.
- The number printed on each HQ shows how many land units may be moved in this way. The units may move only into combats within their range (see 6.3.1).
- Tanks and HQs may be moved 2 areas as reserves into a combat. On the way there, only friendly areas may be passed through.
- An HQ may accompany "its" reserves but is not obliged to do so.
- Attacks made without land units cannot trigger reserve movement.
6.4 Combat Phase
6.4.1 Course of Combat
- In line with the other procedures, the active side chooses the order in which combats are resolved.
- The combat in one area must be finished before moving on to the next.
- Each unit fires exactly once per combat round (each player rolls one die per unit). Before a die is rolled, the player must state which unit the roll is for.
- Exceptions: tanks are the only units that fire twice. HQs and units with an effective combat strength of "0" cannot fire.
- If the number rolled is less than or equal to the unit's combat value, the unit has scored a hit. If the number is higher, the unit has missed.
- All combat is resolved simultaneously. For reasons of playability, the active side always fires first with all of its units. Losses of the inactive side are marked with the LOSS marker on the BATTLECHART.
- The inactive side then returns fire with all of its units, using the combat strength they had at the start of the combat round.
- At the end of a combat round, both sides apply their losses.
6.4.2 Combat Strength "0"?
Because of factors such as terrain and weather, the combat strength of a unit may be reduced to "0". These units cannot fire, but they can be used as "cannon fodder" to absorb losses.
6.5.3 Use of the BATTLECHART
(The German text numbers this sub-section 6.5.3 under the combat phase; the number is kept as printed.)
- Units are placed on the BATTLECHART according to their combat strength (modified by terrain and weather).
- The number in the relevant row of the BATTLECHART shows the effective combat strength. It may differ from the number printed on the counter.
- Of the cumulative effects, terrain is counted first and then weather.
- Aircraft are not affected by terrain (exception: Madrid).
- To conduct air battles, place units in the air segment.
- To conduct land battles, place units in the land segment.
Mixed forces
- At the start of a battle, each side declares which units fight against air units and which against land units.
- Land units that fight against aircraft do so in the air-combat segment with a combat strength of 1.
- Units may be used in a segment not intended for them (for example, land units in air combat) only if that side has more units of that type than its opponent (in the example, more land units).
- In each combat round, the superior side may move surplus units from one segment to the other.
Land units
- In the land segment, land units fire their modified printed strength.
- In the air segment, their anti-air strength of "1" is used instead. This value is not modified by weather or terrain.
Aircraft
- In the land segment, aircraft fire according to their printed strength, modified by terrain and weather.
- In the air segment, the printed combat strength is modified only by weather.
- As above, surplus units may be used in the other combat segment.
6.4.5 Cities
- No more than 3 land units may be used to attack a city. The number of aircraft is unlimited.
Siege
Instead of attacking a city, the surrounding land units may begin a siege:
- In a siege, the "attackers" and "the defenders" each select their strongest land unit. Those selected units carry out ONE unmodified combat round, after which the siege is finished for that round. Note from the French translation: each side rolls one die, unmodified by terrain or weather.
- If a siege results in one side being wiped out, the other side gains control of the area.
- If both sides are completely eliminated, control does not change.
6.4.6 Anti-Aircraft
- When land units use their anti-aircraft capability, they must be placed in the air segment.
- All land units have an anti-aircraft strength of 1. If units defend against an air attack, they must use the anti-aircraft strength.
- A unit that uses its anti-aircraft strength may not use the combat strength printed on its counter.
- Tanks have an anti-aircraft strength of 1 and fire twice, even when they are used for air defence.
Air-combat segment
- Air combat and land combat are recorded separately.
- If one side has more aircraft than the other, the superior side may decide whether to assign its surplus aircraft to the air/sea segment or to the land segment.
6.4.7 Hits
- Units with no printing on their back are eliminated after taking a hit.
- All other units can take two hits. The first hit weakens the unit and reduces its combat strength: the unit is turned over onto its (weaker) back.
- A second hit eliminates the unit.
- The owning side decides which hits turn which units over, or eliminate them.
