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1172 matching records · page 69 of 98
Official FAQ v2 — PDF p. 67 [faq-67-0]
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- OverlOrd 64 under the Commissar chip during the prior turn do not exceed the maximum of three Command cards played during a turn! In addition, unlike in a standard Eastern Front scenario, in Overlord mode, Recon 1 cards cannot be played directly from a Soviet Commander-in-Chief’s hand. Instead, they are placed under the Commissar chip. At game start, the Soviet Commander-in-Chief must thus place up to three Command cards of his choice under his Commissar chip. These are the cards he must play or hand out during his next turn. At the start of each turn, after taking the Command cards placed under his Commissar chip, the Soviet Commander-in-Chief must repeat this process and place some new Command cards under the chip, in preparation for the next turn. In no case can he ever place or have more than three cards under his chip. A Counter-Attack may be played directly from the Soviet Command-in-Chief hand along with one or two Command cards from under the Commissar chip. A Counter-Attack card played from the Soviet Commander-in-Chief’s hand may be used to issue the same order just played by an opposing Field General or counter a card played by the opposing Commander-in-Chief. It is important to note that the Counter-Attack card may only be played from the hand along with one or two cards under the Commissar chip. If there are three Command cards under the Commissar chip the Soviet Command-in-Chief may not play a Counter-Attack card from his hand because it would exceed the three card limit. Also note that all the Command cards under the Commissar chip must be played. The Soviet Command-in-Chief may not choose to play only one card from under the Commissar chip and leave one card under the chip. The Soviet Command-in-Chief, in lieu of playing the Command cards already committed under the Commissar Chip, may choose to play up to three Counter-Attack Command cards from his hand. The Command cards under the Commissar chip are not used this turn and will remain under the token until the next turn. Counter-Attack cards can also be placed and played from under the Commissar chip, if the Soviet Commanderin-Chief wishes to. The limit of three Command cards placed under the chip and three Command cards maximum being played during the turn must still be respected. When the Soviet Command-in-Chief places a Counter-Attack card under the Commissar chip along with at least one other Command card, it may only be used to issue the same order just played by an opposing Field General. A Counter-Attack card that is under the Commissar Chip, along with at least one other Command card, may not be used to counter a Command card (Their Finest Hour, Barrage, Air Power, or a Counter-Attack) that was just played by the opposing Commander-in-Chief. However, a lone Counter-Attack card under the Commissar chip may be used to either counter a single order from a Field General on the board or to counter the order of a Commander-in-Chief. The Ambush card requires the Commander-in-Chi
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Record 47785 · faq · Review: approved
Official FAQ v2 — PDF p. 67 [faq-67-1]
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- other Command card, it may only be used to issue the same order just played by an opposing Field General. A Counter-Attack card that is under the Commissar Chip, along with at least one other Command card, may not be used to counter a Command card (Their Finest Hour, Barrage, Air Power, or a Counter-Attack) that was just played by the opposing Commander-in-Chief. However, a lone Counter-Attack card under the Commissar chip may be used to either counter a single order from a Field General on the board or to counter the order of a Commander-in-Chief. The Ambush card requires the Commander-in-Chief to keep a close watch on the battlefield. The card is given to a Field General from his hand, when his opponent declares a Close Assault combat. The Commander-in-Chief draws one replacement card after the Ambush is completed. All limitations regarding the play of Command cards by Field Generals (no more than two Section cards to the same Field General, no more than a single Tactic card to a Field General, etc...) also remain in force at all times. A Soviet Commander-in-Chief can never give out all the Command cards in his hand during a turn. He must always keep at least one in his hand, so