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CAMPAIGN BOOK
Version 3.0.1
(2009-09-10)
by Emmanuel Aquin
***
For these Scenarios, use the Basic Rule of discarding the top 2 cards when Time
Passes.
Secondary Objectives, Special Operatives and Optional Rules are not compatible
with these Scenarios (except when noted).
Many of these Scenarios have specific starting weapons. These replace the Colt
Pistol (from the Basic Rules) and are considered Free Items (they do not count toward
the 2-Item limit) that cannot be dropped or lost.
JAILBREAK
You are a captured French Résistance saboteur, waiting in your cell for
interrogation and execution. You have managed to pick the lock of your prison door.
There are no guards around, as every soldier in the Bunker is busy preparing for the
unfolding Allied invasion.
Your hands are empty but your heart is full of hate for the Nazi Regime: you are
+1 against SS Soldiers for the duration of the game. You have no starting weapon (and
are Power 0). The first re-usable weapon you pick up will be your starting weapon
(which cannot be lost due to Red Alert Event #8). Re-usable weapons are the ones that
can be used more than once: in the Basic Game, they are the MP34, MP40, Gewehr 43,
Kar98k and the Flame-Thrower. In the Random Tables of Appendix II, re-usable
weapons include all the Handguns, Rifles and Machine Guns. Your starting weapon is a
Free Item (it doesn’t count toward your 2-Item limit) that can’t be lost or dropped.
Start on the Prison Cells. Put the Bunker Door aside and shuffle the Entrance with
the other inside tiles. You need to find Explosives in the Armory (resolve an extra Event
there to obtain them) and go to the Gun Control to sabotage the Guns (which will start a
Red Alert). Then, you must leave the Bunker and find the Half-Track for your escape. To
get into the Half-Track, you also need to resolve an extra Event (to get rid of its
occupants, if any), which will make you win the game.
If you put all the inside tiles in play (not counting those that may have been
discarded by the Flare Gun), you find a Flare Gun in the Entrance. That Flare Gun is a
Free Item, but you may not pick it up if you already have a Flare Gun.
Notes: Losing an arm to the Infantrymen with Bayonets (Event #4) has no consequences
in this Scenario (since the escapees are moving in groups, there’s always someone else to
carry the Items).
Sabotaging the Panzer makes it lose its special text.
If one of your Groups dies, the other Group can continue the mission (with a
permanent maximum Health of 4).
The Great Escape Scenario counts as both French and American.
Hints & Tips: Rest often! Inside the Bunker, it will be hard to resolve 2 Events in a row
with only 4 Health…
Expansions: When playing with the Geronimo! expansion, do not forget this Scenario
lasts 4 hours.
KNOCK KNOCK
You are a paratrooper from the British 6th Airborne, 9th Para Brigade. You had to
jump from a flaming plane and you have landed in the middle of nowhere, far from the
rest of your brigade. After a long walk during the night, you find yourself here…
You start at the Drop Zone and your starting weapon is Browning HP35 Pistol
(Power 1, Power 2 vs. Paratroopers). As usual, you need to destroy the Guns inside the
Bunker but this time, the Bunker is closed by an armored door! To open it, you must first
find the Bunker Door. Then, you must take control of the Panzer: move to the Panzer tile,
resolve an Event as usual, then resolve an extra Event Card to successfully board the
tank. Once inside the Panzer, use the gun turret to fire on the armored door: discard Event
Cards until you obtain a Green or a Black Number (2, 5, 8 or 10). Once you do, the
Bunker Door is open.
Note: When you take control of the Panzer, you do not suffer the -1 Health penalty at the
end of your turns.
Expansions: Since this Scenario lasts only 2 hours, use only 2 new sets of Events if using
the Geronimo! expansion.
MEDIC!!!
You are a British doctor from The Royal Army Medical Corps, 224th Para Field
Ambulance, assigned to help the 6th Airborne, 3rd Para Brigade storm the Bunker. As
you wander through the battlefield, among the firefights, you hear cries of “Medic!” from
your fellow soldiers. That’s your call!
SETUP – Put the following locations in play: Field Hospital, Bunker Door,
Entrance, 1 random outside location and 2 random inside locations. Connect all the tiles
correctly (roads and doors).
Expansions: If you use another set of locations from an expansion (like Kilroy Was Here!
or Fire in the Hole!), do not forget to play with the corresponding Event set, to make sure
the locations printed on the Event cards match the ones you are playing with.
Historical note: Born in Stuttgart in 1889, Kraiss was a commander of the 90th Infantry
Regiment (1939-1941), 168th Infantry Division (1941-1943) and 355th Infantry Division
until (1943). In November 1943, he took command of the 352nd Infantry Division which
Note: In this Scenario, it is possible to find more than 1 Panzerfaust per game in the
Armory.
Optional Rule: You can replace the Panzerfaust by the Panzerschreck (Kills all enemies
in 1 combat but lose -1 Health, 2 uses only). Whenever the Panzerfaust is mentioned,
replace the text with Panzerschreck (like the Item printed on Event #6 or the Armory’s
special text).
Historical note: The Merville Battery guns, which had posed such a threat to the
invasion, were destroyed by the British 6th Airborne and many lives were saved as a
result. The assault on the Merville Battery, by a small and ill-equipped force, is still
regarded as one of the most outstanding achievements in the history of British airborne
operations. Of the 150 men who participated in the assault, 65 were either killed or
wounded, often in fierce hand-to-hand fighting.
Within 48 hours the Germans would be back in the Battery, and two of the guns
would be firing on the beaches. But for the critical few hours of the Sword Beach
landings, the Merville Battery would be silent.
Hints & Tips: If you realize you won’t have time to put enough distance between you
and the Gun Control, use your last cards to Rest if possible. Remember you cannot Rest
more than you have Health, and if you already are at maximum Health, although you are
allowed to stay put, you must resolve 1 Event per turn (as if you were moving).
Expansions: This Scenario is compatible with the Geronimo! expansion. The charges will
explode on the last Event card drawn.