- If more hits are scored than all the enemy units in the combat can absorb, the surplus hits have no effect.
- Land units assigned to anti-aircraft may not be used to absorb hits in the air segment, but they may absorb hits from the land segment.
- If all enemy aircraft have been eliminated, one's own aircraft may move into the land-combat segment and continue fighting there.
6.4.8 Retreat after Combat
- If both sides have survived at the end of a combat round, first the active side and then the inactive side is asked whether it wishes to retreat.
- A partial retreat of units from a combat is not allowed.
- Exception: aircraft may retreat even while land units continue to fight.
- If neither side retreats, a new combat round is fought.
- Land units may retreat into any adjacent friendly-controlled area.
- Land units may retreat into a friendly-controlled city within range.
- If no friendly-controlled area or city is available, a retreat may be directed into an area or adjacent city that contains forces of both sides.
- Aircraft may retreat, with a range of 2 areas or sea zones, to a friendly-controlled area.
- Aircraft may land in areas that have just been conquered.
- Aircraft cannot land in sea zones.
- Units may retreat to the same or to different areas.
If no areas meeting the criteria above are available, no retreat is allowed and the forces must continue fighting.
Note from the French translation: the French text specifies that land units retreating into a contested area join the combat there.
6.4.9 Forced Retreats
- If only aircraft of one side are in an area at the end of a combat round, they must retreat immediately.
- If this applies to both sides, the active side must retreat.
6.4.10 End of Combat
A combat ends when only units of one side remain in an area or city. That side wins the combat and now controls the area or city in which the combat took place.
6.5 Exploitation Phase
The exploitation phase is carried out in exactly the same way as the movement phase. Movement, however, is possible only for certain units of the active side:
- all tanks and HQs;
- infantry units in the same area as an HQ. The number printed on the HQ gives the maximum number of infantry units that may now be moved.
- During the exploitation phase, enemy-controlled areas may be entered. This triggers new combats.
- Both sides may use aircraft to support the resulting land combat.
- In addition, the inactive side may react with reserves (the German text cites 6.4.6 here; the reserve rules are printed in 6.3.6).
- Bad weather prevents movement during the exploitation phase.
6.6 Control
- At the start, each side controls every area in its own territory.
- Thereafter, control changes when an area is conquered.
- Control changes when no units of the controlling side remain in an area and units of the other side are present in it.
- Aircraft alone cannot conquer an area. Land units are required for that.
- Conquered areas are marked with the national flag of the new owner.
- The new owner now receives the production of the area, which is deducted from the previous owner. This is marked accordingly on the production bar.
- Mixed control occurs when the city and the surrounding area have different owners. In that case, no one receives the production of that area.
- Control and production are checked immediately after the end of each possible combat.
- At the start and at the end of a turn, units of opposing sides are never in the same area (or city) at the same time.
7.0 End-of-Turn Phase
Both sides act simultaneously during the end-of-turn phase unless otherwise stated.
7.1 Collecting Income
Each side now collects its production in BP for the current quarter. It is now available for use in phases 7.4 to 7.6.
7.2 Cards
The following basic procedure for cards must be followed.
- The side that holds the initiative draws first for this turn.
- Each side takes two cards from the top of the deck and decides whether to keep one or to return both to the bottom of the deck.
- Certain cards are offered only to certain sides. Other sides cannot buy them.
- Cards that are specified for the enemy side must be returned immediately to the bottom of the deck.
- All BP needed to buy the card wanted must be paid immediately.
- If a side cannot pay the full amount immediately, it cannot buy the card.
- Each side may take and buy only one card per turn.
- If a side takes a card that it cannot use or does not wish to buy, no new card may be taken in its place.
- Cards may become obsolete in the course of the game. This is the case when the action described on the card is no longer possible or has already been carried out in another way.
- If a side takes an obsolete card, it is discarded and a new card is taken in its place.
- The earliest time a card can be played is the turn after it was acquired.
- The holder of a card keeps its contents secret. Each card may be played at any time after that.
- All cards take effect immediately when they are played.
