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Sergeants Miniatures Game: Day of Days

Sergeants Miniatures Game: Day of Days Rulebook

Table of Contents

Table of Contents

  • Components
  • Soldiers
    • Privates
    • Leaders
    • Characters
    • Specialists
  • Mapboard
    • Map Squares
    • Landmarks
    • Terrain Modifiers
    • Area Modifiers
    • Measuring Distance
  • Story Deck
    • Random Events (Cause and Effect)
  • Action Cards
  • Types of Action Cards
    • Single Action Cards
    • Multi-Action Cards
  • Dog Tag
  • Damage Results
  • Scenario Setup
    • Scenario Selection
    • Soldier Description and Selection
    • Medals and Badges
    • Purchasing Equipment Cards
    • Table Etiquette
    • Orders
    • Scenario Base Draw
    • Initiative
  • Play Sequence
  • Game Play
    • Using the Soldier's Action Cards
    • LOOK
      • Draw
      • Sight
    • HIDE
      • Take Cover
      • In Cover
      • Rally
      • Hold Cards
    • MOVE
      • Walk
      • Climb
      • Combat Contact
      • Fight
      • Prisoners
    • SHOOT
      • Shooting Arc
      • Hit Check
      • Use Hit+
      • Grenades
  • Victory
    • VP from Soldiers
    • VP from Orders
    • VP from Events
    • VP from Equipment
    • VP from Actions
    • Instant Victory
  • Advanced Rules
    • Specialists
      • Story Cards
      • Equipment Cards
      • React Cards
      • Command Cards
      • Preempt Cards
      • Medics
      • Officers
    • Tactics Modules
      • Equipment Cards
      • React Cards
      • Command Cards
      • Teamwork Cards
    • Markers and Equipment
      • Fire Markers
      • Land Mines
      • Optics
      • Smoke
  • Glossary
  • Credits

Components

A Sergeants Miniature Game starter set comes complete with everything needed to begin playing:

  • Soldiers – Cards and Bases
  • Mapboard
  • Rule Book
  • Scenario Book
  • Story Deck
  • Player Placemats for Soldiers, Action Cards and Story Deck
  • Rulers
  • Quick Start Guide

Designers Note: Most players will find there is some residue from our cutting process on the thick board pieces and Soldier bases. We find a simple paper towel or microfiber towel will easily remove the residue from the edges (Do not use any liquid or wet cloths when cleaning the edges as the boards could absorb the moisture and may cause warping). The surfaces of the boards however are specially coated to prolong the life of your game pieces for years of enjoyment!

Soldiers

The Soldiers are the essence of any army. Each Soldier in SMG includes cards, a painted miniature, and a base which includes the Soldier's name and Dog Tag number, in a distinctive shape. The Soldiers in SMG are Privates, Leaders, Characters and Specialists.

Designers Note: Soldiers are recruited into service and bring with them both skills and flaws that are part of who they are as individuals. No two are exactly alike. The training and combat experience gained while in military service adds skills and flaws to the soldier.

IMPORTANT: Soldiers that are Wounded use the red side of the Soldier card.

Privates

These are your grunts and will most often make up the bulk of your force. Each Private has a single Soldier card, four Core Action Cards, and three Private Soldier Action Cards.

Leaders

SMG works on the idea that every Leader started out as a Private somewhere. Leader packages consist of a private, a junior NCO and a senior NCO for each leader. Leaders are also categorized as any Soldier with a Draw ability. During force selection, a player may choose any one of the Soldier ranks for his force – counting the Soldier's VPs against the total for the forces allowed in the scenario. Once the selection is made, add the Soldier's four core Action Cards and the three Action Cards that match the Soldiers rank into the Action deck. (See Soldier Selection on pg. 12)

Characters

Characters are similar to other Soldiers in all ways save one. The difference is that there are Characters that come with each new SMG Story that are the same in everyone's box. If you have Day of Days and a friend has Day of Days, your other Soldiers will be different, but your Characters will be the same (these are the only Soldiers in SMG that are not unique). Characters have some cards integrated into the Story Deck for certain scenarios. If you are playing a scenario that does not "name" the Character, you may use him as a normal Soldier in all ways (including Kills.)

Specialists

Specialists are Soldiers who have successfully attended special training, which prepares them for very specific roles, missions, or jobs such as Scouts, Combat Engineers, Snipers, etc. The advanced training results in the Specialists having increased abilities and new capabilities focused on their specialized areas. Specialist abilities are part of the Advanced Rules, found on page 25.

Mapboard

Play takes place on a map made up of 5 inch Map Squares and 10 inch Landmarks. All Map Squares are identified by a number, Landmarks are identified by the letter 'L' followed by a number – for example, L2A is a Landmark where 2A is a Map Square. Around the Identification Plaque are the Terrain Effects. For ease of assembly, each piece will have the same number and A/B on opposite sides. Each map number is unique. Future additions will pick up the series numbers, so scenarios will be easy to set up.

Map Squares

The smaller squares that measure 5 inches on a side are Map Squares. These allow the construction of the game board by filling in areas between the Landmarks. Story cards may have Terrain Events that affect various map squares.

Landmarks

Landmarks count as two squares and have special Story Events. Associated with each Landmark are two to five story cards that add Random Events to the Story Deck. If a Landmark is in play then the Landmarks story cards should be added into the Story Deck and removed when that Landmark is not in play. Some Landmarks also have Orders cards associated with the Landmark. When designing your own scenarios, make sure to dismiss Orders for Landmarks that are not in play.

IMPORTANT: Map squares count as one (1) square. Landmarks count as two (2) squares when determining distance.

Terrain Modifiers

Each Map Square or Landmark has the potential of having modifiers on them to take in account the actual terrain featured on the map. These dictate how hard or easy it is for Soldiers to Shoot, Hide, Look and Move through. Some Landmarks or Map Squares may have modifiers located on actual terrain art (buildings). When using these for Cover or determining Distance, these override the modifiers on the Identification Plaque.

Area Modifiers

Certain Map Squares and Landmarks might have something also known as Area Modifiers. These Area Modifiers are only applied when Soldiers either Move through them or when Line of Sight for Looking or Shooting passes over them. The Modifier's color will match the Action color being modified.

Measuring Distance

In order to check the possibility for Shooting, Sighting, and Hiding, one must be able to check the "Distance" between 2 Soldiers on the map.

The map squares are used when counting for Sighting, Long and Short Shooting ranges; once the Action gets close, inches are used for ranges instead of squares, such as Close and Toss ranges. Landmarks count as two squares when counting distance on the map. To determine distance, lay the ruler on a straight line between the Soldiers involved in the Distance check. All squares cut by the line of sight are counted in the distance. (In the rare cases where the line is exactly on the corners use the square or Landmark with the lowest modifiers.) Count the squares (or measure the inches) between the two Soldiers and then factor in the appropriate modifiers. When Shooting, sum all (pink) SHOOT Terrain Modifiers from all squares that are passed through, excluding the Shooter's square. For Sighting, sum the green LOOK modifiers.

Here is a Sighting example in which US Soldier Pvt. Jackson is attempting to Sight the German Soldier Soldat Gersten.

IMPORTANT: Soldiers use the ground they are on to the best advantage.

Drawing a Line of Sight to Gersten, we count the LOOK modifiers in the squares leading up to and including the target's square. The total modifier number is -8. Jackson has a Sight Range of 15 squares. We subtract the -8 modifier from his 15 Sight Range and end up with 7 squares. Counting the actual squares now there are 6 squares, outlined in green, of Distance between him and the target. 6 is LESS than or equal to 7 so Pvt. Jackson can successfully Spot Gersten.

IMPORTANT: The modifiers in the Soldier's square don't interfere with LOOK or SHOOT Actions taken by them. The HIDE Action lets the Soldier use the advantages of the ground he is on. In the case of HIDE, the Soldier must apply the modifiers for his own square.

Sighting and Shooting (at Long and Short range) are very similar. Here we are determining if US Soldier Pvt. Jackson can shoot at German Soldier Soldat Gersten now that he has been Spotted. Pvt. Jackson has a Long Range of 13 squares and a Short Range of 7 squares. When drawing Line of Sight and counting the SHOOT modifiers in the squares leading up to Gersten, we have a total of -6 in modifiers. Checking Short first we subtract -6 from his 7 square Short Range and that now becomes a 1 square Short. Obviously, Gersten is more than 1 square from Jackson so he is not within Short Range. Checking Long Range however, we subtract -6 from 13 squares and get 7 square distance. Counting the actual squares now we have a distance of 6 squares. 6 is LESS than or equal to 7 so Jackson does have a Long Range shot at Gersten. The player controlling Jackson would then pull an Action Card from the deck and check his Hit Check at Long Range.

Story Deck

The Story Deck controls the sequence of Action using Phase Cards. At the beginning of each game turn, three Phase Cards are turned face up to reveal the order of Actions that may be taken during the turn. Those Actions will be things like "Move" (and then) "Shoot" or "Look (and then) Move." Players must play one Action Card that matches either of the Actions listed on the Phase Card for each of the three Phase Cards in play for that turn. The top Action will be resolved in game play before the bottom Action (note the "and then" part, which reminds you of this). If players both play the same Action during a Phase, the player with the Initiative goes first. (See Initiative on Page 16). In addition to regulating Action, the Phase Cards contain story elements that may produce Random Events.

