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Memoir '44 Rules Database
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Base Game (classic) — PDF p. 12 [base-12-1]
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- ines, sheltered Special forces operating behind the enemy lines, and assassinated prominent figures of the German-backed regime. From 1944 on, the military groups within the Resistance became known as the FFI (“Forces Francaises de l’Intérieur” – French Forces of the Interior). The intelligence they offered during the preparatory stages of Operation Overlord paved the way for the successful Allied landings. The Rangers shoulder patch of the units who attacked the Pointe-du-Hoc The "Pegasus" shoulder patch of the British 6th Airborne Division who took "Pegasus Bridge" Axis attacked Resistants who were hiding in the woods, and rolled 2 flags. Resistants choose to retreat and take cover in the village that is as far as 4 hexes away The patch of the German "Grossdeutschland" elite forces
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Record 47674 · official · Review: approved
Base Game (classic) — PDF p. 13 [base-13-0]
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- 1313 Special Forces historically acquired superior mobility and firepower thanks to their ruthless training and non-standard armament: - Unlike regular Infantry, Special Forces may move 2 hexes and still battle (instead of being forced to choose between moving 1 hex and battling, or moving 2 hexes and not battling). They remain subject to usual terrain limitations however. Elite Armor Elite Armor units, such as the German divisions outfitted with Tiger tanks, were a devastating enemy on the battlefield. - Unlike regular Armor units, Elite Armor units start with 4 tank figures per unit, denoting their exceptional resistance to all but a well-aimed shot from the back. Appendix 2 - TERRAIN Using the Terrain Help Cards The Terrain Help cards provide a short summary of the key effects of each terrain type. When you set up your scenario, display the Help Cards that correspond to the terrain types used in the scenario on the side of the board. — The Effect section describes the various features of the terrain. — The soldier and the tank icons indicate the defensive capabilities of the terrain. In this example, attacking infantry units roll 1 less die, and attacking armor units roll 2 less dice. Forests ◆ Movement: A unit that enters a Forest hex must stop and may move no further on that turn. ◆ Battle: A unit may not battle the turn it moves onto a Forest hex. ◆ When battling an enemy unit that is on a Forest hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. ◆ Line of Sight: A Forest blocks line of sight. Effect section defensive capabilities of the terrain …but they are still subject to terrain constraints: here, they stop and do not battle because of the woods hex. Elite Armor have 4 tank figures Special Forces move 2 and battle! Turn #1: Allied player moves into the woods: the unit must stop and cannot battle this turn Turn #2: Axis player moves closer and battles, but rolling 2 dice instead of 3, because the Allied Infantry is protected by the woods. Turn #3: Time for revenge! The Allied player can now battle, with 3 dice.
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Record 47675 · official · Review: approved
Base Game (classic) — PDF p. 14 [base-14-0]
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- 1414 Hedgerows Hedgerows are a landscape typical of Normandy: small grass fields separated by tall rows of shrubs, tree lines or fences. This proved to be very difficult terrain for the Allies as they would never know what danger lay hidden behind the next hedgerow. ◆ Movement: To move onto a Hedgerow hex, a unit must be adjacent to the Hedgerow. A unit that enters a Hedgerow must stop and may move no further on that turn. A unit that leaves a Hedgerow hex may only move onto an adjacent hex. ◆ Battle: A unit may not battle the turn it moves onto a Hedgerow hex. ◆ When battling an enemy unit that is on a Hedgerow hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and artillery Battle dice are not reduced. ◆ Line of Sight: A Hedgerow blocks line of sight. Hills ◆ Movement: No movement restrictions. ◆ Battle: When battling an enemy unit that is up a Hill, Infantry and Armor reduce the number of Battle dice rolled by 1 and Artillery Battle dice are not reduced. When battling an enemy unit at the same height as your unit, there is no Battle dice reduction. ◆ Line of Sight: A Hill blocks line of sight for units trying to look over the Hill. Line of sight is not blocked when units are at the same height and on the same Hill (plateau effect). Towns & Villages ◆ Movement: A unit that enters a Town hex must stop and may move no further on that turn. ◆ Battle: A unit may not battle the turn it moves onto a Town hex. ◆ When battling an enemy unit that is on a Town hex, infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. Armor on a Town hex will reduce the number of Battle dice it rolls by 2. ◆ Line of Sight: A Town blocks line of sight. Turn #1: move and stop next to the Hedgerow hex Turn #2: you may now enter the Hedgerow hex Turn #1: move and stop next to the Hedgerow hex Turn #2: you may now move normally Allies attack from a lower elevation, rolling 2 dice instead of 3 But if they are on a hill too, they roll 3 dice Allies can battle because they are on the same height Other town and village hexes:
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Record 47676 · official · Review: approved
Base Game (classic) — PDF p. 15 [base-15-0]
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- 1515 Rivers & Waterways ◆ Movement: A River is impassable terrain. A unit may only enter a River hex when the hex has a bridge. ◆ Battle: A unit on a River hex with a bridge battles as normal. ◆ Line of Sight: A River does not block line of sight. Oceans ◆ Movement: A unit that moves onto an Ocean hex may move a maximum of 1 hex. Units are assumed to be on landing craft or in shallow waters until they move onto a Beach hex. An Ocean hex is impassable terrain for retreat moves. ◆ Battle: A unit on an Ocean hex may not battle. ◆ Line of Sight: An Ocean does not block line of sight. Beaches ◆ Movement: A unit that moves onto a Beach hex may only move 2 hexes. ◆ Battle: No combat restrictions. A unit may still Take Ground after a successful Close Assault Combat. ◆ Line of Sight: A Beach does not block line of sight. Amphibious "DD" Sherman tank unit moves only one hex while in water On the next turn, it drops its flotation device, and moves 2 hexes onto the sand Axis Infantry rolled an Infantry and a Flag symbol The Allies unit cannot retreat, and so takes 2 casualties instead of 1 The Armor unit must take the bridge to cross the River The Infantry unit can fire over the River
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Record 47677 · official · Review: approved
Base Game (classic) — PDF p. 16 [base-16-0]
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- FIXED OBSTACLES When an obstacle is on a Terrain hex, the Battle dice reductions of the two are not cumulative. The best protection is the only one that matters. For example, a bunker on a hill reduces the number of dice rolled by a tank attacking from a lower elevation by 2, not 2+1 (bunker protection is 2, hill is 1). Another example: a sandbag on a village does not add anything to the village protection (village defense is 2/1, sandbag defense is 1), though it does provide an additional feature: any unit in the village may ignore the first flag rolled against it, due to the sandbags. Bunkers ◆ Movement: An Infantry unit may battle the turn it moves onto a Bunker hex. An Armor or Artillery unit may not move onto a Bunker hex. Artillery units that start on a Bunker hex may not move from the hex. ◆ Battle: Only the side noted in the briefing notes may claim a Bunker as a defensive position. ◆ When battling an enemy unit that is on a Bunker hex, Infantry reduce the number of Battle dice rolled by 1, Armor reduce the number of Battle dice rolled by 2 and Artillery Battle dice are not reduced. ◆ Remove one Artillery figure for each retreat Flag rolled against an artillery unit in a bunker. ◆ A unit in a bunker may ignore the first flag rolled against it. ◆ Line of Sight: A Bunker blocks line of sight. Hedgehogs Hedgehogs were obstacles against tanks and landing craft. They were usually made of steel rails assembled together. They could also be made of wood, with an anti-tank