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Memoir '44 Rules Database
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Official FAQ v2 — PDF p. 13 [faq-13-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 10 sTeep hills Q. Can an Armor unit on an open terrain hex that has Close Assaulted an enemy unit on a Steep Hill Take Ground and Armor Overrun if that enemy unit is eliminated or retreats (even though movement up a Steep Hill is a two-hex move)? A. Yes. Taking Ground up a Steep Hill is possible. An Armor unit may Take Ground and then do an Armor Overrun attack. Towns & VillaGes Q. Can an Armor unit ever attack from a Town hex and target an enemy unit in another Town hex? A. No. Armor attacking out of a Town hex is -2 dice and targeting a unit on a Town hex is -2 dice resulting in no dice rolled. The only possible exception would be a Flame Thrower Tank or a Tank Destroyer (see below). Q. How can a Flame Thrower Tank unit or a Tank Destroyer attack from one Town hex into another Town hex? A. Flame Thrower Tanks battle with three dice, +1 die when ordered by Their Finest Hour, Armor Assault or Close Assault = 4 dice. Battle out of Town -2 dice, target enemy unit in adjacent Town hex -1 die (Flame Thrower Tanks terrain Battle dice reduction limited to one max in Close Assault) so in the end, the attack would be with one Battle die. The same would be true for a Tank Destroyer that does not move, except it would not have any reduction for the target Town hex. Note: Combat Cards could also be used to increase attack dice enough to allow Armor to attack from one Town hex to another. wiRe Q. Can an Infantry unit battle on the same turn in which it enters Wire? A. The Infantry unit must make a choice between fighting at -1 die OR removing the Wire and not battling this turn. When an Infantry unit moves onto the Wire hex after moving two hexes and is not able to battle this turn, it may not remove the Wire. Q. Terrain has no effect on retreat moves. Is this true for the Wire too? A. Yes. A unit’s retreat is not stopped when retreating through a hex with Wire. Note: Wire is a subset of Terrain along with other obstacles like Bunkers, Hedgehogs, and Sandbags. Q. May an Armor unit that retreats onto a hex with Wire remove the Wire? A. No. Look at the act of removing Wire by an Infantry or Armor unit as an offensive action. Therefore an Armor unit retreating onto or through a hex with Wire will not remove the Wire. Note: If an Armor unit attacks out of Wire it had to retreat into, the Wire is removed after the attack. If an Armor unit simply moves out of Wire it had to retreat into, the Wire is not removed. Q. Can you Take Ground or do Armor Overrun after moving into Wire? A. No. You cannot move any further on the turn you move into Wire. 13 27 ✪ Some scenarios may designate hills as being steep ✪ Movement up onto steep hill is a 2 hex move ✪ Movement down hill, or from hill to hill, is a 1 hex move ✪ Block line of sight (except from adjacent contiguous hills at same height)-1 1 -1 14 14 ✪ Unit moving in must stop and may move no further on that turn ✪ Unit moving in cannot battle ✪ Armor battles out at -2 dice ✪ Block line of sight-2 2 -1 5 2 3 15 16
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Record 47702 · faq · Review: approved
Official FAQ v2 — PDF p. 13 [faq-13-1]
- Rule Category
- Rulebook excerpt
- Description
- had to retreat into, the Wire is not removed. Q. Can you Take Ground or do Armor Overrun after moving into Wire? A. No. You cannot move any further on the turn you move into Wire. 13 27 ✪ Some scenarios may designate hills as being steep ✪ Movement up onto steep hill is a 2 hex move ✪ Movement down hill, or from hill to hill, is a 1 hex move ✪ Block line of sight (except from adjacent contiguous hills at same height)-1 1 -1 14 14 ✪ Unit moving in must stop and may move no further on that turn ✪ Unit moving in cannot battle ✪ Armor battles out at -2 dice ✪ Block line of sight-2 2 -1 5 2 3 15 16 ✪ Unit moving in must stop and may move no further on that turn ✪ Does not block line of sight ✪ In wire, infantry battles out at -1 die ✪ Infantry may remove wire instead of battling ✪ Armor removes wire and may still battle -0 1 -0
