AGAINST

THE

REICH
v1.0, 28 May 2013

KO ’ d VILLAINS
When a Villain is KO’d, if they possess one or more enhancement cards (bonus wounds, bonus skill, etc.), they lose one of those cards at random.

MOBSTERS vs. NAZIS
If the Nazis attempt to Occupy a City, but there is a Mobster figure there, the Occupation fails, but the Mobster figure is removed as well. AGAINST THE REICH is a supplemental rule set for the board game FORTUNE AND GLORY. It is designed specifically for cooperative play opposing the Nazis Vile Organization. AGAINST THE REICH seeks to address the complaint that the base game, while mechanically sound, can be a little anticlimactic given the theme. The Heroes may reach their Fortune goal, but there’s no cinematic showdown with the villains. A secondary goal was to use at least some of the extra tokens provided with the base game for … something! These rules will add (most likely) significant play time, but should also add more drama to the game. The game is now divided into three Stages, each with modifications to base game play: • the ADVENTURE STAGE in which play proceeds mostly as normal, • the CONFLICT STAGE in which the Nazis go on the offensive, and • the SHOWDOWN STAGE in which it all comes to a head, for good or ill. Unless noted otherwise, normal rules apply.
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SECRET DELIVERIES
A Secret Delivery City card is not placed in the common pool of cards, but remains with the Hero that drew it. Like Allies and Gear, Secret Delivery cards may be exchanged. When a Secret Delivery card is drawn for the City in which the drawing Hero is currently located, that Secret Delivery must be delivered immediately and may only be redeemed for 1 Fortune (rather than the normal D6 Fortune).
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SELLING an ARTIFACT in a HERO ’ S STARTING CITY
A Hero selling an Artifact in his or her Starting City will also receive D6 Glory.

SNEAKING PAST VILLAINS
When Heroes are sneaking past a Villain, the Villain gets bonus Search dice equal to the number of Secret Bases/War Zeppelins the Heroes have destroyed.

BASE GAME MODIFICATIONS
The following are modifications to the base game rules. They are not optional rules; all apply throughout the game.

the ADVENTURE STAGE
During the Adventure Stage, Villains behave as they do in the base game. The primary difference in play is in the use of Spy Tokens to track down the locations of Secret Bases as well as the schedule for the Zeppelin.

ADVANCED NAZI FIGURES
Whenever a Hero battles a Nazi Soldier figure, draw a Nazi Enemies card to see what will actually be fought, rather than fighting the standard Nazi Soldiers.
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BERLIN
Berlin is the Home City of the Nazis Vile Organization. Until the Showdown Stage, it is Fortified and Heroes cannot enter that City. Place 1 Nazi Occupation token per Hero on Berlin to represent its fortification. If a Berlin Location card is drawn due to a Vile Tactics draw, discard and draw another card.

ALLIES in OCCUPIED CITIES
Static Allies (such as the Ship Captains) residing in Cities which are Occupied may not assist a Hero.
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DESTROYING an OUTPOST
A third option when destroying a Vile Organization’s Outpost is to discard a random ‘Remains in Play’ Villain Event card.

SECRET BASES
During the Adventure Stage, in addition to any Secret Bases placed by Vile Tactics rolls, the Nazis gain a Secret Base for every 5 points gained on the Villain track. Only
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Against the Reich
the highest point attained on the Villain Track is relevant for this purpose (that is, bases aren’t removed and replaced if the Villain Track total is subsequently reduced and then raised across a mark). Players should probably use a separate marker to track the highest point attained on the Villain Track if this becomes an issue during a game. Secret Bases are placed face down to represent their hidden locations. They are secret after all! Secret Bases may not be attacked until the Heroes have gathered enough Spy Tokens to expose the location of a base. When a Secret Base is attacked, the number of Dangers required to destroy it is 3 plus 1 for every 5 points gained on the Villain track (the highest point attained on the track, as above). During the Outpost/Zeppelin Step, if one or more Heroes is still adventuring at a Secret Base, that base cannot deploy a Nazi Soldier figure. token is drawn. Place the numbered token in the pool, and all ‘Attack!’ tokens back in the cup.

ADVENTURE STAGE END
If the Nazis reach their goal on the Villain Track before the Heroes reach their Fortune goal, the game is over as usual. If the Heroes reach their goal first, play out the Round as normal, then the Conflict Stage begins with the next Round.

The CONFLICT STAGE
During the Conflict Stage, the Heroes try to destroy all the Nazis’ Secret Bases. The Nazis become more deadly, and the Villains more aggressive. The Heroes continue to gain and use Spy Tokens just as in the Adventure Stage.

WAR ZEPPELIN
The War Zeppelin behaves as usual, but like Secret Bases may not be attacked until the Heroes have gathered enough Spy Tokens to expose its flight schedule.

KO ’ d HEROES & VILLAINS
During the Conflict and Showdown Stages, Heroes KO’d by Nazi Enemies are dead. They are removed from the game and the Villain track increases by 1. Villains KO’d by the Heroes are also dead and removed from the game.