mine at their top. Unexpectedly, the Allied infantry troops used them for cover while moving on beaches. ◆ Movement: Only Infantry units may enter a Hedgehog hex. No movement restrictions. ◆ Battle: No combat restrictions. A unit on a Hedgehog hex may ignore the first Flag rolled against it. ◆ Line of Sight: A Hedgehog does not block line of sight. REMOVABLE OBSTACLES Sandbags ◆ Movement: No movement restrictions. When a unit leaves a hex with Sandbags, the Sandbags are removed. ◆ Battle: A unit in a hex with Sandbags is protected on all sides, not just along the hex-sides where the Sandbags are placed. When a unit does not benefit from any protection for its terrain, the sandbags reduce the number of Battle dice rolled by 1 when attacked by Infantry or Armor. As usual, Artillery Battle dice are not reduced. ◆ A unit hidden behind sandbags may ignore the first flag rolled against it. ◆ Line of Sight: A Sandbagged hex does not block line of sight. Wire ◆ Movement: A unit that enters a hex with Wire must stop and may move no further on that turn. ◆ Battle: An Infantry unit that is on a hex with Wire, will reduce the number of Battle dice it rolls by 1. An Infantry unit that is eligible to battle may remove the Wire instead of battling. Armor must remove the Wire and may still battle. ◆ Line of Sight: Wire does not block line of sight. 1616
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Record 47678 · official · Review: approved
Base Game (classic) — PDF p. 16 [base-16-1]
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- of Sight: A Sandbagged hex does not block line of sight. Wire ◆ Movement: A unit that enters a hex with Wire must stop and may move no further on that turn. ◆ Battle: An Infantry unit that is on a hex with Wire, will reduce the number of Battle dice it rolls by 1. An Infantry unit that is eligible to battle may remove the Wire instead of battling. Armor must remove the Wire and may still battle. ◆ Line of Sight: Wire does not block line of sight. 1616
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Record 47679 · official · Review: approved
Base Game (classic) — PDF p. 17 [base-17-0]
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- Appendix 3 - MULTI-PLAYER GAMES, VARIANTS & ADDITIONAL SCENARIOS Team Play The simplest way to play with up to six players is to try Memoir ’44 in team play! Make two teams of up to 3 players a side (if you have an odd number of players, simply put one more player on one side than on the other). Each team places their Command cards on a card holder, pointing out and evaluating possible strategies internally before jointly agreeing on the card to play. The member of the team most directly concerned by the card being played then carries out the relevant actions, moving units, selecting targets and rolling Battle dice where appropriate. ◆ In 2-player teams, one player is in charge of the center of the battlefield and acts as Commander-in-Chief, while the second player directs the two flanks. ◆ In 3-player teams, each player is assigned its own individual section. The player in the Center is also Commander-in-Chief. The Commander-in-Chief is responsible for playing Tactic cards that apply to no particular (or all) sections of the battlefield. Memoir ‘44 Overlord – battles on a grand scale! Experienced players will want to combine multiple copies of Memoir '44 to play scenarios over large, multi-board battlefields in a new kind of meta-game, known as Memoir ’44 Overlord!Overlord scenarios are unique in that two (and in some instances three!) boards are combined into one single, oversized battlefield, allowing up to eight players (four to a side) to replay historical WWII battles on a grand scale. With Memoir '44 Overlord, players can experience the frustrations associated with being part of a military style WWII chain of command and at the same time, enjoy the challenges of coordination and cooperation needed to gain the victory. The battle scenarios and maps are stylized, but thanks to the larger scale, they focus with additional detail on major and minor terrain features that existed on the original battlefield, and fine tune the historical deployment of the Axis and Allied forces. A special bonus scenario is provided on the last page of the battle