that at the end of his turn, after drawing two new replacement cards, he has at least three cards in his hand. Q. If you had to give one piece of advice to new players who want to design their own battles, what would it be? A. Try to keep in the spirit of the game and keep it simple (it’s sometimes hard, I know! LOL!). Pick something special about the battle you are authoring and work that in. » Malcolm Green ⟨Memoir ‘44 Player - Canada⟩ Q. What advice would you give to players who want to design high quality scenarios for Memoir ‘44? A. Historical or no, the scenario’s rules must be simple to understand and easy to play. Think always about the players from both sides, they should have fun when playing. That’s the most important. » Jacques David ⟨Memoir ‘44 Player - France⟩
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Record 47786 · faq · Review: approved
Official FAQ v2 — PDF p. 68 [faq-68-0]
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- ScenarioS 65 Xii. sCenaRios baTTle of abbeVille Q. In the Battle of Abbeville, the Allied Armor units on the baseline have French badges but the map does not indicate that there are four figures. Are they still Elite Tank units? A. Yes. The yellow circle is missing in the printed version but the French Elite Tank units marked with a badge have four figures (like Armor Elite always do), even if the (4) in a yellow circle isn’t present. The online version has been updated with the yellow circles. Q. This scenario doesn’t say anything about the Air Rules. Are they meant to be used? A. Air Rules are optional in this battle (with one Air Sortie card given to each player at the start of the game, if the Air Rules are used). bReakouT aT klin Q. Am I short some terrain hexes (original base game version)? A. The three Hill with Forest terrain hexes actually need to be Winter Forest terrain hexes. We apologize for any inconvenience this may have caused. Q. I have heard there is a mistake with the Conditions of Victory for this scenario. Is that true? A. Yes. The Conditions of Victory section should have been written as follows: The Towns of Golyadi (two hexes) and Nekrasino (two hexes) each count as one Victory Medal for the Axis player. Place one Objective Medal on each Town (in between the two hexes would be best). As long as both hexes of a Town are occupied by Axis units, the medal counts as one medal toward an Axis victory. If one or both units move off or one or both units are eliminated, it no longer counts. bReakThRouGh aT MoRTain Q. Both the Germans and American forces have Trucks in this scenario. How many figures should the Trucks have? A. In the Mortain scenario there are three figures in each Truck unit even though there is no (3) in a yellow circle present. 4 Q. Will you be creating a Campaign Book FAQ soon? A. The short answer is “No”. I’m already busy trying to keep the FAQ updated, navigating computer problems, and other projects that I’m working on so for the foreseeable future I won’t be creating a Campaign Book FAQ. However, if someone else is interested in tackling the project and wants some pointers, I would be happy to advise them. » Jesse Rasmussen ⟨Memoir ‘44 Player - United States⟩ 11 66 12
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Record 47787 · faq · Review: approved
Official FAQ v2 — PDF p. 69 [faq-69-0]
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- ScenarioS 66 bReakThRouGh To The beaCh Q. Can the Axis Reinforcements be targeted, before they are ordered? A. Yes. They are still units on the battlefield and are treated as normal except that they can’t be ordered by the Axis player until he reaches five medals. Q. Why are there no British Commonwealth Force rules in this scenario? A. It became too confusing to remember between British and Allied units. However, if players own the Mediterranean expansion pack and wish to deploy British units as indicated on the map, then British Commonwealth Force rules can be used. Q. Are Allied Reinforcements British or American? A. It doesn’t matter because the British Commonwealth rules aren’t in effect. However, if players want to use British Commonwealth Force rules, the Reinforcements are British. Q. The notes only mention four Special Forces British-units, but there are five on the map (one with a French badge). Is this French unit also a Special Forces or a misprint? A. The French unit is also Special Forces. Q. Can the French Special Forces also occupy the Pegasus Bridge to get the medal or only the three British Special Forces units (as written in notes)? A. The