Historical note: This great Battery was called “St-Marcouf” by the French (because of its
proximity to the St-Marcouf village) and “Crisbecq” by the Americans (because it was
also near the hamlet of Crisbecq).
Although it was never completed, the Crisbecq Battery was the keystone of this
portion of the German Atlantic Wall with its 3 cannons and a garrison of 400 men. The
Allies dropped over 800 bombs on Crisbecq between April 19 and June 6, 1944. This
unrelenting aerial attack climaxed on the night of June 5 when 101 four-engine bombers
unleashed 598 tons of explosives on the battery.
At 6 am on D-Day, as the American troops were landing on Utah Beach, Crisbecq
opened fire, sinking the USS Corry (DD-463), an American destroyer.
The Battery held out for several days, despite shelling by U.S. battleships and
attacks from the American Infantry in hand-to-hand trench combat. To repel the Allied
assault, Oberleutnant Walter Ohmsen, the commander of Crisbecq, radioed to the
Azeville Battery and requested that it fire on his position. Crisbecq was finally taken at
8:20 am on June 12, after the German HQ ordered its troops to evacuate.
Note: Don’t forget to find the Flare Cartridge when you place all the outside tiles in
play. It will prove useful: in this Scenario only, since you are moving in trenches
(technically an inside location), you are allowed to use the Cartridge to discard an
outside tile.
If you use the Panzerschreck in your game, only 1 of its uses is necessary to blow
a howitzer.
Expansions: When playing with the Geronimo! expansion, the Gammon Bomb, Mills
Bomb & Concussion Grenade all count as Grenades and can be used to blow the
howitzers (the Smoke Grenade does not count as a Grenade). The Panzerschreck counts
as a Panzerfaust for the same purpose, but it can be used 2 times.
Do not forget this Scenario lasts 4 hours, so you will need 4 sets of Events.
Historical note: Troops landing at Utah Beach had a relatively easy landing, thanks in
part to this successful assault. Colonel Robert Sink recommended Winters for the Medal
of Honor, but the award was downgraded to the Distinguished Service Cross due to the
policy of only one Medal of Honor awarded per division (which was awarded to
Lieutenant Colonel Robert G. Cole).
The Brécourt Manor Assault is now taught at the United States Military Academy
and at West Point. It was recreated for the HBO TV Series Band of Brothers (Episode 2:
“Day of Days”).
RAIDING PARTY
You are Cpl. Harvey S. Olson of the US 4th Cavalry Group, 4th Squadron. You
have volunteered to take part in a very special raiding party on the Saint-Marcouf Islands
just before the Utah Beach landings. The 2 islands, l’île du Large and l’île de Terre, are
suspected to be German outposts. The members of your party are only armed with knives.
Stealth is the key…
While your colleagues explore abandoned German structures, you stumble upon a
new Bunker, camouflaged and invisible to spy planes. And you see big guns rotating…
they are about to fire on the Allied Fleet! You don’t have time to contact your men, you
must act now!
Historical note: The raiding party took place at 0430, June 6th (H-Hour minus 2). Four
brave men from the 4th Cavalry swam to the St-Marcouf Islands with nothing but knives.
They were the first Americans from the ground troops to land on French soil on D-Day:
Cpl. Harvey S. Olson, Pvt. Thomas C. Elleran, Sgt. John W. Zanders & Cpl. Melvin F.
Kenzie.
Their mission was to mark and secure the islands. Luckily for them, the German
structures were deserted, although the islands were riddled with mines. The men marked
the beaches with lights to guide the main assault group (132 men from the 4th and 24th
Squadrons of the US 4th Cavalry). The islands were declared secured at 0530. Cpl. Olson
received the Silver Star Medal for his actions during this perilous mission.
Note: For this Scenario only, you are allowed to carry up to 3 x Gasoline (1 for free + 2
as normal Items).
If an Event makes you lose an Item, you may have to lose the Gasoline (you’ll
need to find some more!). You are allowed to use Gasoline on the Flame-Thrower or
combine it with the Flare Gun, but then you’ll need to find some more to win the game.
Optional: Start with a US Army TL-122B Flashlight (When you draw for an Item, draw 2
cards and choose 1, then discard the 2 cards).
Expansions: When playing this Scenario with the Geronimo! expansion, always consider
Event #1 as showing Gasoline (whatever its real Item is). For example, when looking for
an Item and drawing Star Event #1, you draw Gasoline instead of the Smoke Grenade.
Note: You cannot enter the second Bunker before capturing the first.
Historical note: Hollis won a Victoria Cross Medal (UK’s highest honor) on June 6th,
1944, for the capture of 2 German Bunkers on Gold Beach.
Hints & Tips: It could be wise to find the Bunker Door before destroying the Ammo
Dump, since it will allow you to move more quickly and less painfully when Red Alert is
declared (by Evading combat).
Expansions: When playing with the Geronimo! expansion, you can either choose 1 Event
set that already contains the Panzerschreck (Spade and Cockade both have it), or if you
use multiple sets, consider all Panzerfaust as Panzerschrecks (and Panzerschrecks stay
the same). This includes the Red Alert Panzerfaust mentioned on Star Event #10.
Expansions: When using the Geronimo! expansion, enemies armed with a Panzerschreck
count as Power 8 (same as a Panzerfaust). Enemies can also use non-weapon Items like
the Camo Jacket or the Croix du Combattant Medal.
Note: The Supply Truck and the Storage locations lose their special text for this Scenario
(you cannot draw extra Events to find Items on them). However, the Armory still
functions normally (resolve an extra Event to collect a Panzerfaust once per game).
If you lose an arm to Infantrymen with Bayonets (Inside Event #4), it does not
affect your carrying capacity (since you have the Musette Bag). But if you lose both
arms, you lose the game.
Bringing back an empty Flame-Thrower still counts as 1 Item, but the Flare
Cartridge does not count.
Optional: Start with a US Army TL-122B Flashlight (When you draw for an Item, draw 2
cards and choose 1, then discard the 2 cards). Like the Flare Cartridge, the Flashlight
won’t count as 1 Item for the completion of your mission, but it will prove most useful
toward the end of the game, when you need to complete your 6-Item inventory.