IMPORTANT: Normal rules apply on all events. Even compelled Actions cannot happen if they would violate the rules.

Random Events (Cause and Effect)

Every turn, three Phase cards are placed in play. While the top portion of the cards that contain the Action sequence is always used, the lower portion of the cards include Event Boxes which may sometimes trigger a Random Event to occur in the scenario. Because this requires a two-part combination, we call this "Cause and Effect", or Event Phase. Look at the Event Boxes of the Phase Cards and note that there is a large colored box of text (Effect Box), followed by a small colored box of text (Cause Box). Both are labeled with terms like "Weather" or "Landmark." Note in the example that the first card's Cause Box "Weird"—does not match the second card's Effect Box—"Ordnance." But note also that the second card's Cause Box—"Landmark," is matched by the Landmark Effect Box on the third card. When two cards match up in this way—with boxes matching from the 1st to 2nd card or 2nd to 3rd, then the Effect Box card is carried out before Players begin the Turn. (See Step 3 of the turn sequence.) In the rare case where TWO Random Events are generated, execute the Event Box on the 2nd card, followed by the Event Box on the 3rd.

Random Events impact the overall story line. Because these combinations are totally random, there is no way of knowing if a scenario will have any unusual happenings or several.

Action Cards

All Action Cards have many elements that are used for different game effects.

  1. This designates which Action type the card may be applied to.
  2. The Dog Tag identifies which Soldier "owns" this Action card. When it is played during a Phase, the Soldier who owns the card may do any sub-Action that belongs to that Action type.
  3. This is the area that designates Rank and Core cards.
  4. This is the Damage Result, used to find out what happens after a "Hit" is determined.
  5. This is the "Team Bubble" which contains the group Action description.
  6. The space between the Hit Check and the Team Bubble may sometimes include a "Narrator Box." A white Narrator Box is a "permissible Action" that the NAMED Soldier may do. If the Narrator Box is blue, it is a "mandatory Action or effect" and something the NAMED Soldier must do if this card is played. Normal rules apply to both of these Actions. A Red Narrator Box is a cost that must be paid or a condition that must be met otherwise the Action Card is cancelled.
  7. This is used for "Hit Checks" to determine results from Shooting, Tossing Grenades, other explosions or Story Events. These results are drawn from atop the Action Deck and NOT from the Player's hand.

IMPORTANT: When you draw your last Action Card, reshuffle the Action Deck and continue play.

The Team Bubble Actions can be applied to any soldier under your command, including the Dog Tag soldier. Soldiers may only act once per Team Bubble. Actions on the card can be executed in any order. Once an Action is started: Dog Tag, Team Bubble, Narrator Box, all Actions must be completed before starting one of the others.

Designers Note: The Dog Tag Action by the named Soldier is in addition to anything in the Team Bubble. It does not exclude the named Soldier from being one of the Soldiers selected for the Team Bubble Action. By allowing the Soldier to take an Action above and beyond the basic game Actions when his named card is played, we inject opportunities for heroic Actions. SMG incorporates both opportunity for heroics and the gaffes on the battlefield through the use of the Action Cards. Every Soldier has a moment during the battle when his Actions may change the outcome.

Types of Action Cards

Single Action Cards

Most Soldiers have Action Cards with a single Action (HIDE, LOOK, SHOOT or MOVE). These Actions dictate what kind of Action your Soldiers can partake. However, the Actions listed on the card (Team Bubble, Narrator Box, and Dog Tag) may be executed in any order, multiple Actions listed within a bubble or box must be executed in the order they are listed (e.g. – If a soldier's Action card has a Team Bubble that states "2 Soldiers Shoot, 2 Soldiers Sight" – the shooting must occur before the sighting).

Multi-Action Cards

Some Soldiers (e.g. those with a medal) may have Action Cards that allow a choice between several Actions. These Action cards may be played in any Phase in which either of the listed Soldier's Actions match either Action shown on a Phase card. Also, the player must decide on which of the Actions to take. Let's look at an example:

For this example, imagine Carter is "Spotted" and the current Phase Card is "SHOOT (and then) MOVE." Carter's Action card must be used as "MOVE" as it is the only choice that matches the current Phase Card and Carter's Action card. (Note: If a Soldier's Action card matches both Actions on a Phase Card, the player must declare how the Action card will be used when the Action card is revealed.) The first Action the player chooses, is to have Carter use the Narrator Box to spot the nearest unspotted enemy Soldier. The second Action the player then chooses to perform, is the Team Bubble to have three Soldiers Take Cover, and then to have three different Soldiers Move. The player's final Action uses Carter's Dog Tag Action as a HIDE to have Carter, Rally a pinned Soldier (the player is allowed to choose either of the two Actions listed on the Soldier's card, whether it matches the current Phase Card Action or not – in this example using the Dog Tag to execute a HIDE Action).

Dog Tag

The Dog Tag is much more than a label on the cards and base of the figure. In order to take advantage of being In Cover, the Soldier's Dog Tag must be on a piece of terrain. In addition, when an Action Card is played during a Phase, the card "belongs" to a single Soldier. That Soldier whose Dog Tag is on the Action Card may take an Action of the type on the card. Note: this will add an additional HIDE, LOOK, SHOOT or MOVE Action to those listed on the card. The soldier may do the same Action as described by the "Team Bubble" on the card, or any other task that the Action allows (such as Rally during a Hide).

Damage Results

  • Zip – nothing happened, the hit was ineffective
  • Pin – place a pinned marker, ALL attributes are halved (excluding VP) and are rounded down, while pinned.
  • Wound – Turn the Soldier card over to the Wounded side. Use the new stats on this side of the Soldier card. (If he is already Wounded, he is Killed instead.)
  • Kill – Give the Soldier card to the opponent that killed the Soldier for VPs and remove the miniature from the map (See Character rules).

IMPORTANT: Soldiers that are Wounded use the red side of the Soldier card.

Scenario Setup

SMG is played using scenarios. Each scenario contains a situation report that describes who is fighting and why, their orders, force levels and number of game turns. The situation report also contains special instructions for Equipment, Characters, story deck construction, and the map layout used in the scenario. Set up should follow the steps below.

  1. Pick a scenario and assemble the map to match the scenario map.
  2. Choose a force level to play. Scenarios have suggested "force levels" defined by VP limits for different numbers of players.
  3. Randomly select your Orders from the options available in the scenario Orders section.
  4. Select your forces. Combine the Soldier Action cards for those troops into a single Action Deck for each player.
  5. Remove all Landmark cards from the Story deck that are not part of the map and insert Landmark cards that are.
  6. Remove or add Story cards specified in the scenario's Special Instructions section.
  7. Depending on Scenario instructions, deploy on-map Soldiers and group Soldiers that are coming in from off-map locations.
  8. Shuffle all decks and proceed to the Sequence of Play.

Scenario Selection

All scenarios may be played with as few as 5 figures on each side. However, there is more interest if you can organize your own squad, selecting Soldiers and equipment by spending VPs on them. The scenarios have force levels for different numbers of players, ranging from 2 to 6 players. Basic ammunition is assumed to be sufficient for the scenario. Additional ammunition and equipment options, requirements, and limitations are included in the special instructions. The cost for special equipment like a radio, AT device, satchel charge, etc., is specified on the Equipment cards located in expansions. Grenades are specified in the scenario as a starting number of grenades and the VP cost for additional grenades. Scenario maps will also designate areas like A, B, C, or X, Y, Z, which may be important for set-up and entry. Each scenario will have certain Story Cards removed to reflect the number of Turns in the game. Also included in the scenario description is a quick reference guide that indicates the number of turns and the typical force level for the scenario.

Soldier Description and Selection

Each Soldier has cards that are added to the player's Action Draw Deck and Soldier Placemat. These consist of a Soldier Card, which has detailed information about the Soldier.

The Soldier Card seen to the left may be placed on a Team Panel of a Tactic Module. Review the Advanced Rules for an explanation of team panels.

Each Soldier's card set includes:

Four (4) Core Action cards which have a symbol at the bottom designating his nationality.

IMPORTANT: Some Rank Cards do not contain a symbol. These are typically Privates.

Three (3) Rank Action cards which have a symbol also located at the bottom.

When choosing a Leader, select the Soldier Card of the rank you wish to play, his four Core Action cards and the three appropriate Rank cards that match the rank on the Soldier Card. When choosing your forces for a scenario, select Soldiers based on the available Victory Points from the scenario. On the bottom of each Soldier Card there is a VP number indicating how much he will cost.

Medals and Badges

Players can earn medals and badges for their Soldiers, either through convention competitions, special offers, (a future campaign system) or company design. Having one or more medals and a badge will provide enhanced Action Cards which have more flexible abilities. Soldiers may only ever have three (3) medals attached to one rank at one time. Soldiers may only ever have one (1) badge attached to one rank at one time.