French unit can also capture Pegasus Bridge for a medal. Q. Do the Churchill AVRE tanks follow the standard Flamethrower rule? Do they have to remove Mines when entering a Minefield (like Combat Engineers) and can they still battle? A. Per Jacques David’s scenario specific rule - Churchill AVRE tanks behave like Combat Engineers when entering a Minefield. The rule therefore is: In a Minefield they must clear the Mines, instead of battling. CaDeTs of sauMuR Note: Bridges (Terrain 9) are played normally in this scenario. The card printed on the map was accidentally changed. Q. Does one of my units have to be adjacent to the River hex where I want to build a Pontoon Bridge? A. No. Building a Pontoon Bridge is a card play and does not require any units to be present. Q. The Special Rules say that I can build Pontoon Bridges and my opponent can blow up Bridges. Can my opponent blow up a Bridge I just built? A. Yes. fiRsT waVe - oMaha beaCh Q. On Omaha Beach do Hills only count as Cliffs from Beach hexes or is it the direction you’re coming from that matters? Are the Hills above the Beach line just normal Hills? A. The Hills on Omaha Beach next to a Beach are Sea Bluffs. Moving up a Sea Bluff Hill hex from a Beach hex is a two hex move. From a countryside hex, moving up the Sea Bluff Hill hex is the same as moving up a normal Hill. Q. The Bunkers on Omaha Beach are all sitting on Hills. Do terrain modifiers stack? A. No, Battle dice terrain reductions in the same hex are not cumulative. The modifier is the highest only (so Bunker on a Hill offers same defense as Bunker on open terrain). Q. In the Omaha Beach scenario, two Sandbag pieces act as a Sea Wall, a permanent improved position feature. Does this mean that they stay on the board and are not removed if occupied and then abandoned? A. Yes. The
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Record 47788 · faq · Review: approved
Official FAQ v2 — PDF p. 69 [faq-69-1]
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- each hex is a two hex move. From a countryside hex, moving up the Sea Bluff Hill hex is the same as moving up a normal Hill. Q. The Bunkers on Omaha Beach are all sitting on Hills. Do terrain modifiers stack? A. No, Battle dice terrain reductions in the same hex are not cumulative. The modifier is the highest only (so Bunker on a Hill offers same defense as Bunker on open terrain). Q. In the Omaha Beach scenario, two Sandbag pieces act as a Sea Wall, a permanent improved position feature. Does this mean that they stay on the board and are not removed if occupied and then abandoned? A. Yes. The Sea Wall is not removed and units may move through the Sea Wall hex as normal. Q. May the Axis player use the Sea Wall as a defensive position? A. No. The Sea Wall only protects the Allies. 8 #1 23 21
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Record 47789 · faq · Review: approved
Official FAQ v2 — PDF p. 7 [faq-7-0]
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- General 4 The Wire is removed. If the Overrun is successful, the Armor may not Take Ground because Wire states that units may not move further that turn, which includes Taking Ground. Q. May an Armor unit after a successful Close Assault on an enemy in a Bunker perform an Armor Overrun by Taking Ground and attacking again, or does the terrain battle restriction prevent that? A. An Armor unit that makes a successful Close Assault on a unit in a Bunker hex may not Take Ground because Armor cannot enter a Bunker hex, which means the Armor cannot battle since it didn’t Take Ground. Note: As stated in the Equipment Pack rules, page 4, Petard Mortar units may be an exception because they can destroy Bunkers. Q. If an Infantry unit moves onto Wire (which stops movement) and makes a successful Close Assault, can the Infantry unit Take Ground? A. No. An Infantry unit that enters a hex with Wire must stop and may move no further on that turn. It may not Take Ground after a successful Close Assault when it enters Wire. Note: Armor cannot Take Ground or Armor Overrun, either. Q. Under North Africa rules, if an Armor unit destroys an enemy unit in a Town or Palm Forest, can it Take Ground into that hex and then come out to do a Desert Overrun attack? Or must it stop moving after it Takes Ground? A. The Palm Forest hex has the same terrain effect as a Forest; therefore a unit that enters a Palm Forest hex must stop and may move no further on that turn. Also, note that a unit may not battle the turn it moves onto a Palm Forest (or Forest) hex. The Desert Town & Village hex has the same terrain effect as Towns & Villages from the base game; therefore a unit that enters a Town hex must stop and may move no further on that turn. As with all Town hexes, a unit may not battle the turn it moves onto the hex. TeMpoRaRy MeDals Q. The rules say that a temporary majority objective requires a player to have units in an absolute majority of the specified hexes. Does that mean at least half of the specified hexes, of simply more hexes than your opponent? A. The medal is TEMPORARY in that you can gain and lose it during play and to have a MAJORITY means to simply occupy one more objective hex than your opponent. Sorry for any confusion caused by the “absolute majority” wording. unusable CaRDs siTuaTion Q. When a player cannot play any of his Command Cards (because he does not have any units in the appropriate section), does he discard a card and order no units this turn? A. Yes. You may play a section card for a section where you do not have any units. No units are ordered, and you will not do anything but discard and draw another card. VehiCles Q: Which units are considered Vehicles in Memoir ‘44? A: Vehicles are Armor units (including Hobart’s Funnies, Tigers, and Tank Destroyers), Patrol Cars, Command Cars, Half-Tracks, and Supply Trucks. The following are not considered Vehicles: Artillery (including Mobile Artillery), Trains, Landing Craft, Aircraft Carriers, Destroyers
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Record 47691 · faq · Review: approved
Official FAQ v2 — PDF p. 7 [faq-7-1]
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- nits in the appropriate section), does he discard a card and order no units this turn? A. Yes. You may play a section card for a section where you do not have any units. No units are ordered, and you will not do anything but discard and draw another card. VehiCles Q: Which units are considered Vehicles in Memoir ‘44? A: Vehicles are Armor units (including Hobart’s Funnies, Tigers, and Tank Destroyers), Patrol Cars, Command Cars, Half-Tracks, and Supply Trucks. The following are not considered Vehicles: Artillery (including Mobile Artillery), Trains, Landing Craft, Aircraft Carriers, Destroyers, Airplanes, and Cavalry. winTeR waRs Q. In playing Winter Wars scenarios with Reduced Visibility rules, do Tank Destroyers still get hit with Stars by non-Infantry units firing from a distance? A. Yes, a Tank Destroyer unit follows the standard rules for scoring hits against it when playing Winter Wars scenarios with Reduced Visibility rules. Q. Before playing Memoir ’44, did you know very much about World War II history? A. No. I have to admit that I knew less than the average person about World War II. I had visited Normandy, France while I was in college and studied the war briefly in high school, but I knew very little about that period in history. My brother-in-law, Andrew, introduced me to Memoir ’44 in the summer of 2007 and I was fascinated when he said all of the battles are based on real events! When I bought the game for myself in July 2007, I also got several books from the library about the Western Front. I’ve been reading and learning ever since! Memoir ’44 awoke a love of history in me that I never knew existed. » Jesse Rasmussen ⟨Memoir ’44 Player - United States⟩
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Record 47692 · faq · Review: approved
Official FAQ v2 — PDF p. 70 [faq-70-0]
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- ScenarioS 67 Q. Can Allied Armor retreat from the top of the Cliff hexes back onto the Beach hexes? A. Yes. Per Summary card Terrain 11 - Cliffs & Sea Bluffs, “Treat as normal Hill from both sides for retreat.” heDGeRow hell Q. The text says “Fordable Streams” but the reference card is #41 for Fords & Fordable Rivers. Which is the correct water feature? A. None of the water courses in this area could we classify as large rivers, so the Special Rules as written - All the streams are fordable (Terrain 41 - Fords & Fordable Rivers) is the correct summary card for the Hedgerow Hell scenario. ManaDo lanDinGs Q. In Manado Landings there are a number of Battle Star tokens in the set-up and spread out around the Airfield. However, their presence is not explained anywhere in the Special Rules. What are the tokens for? A. A sentence is missing from the Special Rules section, sorry about that. The top of the second column should read, “Once in full daylight, as long as the Axis player has enough figures to form full Airborne units, he may attempt to Airdrop units on