section of this booklet called Omaha Beach - Overlord Version. This bonus scenario requires the supplemental "Memoir ’44 Overlord – rules booklet"which can be downloaded free from our web site at: www.memoir44.com Variant for Young Generals If needed, young children can play a simplified version of the game and still have a lot of fun with it. Young children often count better than they read, so we suggest the following modifications: ◆ Remove all Tactic cards from the deck – just keep the Section cards ◆ If needed, you can choose not to play the Take Ground and the Armor Overrun rules ◆ Every time the deck is exhausted, remember to shuffle the Section cards before making a new deck It is easier if an adult introduces the children to the game, and plays a couple of games with them. It is also a good opportunity for a parent or a teacher to use the game as an introduction to the Allied involvement during W
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Record 47680 · official · Review: approved
Base Game (classic) — PDF p. 17 [base-17-1]
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- have a lot of fun with it. Young children often count better than they read, so we suggest the following modifications: ◆ Remove all Tactic cards from the deck – just keep the Section cards ◆ If needed, you can choose not to play the Take Ground and the Armor Overrun rules ◆ Every time the deck is exhausted, remember to shuffle the Section cards before making a new deck It is easier if an adult introduces the children to the game, and plays a couple of games with them. It is also a good opportunity for a parent or a teacher to use the game as an introduction to the Allied involvement during WWII and draw their interest into the battles that shaped our modern history. Additional Scenarios Memoir ’44 is a game of endless possibilities. The various offensives and counter-attacks, critical battles and lesser-known skirmishes, plus the numerous other theaters of operations on which WWII was fought provide a fertile ground. In collaboration with Memoir '44 author, Richard Borg, Days of Wonder will continue to update the game through the regular release of new campaigns and scenarios, additional rules, materials and miniatures, etc… For a first taste of things to come and additional hours of enjoyment visit us and make sure to register at: www.memoir44.com 1717
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Record 47681 · official · Review: approved
Base Game (classic) — PDF p. 2 [base-2-0]
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- 22 Table of contents Components . . . . . . . . . . . . . . . . . . . 3 Setting up the Game . . . . . . . . . . . . 4 Battlefield . . . . . . . . . . . . . . . . . . . . . 5 Command Cards . . . . . . . . . . . . . . . . 5 Object of the Game . . . . . . . . . . . . . . 6 Game Turn . . . . . . . . . . . . . . . . . . . . . 6 Play a Command Card . . . . . . . . . . .6 Order Units . . . . . . . . . . . . . . . . . . . .6 Move Units . . . . . . . . . . . . . . . . . . . .7 Infantry . . . . . . . . . . . . . . . . . . . . . .7 Armor . . . . . . . . . . . . . . . . . . . . . . . .8 Artillery . . . . . . . . . . . . . . . . . . . . . .8 Battle . . . . . . . . . . . . . . . . . . . . . . . . . 8 Battle Range . . . . . . . . . . . . . . . . . .9 Line of Sight . . . . . . . . . . . . . . . . . .9 Terrain Reductions . . . . . . . . . . . . .10 Resolve Battle . . . . . . . . . . . . . . . .10 Taking Ground . . . . . . . . . . . . . . . . .11 Armor Overrun . . . . . . . . . . . . . . . .11 Appendix 1 - Special Units . . . . . . . 12 Appendix 2 - Terrain . . . . . . . . . . . . 13 Forests . . . . . . . . . . . . . . . . . . . . . . . 13 Hedgerows . . . . . . . . . . . . . . . . . . . . 14 Hills . . . . . . . . . . . . . . . . . . . . . . . . . 14 Towns & Villages . . . . . . . . . . . . . . . 14 Rivers, Waterways & Bridges . . . . . 15 Oceans. . . . . . . . . . . . . . . . . . . . . . . 15 Beaches . . . . . . . . . . . . . . . . . . . . . . 15 Obstacles . . . . . . . . . . . . . . . . . . . . . 16 Bunkers . . . . . . . . . . . . . . . . . . . . . . 16 Hedgehogs . . . . . . . . . . . . . . . . . . . . 16 Sandbags . . . . . . . . . . . . . . . . . . . . . 16 Barbed Wires . . . . . . . . . . . . . . . . . . 