Purchasing Equipment Cards

Equipment Cards may be found with the Story Deck cards that come in starter sets, expansions or with Specialists. These cards are available for purchase and use with your Soldiers. When selecting your forces, instead of choosing more Soldiers, a player might want to add Equipment that will be attached to Soldiers for use. You will pay for these with your allocated VPs from the Scenario. When designating which Soldier is carrying the Equipment, place the Equipment Card underneath the Soldier Card. Typical Equipment may include grenades, entrenching tools, rockets, rifle grenades. More expensive Equipment may include items such as radios, explosives, panzerfausts, recoiless rifles and field telephones.

Three grenades may be purchased for one (1) VP, unless the scenario specifies a different amount. Use the grenade markers to represent the number of grenades bought and place these on your Soldier Cards. Some scenarios require extra Equipment cards to be purchased for certain forces.

Table Etiquette

Players will line up their Soldiers on the Soldier placemat, placing any additional equipment they carry underneath the Soldier card and any grenades they have on top. Items like each Soldier's Victory Points and abilities should not be shared with the opponents, and players should not try to view each other's Soldier cards. Players also do NOT ask what the VP value of a Soldier is or which Soldier is a Leader or machine-gunner. While players are learning, sharing any and all information can be helpful, but, once they start playing for "winner/loser," such things should be kept apart. Feel free to place an inverted Pin marker to cover the Soldier's VP. Obviously, information like who has a machine gun or is carrying a Panzerfaust may be visible on the figure (and MGs certainly make themselves noticed when they shoot), but it is a better game if players find out details the old fashioned (and tougher) way.

Orders

Each player in a game randomly draws one Order card at the start of the scenario. These cards provide additional Victory Points for certain Actions or give specific instructions that may guide the player for that scenario. There will usually be several choices of Orders cards available to each player. It is possible that players will get different Orders cards when they play a scenario again, which helps to keep things fresh, because the circumstances needed to achieve Victory in that scenario have been altered.

Reminder—Some Orders cards involve specific Landmarks and should not be included in the Orders deck if that Landmark is not included in the map set up.

Some Orders cards have a bonus VP value that also shows a national symbol (star for US, cross for Germans). Those cards can only be used by their respective sides. Orders that do not list Entry Areas allow troops to enter by any unused Entry Area. All Soldiers from one player must enter using only one area unless the scenario states differently. Entry on to the map requires a MOVE Action. Each Landmark has an "L" in the ID. The Event Story Cards use the ID to associate the cards and square.

Players should keep the details of their Orders card a secret from other players, even those on the same side. In scenarios that have multiple players, each player will have an Order card. The cards can encourage players to look to their own self-interest in ways that make the game even more interesting!

SMG NOTE: Even though you are encouraged to not share Orders with teammates, you are encouraged to help each other in other ways. Sighting a pesky enemy or even rallying a friendly Soldier can really help out. Work together as a team!

  • Hold - Requirements are met by the Landmark being free of enemy Soldiers and occupied by a player's Soldiers at the end of the last Game Turn. (Friendly Soldiers do not count against it.)
  • Search - Requirements are met by a player's Soldier entering the Landmark and moving into Cover.
  • Capture - Requirements are met by a player's Soldiers being the only Soldiers in a Landmark for a complete Game Turn. (Friendly Soldiers do not count against it.)
  • General Attack – Players earn additional VP for each enemy Soldier killed or Captured.
  • Patrol – Players must enter Soldiers from the designated Entry Area. Requirements are met when any of the player's Soldiers exit the predetermined Exit Area.
  • Registered Fire – Requirements are met when the radio operator is alive on the designated Turn. Artillery then falls at the beginning of the designated Turn.
  • Demolition – Requirements are met when the player has successfully held the Landmark for three (3) consecutive Turns with the Soldier who is carrying the explosives Equipment card. Player must then exit the Landmark to detonate the explosives.
  • Attack – Requirements are met when a player has Captured over half the Landmarks in play.
  • Skirmish – Requirements are met when a player or Players has killed over half of an opponent's force. In multiplayer games, score for each opponent's force you have killed over half of.
  • Recon – Players must enter Soldiers from the designated Entry Area. The player must get two (2) Soldiers into the target Landmark. These Soldiers can enter on separate Phases or Turns but must be alive simultaneously to meet the Order requirements.

Scenario Base Draw

During each turn of a scenario, players draw a base number of Action Cards before drawing any additional Draw cards due to the capabilities of the Soldiers. The Scenario Base Draw is assumed to be 3 cards, unless otherwise stated in the scenario.

Initiative

Initiative determines the order in which players may perform Actions or use Fight cards in close combat. Initiative is based on the number of cards a player is holding in their hand after placing their Action Cards down on the Action Deck placemat for the Turn. Each player counts and declares the number of cards left in their hand. This will set the Initiative order. If there is a tie between players as to how many cards are held, the first tiebreaker is which player currently controls the highest VP Soldier. If players then tie with the highest VP Soldier, the final tiebreaker is the player with lowest serial numbered Soldier.

Play Sequence

SMG is played in turns, each consisting of three Phases, as detailed here in the sequence of play. Once all steps are completed a new turn is started back at Step 1.

SMG NOTE: Most players prefer the "fog of war" of not knowing which Action their opponents choose for each phase. When getting started, you may wish to place the Action cards face up, to speed play and help each other understand the process.

  1. Players draw Action Cards equal to the scenario Draw Cards value and additional Action Cards equal to the Draw Cards value found in the LOOK box on their Soldiers. (If they have any Hold cards under a Soldier, they may add them to their hand now.)
  2. Reveal the top three Phase Cards from the Story Deck and place them in the order drawn on the Phase Panel, 1, 2, 3. (If there are less than three Phase Cards remaining, the game ends. Determine victory.)
  3. Resolve any events that are triggered by the Cause and Effect Boxes in the order they occurred. Normal rules apply to Random Events.
  4. Determine which player has the Initiative. In a game with more than 2 players, determine which PLAYERS have Initiative, as the sequence works from one player to another, not just one side over the other.
  5. Players place Action Cards on their sequence panel, face down, to match either Action on the corresponding Phase Card. All empty phases must be filled – playing the most possible cards from the hand. If a player is unable to fill all phases with Action Cards from their hand, play as many cards as possible face up and declare the shortfall. Show all remaining cards to the opponent so they can confirm you have played as many cards to fulfill each Phase as possible. Discard all remaining cards from your hand and draw one Action Card at a time until one can be played on the empty phase, face up, discarding any unplayable cards. (So if the "missing" phase says "MOVE and then SHOOT," you will draw until you find a MOVE or a SHOOT card and immediately place it in the empty space face up.) Continue until all phases are filled.
  6. Begin Phase 1 by having each player reveal in Initiative order their Phase 1 Action Card. Players taking the same Action in the same Phase, execute Actions in Initiative order. At the end of each phase, Soldiers in Combat Contact with enemy Soldiers Fight (see Combat Contact Page 20 under the MOVE Action for an explanation).
  7. Repeat step 6 for Phases 2 and 3.
  8. Discard all remaining cards from your hand. (Note: Action Cards placed under a Soldier as part of the Hold Action are not discarded.)

See "Example of Play" on separate Quick Start Guide.

Game Play

Using the Soldier's Action Cards

Each of the four main Actions in Sergeants Miniature Game is more than just one simple Action. Each has several different sub-Actions that can be performed. A player's ability to capitalize on the various choices their HIDE, LOOK, SHOOT and MOVE Actions provide, brings out the true "Action-Oriented" gameplay. The following sections describe in-depth how to perform those various Actions.

LOOK

LOOK Actions are taken to observe the battlefield, direct Actions and maintain Initiative. These are Draw and Sight.

Draw

At the start of a Turn, all soldiers contribute their Draw Cards value to the number of Action Cards drawn from a player's Action Card Deck. Soldiers may also use their Dog Tag Action to Draw additional Action Cards during the turn. Players should recheck Initiative if these cards are drawn.

Sight

When sighting targets, you must attempt to sight the "closest" enemy soldier who is unspotted. "Closest" is defined as the distance in squares. If more than one enemy is in the same square, the Looking player may choose. If two or more Soldiers are an equal number of squares from the spotting Soldier, spotting happens on the Soldier in the square with the lowest LOOK modifier. If LOOK modifiers are equal, the Looking player may choose. If a Soldier cannot be spotted because of cumulative LOOK modifiers but a Soldier farther away could be spotted (due to open terrain), then you may spot the next furthest Soldier.

You may measure from the closest edge of the base towards your target, or for an easier and viable method, you may measure from head to head on the figures. When the Sight attempt is successful, place a "Spotted" marker with the figure. He is now considered "Spotted" for ALL enemy Soldiers and will carry the marker with him until he successfully Takes Cover. (See section below.)

Soldiers who have Narrator Boxes sometimes can Sight or Spot enemy soldiers. If the nearest enemy is already spotted, move to the next available unspotted enemy. If the box states "spot", it is not automatic and a Sight measurement is required. (See above)

IMPORTANT: Soldiers that have been sighted should have the figure marked with a Spotted marker found on the back of the grenade marker.

IMPORTANT: Soldiers that fire a ballistic weapon become Spotted.