hexes marked with a battle Star each turn (Actions 20 - Paradrop ). Each Paradrop requires an order (for example, with an Attack card, the Axis player may Airdrop three units, or move two ground units and Airdrop one unit, etc.). Each time a unit successfully drops on one of these hexes, remove the corresponding Battle Star (to keep track of the total number of units dropped).” The bold text was left out. Q. When ordering a Paradrop in this scenario, which type of Command Card may I use as an order to drop a unit? A. Any command card which could be used to order an Infantry unit in the section where the Paradrop Battle Stars reside can be used for the Paradrop. Q. How do you perform the Paradrop function in Manado Landings? A. For each unit ordered, a single Infantry figure (Paratrooper) must be dropped from directly above a hex with a Battle Star. If the drop is successful and that unit lands safely, regardless of where it lands on the board, then the Battle Star over which it was originally dropped is removed and the successful figure is given three other figures to create a full unit. If the fall was unsuccessful, the Battle Star remains and the unsuccessful figure is removed from the board to try again later. Then the next ordered Paratrooper is dropped. This continues until all orders for the Paradrop are complete. This means that the Axis player can eventually gain a unit for each Battle Star, though it may take a while. Q. In the Manado Landings, it says, “If the [Paradrop] was unsuccessful, the Battle Star remains, and the unsuccessful figure is removed from the board to try again later.” If the first attempt at a drop is unsuccessful, are you permitted to use another order to try that target again on the same turn? If so, then does an Infantry Assault or Assault section card give you unlimited tries until one succeeds? A. No, you only get to try a Paradrop once per turn on each Star. It
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Record 47790 · faq · Review: approved
Official FAQ v2 — PDF p. 70 [faq-70-1]
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- are complete. This means that the Axis player can eventually gain a unit for each Battle Star, though it may take a while. Q. In the Manado Landings, it says, “If the [Paradrop] was unsuccessful, the Battle Star remains, and the unsuccessful figure is removed from the board to try again later.” If the first attempt at a drop is unsuccessful, are you permitted to use another order to try that target again on the same turn? If so, then does an Infantry Assault or Assault section card give you unlimited tries until one succeeds? A. No, you only get to try a Paradrop once per turn on each Star. It might improve the wording to say, “If the [Paradrop] was unsuccessful, the Battle Star remains, and the unsuccessful figure is removed from the board to try again on another turn.” Q. Can On the Move orders be used for the Paradrop action? A. Yes The MeaT GRinDeR Q. Am I short by an Engineer badge or a Flame Thrower badge for this battle? A. Yes, you are short one Engineer badge. You will have enough Flame Thrower badges, but will have to substitute another badge to have enough Engineer badges. Sorry for the confusion. #1 30 24 79
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Record 47791 · faq · Review: approved
Official FAQ v2 — PDF p. 71 [faq-71-0]
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- ScenarioS 68 MispRinTs in The aiR paCk Q. It looks like there’s a problem with some of the Pacific Theater scenarios in the Air Pack. The water feature listed are Fordable Streams (Terrain 61), however, the manual for each of these scenarios state it should be Fords & Fordable Rivers (Terrain 41). Which rule is it? A. All the water features in the following scenarios are Fordable Streams (Terrain 61 - Fordable Streams), not Fords & Fordable Rivers (Terrain 41): » 3 - Tenaru .......................................page 72 » 5 - Matanikau River ........................page 74 » 7 - Clearing Matanikau River ..........page 76 » 8 - Guam Landings .........................page 77 » 9 - Japanese Counter-Attack ..........page 78 niJMeGen bRiDGes Note: The Air Pack lists the Memoir scenario number as 16; the correct number is 35. Q. In the Nijmegen Bridges scenario, can a Special Forces Infantry unit, moving along the River, directly capture the Bridge? A. No. A unit may only enter a Bridge hex from a land hex, not directly from a Collapsible Raft & Boat. A unit could battle and eliminate an enemy unit on the Bridge but could