16 Appendix 3 - Multi-player Games, Variants & Additional Scenarios . . . 17 Team Play . . . . . . . . . . . . . . . . . . . . 17 Memoir '44 Overlord . . . . . . . . . . . . 17 Variant for Young Generals . . . . . . . 17 Additional Scenarios . . . . . . . . . . . . 17 How to Read a Scenario . . . . . . . . . . 18 1. Pegasus Bridge . . . . . . . . . . . . . . . 19 2. Sainte Mère-Église . . . . . . . . . . . 20 3. Sword Beach . . . . . . . . . . . . . . . . . 21 4. Pointe du Hoc . . . . . . . . . . . . . . . . 22 5. Omaha Beach . . . . . . . . . . . . . . . . 23 6. Mont Mouchet . . . . . . . . . . . . . . . . 24 7. Vassieux, Vercors . . . . . . . . . . . . . 25 8. Operation Cobra . . . . . . . . . . . . . . 26 9. Operation Lüttich . . . . . . . . . . . . . 27 10. Toulon . . . . . . . . . . . . . . . . . . . . . 28 11. Liberation of Paris . . . . . . . . . . . 29 12. Montélimar . . . . . . . . . . . . . . . . . 30 13. Arnhem Bridge . . . . . . . . . . . . . . 31 14. Arracourt . . . . . . . . . . . . . . . . . . . 32 15. St. Vith, Ardennes . . . . . . . . . . . 33 16. Saverne, Vosges . . . . . . . . . . . . . 34 1. Omaha - Overlord version . . . . . . 35 Credits . . . . . . . . . . . . . . . . . . . . . . . . 36 Online Play . . . . . . . . . . . . . . . . . . . . 3
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Record 47661 · official · Review: approved
Base Game (classic) — PDF p. 2 [base-2-1]
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- Cobra . . . . . . . . . . . . . . 26 9. Operation Lüttich . . . . . . . . . . . . . 27 10. Toulon . . . . . . . . . . . . . . . . . . . . . 28 11. Liberation of Paris . . . . . . . . . . . 29 12. Montélimar . . . . . . . . . . . . . . . . . 30 13. Arnhem Bridge . . . . . . . . . . . . . . 31 14. Arracourt . . . . . . . . . . . . . . . . . . . 32 15. St. Vith, Ardennes . . . . . . . . . . . 33 16. Saverne, Vosges . . . . . . . . . . . . . 34 1. Omaha - Overlord version . . . . . . 35 Credits . . . . . . . . . . . . . . . . . . . . . . . . 36 Online Play . . . . . . . . . . . . . . . . . . . . 36 FROM THE PUBLISHER Published in collaboration with the Mission for the 60th Anniversary of the D-Day Landings & Liberation of France, Memoir ’44 is a uniquely fun, simple and engaging boardgame for the whole family. Designed to commemorate the efforts and sacrifices of the men & women of the Second World War, we trust it will provide you with a sense of history and the desire to learn more about that Greatest Generation of all. Our fondest hope is that you will also transmit that unique historical heritage onto younger generations. Days of Wonder, Inc. – May 2004 FROM THE AUTHOR Memoir '44 is a unique historical game that allows players to effectively portray stylized WWII battles. The battles, showcased in the scenario section, focus on important terrain features and the historical deployment of forces in scale with the game system. By design, Memoir '44 is not overly complex. Its main focus is on the ground forces of the Axis and Allied armies. The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent an entire battalion, while in other scenarios a unit may represent a single company or platoon. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons and terrain. The game mechanics, although simple, will still require strategic card play, timely dice rolling and an aggressive, yet flexible battle plan to achieve victory. Welcome and Enjoy! Richard Borg
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Record 47662 · official · Review: approved
Base Game (classic) — PDF p. 3 [base-3-0]
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- 33 F rom the opening minutes of D-Day to the liberation of Paris and beyond - Memoir '44 airdrops you into the key battles that turned the tide in Western Europe. Omaha Beach… Pegasus Bridge… Sainte Mère-Église… and beyond… Take command of your troops and rewrite the pages of history in those decisive days of 1944! Components A recent intelligence sortie behind enemy lines recovered an unusual cardboard box. As per protocol, the contents were examined, itemized and entered into the logbook: ✪ A double-sided Battlefield board map (beach landings and countryside) ✪ 2 Punchboards featuring: — 44 double-sided Terrain hex pieces — 10 