HIDE

HIDE Action allows a Soldier to try and Take Cover, Rally his buddies, or keep a few tricks up his sleeve by holding cards. These are Take Cover, Rally, and Hold Cards.

Take Cover

Soldiers may remove spotted markers when they successfully Take Cover. Only Soldiers that are In Cover (see below) are able to attempt to Take Cover. The second requirement to Take Cover is to be far enough away from all enemy Soldiers to escape notice. Using the Cover value of your Soldier, sum the HIDE terrain effects value of all Map Squares and Landmarks that are on a straight line from your Soldier's square to the nearest enemy Soldier's square. (See the Measuring Distance section on Page 4.)

If the modified cover value is negative (less than zero), your Soldier is able to Take Cover – remove the Spotted marker from him.

IMPORTANT: Pinned Soldiers who have positive Cover values halve those numbers, rounded down toward zero. Soldiers who have negative Cover values also "halve toward zero," meaning a Soldier with a cover value of –2 who is Pinned now has a cover value of –1. Yes, this means that Soldiers with poor Cover values can Take Cover more easily, while those with good Cover values lose some of their ability.

Taking Cover is slightly different than Sighting and Shooting in two ways. The first being you don't count squares, only the modifiers. The second, is this time you count the modifiers within your square leading up to and including the target you are attempting to hide from. In this example, German Soldier Soldat Gersten is Taking Cover against US Soldier Pvt. Jackson. Gersten is indeed In Cover due to his Dog Tag being fully inside the field. Gersten has a Cover of 6 squares in his HIDE Box. In order to successfully Take Cover there must be enough negative modifiers to subtract from his Cover 6 squares to bring it to at least a -1. Counting the modifiers of all the squares that connect from drawing Line of Sight, we get a summed total of -9. Subtracting -9 from 6 gives us -3 squares. That brings Gerstens Cover squares into negative numbers so he can successfully Take Cover from Jackson. He may now remove the Spotted marker.

In Cover

Soldiers are In Cover if the Soldier's Dog Tag is mostly on top of some terrain feature on the map that is not open terrain. This can be a tree, wall, building or even a hedge with a "No Move" sign (a Soldier may "lean" up against hedges and No Move terrain for cover). Roads and any open ground are not considered terrain. If the Soldier's base completely covers a terrain piece (e.g.: a bush or gravestone) then they are considered In Cover. If the terrain piece is thinner than the Soldier's Dog Tag, but still covers it in some way, this is considered In Cover.

IMPORTANT: A Soldier in terrain may use a HIDE Action to Take Cover.

The In Cover example shows four Germans in La Fiere Manor. Gersten at the bottom is In Cover due to his Dog Tag being completely inside the tree. Furst is considered In Cover due to his Dog Tag taking up all or more of the bushes. Abendroth is In Cover due to his Dog Tag taking up as much as possible of the hedgerow (it is too thin and otherwise forces him to face a certain direction). Adler however is not in Cover due to his Dog Tag being outside the house, his Dog Tag could fit entirely inside the house but, does not.

Rally

Rally removes Pin markers from Soldiers. There are two ways to Rally troops – the first is from a Narrator Box or Team Bubble Action that says Rally some number of Soldiers. The second is when a HIDE Dog Tag Action is played, the Soldier that owns the Action may Rally up to the number of Soldiers listed in his HIDE box on his Soldier Card. Each Soldier's Rally Distance is 10 inches (length of a SMG Ruler). When attempting to Rally a Pinned Soldier, lay the ruler down towards the target Soldier. Subtract, in inches, any HIDE modifiers from the Rallying Soldier's square leading up to the Pinned Soldier. If the Distance is equal to or greater on the ruler, the Pinned Soldier is successfully rallied and the Pin marker is removed. Soldiers must always Rally themselves first before rallying any friendly Soldiers.

IMPORTANT: Removing the Pin marker does not change his Spotted status.

Hold Cards

If a Soldier has a Hold value in the HIDE box and plays a HIDE Dog Tag Action, any Action Cards up to the Hold value may be moved from the player's hand and placed under the Soldier card. (This may change Initiative.) Cards under a Soldier are not part of the player's hand. Cards may be moved from the Soldier to the player's hand after the player has drawn cards at the start of the turn, or at the beginning of any Phase, after Action Cards are revealed but before either player has begun to move. (Either case may change Initiative.) If a Soldier is killed while holding cards, those cards are discarded (unless the card says otherwise). A Soldier may never hold more cards than are listed as his Hold Cards value, however, a Soldier that is currently holding cards and becomes Pinned does not discard currently held cards.

MOVE

The MOVE Action allows Soldiers to change the location of their Soldiers and engage in hand-to-hand fighting. The Move Actions are Walk, Climb, and Fight.

IMPORTANT: At the end of a Fight, all Soldiers that are on cut lines of map squares or Landmarks are moved clear of the line by the opponent.

Walk

Walk is the basic movement distance for a Soldier. A Soldier that is walking may move up to the maximum "Walk" distance, minus the MOVE modifier from the map square or Landmark the Soldier occupies at the start of the move, not for new terrain that he enters. When measuring movement, measure from the closest edge of the base, towards the destination (Except when heading into Combat Contact: See Below section). Also, a Soldier's base may never exceed the measured distance when moving. Players may move Soldiers in any direction, without regard to facing while they move, and then face the Soldier in any direction at the end of the move. While moving, the Soldier may not cross or enter any terrain type that contains the NO MOVE legend and must pay for any Move Area Modifiers. A Soldier must end his movement fully inside of a map square or Landmark. (Except when heading into Combat Contact: See Below section).

Designers Note: The ability to Move multiple times in a Phase simulates the Soldier jogging, running and sprinting.

Climb

Some terrain has a Climb cost that must be paid to enter the location. As long as the Soldier's Climb number is equal to or greater than the Terrain Level number (see any Chapter expansion where Terrain Level is used), the Soldier may enter the location. All Terrain Levels are assumed to be 1 (ground level) unless otherwise stated. (Note, there is no Climb required in Starter sets such as Day of Days or Red Devils.)

Combat Contact

When Soldiers are in base-to-base contact with an enemy Soldier, and at least ONE of them has his Shooting Arc in this contact, they are both said to be in Combat Contact and will Fight at the end of that Phase. When moving into Combat Contact, you must move in a straight line at your target. Your Soldier's cannot take different angles in their approach (unless you have more than one Move in the Phase: such as Move and Move again or a Move and also a Dog Tag Move). Soldiers in Combat Contact may only change facing if they play a MOVE Action. No other Actions are allowed while in Combat Contact. Any Soldiers involved in Combat Contact are immediately spotted.

Fight

"Fight" involves very close ranged combat, including shooting, bayonets, clubbed weapons or hand to hand. Soldiers must Fight at the conclusion of each Phase if they are in Combat Contact. If you have more than one case of Combat Contact, resolve Fights with the most Soldiers in Combat Contact first and continue to the least number of Soldiers in a Fight. Ties are resolved by the group with the lowest serial number Soldier going first.

To resolve the hand-to-hand combat, first check Initiative, (To see who strikes first), then set your current hand of Action cards aside.

IMPORTANT: When Fighting, the player draws cards from the Action Deck for the Combat Results and not the cards currently held in his hand from the Scenario Draw.

For each Soldier in this specific Fight, and with Combat Contact (see the above section), draw Action Cards equal to the Fight value on the Soldier Card – found in the MOVE box. Soldiers attacked in the rear (clearly only touching the flat edge of the Dog Tag) will Draw half the amount (rounding down) of Fight cards they normally would.

After drawing and examining their Fight cards, the player with the Initiative selects one card and applies its Damage Result against any enemy Soldier that is contacted by any of the player's Soldiers in this Combat Contact. The card takes immediate effect. The next player in Initiative order may now select an Action Card against any enemy Soldier in Combat Contact with one of his own Soldiers. Play continues until Soldiers are no longer in proper Combat Contact. Due to Initiative and casualties, Soldiers who were eligible to draw Fight cards at the beginning of a Fight may become unable to play them if they are no longer in base-to-base contact with the enemy.

In this Fight example we have multiple Soldiers in Combat Contact. It has been predetermined that the German player has Initiative due to a larger hand count. Setting their cards aside they now both begin to Draw Fight cards to resolve the Fight. All Soldiers have a Fight 2 Cards count in their MOVE Boxes. The German player Draws 3 cards, due to having Soldier 1 directly attacking the flat part of his Dog Tag, thus reducing his Fight cards by half. The US player Draws 6 Cards for his 3 Soldiers. German player has pulled a Kill, Pin and Zip card for his 3. The US player has pulled a Kill, Wound, Pin and 3 Zip cards. German player gets to play one of his Fight cards first, thus playing the Kill against US Soldier 1. He is removed. US player now plays his Kill card against German Soldier 5 and he also is removed from the melee. German player playing his next card plays the Pin against US Soldier 2 and places a Pin Marker next to him. US Player then plays the Wound against German Soldier 4 and he now flips over his Soldier Card to reflect his Wounded status. The Germans last card is a Zip which does nothing. The US Player then plays his Pin against German Soldier 4 and he is now pinned. The 3 last cards for the US player are Zips, which have no results.