- Each side may hold any number of cards in hand.
- The number of cards that may be played in a turn is unlimited.
After a card is used, there are three ways to handle it:
- Discard after use. These cards can be used only once and are then discarded.
- Return to the deck after use. These cards are returned to the bottom of the deck after use.
- Effect is permanent after use. These cards are to be placed visibly on the playing area to show that the effect is permanent.
If such a card is cancelled by a "Cancel" card, it is discarded.
The deck is not shuffled.
7.3 Production
- The production potential of each side is shown by a national flag marker on the production potential track.
- The production of each side is marked in construction points (BP) at the start of the game.
- This equals the total production of the areas controlled by that side. Each side can build according to its production potential.
- The build cost of a unit depends directly on its combat strength (see 2.1):
- Each infantry unit costs the number of points equal to the number printed on its front.
- Aircraft and tanks cost double that printed number.
- Saving surplus production potential is allowed. Surplus potential is marked with a national flag marker on the stored-production track.
- If a side's production capacity exceeds the highest number on the production potential track (30), a national flag marker is placed on 30, and production above 30 is added with a new flag marker.
- The backs of units may appear as reinforcements in a scenario, but only complete units (fronts) may be newly built.
7.3.1 Build Points in the Areas
Most areas contain a square that itself contains a number. This number gives the amount of BP that can be used by the owner of the area.
7.3.2 Repair
- Repaired units are turned back to their front and thereby regain their full strength. The difference in combat strength between front and back must be paid in BP.
- To repair aircraft and armour, double the difference in combat strength must be paid.
7.3.2 Duration of Production
(The German text prints this sub-heading as 7.3.2 a second time; the French translation numbers it 7.3.1. The printed number is kept.)
The figures given are the number of quarters after the current quarter in which newly built units may be placed.
| Unit | Quarters |
|---|---|
| Infantry | 1 |
| Tanks | 3 |
| Aircraft | 2 |
| HQs | 4 |
New HQs cannot be built. All HQs appear on a set date or by playing a card. An eliminated HQ can be rebuilt for 1 BP. This takes 4 turns.
- The Republican HQ Kleber can command only Republican Regulars. The Republican HQ Durruti can command only Republican Militia.
8.0 Special Rules
8.1 Neutral Areas
A neutral area may not be entered by any unit.
8.5 Victory
The game ends automatically if, at the end of a turn, one of the following conditions is met:
- Nationalist total victory: the Nationalists control areas with a total production of 20 BP or more.
- Republican total victory: the Republicans control areas with a total production of 20 BP or more.
- Surrender: one side gives up.
- Schedule victory: at the end of each year, the Nationalists win if they control the following:
- 1936: Madrid
- 1937: Madrid, or Valencia and Barcelona
- If the Nationalists have not won by the end of the 2nd quarter of 1939, the Republicans win the game.
There is no draw.
Designer's note
The German text prints the heading "Designer's note" with no text under it. The French translation gives the following note, which is reproduced here:
This game does not use the supply rules of Blitzkrieg General because, in a civil war, both sides can supply themselves locally.
9.0 Optional Rules
Optional rules apply only if the players agree on all or some of them before the game begins.
9.1 "Reassembling the Backs"
- During the reinforcement phase, 2 units of the same nation that are exactly the same and that are both on their backs, in the same area, may be replaced by one unit that is placed on its front.
- A unit can never be split back into 2 backs.
9.2 Fog of War
One may inspect only the top unit of an enemy stack, but no stacks may exist that are larger than 10 units.
9.3 Alternating Initiative
The side that wins the initiative in 5.3 may decide which side is the active side.
(The German text cites 5.3 here; the initiative procedure is printed in 5.2. The printed reference is kept.)
9.4 Combat Chits
Both sides place their chits in a box or a coffee cup. Before each possible combat, both sides draw at least one chit, in the number specified.
- The instructions on the chits take effect before the start of a combat.
- Each chit affects only the first combat round and is then used up.
- If in doubt about what a chit does, look at the Combat-Chit table on the back of your scenario book.