Expansions: When playing with the Geronimo! expansion, it is recommended to use only
1 set of Events, reshuffling it whenever Time Passes. Duplication of Items is one of the
difficulties for this Scenario, and removing it completely could make the Scenario too
easy.
Note: A mine can only be present at the Location you are standing on at the moment you
resolve an Event. For example, if you read Event #9 (Location: Supply Truck) while
standing on the Half-Track, and you decide to Evade combat to the Supply Truck, you do
not step on a mine.
Hint & Tips: Be very careful of Event #5 when you are standing on the Panzer! And
don’t waste cards trying to gain Items: sabotaging the Barbed Wire will give you a free
Item.
Note: If you resolve Inside Event #5 (Resolve another card), you need to resolve the
following Event to get rid of a token.
When you try to leave, you are allowed to Evade combat from the Entrance into
the Bunker Door. Once there, you need to immediately resolve extra Events to get rid of
the tokens (no Resting allowed until you either clear the tokens or Evade back to the
Entrance).
SNIPING IN CARENTAN
(June 13th, 1944)
You are a Private in the American 101st Airborne, 502nd PIR, 2nd Battalion. A
crack-shot among your peers, you have been designated as the sniper of your platoon.
While en route to Carentan, your patrol has stumbled upon a German Bunker,
serving as the headquarters for the 17th SS Panzergrenadier Division. One of the
division’s commanding officers, an SS-Standartenführer (Colonel), is returning to his HQ
in an armored transport. Your mission is to neutralize the HQ and to take out the Colonel
as he arrives!
Start on the Bunker Door, with your Springfield M1903A3 National Match Rifle
(Power 2, Power 3 during Event #9). You must go to the Amory, where you’ll find a
Sniper Scope (+2 Power outside and -1 Power inside to any un-scoped Rifle) by
resolving an extra Event there. This starts a Red Alert.
Then you must welcome the Colonel with some bullets. He will arrive in his half-
track and you need to find a good “nest” to take him out.
Find the Half-Track. Then, move on to another outside tile to find a shooting spot:
the further you are, the better your chances of killing him without being found. You must
be on an outside tile that is at least 4 tiles away from the Half-Track (diagonals count as 2
tiles).
When you decide on your shooting spot, take your shot: resolve an extra Event
but before drawing it, you must guess its color. If you guess the right color, and survive
the Event, you have successfully killed the Colonel and you win. If you guessed wrong,
resolve that Event and take another shot (guess and resolve an extra Event). You are
allowed to Rest between shots and you must use the Sniper Scope to shoot at the Colonel.
Note: You must use the Sniper Scope, but it doesn’t have to be mounted on your
Springfield (it can be mounted on a Kar98k, for example, or on any other Rifle or
Carbine). For this Scenario only, the Sniper Scope cannot be dropped or lost.
You cannot shoot the Colonel with a jammed weapon. If you are affected by a
Weapon Jam (Red Alert Event #5), you must either use your scope on another rifle (like
the Kar98k) or move to another tile (and resolve a regular Event to “get rid” of the jam,
before resolving extra Events to shoot the Colonel).
If the outside locations layout doesn’t permit you to be 4 tiles away from the
Colonel, you lose the game.
The Sniper Scope should only be obtained by going in the Armory (if you find
one when using the Random Tables, re-roll until you obtain something else).
Expansions: If playing with the Geronimo! expansion, the American Defense Service
Medal can be used just before shooting the Colonel (which will result in a sure kill).
You must use the Sniper Scope found in the Armory to kill the Colonel, and you
cannot mount it on an already scoped Rifle (like the Kar98k with Scope, the Gewehr 43
or the Gewehr 33/40).
Expansions: If you use multiple sets from the Geronimo! expansion, this Scenario plays
in only 2 hours, so use 2 sets (the Spade and Cockade sets are recommended, since they
already contain the Panzerschreck).
Once both sets are shuffled, discard the top 4 cards, then set aside the first 8 cards,
which will represent the first hour. When you draw the last of these cards, the charges
explode. Then you can use the remaining cards.
Historical note: The 9th Infantry Division is one of the oldest and most decorated active
units in the United States. It fought in every major American conflict since the Civil War,
earning its nickname after having been sent to China as part of the “Relief Expedition”
for the Boxer Rebellion (1900-1901).
After its breakout from Normandy in June 1944, the 9th Infantry Division went on
to fight in the Battle of the Bulge and spearheaded the assault on the Siegfried Line in
1945. The “Manchus” ended World War II with 3 Presidential Unit Citations.
The V-2 rocket (German: Vergeltungswaffe 2), designed by Werner von Braun,
was the first ballistic missile and first man-made object to achieve sub-orbital spaceflight,
the progenitor of all modern rockets (including the American Saturn V moon rocket, also
designed by von Braun). Between mid-1944 and March 1945, over 3,000 V-2s were
launched as military rockets by the German Wehrmacht against Allied targets in World
War II, resulting in the death of an estimated 7,250 military personnel and civilians.
OPERATION COBRA
(July 26th, 1944)
Operation Cobra, Gen. Omar Bradley’s ambitious attempt to break out from the
Normandy area, transforming the bogged-down hedgerow war into a highly mobile front,
has started yesterday.
As a 2nd Lieutenant in the 79th Infantry Division of the US VIII Corps, you have
made good progress although German resistance is ferocious. As your unit arrives near
Coutances, you are sent as a scout to examine a Bunker…
Start on Drop Zone with your Winchester M1897 “Trench Gun” Shotgun (Power
1 outside, Power 3 inside, Power 4 in the Gun Control). You also have a British
Gammon Bomb (Power +5, only works in Armory, Gun Control, Ammo Dump & Panzer,
discard after 2 uses).
Your mission is to find the Explosives in the Ammo Dump (resolve an extra
Event there) and to eliminate the German howitzers in the Gun Control (resolve an extra
Event there to sabotage them). This will declare Red Alert.
Outside, things move quickly and the front is always moving: for every inside tile
you place (including the Entrance), remove one outside tile (all remaining tiles must be
connected to the Entrance – no tile can “float” without being connected to other tiles).