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Record 47703 · faq · Review: approved
Official FAQ v2 — PDF p. 14 [faq-14-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 11 Q. If an Armor unit moves onto a hex with Wire, does it have to remove the Wire? A. Yes. Q. Can a Standard Artillery unit remove Wire? A. No aiRfielDs Q. What is a friendly Airfield? A. Any Airfield hex or a group of hexes (in the case of a large Airfield) whose hexes are not currently occupied by any enemy unit(s). As strange as it sounds, this might mean that a friendly Airfield can be found behind enemy lines, although be careful when landing near enemy ground units because Airplanes are vulnerable when they are on the ground. Q. When an Airfield is made up of several contiguous hexes, may an Airplane land on a vacant Airfield hex, if units occupy one or more of the other Airfield hexes? A. Yes, provided that none of these units are enemy units. Q. What advice do you have for players who are trying to create their own scenarios? A. Scenarios you design should be playtested more than one time. Playing a scenario solo does not count as a good playtest. Don’t add a lot of Special Rules to your scenario; Memoir already has its fair share of rules. Besides, we have played hundreds of scenarios with lots of rule ideas, so limiting rules to what has been officially published will actually help maintain consistency and continuity. I sure would like to avoid contradictory statements between official and community designed scenario rules. » Richard Borg ⟨Designer of Memoir ’44⟩ 16 10 ✪ When Air rules are in effect airplanes may take-off from, or land on, Airfields ✪ No movement restrictions ✪ No combat restrictions ✪ Do not block line of sight-0 0 -0 4 9 baRRaCks 17 10 CeMeTeRies 18 10 ChuRChes 19 10
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Record 47704 · faq · Review: approved
Official FAQ v2 — PDF p. 15 [faq-15-0]
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- Rulebook excerpt
- Description
- Terrain 12 DaMs Q. When a Dam is Sabotaged, is the unit on the Dam eliminated? A. No. Sabotaging a Dam does not mean the Dam is blown up. The Dam terrain hex, when Sabotaged, is not removed and the unit on the Dam is not eliminated. Q. Are dice rolled each turn, after the sabotaging player’s Command Card is played, regardless of the sector? For example, if you were playing a center section card, would dice still be rolled if the Dam was in one of the flanks? A. Yes. You roll to Sabotage as long as one of the Dams is occupied by a sabotaging unit. MinefielDs Q. If a unit is still eligible, can it battle out of a Minefield if it survives the explosion? A. Yes. However, units cannot Take Ground or Armor Overrun even if they have a successful Close Assault because Mines, like Wire, do not allow units to move any further that turn. Q. If a Combat Engineer unit moves onto a Minefield hex and it turns out to be a decoy (‘0’) does the Engineer get to battle? A. No. As the rule is written - An Engineer unit that moves onto a Minefield hex and that is eligible to battle must clear the Minefield hex instead of battling. A Minefield token represents a Minefield no matter what the value of the token. A Minefield token with a “0” will still require an Engineer unit to clear the “0” token instead of battling. Q. If an Engineer unit starts its turn in a Minefield and chooses not to move, can he battle or is he required to remove the Mine? A. When an Engineer unit starts on a Minefield hex and is ordered, but chooses not to move, instead of battling he must clear the Minefield in the hex. 20 9 ✪ No movement restrictions for Infantry ✪ Block line of sight ✪ Impassable to Armor and Artillery ✪ No combat restrictions ✪ Unit may ignore 1 flag -0 1 -0 hiGh GRounD 25 4 lake 26 5 liGhThouses 27 10 MaRshes 28 4 3 faCToRy CoMpleX 21 10 3 fielD bunkeRs 22 5 9 flooDeD fielDs 23 4 foRTResses 24 10 29 7 ✪ Drawn at random from all minefield counters available and set up by controlling side before start of battle ✪ Unit moving in must stop and may move no further on that turn ✪ Friendly unit: Minefield is not revealed ✪ Enemy unit: Minefield is revealed; roll dice equal to Minefield value; unit’s symbol and grenade score hits; all other symbols are ignored ✪ Decoys (0 strength) removed; other strength mines remain in hex, face up ✪ Retreat through or onto a minefield does not trigger it ✪ Do not block line of sight -0 1 -0 4 8