- Chits do not cancel each other out, except the "Cancel chit".
- Whether a drawn chit is played is decided by its owner.
Tactical superiority
Under the following conditions, additional chits may be drawn. One chit each for:
- each friendly HQ within the combat area;
- Air support: your side has at least one aircraft in the combat;
- Mobile warfare: your side has at least one tank in the combat;
- Legion Condor: the Nationalists have the Legion Condor in this combat;
- International Brigade: the Republicans have the International Brigade (INT) in this combat;
- Defender's advantage: your side has one or more trenches in the area attacked by the enemy. This applies only when playing with optional rule 9.5.
- The Nationalists receive one chit when the Republicans have Militia and Regulars in the same combat.
9.5 Trenches
- A trench is used to absorb a hit; afterwards the trench is destroyed.
- To construct a trench, place it with the active side on an INF unit at the start of the movement phase.
- The trench-digging infantry unit may not move at all during that turn. At the start of the following friendly movement phase the trench is finished and is turned to its front side.
- Unfinished trenches are useless, and all trenches are lost when the area is conquered.
- Only 1 trench may be dug at a time in an area, and no area holds more than 2 trenches (cities: 1).
- Each side has a maximum number of trenches, given by the counter mix.
- You may remove a friendly trench during a friendly movement phase (in order to build it elsewhere).
10.0 Special Rules
10.1 Pinning
Pinning targets enemy units to prevent them from taking part in a combat elsewhere.
The following units can be pinned:
- Land units stationed with an HQ in the same area. Pinning can prevent them from being sent as reserves to another land combat (see 6.4.6).
- Aircraft can thereby be prevented from reacting to enemy attacks (see 6.4.5).
A player must pin with as many units as it wishes to pin. Surplus units may be deployed freely.
10.2 Who Can Pin Whom?
- Land units can pin other land units.
- Aircraft can pin all units.
- HQs can be pinned, but they can never pin other units.
II. New Components for Blitzkrieg-General
Players who do not own Blitzkrieg-General cannot use the following.
- Remove the cards "Paratroopers" and "Mountain" from the Blitzkrieg-General card deck. Add the 33 new cards to the deck and shuffle.
- Because there are now many more cards, the card procedure is changed as follows.
- All standard card rules of Blitzkrieg-General apply (see the Blitzkrieg-General advanced rules).
Start of the game
The following procedure is added at the start of the game:
- Each nation takes the number of cards shown in the table below, at no cost. The first number is the number of cards taken; the second number is the maximum number of cards the nation may keep free of charge.
- Cards that are not taken by the nation or by an allied nation are placed under the deck.
- Cards not bought may be offered to other players.
- The deck is then shuffled.
- The following cards cannot be taken in this phase and are returned immediately, without replacement, to the deck: "USSR Border Garrison"; "USSR declares War on Germany/Italy"; "Japan declares national War against China"; "Force Peace"; "Sabotage Research".
| Nation | Cards taken | Maximum kept free |
|---|---|---|
| Germany | 6 | 3 |
| Japan | 4 | 2 |
| Italy | 2 | 1 |
| USA | 2 | 1 |
| USSR | 2 | 1 |
| "SEIN" (as printed) | 4 | 2 |
| France | 2 | 1 |
| China | 2 | 1 |
The printed row "SEIN" is not further identified in the German text. The rule below names the British Empire, which is presumably the row in question.
Taking cards during the game
- Germany, Japan and the British Empire take 2 cards per turn and buy 1 of them.
- France, China and Italy may take only 1 card per turn.
- The USSR and the USA take 1 card for as long as they are neutral.
- The USSR takes 2 cards when it enters the war.
- The USA takes 2 cards when it enters the war.
Outdated cards for the 1941 scenario: "to be added" (printed in the source as "Noch hinzufügen").
Blitzkrieg-General counters
- Blitzkrieg-General counters marked with a yellow star are not added to a nation's troop pool.
- A nation may add its units to the troop pool after it has played the "Special Troops" card.