Notes: If you remove the Bunker Door when inside, put it aside (do not reshuffle it).
No Flare Cartridge can be found in this Scenario.
The Gammon Bomb is not your starting weapon, and can therefore be lost or
dropped.
Historical note: Bradley’s Operation Cobra was a resounding success and helped pave
the way to the liberation of Paris (August 25th, 1944) and the Allied invasion of
Germany.
Note: Since all encounters in this Scenario are considered SS Soldiers, all cards that have
bonuses against Paratroopers or Infantrymen cannot use them (like the MP34). The Heer
Officer Uniform is completely useless in this Scenario.
Expansions: The Sniper Road (from Tally Ho!) is considered to have no special text
when you are sniping.
Historical note: Taking up position along the Wurm River, the 30th Infantry launched its
attack on the Siegfried Line on October 2nd, 1944, and succeeded in encircling Aachen
and contacting the US 1st Infantry Division (the Big Red One) on October 16th. Later on,
the 30th Infantry crossed the Roer River on February 23, 1945, near Julich (after the
failed Operation Grenade).
Historical note: The Germans themselves called this defense system the Westwall, but
the Allies renamed it after the First World War Siegfried Line (which is also called the
Hindenburg Line).
The Siegfried Line was a defense system stretching approximately 630 km, with
more than 18,000 bunkers, tunnels and tank traps. It went from Kleve (on the Dutch
border), along the western border of the old German Empire and as far as the town of
Weil am Rhein on the Swiss border. Built more for propaganda than strategy, Adolf
Hitler planned the line in 1936 and had it built between 1938 and 1940 (after the Nazis
had broken the Treaty of Versailles and the Locarno Treaties by remilitarizing the
Rhineland).
The Westwall construction was actually broken into different phases, each called a
“program”. The Grenzwacht-Programm (“Border Watch Program”) was the first phase
(1938), followed closely by the Limes-Programm, which had a deliberately misleading
cover name, chosen to evoke the archaeological research just finished at the Limes
Germanicus (Upper Germanic and Rhaetian Limes).
ROER DAM
(February 9th, 1945)
On its way to Germany, the US 9th Army wants to cross the Roer River on the
Belgium-Germany border (Operation Grenade), in a pincer move coordinated with the
1st Canadian Army’s Operation Veritable. As the Germans try to stop the advance of the
Americans, the attention is focused on the Roer River Dams. If the Germans manage to
destroy them, the Allied advance could be seriously delayed by the ensuing flooding.
You are a First Sergeant in the 78th Infantry Division (the “Lightning Division”),
1st Battalion, 309th Infantry Regiment, attached to the 9th Army. Your mission is to stop
the Germans from blowing up the Schwammenauel Dam.
You start on the Drop Zone with your M3 “Grease Gun” Submachine Gun
(Power 3, Power 4 on green-numbered Events).
Since the fighting is fierce, you are Power -1 on outside locations. The Bunker is
on the Dam itself.
When you find the Bunker Door, immediately place the Entrance next to it. On
the Entrance, place a token: this represents the German Engineers who will try to blow
up the Dam. They move before you do, and always away from you (in the opposite
direction when possible). Place new tiles as they move on unexplored locations. If they
get stuck in a corner (like in the Armory), they stop moving.
You need to get rid of the Engineers by ending your turn on the same tile (and
fighting them before getting a chance to Rest). They are Power 7: fight them as though
they were an Event encounter. The “color” of that encounter is determined by the color of
the last discarded Event.
Historical note: The US 9th Army, temporarily commanded by Field Marshal Bernard
Montgomery as part of the 21st Army Group, could not stop the Germans from blowing
up parts of the Schwammenauel Dam, which resulted in serious flooding of the area. It
took 2 weeks for the Americans to be able to cross the Roer (on February 23rd, 1945).
Historical note: After the Royal Air Force’s raid on Berlin in 1940, Adolf Hitler ordered
the construction of 3 massive Flak towers to defend the capital from further air attacks.
Hitler took personal interest in this project and even made some sketches for them. The
first Flaktürme were operational after a mere 6 months (they were a top priority project).
With concrete walls up to 3.5 meters thick, Flak Towers were considered to be
invulnerable to attacks by Allied bombers. They had a rate of fire of 8000 rounds per
minute from their multi-level guns, with a range of up to 14 km in a full 360-degree field
of fire.
The Flak Towers had also been designed with the idea of using the above-ground
bunkers as civilian shelters, with room for 10,000 civilians, and even a hospital ward.
During the fall of Berlin, the Flaktürme formed their own communities, with up
to 30,000 or more Berliners taking refuge in a single tower during the battle. These
towers were some of the safest places in the ravaged city and some of the last places to
surrender to Allied forces, eventually forced to capitulate as supplies ran out.
OPERATION VARSITY
Historical note: While considered a success at the time, Operation Varsity has since been
criticized on many aspects, like its choice of a daylight drop (which accounts for a high
casualty rate) its the critical lack of transport aircrafts (which prevented the US 13th
Airborne from joining the fight), which is blamed on poor planning and execution.
During its attempts to secure its objectives, the 513th Regiment gained a third
Medal of Honor for the division when Private First Class Stuart S. Stryker
posthumously received the award after leading a charge against a German machine-gun
nest, creating a distraction to allow the rest of his platoon to capture the fortified position
the machine-gun was situated in.
Expansions: With multiple Event sets from the Geronimo! expansion, use the rules for
Advanced Game (discard 1 card per set at the beginning of the game, instead of 2).
GERMAN SCENARIOS
INVADERS!
You are a German Schütze (Private) from Generalleutnant Wilhelm Richter’s
716th Static Infantry Division, Artillerie-Regiment. Allied troops are landing nearby and
some saboteurs are trying to destroy German defensive positions. You must stop the
invaders!
You start at the Gun Control. Your starting weapon is a Kar98k Rifle with
Bayonet (Power 2 outside, Power 3 inside) but you can pick up more items during the
game. Put the Bunker Door aside and shuffle the Entrance with the other inside tiles. All
enemies mentioned on Event Cards are considered Allied (Infantrymen are Allied
Infantrymen, SS Soldiers are Allied Soldiers and Paratroopers are Allied Paratroopers).