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Record 47705 · faq · Review: approved
Official FAQ v2 — PDF p. 16 [faq-16-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 13 Q. Does an Engineer unit have to move to be able to remove a Mine token? Or can he start his turn in the hex and still remove the token? A. An Engineer unit does not have to move to be able to remove a Mine token. When the unit starts on a Minefield hex and is ordered, but chooses not to move, instead of battling he must clear the Minefield in the hex. If the Engineer unit chooses to move, the Minefield hex does not detonate. Q. I know that whoever lays a Minefield controls it, but several scenarios don’t outline who lays them. Which side lays the Minefields for these scenarios? A. Usually the defending force controls a Minefield. Outlined below are the sides that lay the Minefields for these official scenarios: » 37A [Operation Grenade] Across the River Roer.......................Axis lay Minefields » 41A [Stalingrad] Red Barricades Factory Complex...................Russians lay Minefields » 42A [Kursk] Ponyri.....................................................................Russians lay Minefields » 59A [Barbarossa] Sea of Azov...................................................Russians lay Minefields » 54A Peleliu Landings - Overlord................................................Japanese lay Minefields » 55A [Iwo Jima] The Meat Grinder..............................................Japanese lay Minefields Q. What if I move a Tiger tank into a Minefield? Is the Tiger destroyed if it receives one hit from a Mine? A. No. Your opponent re-rolls all Battle dice from a Minefield that score a hit. If at least one re-roll is a Grenade, the kill is confirmed and the Tiger is eliminated; all other symbols are ignored. MounTains Q. Can an Infantry or Armor unit on a Mountain hex see over a terrain hex that blocks Line of Sight since Mountains are at such a high elevation? A. No. Terrain that blocks Line of Sight, even though it may be low elevation, prevents units from seeing more distant targets. Note: Unless noted otherwise in the scenario’s Special Rules, Mountains are impassable to Armor and Artillery units. Q. What is the battle reduction when targeting an enemy unit on a Mountain hex? A. Infantry and Armor Battle dice are reduced by two when attacking from below (Hill or countryside hex) or from another Mountain hex that is not part of the same Mountain range. Note: Units attacking from Hill hexes still suffer -2 battle die when attacking units on Mountain hexes. Q. Do Mountains and Escarpments block Line of Sight for Artillery units? A. No, unless stated otherwise in the scenario’s Special Rules. 30 5 ✪ Infantry may only move up or retreat onto a mountain from adjacent hill or mountain. Infantry may only move down or retreat from a mountain to an adjacent hill or mountain. ✪ Impassable by Armor & Artillery ✪ Block line of sight (except from contiguous adjacent mountains) ✪ Artillery set on mountain fires at: 3,3,2,2,1,1,1 -2 2 -2 5 oasis 31 3 palM foResTs 32 2 Q. Are House Rules allowed with Memoir ’44? A. House rules are always allowed
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Record 47706 · faq · Review: approved
Official FAQ v2 — PDF p. 16 [faq-16-1]
- Rule Category
- Rulebook excerpt
- Description
- ountain hexes. Q. Do Mountains and Escarpments block Line of Sight for Artillery units? A. No, unless stated otherwise in the scenario’s Special Rules. 30 5 ✪ Infantry may only move up or retreat onto a mountain from adjacent hill or mountain. Infantry may only move down or retreat from a mountain to an adjacent hill or mountain. ✪ Impassable by Armor & Artillery ✪ Block line of sight (except from contiguous adjacent mountains) ✪ Artillery set on mountain fires at: 3,3,2,2,1,1,1 -2 2 -2 5 oasis 31 3 palM foResTs 32 2 Q. Are House Rules allowed with Memoir ’44? A. House rules are always allowed, as long as all of the players involved in the game agree to them. The goal is to have fun with Memoir ’44, and if House Rules make the game more fun for you, enjoy!