If there are still Soldiers from both sides that survived and still have Combat Contact after all Fight cards are used up, then they remain locked in combat through the next Phase and, after both Actions on the Story card are complete, renew the combat in the same sequence as before (determine Initiative first).

Results like Pin and Wound carry over beyond the Fight. A Wounded Soldier who receives a second Wound result is killed and is removed from play. When a Kill result is played, the Soldier surviving the Fight may choose kill or to capture the losing Soldier and take him Prisoner (see section below). You may never take Prisoners in an active Fight, only at its conclusion.

Designers Note: Having additional Fight cards increases the chances of finding a lethal result, but does not guarantee a success. Controlling Initiative can make for a very short fight!

Prisoners

When a Kill result (not a consecutive Wound result) is played in a Fight, the Player may opt to take the Soldier as a Prisoner. The player whose Soldier is taken Prisoner now hands over his Soldier's Card to his opponent. The escorting player now has control over the captured Soldier treating the Soldier as the opponents own Soldier. Prisoners may also be assigned by an event or scenario special rule. All prisoners must have an "escorting" Soldier in base to base contact at all times. Prisoners held at the end of the game count double VP and may also receive a bonus from the player's Orders Card. Prisoners are always considered to be in Combat Contact, regardless of facing. If the escorting Soldier is forced to Fight by another un-captured Soldier (either by contacting the Escort or the Prisoner), the Prisoner first becomes Pinned; and his card is returned to the original owner; then he will face his former captor; and also Fight.

IMPORTANT: Soldiers in Combat Contact may not take any Action except Fight, or MOVE to turn and face an opponent.

An Escort and Prisoner may only be fired on by Soldiers from the Prisoner's side who are at Close range. Any hits caused by the fire alternate between the target (Escorting Soldier) and Prisoner, with the Escort taking the first hit. While Escorting a Prisoner, a Soldier cannot Shoot or try to Sight enemy Soldiers. The Escort and his Prisoner(s) Move at the Escorting Soldier's modified Move rate (but may not do more than one Move per Action card), taking the Prisoner(s) wherever he goes, regardless of the Prisoner(s) condition (Wounded or Pinned). He can choose to exit the board through an appropriate Entry area and not an enemy Entry area, to secure his Prisoner(s). He can also attempt to Take Cover/Hide, and if successful, the Prisoner(s) are unspotted, providing they are In Cover.

If a player captures more than one Prisoner, he may use the same Escort Soldier to guard and Move up to two Prisoners. Additional Prisoners will require their own Escort. Escorts may also "swap" Prisoners with another escorting Soldier. This requires moving a friendly Soldier into base to base contact with the Escort or Prisoners. Once done, the friendly Soldier becomes the Escort and places the Prisoner in contact with his Shooting Arc. An Escorting soldier may "release" his Prisoners by simply moving out of contact with the base of the figure. The (former) Prisoner may make an immediate move in any direction and is immediately unspotted and Pinned. He reverts to normal play on the next Phase, as a normal part of his original unit.

Designer's Note: Prisoners can be worth a lot of VPs, but they do tie up your Soldiers. Probably the best thing to do with them, if you can, is just escort them off the board, where your VPs are safe. It is amazing how prisoners can change the nature of a game and spawn frequent hand-to-hand fighting, where Soldiers use their high-tech weapons for clubs!

SHOOT

The SHOOT Action is used to attack enemy Soldiers with either small arms or explosives. Only Soldiers that are Spotted may be shot at. When measuring for Distance, measure from the closest point on the Shooting Arc towards the target, or for an easier and viable method, you may measure from head to head on the figures. A Soldier taking a SHOOT Action selects a target Soldier that is Spotted, determines the Distance to the target Soldier (See the Measuring Distance section on Page 4), makes one or more Hit Checks, and, if hits are scored, the target Soldier's player determines the Combat Results using his Action Deck. Once a Soldier fires his weapon by making a Hit Check using Long, Short, or Close, he becomes Spotted.

Shooting Arc

Soldiers may only SHOOT in the direction they are facing. To be a valid target, the enemy Soldier must be in the shooting Soldier's Shooting Arc. All Shooting and Tossing occur only through this arc. When moving the Soldier, it is important to position the Shooting Arc in the direction you wish him to face, as you cannot change this direction until another Move Action occurs.

IMPORTANT: The closer you get to the target, the more of the Hit Check ranges are used to determine hits.

Hit Check

"As range decreases accuracy increases" – The Hit Check is used to determine if a shot has hit the target. All small arms – rifles, pistols, automatic rifles, sub-machineguns and machineguns – check for hits by applying the Distance to the ranges found in the Shoot box of the firing Soldier's card. Grenades and ordnance use the Blast Check. Draw from the Action Deck and look at the Hit Check box, using ALL the results that are equal or LONGER than the Distance you determined.

For example, if the Distance to the target is 4 inches and the shooting Soldier's ranges are Long 8 squares, Short 5 squares and Close 10 inches, then all three Hit Checks apply to the shot. Draw one Action card and check ALL THREE Hit Checks results for Hits. Yes, you can get more than one hit on a single card! If the modified range to the target was 7 squares, you would draw an Action Card and look at only the Long portion of the Hit Check area. Any and all hits scored on the Hit Check are applied to the Soldier that is being shot at. For each hit on a Soldier, the owning player pulls one Damage Result from his Action deck. If the Hit check result is "Hit+" see the next section.

IMPORTANT: Soldiers pulling a Hit Check as part of a Long, Short, or Close SHOOT Action are Spotted.

Use Hit+

(If the shooting Soldier does not have Use Hit+ on his card, a Hit+ result is treated as a single regular hit.)

The "Use Hit+" effect in the SHOOT box appears for Soldiers who are armed with high rate of fire weapons, such as automatic rifles, submachine guns, and machineguns. When one of these Soldiers gets a Hit Check result of Hit+, there is the chance of the shots being fired striking multiple targets or times. Once a Hit+ is scored, the shooting player MUST nominate a target for next Hit check. He can either choose to remain shooting at the same target (to try for additional hits) or shift the fire onto a different Spotted enemy within 3" (and still in his Shooting Arc). Once the shooting player has decided, the target player pulls a Damage Check for first hit, then the shooting player performs a new Hit check for the second bullet. There is no limit to the number of Hit+ results that can be strung together in a single SHOOT Action (as long as Hit+ is one of the applicable results on the Hit Check). Shots at other Soldiers use the same original Distance calculation results—so if (for example) the first shot checked Close, Short, and Long ranges, the additional shots continue to check these results, even if the new target is at a longer range than the original target.

IMPORTANT: The shooting Soldier's player uses his Action Deck for the Hit Checks and the target Soldier's player uses his Action Deck for the Damage Results.

Grenades

During any SHOOT Action, Soldiers with grenade markers on their Soldier card may toss one grenade. Tossing a grenade does not cause a Spotted marker to be placed on the Soldier. The grenade can be tossed at any Spotted Soldier within the thrower's Shooting Arc and Toss range. Toss Range is affected by the SHOOT terrain modifiers in inches, just like Close fire. Grenades use the grenade blast circle at the base of the SMG ruler. This blast circle template does not count as a measured distance but as a bonus. All Soldiers that have any portion of their base, including Friendlies, Prisoners, Wounded, and unspotted Soldiers under the blast circle are attacked by the grenade. For each Soldier in the blast area, the grenade tossing player pulls one separate Hit Check from his own Action Deck, while a Soldier caught in the blast area pulls the Damage Result from his own Action Deck.

IMPORTANT: Certain High Explosive grenades, rockets and artillery may cause more than one Blast Hit Check. Closely check the Equipment Card or scenario for the appropriate rules.

In this example we have German Soldier Adler tossing a Grenade at the Spotted British Soldier Harvey. When placing the template you may move the blast portion of the template to connect to an adjacent Soldier (in this case Miller) without exceeding your modified toss range, so you can actually hit more than one Soldier with a single grenade! Any additional soldiers do not have to be Spotted to be attacked with a grenade - Only 1 enemy Soldier needs to be spotted.

IMPORTANT: Soldiers pulling a Hit Check as part of a Long, Short, or Close SHOOT action are Spotted.

Designers Note: Other ordnance is covered by Random Events or as part of an Ordnance Card found in future products.

Victory

Some scenarios call for a specific number of turns. If there is no such fixed time, scenarios end when it is not possible to place three Phase Cards from the Story Deck on the Turn mat, Phase area. The player with the most victory points at the end of the scenario is the winner.

Victory points are gained from various methods:

VP from Soldiers

All Soldiers that are killed by a player during the game are awarded to the opponent for Victory Points. Captured Soldiers count double the value of Victory Points on the Soldier card. Friendly fire casualties have their VPs awarded to the opponent. In multiplayer games, friendly fire casualties act as negative VPs for players who kill their teammates. Soldiers which are killed by Random Events or never make it into game play, do not count for VP.

VP from Orders

Orders Cards each have requirements that must be satisfied. Once the player is able to complete his Orders, announce it out loud and place it in your VP card pile.