You must explore ALL the inside tiles to make sure you have repelled the invaders.
Once this is done, leave the Bunker (Red Alert starts when you reach the Bunker
Door). Outside, you must find the Drop Zone. Then, find the Panzer (which is actually an
Note: All cards that normally affect 1 type of enemy (like Paratroopers for the MP34)
now affect the new enemy types. Therefore, the MP34 has a power of 2 vs. Allied
Infantry & Soldiers, and 3 vs. Allied Paratroopers. The Bronze Star Medal is considered
an Iron Cross Medal.
REINFORCEMENTS
You are a German Obergefreiter (Corporal) from the 352nd Infantry’s 914.
Grenadier-Regiment sent to help defend the Bunker from the Allied invasion.
You start on the Half-Track. Red Alert is on. Your starting weapon is a Gewehr
43 Rifle with Scope (Power 3 outside, Power 2 inside) but you can pick up more items
during the game. All enemies mentioned on Event Cards are considered Allied
(Infantrymen are Allied Infantrymen, SS Soldiers are Allied Soldiers and Paratroopers are
Allied Paratroopers). The Panzer is friendly to you, so you do not suffer the -1 Health
penalty when you end your turn there. You need to explore ALL outside locations to
clear the area. Once you have done so, Red Alert will stop. But the Allies won’t stop
there!
After you have resolved an Event on the last outside tile, the Allied Fleet will start
shelling the Bunker. You must run inside and reach the Gun Control to return fire!
On every Event you resolve, look at the location (at the bottom of the card): that
location is shelled by the Allied bombardment (remove the tile from play). If you are
standing on a shelled tile, you are automatically killed. It is possible the shelling will
make it impossible to reach the Gun Control: in that case, you have failed your mission.
Once you are in the Gun Control, you notice the Guns were sabotaged by
treacherous Allied engineers. Luckily, they didn’t have time to finish the job. Start
drawing Event Cards: if you draw a green-numbered card (2, 5 or 8), you manage to
repair the Guns and fire them (you win).
Note: You do not need to resolve an extra Event in the Gun Control, you just need to
draw a green number.
There is no Flare Cartridge to be found in this Scenario.
All cards that normally affect 1 type of enemy (like Paratroopers for the MP34)
now affect the new enemy types. Therefore, the MP34 has a power of 2 vs. Allied
Infantry & Soldiers, and 3 vs. Allied Paratroopers. The Bronze Star Medal is considered
an Iron Cross Medal.
Note: All cards that normally affect 1 type of enemy (like Paratroopers for the MP34)
now affect the new enemy types. Therefore, the MP34 has a power of 2 vs. Allied
Infantry & Soldiers, and 3 vs. Allied Paratroopers. The Bronze Star Medal is considered
an Iron Cross Medal.
The Commandos count as neither Allied Infantry, Allied Soldiers nor Allied
Paratroopers. It is not affected by cards or locations that affect specific enemy types (like
the Half-Track and various weapons).
FLAK ATTACK
The Bunker contains 2 FlaK 88 Anti-Aircraft Cannons, located in the Gun
Control. As the Allied planes maintain air superiority over the beaches of Normandy, it is
your job to remind them about German tenacity!
You are a Feldwebel (Sergeant) of the 352. Infanterie-Division’s Flak Battalion,
assigned to man the Flak cannons of the Bunker. Allied C-47 planes are flying over you,
containing airborne troops and saboteurs. One plane is flying directly into your gun
sight…
You start in the Gun Control. Put the Bunker Door aside and shuffle the Entrance
with the other inside tiles. Your first objective is to destroy the Allied C-47. You need to
draw Event Cards until you draw a green or black number. Once you do, the plane is hit!
But as the C-47 goes down, all the paratroopers it contains will jump and descend
upon you! And to make matters worse, there is no more ammunition for your Cannons!
Your starting weapon is a Kar98k Rifle with Bayonet (Power 3 inside, Power 2
outside), but you can pick up more Items during the game. Once you have shot down the
C-47, you need to leave the Bunker. Outside locations are on Red Alert as the
paratroopers land everywhere. All enemies mentioned on Event Cards are considered
Allied (Infantrymen are Allied Infantrymen, SS Soldiers are Allied Soldiers and
Paratroopers are Allied Paratroopers). The Panzer is friendly to you, so you do not suffer
the -1 Health penalty when you end your turn there.
You need to find the Ammo Dump and resolve an extra Event on it to obtain
some ammunition for your Cannons. You then need to return to the Gun Control and
resolve an extra Event there to reload the Flak Cannons. If you succeed, you win the
game.
Note: All cards that normally affect 1 type of enemy (like Paratroopers for the MP34)
now affect the new enemy types. Therefore, the MP34 has a power of 2 vs. Allied
Infantry & Soldiers, and 3 vs. Allied Paratroopers. The Bronze Star Medal is considered
an Iron Cross Medal.
Note: The MG34 cannot be picked up from its Nest on the Drop Zone (it always stays
there). Therefore, it is considered a Free Item.
All cards that normally affect 1 type of enemy (like Paratroopers for the MP34)
now affect the new enemy types. Therefore, the MP34 has a power of 2 vs. Allied
Infantry & Soldiers, and 3 vs. Allied Paratroopers. The Bronze Star Medal is considered
an Iron Cross Medal.
Don’t forget that you cannot lose more than 4 Health in a single combat.
Historical note: During Mission Boston (the D-Day night drops of the US 82nd Airborne
Division), the 505th PIR (Parachute Infantry Division) attacked the Manoir de la Fière,
Louis Leroux’s residence near the village of Sainte-Mère-Église. Unbeknownst to the
paratroopers, a group of 28 German infantrymen came to the Manor some hours earlier to
transform it into an outpost. After a fight, the Allies managed to capture the Manor but
not the nearby bridge.