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Record 47707 · faq · Review: approved
Official FAQ v2 — PDF p. 17 [faq-17-0]
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- Rulebook excerpt
- Description
- Terrain 14 ponToon bRiDGes Q. Does one of my units have to be adjacent to the River hex where I want to build my Pontoon Bridge? A. No. Building a Pontoon Bridge is a card play and does not require any units to be present. Note: Building Pontoon Bridges is a scenario-specific rule. Q. If I’m allowed to build Pontoon Bridges, and my opponent is allowed to blow up Bridges (like in Cadets of Saumur), can my opponent blow up a Bridge I just built? A. Yes. RailRoaD bRiDGes Q. The description on p. 12 (Terrain Pack expansion) says there are no Infantry movement restrictions and Armor must stop on a Railroad Bridge, but what about Artillery? A. An Artillery unit, as stated for Railroad Tracks, must stop when moving onto a Railroad Bridge hex. 33 12 ✪ May only be built when specified by scenarioʼs Special Rules ✪ To build a pontoon bridge, play an Attack command card but order no units; instead, place a pontoon bridge on a river hex in same Section as Attack card ✪ No movement restrictions ✪ No combat restrictions ✪ Do not block line of sight unless stated otherwise in scenario Special Rules -0 1 -0 poweR planTs 34 11 pRison CaMps 35 11 RaDaR sTaTions 36 11 37 12 ✪ No movement restrictions for Infantry ✪ Do not block line of sight, unless stated otherwise in scenarioʼs Special Rules ✪ Armor and Artillery moving onto must stop ✪ No combat restrictions ✪ Armor may Take Ground and Overrun -0 1 -0 RailRoaD TRaCks 38 5 RailRoaD sTaTion 39 5
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Record 47708 · faq · Review: approved
Official FAQ v2 — PDF p. 18 [faq-18-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 15 RoaD bloCks Q. Is it possible to remove Road Blocks? A. An Infantry unit may not normally remove a Road Block, unless stated otherwise in a scenario’s Special Rules. An Engineer unit that moves onto a Road Block may remove the Road Block instead of battling. RoaDs Q. Does the Road on Hill hex afford the same protection as being on a normal Hill? A. Yes. Q. How should units moving along Roads be played? A. If a unit starts on a Road and stays on the Road for the entire move, here’s how it should be played: Examples: » Standard Infantry - 2 hexes and battle, 3 hexes no battle » Specialized Infantry (Elite, Rangers, Commandos) - 3 hexes and battle » French Resistance Infantry - 2 hexes and battle, 3 hexes no battle » Combat Engineers - 2 hexes and battle, 3 hexes no battle » Sniper - 3 hexes and battle » Cavalry - 4 hexes and battle » Ski Troops - 4 hexes and battle » Japanese Infantry - 2 hexes and battle, 3 hexes no battle unless they can Close Assault » US Marine Infantry - 2 hexes and battle, 3 hexes no battle » Supply Trucks - (move an additional 2 hexes on Road) 4 hexes and resupply » SWA Unit - 3 hexes no battle » Armor - 4 hexes and battle » Artillery - 2 hexes no battle - on Bombard card may move 4 hexes no battle 40 12 ✪ Infantry moving in must stop and may move no further on that turn ✪ Impassable by Armor & Artillery ✪ Unit may ignore 1 flag ✪ Do not block line of sight-1 1 -1 foRDs & foRDable RiVeRs 41 20 11, 22 42 5, 6 ✪ Unit that starts its move on a Road and stays on it may move 1 additional hex ✪ No combat restrictions ✪ Do not block line of sight, except when over Hills-0 0 -0
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Record 47709 · faq · Review: approved
Official FAQ v2 — PDF p. 19 [faq-19-0]
- Rule Category
- Rulebook excerpt
- Description