Special troops
The special troops comprise the standard units that already exist in Blitzkrieg-General, and the following:
- Foreign contingents. These have a name and mixed colours. They may be built only if the country written on them is under the nation's own control. (The appendix referred to here is not in the German file.)
- Ukraine: Kiev, Rostov, Kharkov, Crimea, Odessa.
- Marines. Not halved when conducting an invasion.
- Mountain troops. Receive +1 in MTN areas and when attacking across MTN borders.
- Paratroopers. May be dropped by aircraft anywhere over one's own or enemy territory, within the range of the aircraft.
Cost: Marines, paratroopers and mountain troops cost double their printed number.
Designer's note: With ¿Pasarán? we have 33 more cards, to increase the randomness of the course of play.
Appendix: Card Explanations
The German file does not contain the card appendix that the rules refer to ("Karten werden in einem speziellen Anhang erklärt"). The entries below are taken from the French translation by Jocade (www.jocade.net), translated into English here, and are the only card text available. The French appendix is incomplete: it ends after the card "Recruits" and does not explain the remaining ¿Pasarán? cards. Those cards are not transcribed here.
5th Column The attacking infantry receives a +1 bonus to its combat strength during the attack on Madrid or on a city this turn.
Barcelona Revolt Move the 2 nearest Republican militia units into Barcelona. The Republican player may not move the militia in Barcelona or obtain the BP of Barcelona until the end of the turn in which 3 Regular units are in the Barcelona area.
Cancel Enemy Combat Chits The enemy combat chits for one combat are cancelled. This may be done even after the chits have been revealed. The chits of the player who owns the card are not affected.
French Border Closed Cancel 2 BP that the Republicans received with the card SUPPLY OF ARMS. Conditions: cannot be played before 1937. The Republicans must have played the card SUPPLY OF ARMS.
French Border Opened Cancels the card FRENCH BORDER CLOSED. Conditions: cannot be played before 3/38. FRENCH BORDER CLOSED must have been played. The Republicans must control an area adjacent to the French border.
GET HQ The Republicans choose either "Kleber" or "Durruti" as the reinforcement HQ for the next turn. Condition: cannot be played after 1937.
HQ The Nationalists add the HQ "Moscardo" to their reinforcements for the next turn. Alternatively, this card may be used to remove the HQ "Kleber" or "Durruti" permanently from the game (if they are in play).
International Brigade Add Infantry 3 (INT) to the Republican reserve and increase their production by 1.
Invasion Up to 3 infantry units may attack by sea. Their attack strengths are divided by 2 (rounded down). Conditions: the invaders must begin the turn of the invasion in an area that is no more than 2 coastal areas away from the invaded area. Marruecos Espanol cannot be invaded.
Italian Corps Add 2 Infantry 3 and 1 Air 2 (Italian, mixed) to the Nationalist reserve. Nationalist production is increased by 2.
JU 52 Airbridge During the rail movement phase, 3 land units may be transported from Marruecos Espanol to Andalusia. Play this card during the rail movement phase. (The Nationalist player may choose to have this card in hand at the start of the game.)
Legion CONDOR Add 1 Air 2 (LC) to the Nationalist reserve. Nationalist production is increased by 1.
Offensive Draw 3 additional markers for one of your attacks, to be used with the usual number of markers. Conditions: applies only if you are attacking.
Recruits Add the 6 infantry units of strength 2 with a star to the Nationalist reserve.
REP Disorder (Désordre républicain) The Nationalist player may cancel a Republican attack of its choice. Conditions: can be played only in 1936 and 1937, and only before the attack is carried out.
Errata
Publisher's errata page for ¿Pasarán?, last updated 2 July 2004 (source: errata.html in the sourcer's download, from the UGG site). The errata image is referred to but not transcribed.
Counters for Empires of Apocalypse (EoA) The Headquarters and the Italian Artillery have the wrong number on the backside. (The printed errata image shows the corrected backsides; it is not reproduced.)
7.3.2 Repair Repairs are considered to be reinforcements and are subject to the same limitations (see 5.1).
Setup The Republican HQ Miaja appears in 4/36. The printing on the backside should be 4/36, not 3/36.