During the night and the following morning, several attempts to seize the bridge
and outflank German defenses failed. Col. Roy Lindquist, commander of the 508th PIR,
was later left in charge at Manoir de la Fière. At noon, June 6th, he led an assault that
eradicated the defenses of the bridge, linking up with an isolated Allied group on the west
bank. But through miscommunication and poor assumptions, the Manor’s defenses were
not consolidated and the building was overrun by a German counterattack an hour later.
OPERATION VALKYRIE
(July 29th, 1944)
You are a Colonel of the Heer, attached to the 316.Funklenk-Panzerkompanie
(Panzer-Lehr-Division), facing the Allies near Falaise. Your worst nightmare has come
true: the German High Command has linked you to Operation Valkyrie, the failed
assassination attempt on the Führer, last July 20th. The Gestapo has orders to arrest you!
Knowing full well that you are guilty as charged, being arrested and tried means
certain death. So you have decided to make a run for it… but your bodyguard has turned
against you!
Start in the Command Room. As a general officer, you are armed with a Walther
PPK Pistol (Power 1, Power 2 on red-numbered Events).
You have just survived a bloody battle against your bodyguard: draw the first
Event Card to determine how much Health you start with (10 counts as 1) and what
bonus Item you find on his body (do not resolve this Event).
You must run for your life, but the Entrance of the Bunker has been locked (the
door with the arrow is blocked). Find another way to leave the Bunker!
Go to the Armory to obtain the Explosives (resolve an extra Event there). Then go
to the Gun Control and sabotage the Guns (resolve an extra Event there). Because of all
the shells present in the room, the explosion will produce a great blast that will blow the
wall wide open: once the Guns are destroyed, place the Bunker Door adjacent to the Gun
Control (connect the Bunker Door’s arrow to the Gun Control, any way you want). Red
Alert is declared.
Outside, find the Ammo Dump. You must sabotage it (resolve an extra Event
there) to create an explosion that will cover your escape. Follow the Dangerous Blast
Optional Rule to see how much damage you suffer. If you survive, you win.
Historical note: Following the failure of the July 20th plot to kill Hitler, about 5,000
people were arrested by the SS and the Gestapo (and around 200 were executed).
DER FÜHRERBUNKER
(April 30th, 1945)
You are a Zugführer (Section Leader) in the Volkssturm (the “People’s Militia”).
A retired World War I veteran, you have been drafted against your wishes and sent to the
Eastern Front before being redeployed in the nation’s capital. Every day you see your
beloved city of Berlin being destroyed by the savage Red Beast and your Führer has
taken refuge in his hole like a scared mole. There is no way the Fatherland can win this
futile war. The fighting must stop before Germany is completely annihilated…
There is only one way to end the war: Hitler must die! You have heard of
Operation Valkyrie, a German military plot to kill Hitler that failed last July. Now it is
your turn to take matters into your own hands.
You start on the Drop Zone. The dirt roads are actually the ravaged streets of
Berlin. Your starting weapon is a VG 1-5 Rifle (Power 2, jams on green-numbered
Events). The Soviet Army and the last remains of the once mighty Wehrmacht are
fighting for every inch of the streets: all outside locations are on Red Alert.
You must find Hitler’s hideout, the Führerbunker. The mad dictator is hidden in
the Radio Room but the doors of that location are locked: you need a key to get in. If you
place the Radio Room without having the key, you cannot move in and must move
elsewhere: if the doors in your location permit it, you are allowed to place another tile to
move on to.
If you have no other possible door (i.e., you have entered the “wrong bunker”, see
Locations in the Basic Rules), you do not lose the game. Instead, you are allowed to
crawl through an air vent (losing -1 Health in the process) to move “through” any wall
(except in the Radio Room). Place an inside tile adjacent to where you are standing as if
there were invisible doors connecting the two. You will lose -1 Health every time you
move through that air vent.
The key is in the Command Room: resolve an Event there to obtain it.
The Führer is well-guarded. When you enter the Radio Room, you must resolve
an extra Event and treat that Event as saying “X SS Soldiers fire at you!”, where X is the
number of the Event (no Evading from this encounter is allowed). This starts a Red Alert.
If you survive this Event, you are allowed to Rest, but you must then resolve
another extra Event (“X SS Soldiers attack you!”) in the Radio Room: if that Event’s
number is green or blue, the Führer dies. If it is red or black, you have some doubts
before pressing the trigger and Hitler escapes to the Command Room. Pursue him there
(as if it was the Radio Room, but you don’t need the key anymore). If you fail to kill him
there, he will hide in the Radio Room again, and so on.
You win when Hitler is dead. They’ll probably make it look like a suicide, but
who cares: you have surely saved thousands of lives, maybe millions...
Historical note: The Riva Bella Casino was secured at 0930 by the French Commandos
(nicknamed the Bérets verts, the Green Berets). Kieffer was wounded twice during the
day but refused evacuation. To help his men, he commandeered an American M4A4
Sherman V DD (“Duplex Drive”) Tank and ordered it to fire on the Casino.
That morning, Lt. Augustin Hubert was killed by a sniper in the street battle near
the Casino (he was 26).
After the fall of the Riva Bella Casino, the French Commando went on to relieve
the British 6th Airborne forces at Pegasus Bridge…
In the XXIst Century France, 6 Commando units are in operation in the war
against terrorism, including the Commando Hubert and the Commando Kieffer.
SETUP
The American player starts on the Drop Zone. He is armed with a Colt Pistol
(Power 1).
The German player starts in the Gun Control. He is armed with a Walther P38
Pistol (Power 1 outside, Power 2 inside). For him, all enemies mentioned on Event Cards
are considered Allied (Infantrymen are Allied Infantry, SS Soldiers are Allied Soldiers
and Paratroopers are Allied Paratroopers). All cards that normally affect 1 type of enemy
now affect the new enemy types. The Bronze Star Medal is considered an Iron Cross
Medal.
Select the starting player randomly. Both take their turn alternately. And don’t
forget to shuffle both the Bunker Door and the Entrance in their respective piles.
MOVING
Every turn, the players resolve Events as usual, trying to stay alive and pick-up
Items on the way. Players must move every turn: they are not allowed to stay put.