SPY TOKENS
During the Heroes’ adventures, they are also hunting for the Nazis bases. Spy Tokens represent the fruits of these labors. Take all of the ‘skulls’ tokens numbered ‘1’ through ‘4’ as well as two ‘Attack!’ tokens, and place them in a cup. When an adventure is completed (and the Artifact obtained) or a Secret Base/War Zeppelin is destroyed, the players must draw one of these Spy Tokens from the cup.

VILLAIN DEPLOYMENT
Secret Bases
If there is at least one Hero adventuring at a Secret Base when a Villain is going to deploy, the Villain deploys at that base. If there are no Villains ready to deploy, but there are Nazi Villains not in play, one of those Villains deploys to the base instead. Villains at Secret Bases will Search for the Heroes during the Villain Adventure Step, and fight as normal for any successful Search dice. A Villain gains +2 Search dice when at a Secret Base.

Numbered Tokens
Numbered Spy Tokens are placed in a common pool of tokens belonging to all Heroes. When there are Spy Tokens with a total value of 5 or more, the Heroes have discovered the location of a Secret Base or the flight schedule for the War Zeppelin. One Secret Base of the players’ choice may be turned face up, and may now be attacked; alternatively, place a ‘skulls’ marker next to the War Zeppelin to indicate that it may now be attacked. When a Secret Base/War Zeppelin has been exposed, place 5 points worth of Spy Tokens back in the cup. You can’t ‘make change’ if the total is greater than 5.

Artifact Adventures
If there are no Heroes at Secret Bases, a Villain will deploy to an Artifact Adventure with the lowest number of Heroes, regardless of value. If there are no Heroes at Secret Bases, nor at Artifact Adventures, a Villain will deploy as normal.

Attack! Tokens
If an ‘Attack!’ token is drawn, a random Nazi Villain will appear and fight a number of rounds equal to 1 plus 1 for every 5 points currently on the Villain track. If there is already a Nazi Villain at the location, that Villain fights. If all Nazi Villains are elsewhere on the board, draw a Nazi Enemies card. Heroes may not Escape this fight. (or maybe they can escape only a Combat 5+ XXX?). After the fight, regardless of the outcome, draw another Spy Token from the cup, redrawing if the second ‘Attack!’

EXPANDING OCCUPATION
Every point gained on the Villain Track during the Conflict Stage allows the Nazis to Occupy 3 Cities. If there are no Occupied Cities (other than Berlin), draw 3 Location cards to determine which Cities initially have Occupation markers placed. After this first Occupation, when more Cities are to be Occupied, the Heroes can choose any Occupied City, and place an Occupation marker on the

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Against the Reich
closest City that doesn’t have one. At least one of these markers must be placed relative to Berlin.

THE FINAL BATTLE
Once all Occupation markers are removed from Berlin, the Heroes will have to fight a final battle with a Random Nazi Villain. If there are not enough Nazi Soldier figures in the pool for bodyguard duty, the Villain may have any already on the board join them in Berlin. If all Villains are KO’d/delayed, then simply draw another Nazi Enemies card. Whoever lives, wins!

CONFLICT STAGE END
If the Nazis are able to Occupy all Cities on the board, they win. If the Heroes destroy all Secret Bases, play out the Round as normal, then the Showdown Stage begins with the next Round.

The SHOWDOWN STAGE
During the Showdown Stage, the Heroes must go to Berlin, wipe out the Nazi infestation, then have a final battle with one of the Villains. The Villain track no longer has any effect.

DEFEND THE REICH!
At the beginning of the Showdown Stage, all Villains on the board return to base, and the War Zeppelin is removed from the game. Any Villains already back at base stay in their present condition. Heroes still roll Initiative and Movement as normal, but the Adventure Phase is different (see Fortress Berlin below). The Villain Adventure Step changes as follows: Villains no longer adventure, but all Nazi Soldier figures on the board move one space closer to Berlin (regardless of cost).

FORTRESS BERLIN
When Heroes move into Berlin, they do not have to immediately fight Nazi Soldiers as is usual. Fighting will take place during the Adventure Phase. Note: A Hero may fly (airdrop) into Berlin for twice normal cost, but the Heroes have to maintain Fortune to meet their initial goal.

Nazi Defenders
The Heroes will have to eliminate all of the Occupation markers on Berlin to trigger the final battle with a Villain. Draw a Nazi Enemies card, redrawing any that bring in a Villain. All Heroes present fight the Enemy as normal. If the Nazi Enemy is defeated, remove one Occupation marker. Heroes may Escape as normal during a Fight, or for free between fights. Continue drawing Nazi Enemies cards until all of the Occupation markers are gone, all of the Heroes are KO’d (killed), or all of the Heroes have Escaped. If all Heroes escape a Fight, keep the present Nazi Enemies card, and remove any Wounds done to it; the Heroes will have to fight this enemy again when they return. For every Round in which there are no Heroes in Berlin, one Occupation marker will be replaced, up to the original number. Once all Occupation markers are removed, the final battle is triggered.

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