- Terrain 16 Q. How should Infantry moving along Roads when ordered with the Infantry Assault card be played? A. If the Infantry start on a Road and stay on the Road for the entire move, here’s how it should be played: Examples: » Standard Infantry - 3 hexes and battle, 4 hexes no battle » Specialized Infantry (Elite, Rangers, Commandos) - 3 hexes and battle, 4 hexes no battle » French Resistance Infantry - 3 hexes and battle, 4 hexes no battle » Combat Engineers - 3 hexes and battle, 4 hexes no battle » Sniper - 3 hexes and battle, 4 hexes no battle » Cavalry - 4 hexes and battle » Ski Troops - 4 hexes and battle » Japanese Infantry - 3 hexes and battle, 4 hexes no battle » US Marine Infantry - 3 hexes and battle, 4 hexes no battle » Supply Trucks - 4 hexes and resupply » SWA Unit - 4 hexes no battle » Long Range Patrol Cars (Jeep) - 4 hexes and battle » Command Cars - 4 hexes. Command Cars may not battle. Note: When ordering Cavalry or Ski Troops with an Infantry Assault card, they may move 4 hexes and battle. The Infantry Assault card does not limit their movement. Q. If an Infantry unit is ordered with the Behind Enemy Lines card and stays on the Road for the entire turn, does it get the extra hex of movement? A. Yes. An ordered unit that starts on a Road hex, moves along the Road and ends its move on a Road hex may move one additional hex; the Behind Enemy Lines card does not change that. Q. If I play Behind Enemy Lines on a unit that starts on a Road hex, I can move up to four Road hexes and then attack because of the +1 Road bonus. In my second phase of movement, can I use the +1 Road bonus again to move an additional four hexes if I still stay on the Road? A. Yes. Q. If a unit is moving on a Road and encounters a Bridge, does the Road extra hex movement benefit end? A. Yes. Q. If a unit is moving on a Road and the Road crosses a Railroad, does the Road extra hex movement benefit end? A. No. Also, an Armor or Artillery unit does not have to stop its movement when moving onto a Road crossing a Railroad hex and both types of unit still get the +1 movement bonus. Note: This answer is an update from previous FAQ documents and changes the answer from before. Q. If Road hex tiles are adjacent on the board, although the Road images themselves are not visually connected, will I still get the Road bonus of one extra hex since I’m on Road hexes the entire turn? A. No, you will not receive the Road movement bonus of moving one additional hex unless the unit moves directly along the connected Road images. Q. If Road hex tiles are adjacent on the board, although the Road images themselves are not visually connected, may I move across these hex tiles my standard number of movement points. A. Yes you may. However, you forfeit the Road movement bonus of moving one additional hex unless you move directly along visually connected Road images. Q. If I want to buy an expansion, which one should I get first? A. You can’t go wrong when buying a Memoir ’44 expansi
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Record 47710 · faq · Review: approved
Official FAQ v2 — PDF p. 19 [faq-19-1]
- Rule Category
- Rulebook excerpt
- Description
- . No, you will not receive the Road movement bonus of moving one additional hex unless the unit moves directly along the connected Road images. Q. If Road hex tiles are adjacent on the board, although the Road images themselves are not visually connected, may I move across these hex tiles my standard number of movement points. A. Yes you may. However, you forfeit the Road movement bonus of moving one additional hex unless you move directly along visually connected Road images. Q. If I want to buy an expansion, which one should I get first? A. You can’t go wrong when buying a Memoir ’44 expansion; they’re all great. Many players choose what to get based on which theater they like the most or which aspect of the war they find the most interesting. The Army Pack expansions are designed so that you only need the base game, while the Air Pack and Campaign Books might require other expansions to fully appreciate (the Air Pack and Campaign Book #1 are both available as PDF downloads only). The Overlord expansions will help you streamline Overlord play and are ideal for game clubs and conventions, or for players who simply enjoy Overlord battles. You can find more advice about which expansion to buy on the Memoir ’44 Forum at www.memoir44.com. supply DepoTs 43 11
