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[0.

0] USING THESE RULES


New gaming terms, when initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major “Rules ” sections as shown in large green CAPS
font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule).
These Rules generally explain the game’s subject matter, its components, the procedures for play, the
game’s core systems, how to set it up, and how to win.
With each Rule, there can be “Cases” that further explain a Rule’s general concept or basic procedure.
Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are
an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of
the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
Important information is in red text.
References to examples of a Rule or Case are in blue text and this font.

Text in shaded boxes, like this, provides the voice of the game’s designer, who is addressing you to explain
an idea or concept that is not, itself, a Rule or a Case.

[1.0]INTRODUCTION
Paul Koenig’s The Bulge is a system with two small-format, competitive introductory level wargames
covering the first 3½ days of the German 1944 winter offensive known as “The Battle of the Bulge.” As a
player, you must command your German or Allied forces so as to capture the objectives on the board while
keeping your casualties down (and your opponent’s casualties high). The design of these games is loosely
based upon Paul Koenig’s D-Day and Market Garden series.

[2.0]GAME EQUIPMENT
Parts Inventory
• One 11” x 17” map
• One sheet of 100+, two-sided pieces
• One Rules booklet (you’re reading it)
• One two-sided Player Aid sheet
• One 4.5” x 11” Turn Record mat
• One 6-sided die (not in the bagged version of the game).

[2.1] The Game Map and Scale: Each game map represents the area in Belgium where the actual
campaign took place. A hexagon grid has been superimposed to regulate the movement and positions of
the playing pieces. A unit in play must always be located in a specific hex.
Explanations of the terrain features are found on the Terrain Effects Chart which, along with other tracks
and tables, is located on the included Player Aid sheet.
The map also shows important terrain such as Towns, Cities, Roads, and Rivers.
Each hex represents approximately two miles and each turn represents twelve hours of real time.

[2.2] The Playing Pieces: There are two basic types of playing pieces: markers and units. Markers
typically convey information about the status of hexes or units, the availability of air support assets, the
current Game Turn, etc. Units are the 1/2” squares representing the actual military formations that fought
in this campaign. The numbers and symbols on these units represent their individual strength and type.

Unit Symbols

Unit symbols and Definitions


Infantry
Airborne (Parachute) Infantry
Corps Artillery
Rocket Artillery (Nebelwerfer)
Mechanized Infantry (Panzergrenadier)
Armor (Panzer, Tank)
Armored Cavalry

Artillery type units include Corps Artilleryand Rocket Artillery units (). These have a red or orange
symbol box, respectively, for easy identification.
Infantry typeunits include Infantry and Airborne units ().
Armor type units include Armor and Armored Cavalry units ().
Mechanized units include Armor, Armored Cavalry, and Mechanized Infantry units

The German player controls the German (field gray, black, and gray) units. The Allied player controls all
of the other (olive and light green) units.
Friendly units are those on your side (German or Allied). Enemyunits are those on your opponent’s side.

Combat Factor measures a unit’s value in Battle as expressed in Strength Points; higher numbers are
stronger.
Movement Allowance determines how far the unit can move expressed in Movement Points; higher
numbers are faster.
Unit Size is provided for historical interest only and has no effect on game play. Unit sizes are: III =
Regiment;X = Brigade.
Unit Identificationsare also for historical interest. For most units, to the left of the Unit Type Symbol box,
you’ll find its Regimental or Brigade designation; to the right is that unit’s parent unit (Division).

[3.0]SETTING UP THE GAME


1. The German and Allied players set up as indicated on the back of the Player Aid sheet and on the
Turn Record mat. Units with a 4-digit hex number set up on the map in those specific hexes; units
with a Game Turn number (“T#”) and Entry Location (“/X”) are placed on the Turn Record mat.
Note that this set up data is also shown on each unit’s full-strength side, in its top-right corner.
2. Place the Game Turn 5 Random Events units (Von der Heydte and the 653rd Jagdpanzer [JPZ]
Battalion) on the Game Turn mat.
3. Both players also set aside their respective Air Support markers.
4. Set the Hit markers, Blown Bridge markers, and the die within reach of both players.
5. Place any Optional markers that begin the game set up on the map as listed in the Optional Rules
(16.0) being employed.
6. Place the Game Turn marker in the 1 (“Start”) box on the Turn Record mat(16 December AM).
After completing the above set up, play begins by following the Sequence of Play(below) until
Game Turn 7 is completed.

[4.0]SEQUENCE OF PLAY
General Rule You play Paul Koenig’s The Bulgein successive Game Turns, composed of four Phases
followed in the exact order listed below.

The Operations Phase is also called a “Player Turn;” it consists of two Steps, Movement and Combat, that
can vary in order. All actions in one Phase or Step must be finished before the next Phase or Step begins.

The player whose Player Turn is in progress (i.e., the one whose Operation Phase it is) is called the
“Phasing Player.”

Game Turn Sequence of Play


1. Mutual Support Phase. On Game Turns 3, 5, and 7,both players receive their respective Support
markers.
2. German Operations Phase. The German player receives reinforcements and declares the Combined
Operationsthat his units will conduct this turn, either: Maneuver & Engage (i.e., “Scoot & Shoot”)
to conduct the German Movement Step first, and then the German Combat Step (at half strength);
or Fire & Movement (i.e., “Shoot & Scoot”) to conduct the German Combat Step first, and then
the German Movement Step (at half speed)
German non-Artillery units that have neither moved nor attacked this turn can attempt to Repair
adjacent Demolished Bridges (see 11.0).
3. Allied Operations Phase. The Allied player receives reinforcements and declares the Combined
Operations that his units will conduct this turn, either: Maneuver & Engage to conduct the Allied
Movement Step first, and then the Allied Combat Step (at half strength); or Fire & Movement to
conduct the Allied Combat Step first, and then the Allied Movement Step (at half speed).
Beginning on Game Turn 3, at the end of this Phase, Allied units can attempt to Demolish or
Repair Bridges (see 11.0).
4. Housekeeping Phase. At the beginning of this Phase, rotate German Artillery units that moved so
they again face the Germanplayer (see 10.5). Advance the Game Turn marker one position or, if
the last turn is completed, determine the winner according to the Victory Conditions (see 15.0).

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