VP from Events

Certain Random Events may allow Victory Points to be scored instantly by a player. When an Event scores Victory Points, make a note of the amount on a piece of note paper (or use the VP tokens available in the Game Master's Kit), confirming the record with an opposing player.

SMG NOTE: Starter sets like Day of Days may not have these cards.

VP from Equipment

Equipment Cards have VP values. Unless specified, the VP value is only scored by an opposing player if the Equipment is captured.

VP from Actions

Tactics Cards may provide players with a significant game advantage but come at a potential cost. When USED, these Action Cards should be removed from the game and placed in the owning player's Victory Point stack, scoring negative points.

Instant Victory

If all the soldiers on one side are eliminated, the other side wins an instant victory, (unless Scenario Victory Conditions dictate otherwise).

Stop and Play the Basic Game Rules before moving to the Advanced Rule Section.

Advanced Rules

The following sections cover the "How" and "Why" things are done for advanced aspects of SMG. They focus on rules for additions to SMG such as Specialists and Tactics Modules. These supplements enhance the gaming experience; however, it is important to note that these additions are NOT required to play the game.

Specialists

Specialists are Soldiers who have successfully attended special training which prepares them for very specific roles, missions, or jobs such as Scouts, Combat Engineers, Snipers, etc. The advanced training results in the Specialists having increased abilities and new capabilities focused on their specialized areas.

A Specialist comes with 1 Soldier card and 3 Action Cards each with a training badge; and various other types of Cards such as – Equipment Cards, Story Cards, Preempt Cards, Command Cards or React Cards. Each Specialist Card has a badge on it which correlates to the type of specialization and differentiates these cards from the normal Soldier and Action Cards. The Specialist Cards are used with the 4 Soldier Core Cards to play the Specialist Soldier Card. The use of Story Cards, Equipment Cards, Preempt Cards, React Cards, and Command Cards are optional – the player may choose to use all, some or none. Not all Specialists will have each type of card.

Let us look at an example of a Skirmisher Soldier. Above are his Soldier Card, three Rank Cards and his four Core Cards. Below are his Command, Equipment, Story and React Cards. Notice how each card contains a Skirmisher badge just above the Dog Tag.

Story Cards

If the player decides to use the Story Card then it is added to the Story Deck prior to the start of any game in which the Specialist participates.

Equipment Cards

Specialist Equipment Cards are similar to other Equipment Cards in SMG, but can only be used by the Specialist or other Soldiers that meet a specific requirement (e.g. a combat knife usable by the Specialist or any other Soldier with a cover value of 2 or less).

React Cards

React Cards allow a player to react to the Actions of an opponent. React Cards may only be played during an opponent's turn after an opponent completes one of his Actions. The use of a React Card will cost Victory Points which are permanently taken from the player that uses the React Card. After an opponent has completed an Action, the player holding the React Card may announce "React" and play the card.

IMPORTANT: Dog Tag Actions are NOT permitted with the use of React Cards and players may NOT React to an opponent's React.

If multiple players declare a React then resolve them in normal Initiative order. Players without the Initiative must wait until the other friendly player completes his React and then decide whether they still desire to play their React Card or discard it instead of taking any of the Actions allowed by their React Card.

If a player takes any Action allowed by the React Card, then the card is placed in the owning player's VP pile (unless otherwise specified on the card).

Command Cards

There is only one type of Command Card with the Specialists, which is the "ANY" Action Card. When the card is revealed at the beginning of a Phase the player announces which Action the card will be used for (the Action must match one of the two Actions on the Story Deck Phase Card). However, regardless of the Action selected by the player, the Dog Tag Action may be any of the 4 Actions. Let's look at Gapp's ANY Card and go over an example of its use.

IMPORTANT: React cards, Command Cards, and the "Random Event" listed on a Specialist's Story Card are only played if the Specialist is alive and on the game board. Once a Specialist is killed or exits the game board then the React and Command Cards become non-playable, "dead" cards. When drawn at the beginning of a turn "dead" cards remain in a player's hand until the turn is over and then are discarded.

Example: Gapp's ANY Card is played on a Phase in which the Story Deck Phase Card is Shoot (then) Move. At the beginning of the Phase the player reveals the ANY Card and declares that it will be used during the Shoot Action. When it is his turn during the Shoot Action, he has 3 Soldiers may either Move and Shoot, or Move and Hide. Then the player may use Gapp's Dog Tag Action to execute any of the 4 Actions since he has "ANY" on the card – in this case he chooses to use a Hide Action to Hold an Action Card.

Preempt Cards

A Player may only play a Preempt Card at the start of a phase, after the opponents Action Card for that phase is revealed, but before the opponent attempts any of his Actions. A player says "I am Preempting" and follows the same process used by React Cards. In case of multiple Preempt Actions, the Initiative of the Preempting players is used to resolve the opposing player's Action Card.

The opponent's Action Card that is being Preempted must satisfy any requirements found on the Preempt Card, such as "opponent must play a Move." Command Cards are immune from Preempt because no phase Action is specified on the Action Card. If the opponent plays an Action Card with multiple possible Actions, it may be Preempted if it has the required Action. The opponents choice of Action is not considered, only the required Action on the Action Card matters.

IMPORTANT: Dog Tag Actions are NOT permitted with the use of Preempt Cards. Also, players may not play Preempt Card against an opponent's Preempt.

Many Preempt Cards allow the player to choose for the opponent – such as "Choose up to 2 enemy Soldiers to Move, Shoot at each." This text means that up to 2 enemy Soldiers are chosen by the Preempting player and must use the Team Bubble Actions on the Action Card. Any Action taken by a Soldier is expended by the opponent. The Preempting Player does not perform the Action, he only decides which Soldier will take an Action before the opposing player completes the remaining Actions on his Action Card.

Preempt Cards apply only to the Team Bubble Actions and allow the player of the Preempt Card to choose which Soldiers the opposing player will take Actions for. If the Preempt Card specifies more Preempts than Actions allowed on the Action Card, use the lower number of Actions specified on the Action Card. For example, if an Action Card says 2 Soldiers may Move – and the Preempt says "Preempt 3 Enemy Moves then Shoot them" – only 2 Soldiers take Move Actions. After the opponent moves his Soldiers the Preempting player selects one of his own Soldiers to Shoot at the enemy Soldiers that just moved.

Designers Note: Preempt Cards are meant to effect command control of an opponent, not deny him the ability to play or to make his forces do suicidal actions. Don't interpret the Preempt as a way to play for the opponent, only to disrupt his control.

Medics

Medics focus on saving squad member's lives rather than fighting, and while their Soldier and Action Cards explain their abilities and capabilities there is one unique capability. If a Soldier within modified walk distance of a Medic is killed (whether from a second Wound or Kill result), the Medic reacts by immediately moving into base-to-base contact with the "dead" Soldier. This reaction is free and automatic. The Medic then conducts a number of Identity Checks for the "dead" Soldier which is equal to the Medic value on the Medic's Soldier Card (located within the Hide section). If he successfully draws an Identity Check for the "dead" Soldier then the Medic successfully applied first aid and saved the Soldier's life – the Soldier is now Wounded instead of Killed. If the Identity Check was unsuccessful then the Medic was unable to save the Soldier and remains dead.

While Medics can be targeted and killed by opponents, there is a very negative impact from killing them. If a Medic is killed by direct fire (small arms fire; panzerfaust; rifle grenade; etc.) then the Medic's VPs (and Soldier Card) are awarded to the player who did not kill the Medic – to the owning player if killed by the opponent and to the targeted opponent if killed by the owning player in friendly fire (e.g. killed by shooting into Combat Contact or at an opponent escorting a Medic who is a prisoner). If the Medic is killed by indirect fire (mortars and artillery) then no one is awarded the VPs.

Officers

SMG treats officers as Specialists and they are distinguished from other Soldiers by an additional LOOK Action called "Command" on their Soldier Card. An officer's Command value will range from 1-3. The Command Action allows the officer to play an additional Action Card from the player's hand in a phase. No more than one Command Action may be executed per phase and the additional Action must match one of those on the Story Deck card for that phase.

The Command Action is executed during step 4 in the Sequence of Play. The player places his additional Action Card, along with his normal Action Card, face down on a phase slot of the player's choosing (as long as it matches one of the Story Deck actions for that phase), which will result in the player having two Action Cards face down on one of the phases (or more phases if their officer has a Command value of 2 or 3). When Action Cards are revealed for that phase then the player reveals both cards. If both cards are for the same Action (e.g. both are Shoot cards) then the player will play both cards consecutively when it is his turn. If the cards are for two separate actions then the player will play each card during its respective Action in normal Initiative order. Only one additional Action Card may be played in any phase, meaning the maximum number of Action Cards that may be played per phase, per player is two. The maximum number of Command Actions that may be conducted during the turn is equal to the officer's Command value. A player may only use one officer during a game.