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Record 47711 · faq · Review: approved
Official FAQ v2 — PDF p. 2 [faq-2-0]
- Rule Category
- Rulebook excerpt
- Description
- Contents ii All answers in this document are official and were checked by Richard Borg. The answers herein may clarify or override previous statements made online or in older FAQ documents. Table of ConTenTs Foreword iii I. General Questions 1 Air Sortie with Two Decks 1 Breakthrough Deck 1 Copyright 1 Dealing Cards 1 Desert Terrain 2 Dice Questions 2 Ending the Game 2 Line of Sight 2 Night Visibility Chart 2 Retreating 2 Take Ground 3 Temporary Medals 4 Unusable Cards Situation 4 Vehicles 4 Winter Wars 4 II. Terrain 5 Beaches 5 Bunkers 5 Forests 6 Hedgerows 6 Hedgehogs 6 Hills 7 Oceans 7 Bridges 8 Sandbags 8 Cliffs & Sea Bluffs 9 Sea Wall 9 Steep Hills 10 Towns & Villages 10 Wire 10 Airfields 11 Dams 12 Minefields 12 Mountains 13 Pontoon Bridges 14 Railroad Bridges 14 Road Blocks 15 Roads 15 Wadis & Gullies 17 Frozen Rivers 17 Caves on Hills and Mountains 18 HQs & Supply Tents 18 Jungles 19 Fordable Streams 19 Rope Bridges 20 Ergs & Ridges 20 Balkas 20 Abatis 21 III. Actions 22 Blowing up Bridges 22 Air Strikes & Blitz 22 Collapsible Rafts & Boats 23 Heroic Leader 24 North African Desert Rules 24 Blitz Rules 25 Camouflage 25 Capture HQ/Supply Tent 26 Hospital Recovery 26 Night Attacks 26 Paradrop 27 Smoke Screen 27 Exit Markers 28 IV. Troops 29 Standard Units 29 Big Guns 29 Combat Engineers 30 Trains/Supply Trains 31 Armored Trains 32 Cavalry 33 Snipers 33 Aircraft Carriers 34 Destroyers 34 Mobile Artillery 35 Landing Craft (LC) 35 Tigers 36 Supply Trucks 36 Half-Tracks 37 Command Cars 37 Brandenburgers 37 Tank Destroyers 38 Screaming Meemies (Nebelwerfers) 38 Hobart’s Funnies 39 V. Air Rules 40 General Questions 40 Airplanes in Overlord Mode 40 Air Sortie 41 Planes on Ground/Aircraft Carriers 41 Airborne Airplanes 42 Air Check 42 Ground Interdiction 42 Ground Support 43 Kamikaze 43 Recon 43 Strafing 44 VI. Airplanes 45 Fieseler FI 156 Storch 45 Yakovlev Yak-1/7/9 46 VII. Nations 47 French Resistance 47 Red Army (RKKA) 47 Imperial Japanese Army 48 US Marine Corps 48 British Commonwealth Forces 49 VIII. Command 50 Recon 1 50 Armor Assault 50 Counter-Attack 50 Infantry Assault 51 Move Out 52 Ambush 52 Artillery Bombard 52 Behind Enemy Lines 53 Close Assault 55 Dig-In 56 Firefight 56 Medics & Mechanics 57 Their Finest Hour 57 Air Power 57 Air Sortie 57 IX. Special Weapon Assets 58 Special Weapon Assets Rules 58 Special Weapon Asset Units 59 X. Combat Cards 60 General Questions 60 Pull-Back 60 Armor Forward 60 Fortify 60 Reinforcements 60 Sniper 61 Frozen Ground 61 Street Fight 61 Infiltrators 61 Heat of Battle 61 Out of Ammo 62 Bitter Resistance 62 Remaining Combat Cards 62 This symbol will indicate that the rule has been added or revised since the last version was released. The Official FAQ was created by Jesse «rasmussen81» Rasmussen. Graphics and icons Copyright © Days of Wonder 2004-2013.
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Record 47682 · faq · Review: approved
Official FAQ v2 — PDF p. 2 [faq-2-1]
- Rule Category
- Rulebook excerpt
- Description
- General Questions 60 Pull-Back 60 Armor Forward 60 Fortify 60 Reinforcements 60 Sniper 61 Frozen Ground 61 Street Fight 61 Infiltrators 61 Heat of Battle 61 Out of Ammo 62 Bitter Resistance 62 Remaining Combat Cards 62 This symbol will indicate that the rule has been added or revised since the last version was released. The Official FAQ was created by Jesse «rasmussen81» Rasmussen. Graphics and icons Copyright © Days of Wonder 2004-2013.
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Record 47683 · faq · Review: approved