not Take Ground onto the Bridge. noVille To foy Q. The rules say, “The three sets of Road hexes connecting Noville, Foy and Recogne are each worth a single Temporary Medal Objective for the Axis Player. If the Axis player occupies one or more hexes in any of these sets at the start of his turn, he scores one Temporary Medal. Only one medal is gained for each set, regardless of the number of Road hexes held there.” Are the Road Branch hexes with a name part of a set? A. No opeRaTion epsoM Q. On the Operation Epsom map, there is a medal marker on the Town of Mouen, but there is nothing mentioned about it in the scenario rules. Does it count as a medal? A. Yes. The Town of Mouen is a Turn Start Permanent Medal Objective worth one Medal for the Axis forces. 17 40 16 14 Q. Do you paint your miniatures for Memoir ‘44? A. I do have most of my Memoir ’44 game and expansions painted. But we play most all of our Memoir games with my collection of 20 mm WWII painted miniatures. The Memoir battlefield on which we game has 5-inch hexes and lots of 3D terrain. As Memoir players, you must remember that I do not have the same cool figures you will find in a Memoir expansion, so during our playtesting we have to use 20 mm armies and the 5-inch hex battlefield to thoroughly test all the expansion rules and scenarios. » Richard Borg ⟨Designer of Memoir ’44⟩
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Record 47792 · faq · Review: approved
Official FAQ v2 — PDF p. 71 [faq-71-1]
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- thoroughly test all the expansion rules and scenarios. » Richard Borg ⟨Designer of Memoir ’44⟩
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Record 47793 · faq · Review: approved
Official FAQ v2 — PDF p. 72 [faq-72-0]
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- ScenarioS 69 opeRaTion lüTTiCh Q. If the Allied player plays a Recon 1 card as an Air Strike , does he also get to draw two command cards and pick one as stated in the special card text? Or is this game text ignored? A. You play it EXACTLY like an Air Power card (Memoir scenario) or Air Strike (Air Pack scenario), so you do not get the two-card draw. Q. Does the Air Strike special rule also apply to the Recon In Force card? A. No. The Recon In Force card may not be used as an Air Strike. Q. May the Axis player play a Counter-Attack card right after the Allied player plays a Recon 1 card used as Air Strike and use the Recon 1 card as an Air Strike? A. No. The Counter-Attack may only be used as a Recon 1 card by the Axis player because the scenario’s Special Rules state that only the Allied player may use a Recon 1 card as an Air Strike. opeRaTion MaRkeT GaRDen Note: The Sandbags are missing from the Towns that are occupied by the Germans at the start of the scenario. Before beginning play, place a Sandbag obstacle on each of the seven Town hexes occupied by a German Infantry or Artillery unit. Q. How do the cards work for this scenario? A. Neither side can ever have more than 13 cards in their hand and the Allies can not drop below two cards. The maximum number of cards cannot be increased and the minimum is not decreased. When an Allied unit is eliminated, the Axis player immediately removes a card from the Allied Commander-in-Chief’s hand (unless that would drop them below the minimum of two cards) and the Axis Commander-in-Chief immediately draws a card from the draw pile (unless that would push them over the maximum of 13 cards). Q. How far can Armor units travel in this battle? A. In this battle, Armor can only move two hexes (whether they battle or not) unless they are on a Road. If they are on a Road for the entire move, they can move four hexes and still battle. Q. There is some confusion about how to determine uncontested control of the Bridges in this scenario. When does a player have uncontested control of a Bridge? A. In the Market Garden scenario a Bridge is under uncontested control when a unit is on the Bridge (or in an adjacent hex)and there is no enemy unit on the same Bridge (or in any adjacent hex). Basically you must be on or near the Bridge and your enemy cannot be; both of these conditions must be true or the Bridge is contested. peGasus bRiDGe Q. If the Axis player plays a Recon 1 card on his first or second turn how many cards should he draw? A. The Axis player should draw two cards (for your Recon 1 card), keep one and discard the other, and then draw a ‘second’ card. 27 35 #2 19 18
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Record 47794 · faq · Review: approved