If the American finds the Bunker Door before the German finds the Entrance, he
takes the Entrance from the pile of inside tiles and puts it in play (reshuffling the pile
afterwards). When it is his turn to move from the Entrance, that location will be
considered adjacent to any available inside location (the American’s choice if it is his
turn to move, or the German’s). If the American Evades combat from the Entrance, he
does not choose to what inside location it is adjacent.
If the German finds the Entrance before the American, proceed in the same
manner but the other way around.
ITEMS
Items are limited: players can draw a maximum of 2 Items from fallen enemies,
and 1 Item each from the Supply Truck, the Storage and the Armory. Events that say
“you find an Item” do not function, except for the ones that mention specific Items like
the Grenade or the Kar98k Rifle. Both players should agree before game start what the
Bronze Star Medal can be exchanged for: it can be decided to include the Special Items
of this Scenario (see below), or any Item in the game (if players decide to use the Bronze
Star Variations Optional Rules).
Players cannot hold more than 2 Items (in addition to their starting weapon).
SPECIAL ITEMS
There are 2 Special Items waiting for the players:
If the American resolves extra Event in the Gun Control, he steals a StG45
(Power 4, jams on red-numbered Events)
If the German resolves extra Event in the Ammo Dump, he steals a BAR M1918
(Power 4, jams on blue-numbered Events)
When either one of the players has stolen one of these weapons, Red Alert is
declared (until the end of the game).
If one or both players attack each other with these weapons, it will be necessary to
draw (not resolve) an extra Event Card whenever they fight each other, to determine the
color of that encounter.
If Red Alert Event #8 is resolved (“lose an Item”), players may have to lose their
Special Item. If this happens, they cannot get another one, and must get by with regular
Items.
SPECIAL RULES
Resting gives only +2 Health and is limited to 1 card per turn per player.
The Panzer is friendly to the German player.
There is no time limit to this Scenario.
There is no Flare Cartridge to be found in this Scenario.
Both players are considered Paratroopers (for the MP34, the Half-Track etc).
This Duel is to the death: one player wins when the other player dies (whatever
the reason).
“ITEMS” SCENARIOS
These Scenarios are designed to take advantage of the full range of Items
available in the game. You can play them using the Item Tiles, or a 10-sided dice or any
random-generating method for numbers up to 10 (you can draw Special Operative Cards,
for example, and read their numbers). Use the Random Tables found in Appendix II or
separate the Item Tiles in different piles, one per category.
New Items have been added to these Scenarios to provide even more variety:
Optional: You can start with a US Army TL-122B Flashlight (When you draw for an
Item, draw 2 cards and choose 1, then discard the 2 cards). In this Scenario, the
Flashlight will allow you to either generate 2 Items per table and select 1, or draw 2 Item
Tiles and keep 1.
Optional: You might also want to use a M1936 Musette Bag, which lets you carry as
many Items as you want (this Item cannot be dropped or lost).
SETUP
One player is a German Unteroffizier (Corporal) of the 352. Infanterie-Division,
ordered to protect the Weapons Cache. The other player is a British Lance-Corporal of
the 6th Airborne Division, sent to sabotage it.
Place all locations in play. The German player places and connects all the outside
tiles to his liking and the British places all the inside tiles.
Items can be found at the end of any turn on the following locations. On each of
these tiles, place 2 tokens of different colors (1 for each player).
Ammo Dump
Supply Truck
Panzer
Gun Control
Storage
Armory
To find an Item, the players must resolve an extra Event on these locations (and
remove their token). They can find a maximum of 6 Items (1 per location). Here are the
categories of Items found depending on the tokens (use Appendix II’s Random Tables):
1st token: Handguns
2nd token: Miscellaneous
3rd token: Rifles
4th token: Machine Guns
5th token: Bombs
6th token: choose the Table of your choice
SPECIAL RULES
Resting gives only +2 Health and is limited to 1 card per turn per player.
The Panzer is friendly to the German player.
Players must ignore the Flare Gun Item (and draw another one).
There is no time limit to this Scenario.
The Allied player is considered a Paratrooper (for the MP34, etc) and the German
is an Infantryman (this means he will have a Power bonus of +2 when on the Half-Track).
This confrontation is to the death: one player wins when the other player dies
(whatever the reason).
Expansions: If using the Gott Mit Uns! and the Geronimo! expansions, both players can
have their multiple deck of Events to draw from (following their nationality). All players
must agree with the sets used.
Sniper Road (from the expansion Tally Ho!): Combat between the 2 players is
allowed on the Sniper Road (even though they cannot fight other enemies there).
“BIG” SCENARIOS
These Scenarios require 2 complete sets of locations (32 in all). You can use the
set from the Basic Game plus any other one, or 2 complete sets from any expansion.
AZEVILLE BATTERY
Expansions: If playing with the Geronimo! expansion, remember to use 4 sets of Events
since this Scenario has 4 hours. One of these sets should be the Triangle set.
Historical note: The Azeville Battery was composed of four 105mm guns protected by
casemates camouflaged as ordinary dwellings, two on either side of a country lane. There
were also shelters and ammunition stores. The various buildings were linked together by
a network of underground galleries.
Because of the insufficient range of its guns (approximately 10 km), the Azeville
Battery could not intervene effectively against the forces landing on Utah Beach,
although it was targeted by the Allied Fleet. Its garrison put up a strong resistance when
soldiers belonging to the US 4th Infantry Division tried to capture it on June 7th. Only
after a fresh attack using flame-throwers did the survivors eventually surrender, on June
9th, 1944.
PLAY
The players must sabotage the Gun Controls (it doesn’t matter which player
sabotages which, and both can be done by the same player). The Explosives are found in
any Ammo Dump as in the Basic Game. Red Alert is declared when the 2nd Gun Control
is sabotaged.
When both players have reached the other player’s Drop Zone, the game is won.
If a player arrives to the Drop Zone before the other player does, he is considered safe (he
doesn’t have to move or resolve Events and cannot be harmed: the other player then
finishes the game alone).