double-sided Victory Medals — 14 Special Forces badges — 4 double-sided rectangular Bunker and Bridge tiles ✪ 2 Army bags of miniatures (Green Army: Allied Forces; Blue-Gray: Axis/German Forces), each containing: — 42 Infantry figures — 24 Armored vehicles — 6 Artillery pieces — 18 man-made Obstacles — 3 Cardholder sections ✪ 1 Deck of 70 cards, including: — 60 Command cards • 40 Section cards • 20 Tactic cards — 9 Summary cards • 7 Terrain cards • 1 double-sided Unit summary card • 1 double-sided Obstacle summary card ✪ 8 Battle dice ✪ 1 Rules and Scenario booklet ✪ 1 Days of Wonder Online access number located on the back of the Rules and Scenario booklet German US Rangers British Airborne French FFI Medal of Honor Double sided Hex Iron Cross BridgesBunkers Command cards Infantry Artillery Armored vehicles GERMAN FORCES ALLIED FORCES Barbed wire Hedgehogs Sand bags Section cards Tactic cards Terrain cards Units summary Obstacles summary Terrain summary Grenade Star Armor Infantry (x 2) Flag
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Record 47663 · official · Review: approved
Base Game (classic) — PDF p. 4 [base-4-0]
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- 44 Setting up the game You will greatly benefit by applying a small degree of discipline (Buck Up Soldier!)when setting up a game scenario in Memoir '44. We strongly recommend that you follow the step-by-step approach outlined below when setting up a game, especially for your first few plays. The reward is an endless variety of battlefields to play on, and the opportunity to pick-up fascinating historical tidbits and information from each of the scenarios played. 1 - Select a battle from the scenario section of this booklet. If this is your first game of Memoir ’44, we strongly suggest you start with the first battle - Pegasus Bridge, p 19. This battle was both the opening engagement of D-Day and is a good introductory scenario to Memoir ’44. 2 - Place the board in the center of the table, with the proper face (countryside or beach landing) visible. For Pegasus Bridge, this means the countryside face up. 3 - Place the necessary Terrain hexes, as indicated by the battle scenario. For Pegasus Bridge, lay the 20 River hexes, then 4 Village hexes and finally 9 Forest hexes. 4 - Add the fixed (Bunkers and Bridges) and removable Obstacles, if any. For Pegasus Bridge, this means two bridges, one over each river, and four barbed wires and a sandbag placement to protect the bridge’s perimeter. 5 - Now place the figures on the board, matching the various units’ positions to the scenario’s battle map. Experience shows that dropping one figure per hex, for positioning purposes, then filling up the units as required, is the quickest way to set up. An Artillery unit is usually made of 2 figures, an Armor unit - 3 and an Infantry unit - 4. 6 - Add the Special Unit badges to individual units and Victory Medals to specific, on-the-map objectives, if required per the scenario’s special rules. For Pegasus Bridge, place an Allied victory medal on each bridge. 7 - Place the Terrain summary cards that correspond to the terrain in the scenario (Wood, Towns & Villages and Rivers summary cards for Pegasus Bridge), plus the Obstacle and Units summary cards, to the board’s side, for in-game reference. If needed, refer to Terrain in Appendix 2 (p 13) for additional details on each terrain’s effects. 8 - Assemble the cardholder segments and place them on the board map’s edges. The card holders are not necessary, but are particularly useful when playing in teams of multiple players to a side, or in a classroom/demonstration environment. With them, players on a same side can point to and study various options. 9 - Now choose each player’s side and sit in front of the board accordingly. Given the relatively short duration of a typical battle scenario, we recommend match play, with each player taking first one side, then the other in an immediate re-match. This helps balance any historical advantage that one side may have in a particular scenario. The winner of the match is the player who scores the most Victory Medals after both battles. 1 6 + 3 4 Place Terrain hex. x20 x4 x9 1
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Record 47664 · official · Review: approved

