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FOG OF WAR

Leave all your models off the battlefield, on a nearby table. Arrange them properly, like you
would Activate them later on (Heroes with Joined Squads, Units that are Passengers, etc.).
Grab small pieces of paper-two for each Activation in your army and number them two by two.
Place one piece of paper in front of each Activation face up, in view of your opponent so nobody
can cheat, and just place pieces of paper on the battlefield face down, instead of placing the
miniatures themselves.

When Units get in view of each other, reveal the numbers and place the models.

When miniatures larger than one square are placed, they do not get an "extra" Move: they only
go as far as they would have gone if they'd moved without this rule. Aircraft can't benefit firom
this Special Rule. They fly high enough so everybody can see them.

SHALLOW WATER
All bodies of water introduced on the gaming mats provided with this Expansion are considered
Shallow Water Terrain. This is considered as Open Terrain that reduces Move and March Move
by one for all Ground Units (to a minimum of 1). Units with the Flying Skill are unaffected.

Alongside these rules, there are a few other things you will find with this book. The first which
needs explanation are the new "DUST Vikings" Smoke tokens. One side is marked with a 2 and
the reverse with a 1. Since Smoke lasts until the end of the next Turn, when it is placed use the
side with 2 on it. At the beginning on the next
Turn, you'll quickly see that all these need to be flipped to the 1 side. These then disappear at
the end of this Turn.

We've also introduced Jungle gaming mats, that have a variety of use in the World of DUST: the
Golden Triangle, the Pacific, the Congo Rainforest, long forgotten Oases, etc.

These mats are covered in Trees (DUST 1947, page 19), and each have a few clearings
in light brown) that are considered Open Terrain.

The third thing we want to share with you is a better explanation of how you can Pass an
Activation when you have less Units to play than your opponent. To help you with that, we have
added dedicated tokens, as well as the following rule:

PASSING AN ACTIVATION & PASS TOKENS


The ability to Pass an Activation when you play a smaller Armythan your opponent is a core
mechanic of Dust 1947. It is explained here in greater detail and we have added new Pass
Tokens that will make your games easier.

At the beginning of each Turn, including the first Turn of the game, each Player must calculate
how many Activations they have. Since each Unit Activates independently, each Unit gives you
one Activation. When a Hero Joins a Squad, pilots a Vehicle or an Aircraft, they become a
single Unit and therefore a single Activation.

So each Player calculates how many Activations they have, then the, Player with less
Activations receives as many Pass Tokens as the ditference with their opponent's number of
Activations. That's how many time they can Pass during this Turn, each time discarding a Pass
Token. Some Skills, like Tactician, give you a fixed number of extra Pass Tokens. You add them
to your total of Pass Tokens after having caleulated the nunmber of Pass tokens as described
above. They can be used freely.

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