Tactics Modules

A Tactics Module allows part of a squad to form into teams, reflecting enhanced teamwork and communications. Teams combine the Soldiers' individual capabilities and the extra teamwork cards into a single fighting force. They move and fight as an organized force with a definite set of tactics. There will be various types of Tactics Modules introduced into SMG (e.g. Infiltration, Assault, Battle Patrol Tactics Modules, etc). Each Tactics Module consists of Team panels (the number of panels varies between types of Tactics Modules), markers (smoke, over watch, and fallback points, etc. – which vary depending on the mission focus of the Module), and Team cards. As an example – the German Light Infantry Infiltration Tactics Module includes markers, 5 Team panels, and 16 Team cards. Each type of Tactics Module is different and will have varying types and amounts of Team panels and Team cards.

IMPORTANT: The Team symbol on the Equipment Cards will also match the Team symbol on the Team panel.

There is NO requirement to assign all squad members to Team panels – players may choose to use as few or as many panels as they desire and may "mix and match" panels from different tactics modules within their squad. Players may NOT use multiple copies of the same panel within the same squad. Players do NOT have to fill all the slots of a Team panel to use it; however if a Team panel is used then all the cards that come with that panel MUST be added to the player's Action Deck. Once the game starts all Soldiers are locked into their respective Team panels – switching Soldiers from one Team panel to another is not permissible (unless specifically allowed by an Action Card). However, players may move Soldiers from one slot within a Team panel to another slot within the same Team panel as long as the Soldier meets any requirements for the newly assigned slot.

SMG NOTE: Team panels replace soldier mats. Each panel will have 2 to 8 slots for Soldiers and will add 2 to 16 Team cards to your deck.

This signifies the number of Team cards that accompany this Team panel.

Team panels will vary in size from 2 – 8 Soldier slots per panel. The Soldier slots on the panel are either unmarked (usable by any Soldier) or have requirements that a Soldier must meet to fill that slot on the Team.

IMPORTANT: If a Team panel is used then all the Team cards with the panel MUST be added to the player's Action Deck.

Each Team panel shows "open" Soldier slots (or positions) that you may fill with Soldiers from your squad. In the Team panel shown above, the left and center slots require Soldier cards with a Jager, Gebirgsjager or Deutsches Afrikakorps training badge or any Soldier with six grenades (the symbols or badges shown would be on the Soldier cards of these types of Soldiers). The slot on the right doesn't require any special training or equipment, but does require an experienced Soldier (assault badge), an NCO, or any Soldier with a Sight value of 18 or higher.

If a slot with a required role is not filled the cards that require that role are not usable by the team – they become "dead" cards. The team is simply missing the skill to undertake the action(s).

Team cards with the Tactics Modules are similar to Specialist cards, but focus on the team vice or as individual. The types of cards that may come with Team panels are: Equipment cards; React cards; Command cards; and Teamwork cards. The Equipment, React, and Command cards are used in the same manner as described in the Specialists section of the basic rulebook. The Teamwork cards specify team actions. Some team cards will state certain "costs" or restrictions that must be met in order to use them. An example of a "cost" might be "discard one action card." An example of a restriction might be "Team members must be in 1 map square" (they must only be in the same square before starting the actions on the card – not during or after the actions). Each Team card and Team panel has a Team symbol on it which has varying number of bars behind the Team symbol – these bars are used to correlate the Team cards to the correct Team panel, which is how players will know which equipment card goes with a Team panel since equipment cards don't share the same artwork as the Team panel.

IMPORTANT: The Team symbol on the Equipment Cards will also match the Team symbol on the Team panel.

The three TEAM cards are tied to the Team panel shown. The left most Team card has a requirement on it, shown by the Roman numeral II in the yellow circle, corresponding to the NCO (right) slot on the TEAM panel. If the slot on the panel is filled (by a qualifying Soldier) then the React card has the requirement satisfied and the card is playable. When a Team card says "TEAM may Rally..." then all Soldiers on the team panel may Rally themselves, Team Members, and other Soldiers within Rally distance.

Equipment Cards

SMG NOTE: The Equipment, React, and Command Card Sections are based on the Specialist. The following sections extend and revise the previous rules.

Both the background image and Team symbol match the action cards and the Team panel. If the bubble does not specify "Team" then the actions may be executed by any Soldiers within the squad.

There are some unique and powerful equipment cards with Tactics Modules. Like other Equipment Cards their use is explained on the card. For example, if the ammunition Equipment Card for a MG42 team is assigned to an MG assistant gunner who is in base-to-base contact with the MG gunner, then the MG is able to take a free shot every phase.

React Cards

React Cards are used in the same manner as Specialist React Cards, which is explained under the Specialist section of the basic rulebook; however, if the React Cards states "Team may …" then the entire Team may participate in the actions described on the React Card.

Command Cards

There are two types of Command Cards with Tactics Modules – the "ANY" Action Card and Action Cards that are not Team specific. The ANY Card is used the same way as the ANY Card that comes with some Specialists, except the entire Team may execute the chosen Action.

This Command Card has a unique mandatory Narrator's Box. In addition to the Team Bubble Actions this card allows the player to draw three cards to conduct Identity Checks. For each Action Card drawn (not Tactics Module cards as these do NOT qualify for Identity checks) that specific Soldier may perform one of the two listed Actions (in the case of this card it would be either a Shoot or a Move Action). If multiple Action Cards belonging to the same Soldier are drawn during the Identity Check, then that Soldier may take as many matching Actions up to the number of Action Cards drawn.

Teamwork Cards

Simply put, Teamwork cards are those Tactic Module Action Cards that provide Actions to the entire team; easily recognizable by the Team box specifying "Team" instead of a specific number of Soldiers.

This unique Teamwork card allows all the Teams in a player's squad (whether the Teams are from the same Tactics Module or not) to conduct Hide Actions (as long as the requirement for this team is met, which is that this Team's panel must have a slot with the Roman numeral "I" on it filled). This means that each Soldier the player has assigned to a Team panel may conduct any eligible Hide action – to include holding cards for all Team members with this capability and to rally any Soldiers within Rally distance.

If the restrictions for a card's use cannot be met then the card is not a playable card – resulting in no actions for the player that phase. For example, if this card was played on phase 3 and on phase 2 the last Soldier assigned to the Team's Roman numeral "I" slot was killed then this card would not be playable.

Markers and Equipment

IMPORTANT: Some Equipment and markers listed may not be available yet for use. However, they are listed here for future reference. Check our website for the latest products and releases.

Fire Markers

Fire is caused by either a Random Event or Equipment. When a fire starts, place a Fire Marker in the affected map square, landmark, or X-Terrain feature. No Hit checks are done at this time – Blast Hit checks are done at the beginning of each Phase, before any Actions are taken. One Blast Hit check is made every Phase for each Soldier in the affected area. Fire does not go out – it continues to burn for the remainder of the game. If a building is on fire the entire building is affected regardless of the number of floors.

Land Mines

Soldiers conduct landmine hit checks (using the Blast Hit check) when they start a move in a square containing land mines (not when they enter the square). This follows the same principle as applying MOVE modifiers.

Optics

Binoculars and scopes are Optics that provide modifiers to the Soldiers using them. There are 2 levels of Optics: 3x Optics and 6x Optics. The 3x Optics allow a Soldier to completely ignore all LOOK modifiers of 3 and below, and all Shoot modifiers of 2 and below in all squares between the Soldier and his target (including the target's square). The 6x Optics allow the Soldier to completely ignore all LOOK modifiers of 4 or 5 below (depending on quality), and all SHOOT modifiers of 3 and below in all squares between the Soldier and his target (including the target's square).

IMPORTANT: Refer to the actual Equipment Card for Look and Shoot modifiers.

Smoke

Smoke provides a degree of concealment to Soldiers and is reflected by using a Smoke marker. Smoke affects the ability to spot and shoot at Soldiers. There are 2 levels of smoke density in SMG; 2x smoke is light smoke (e.g. from a thrown smoke grenade) and 3x smoke is heavy smoke (e.g. from artillery). The effect of smoke is determined in the following manner: for all Soldiers sighting and shooting through the smoke square the Look and Shoot modifiers are either doubled (2x smoke) or tripled (3x smoke) for the square the smoke is in and for each square between the smoke and the target (including the target's square). Smoke between a Soldier attempting to Take Cover and the nearest enemy also doubles or triples the Hide modifiers as appropriate. Smoke may be used by players in one of two ways – it may be delivered by any artillery that has a blast check of 3 or more, or with equipment cards that specify smoke ability. To deliver smoke via artillery a player who has purchased artillery simply indicates a round of artillery will be smoke vice explosive and then places the 3x Smoke marker in the sighted square.

IMPORTANT: If Smoke is in the path between the Soldier and the target, then all smoke modifiers are applied before the Optics modifiers.

When Optics (binoculars and scopes) are used in a game all smoke modifiers are applied before Optics modifiers. The duration of the smoke is a minimum of one turn. After one turn players determine when the smoke is removed in the following manner: at the start of the turn reveal the Story Deck cards for the turn and compare the color surrounding each Story Deck card number in the top right-hand corner. The card for the first phase establishes the color for the turn and if the card for the second phase is different than the first card then the Smoke marker is removed after the second phase. If the colors are the same then the smoke remains for the second phase and players compare the color of the card for the third phase. If the color of the third card is different than the first card then the smoke is removed after the third phase. If all three cards have the same color then smoke continues for the entire turn and a check is made again in subsequent turns until it is removed.

Glossary

This section is for context and easier understanding of the rules. Other SMG products may include additional Glossary sections and may also have a Rules addendum. This allows SMG to grow and to reduce the rules that a player needs to learn to begin playing SMG.

ACTION – An Action is the core of the game. Each Action is distinct and separate for each Soldier.

A single Action Card allows multiple Actions to be taken by a player. When a player's Action Card is in play (determined by the Phase cards and Initiative) any Action allowed by the card may be taken by various Soldiers he controls, in any order he wishes. Actions are the heart of SMG play and are grouped in four types: LOOK, HIDE, SHOOT and MOVE.

ACTION DECK – A deck composed of all the Action Cards belonging to each Soldier in a player's force. These cards are combined, shuffled, and used to 'draw' from throughout the game.

CHARACTERS – The storyline in SMG is tied to Characters and events. Characters are Soldiers that are the same in all Chapters of the various stories. For example, Day of Days comes with six named Characters. These Characters have cards in the Story Deck that may trigger events during the battles. Other Soldiers do not have Story events that call them by name, but may still be affected by random events.

CHECKS – All checks are made by pulling the top Action card from the Action Deck. Hit Checks determine if a shot hits the target. Damage checks determine the result of a hit. Some additional checks use the Dog Tag.

COMBAT CONTACT - Soldiers are in base-to-base contact with an enemy Soldier, and at least ONE of them has his Shooting Arc in this contact. When moving into Combat Contact, you must move in a straight line at your target.

DAMAGE CHECK – When checking for Damage, use the bottom right result on the Action Card.

DISTANCE – Distance on the board is counted in either sq. (Squares) or in. (Inches). This number is a positive integer. It is measured by counting the squares along a straight line, or using the ruler that is included in the game. All distance measures are performed using a straight line and use whole numbers.

DOG TAG – Has two uses in SMG. There is a "Dog Tag" shown on the base of each figure, which is used to both identify the Soldier and as a placement mechanism. There is also a Dog Tag shown in the lower left of each Soldier Card and Action Card which identifies who "owns" that card.

ENTRY AREAS – Designate the locations where troops which begin a scenario off board may come onto the mapboard. Unless otherwise indicated, Entry Areas are considered to be one square wide, and all the Soldiers a player owns must use the same Entry Area, but not necessarily on the same turn. Soldiers enter the board using a Move Action, moving regularly and as though they are leaving a space with no Terrain modifier.

EVENT PHASE - During play sequence, the time when determining if any Random Events have occurred. (Reference Page 8)

FIGHT – A Fight in SMG includes all forms of close combat and point blank gunfire. In a Fight, a Soldier may become stunned, disoriented or panicked, resulting in a chance of capture. This is a result of Soldiers who are in Combat Contact.

FRIENDLY FIRE - While at Close range, Soldiers may shoot into an on-going Fight or at a Prisoner/Escort combination. In both cases, the first Hit is applied to an enemy Soldier, the next hit must be applied to a friendly Soldier, etc. Odd hits are applied to enemy Soldiers. Even hits are applied to friendlies. Any "friendly" Soldiers killed by their own side have their VPs awarded to the enemy, as a normal Kill. (And shame on you!)

GAME TURN - SMG is played in Game Turns. Each turn consists of three Phases that regulate play using Phase cards from a Story deck. A complete Game Turn is considered Phase one through Phase three of a single turn.

HIDE – One of the four main Actions, which is centered on concealment (hiding) and also includes Rallying Soldiers.

IDENTIFICATION PLAQUE – Box located on each Map Square or Landmark with its designation and terrain modifiers.

IDENTITY CHECK - An Identity Check is performed by pulling an Action Card from a players deck to see if his Dog Tag comes up. It is a chance for an event or result to happen to a Soldier trying to do some action.

IDENTITY HIT CHECK - Identity Hit Check works like a normal Hit Check, except Action cards are drawn until a Dog Tag matches the Soldier taking a hit. If more than one player is taking a hit, the player with Initiative makes the first Identity Hit Check followed by the next highest initiative player.

INITIATIVE – Is used to determine which player's Soldiers may act first when two or more players have the same Actions scheduled or when a Fight begins. Initiative is determined first by checking to see how many Action Cards each player is holding in his hand at that moment. If tied, there is sequence of tie breakers on page 16. Which player has the Initiative can change from turn to turn and phase to phase, as the number of cards in each players' hands can change, as Soldiers can be wounded, captured or killed. In multi-player games, Initiative is per player, not per side.

LANDMARK – The larger squares that measure 10 inches on a side are Landmarks. They represent the significant terrain in the game. Each Landmark has Story cards (and possibly Orders) available to place in the Story deck which add Events that can happen at those locations.

LOCKED IN COMBAT – When two or more enemy Soldiers go through an entire Fight sequence and use up all their cards. They remain in their current location. While there are any enemy Soldiers left alive and in Combat Contact. Neither player can move any Soldiers out of this Fight (but you may add more Soldiers to it and you can shoot into it-see Friendly Fire). The only Action which may be applied to any Soldiers who are locked in combat is a Move Action, which can be used to rotate the Soldier's base and change his Shooting Arc.

LOOK – One of the four main Actions, which is centered on finding people (spotting), locations and equipment, and also includes drawing additional Action cards.

MAP SQUARES – The smaller squares that measure 5 inches on a side are Map Squares. These allow the construction of the game board by filling in areas between the Landmarks. Story cards may have Terrain Events that affect various map squares.

MOVE – Any Action that has to do with physical exertion is included in the MOVE Actions. This includes Fight Actions (which can involve men at close quarters) and climbing and walking. To allow a Soldier to jog or sprint, some Action Cards will say "Move and Move Again," and can be combined during a single phase to allow a Soldier to move at two, three, or even four times walking speed.

ORDERS – At the start of a scenario, every player randomly chooses an Order card from a list included with the scenario. Orders set the objectives for a player and usually offer bonus points for achieving certain conditions. Orders create interesting combat situations. Having a range of possible objectives within the same scenario keeps opponents guessing. When more than one player is on a side, each player will have his own Order card, which should not be shown to anyone (even his partner!).

OWN – Each Soldier "owns" any Action Cards with his Dog Tag on it, or that are placed under the Soldier as part of a Hold Action. The Soldier also "owns" any markers placed on the Soldier card or stacked next to the Figure on the game map. A Soldier "owns" equipment cards that are placed under the Soldier card.

PHASE – Each turn in SMG is divided into three phases. Players place three Action cards to match the options dictated by the Phase cards. At the beginning of each turn, three Phase cards are drawn from the deck, to define the possible Actions for the three phases of that turn.

PIN – A Pin is one of the possible results of a "hit" or close combat. A Soldier that is pinned has a PIN Marker placed next to the figure on the game map. Soldiers that are pinned are hesitating, distracted, and are performing in a limited manner. All of the abilities on their card are halved, rounded down, e.g. WALK 3 becomes WALK 1. They remain pinned until rallied or removed from the game.

RANDOM EVENT – When a Cause and Effect Box on the Story Cards match up (see pg. 8). These Events happen before the start of the players Turn.

REMOVE – A card that says Remove is removed from play and scores no VP for any player.

SCENARIOS – SMG is played using scenarios. Each scenario explains the situation, provides a map, and defines both the Order and Story Phase cards used during play.

SHARE – Soldiers may "share" Tactics, Organization or Weapons as part of teams and crews. In the case of Crewing a Weapon the crew must have an "Assistant" ability that is found on the Soldier card under the rank at the top of the card or a miniature which is carrying a tripod or extra MG ammo.

SOLDIER - Soldiers are the individual figures. Each Soldier adds to play 1 Soldier card and 7 Action cards that have a Dog Tag that matches the figure's base. Of the 7 Action cards, 4 are the cards that are always used by the Soldier and 3 are based on his military rank. Some Soldiers (Leaders) have three ranks that they can portray — a Private, a junior NCO and a senior NCO. Players may choose to use the Soldier at whichever rank they wish (and pay for with VPs). Make sure you only use the three Action cards which match his rank as used in the scenario.

SPOTTED – A Soldier who has been successfully spotted is due to a Sight Action or when he discharges a ballistic weapon.

WOUND - One possible result of a hit is a "wound." A Wounded Soldier that is wounded again dies. A Soldier that is Wounded uses the red bannered side of the Soldier card. Most Wounded Soldiers have reduced abilities however a few Soldiers may get stronger in some areas when Wounded.

Credits

  • Design - Jeff Billings
  • Development – Mike Billings, Rob Belli
  • Editing – Jeff Billings, Rob Belli, Kevin Collins, Kevin Duke, Todd Trahan
  • Rules Contributors – Jim Antell, Rob Belli, Kevin Collins, Kevin Duke, Andrew Palmer, Brian Sinke, Todd Trahan, Jerry Tresman, Curtis Thornock
  • Artwork – Jeff Billings, Liz Belli, Mike Billings, Sandy Kline, Pierre Scott, Becky Siebe, Mike Vares
  • Marketing and Product Management – Kevin Duke
  • Production Director – Becky Siebe