This Scenario lasts for 3 hours, as in the Basic Game. If a player dies or has no
more Event Cards (because he Rested too much or took too many Items), he loses the
game. It is then up to the other player to try to finish the mission and earn a partial
victory.
Items follow the Basic Rules. The Bronze Star Variations: Complete Surprise
Optional Rule is recommended to add an epic feel to this Scenario.
SPECIAL RULES
When both players are on the same location, they add their respective current
Power against all enemies (when resolving Events).
It is possible for players to Evade to a location that has been explored by the other
player.
Historical note: Fritz Todt, architect of the Autobahn highway network and the Siegfried
Line, was asked by Hitler to conceive the Atlantic Wall, from Norway to France, to help
relieve the Western Front and help Germany concentrate its efforts on the Eastern Front.
When Todt died in a plane crash in 1942, the Nazis renamed the Siegfried Battery, then
under construction, in his honor.
Situated at Haringzelles, 3km SE of Cap Gris-Nez (Audinghen), the mighty Todt
Battery contained four 380mm SK C/34 naval guns, manned by the 4.Marine-Artillerie-
Abteilung 242 (242nd Naval Artillery Regiment, 4th Artillery Division). It was a direct
threat not only to ships in the English Channel, but to the English shores as well.
SETUP
Both players can either use the same deck of Event Cards (like in The Duel
Scenario) or use separate decks (one for each nationality, as long as they approve both
decks).
Take out all inside “dead ends” from the locations (usually 1 per set). These are
the locations with only 1 door, like the Conference Room and the Armory. This will
avoid players “entering the wrong bunker” too often.
Shuffle all the inside tiles (both sets) into one pile, but keep 2 piles (one set per
player) for the outside tiles. Put the 2 Entrances aside: this means there will be a big
Bunker with 2 doors. The 2 parts of the Bunker will connect when the 2nd Gun Control is
placed into play. The player who places it chooses where it connects to the other player’s
placed inside tiles. The only requirement for this connexion is an available door on one of
the other player’s tiles.
One player is a German officer of the Feldjägerkorps, defending the Battery with
his life; the other player is a British paratrooper from the 6th Airborne Division.
Each player starts on his own Drop Zone with a randomly selected Handgun (use
the Random Tables in Appendix II). The British player already has the Explosives.
Randomly determine who starts the game.
PLAY
The British player must sabotage both Guns (resolve extra Event on both Gun
Controls, then place a token on each).
Once both charges are placed, the British must return to his Drop Zone (where he
has the detonator). Ending his turn on his Drop Zone makes him win.
Red Alert is declared permanently when both charges are placed.
The German can clear the Guns by resolving extra Events on each token,
preventing the Guns from exploding. If the British reaches the Drop Zone and only 1
ITEMS
Players can only find Items on fallen enemies and certain Events. When players
find Items, they do not draw a card. Instead, they use the Random Tables of Appendix II.
If the Item is found on an outside location, it is randomly selected from either the Rifles
or the Miscellaneous Tables (his choice). If the Item is found on an inside location, it is
randomly selected from the Machine Guns or the Miscellaneous Tables (his choice).
Specific Items mentioned on Events can be kept when they are found (like the Kar98k
Rifle & the Grenade).
The Bombs Table is not used in this Scenario.
Players can only roll 1 Item per Table per game, and are only able to carry 2 Items
(in addition to their starting weapon, of course).
RESTING
The player who didn’t start the game starts with the Rest Token. This allows him
to Rest for a maximum of 2 cards. Once he has Rested, the player must give the Rest
Token to the other player. A player can only Rest when he has the Rest Token (and can
only Rest for 2 cards at a time).
WINNING
The British player wins by ending his turn on his Drop Zone after sabotaging both
Guns or if the German player dies.
The German player wins if the British player dies.
SPECIAL RULES
There is no time limit to this Scenario.
There is no Flare Cartridge to be found in this Scenario.
All locations that provide general or specific Items lose their special text (this
includes the Supply Truck, Storage & Ammo Dump).
The Panzer & Tiger are friendly to the German player.
The Roof is considered “outside” and the Pillbox is considered “inside” when
rolling for Items.
Expansions: If using the Gott Mit Uns! and the Geronimo! expansions, both players can
have their multiple deck of Events to draw from (following their nationality).
When using the Fire in the Hole! expansion, note that combat between the 2
players is allowed on the Sniper Road (even though they cannot fight other enemies
there). And the bonus from the Quarters (“All enemies are +1 here”) does not apply to
players.
Also, the Office location lets the player take any one discarded Event and place it
on top of its pile, even an opponent’s Event card (on its respective pile, of course).
Historical note: Built near Sangatte, east of Calais, the Grossdeutschland Batterie, one of
the 5 main batteries of the French Atlantic Wall, was renamed Lindemann Batterie in
honor of Capt. Ernst Lindemann, commander of the Bismarck battleship. It was the
biggest battery of the French Atlantic Wall with its three 406mm SK C/34
(“Adolfkanone”) guns, nicknamed “Anton”, “Bruno” and “Cäsar”, with a maximum
range of 42.8 km with normal ordnance, and 56 km with the special “Adolf” long range
shells.
There were tens of batteries in Northern France, all considered part of the Atlantic
Wall, including Todt, Azeville, Bléville, Longues-sur-Mer, Oldenburg, Friedrich August,
Prinz Heinrich, Longues-sur-Mer & Grosser Kurfürst (“Great Elector”). Many of these
batteries were first designed to support Unternehmen Seelöwe (“Operation Sealion”), the
planned German invasion of England.
Most of the remains of the Lindemann Battery were buried under 8 million cubic
meters of mud during the construction of the Channel Tunnel, between France and
England.
MEDALS
When playing a Campaign, you will be given Medals to help you on the way.
These Medals follow the same rules as Items (except where noted), but they can be kept
from game to game (kind of like “meta-Items”).
Like Items, you can play more than 1 Medal at a time.
There is no limit to the number of Medals a player may have.
There is no way to retrieve a Medal that was forfeited.
These Medals are not to be confused with Victory Medals.
VICTORY MEDALS
Every time you win a Campaign, you receive a Victory Medal. These have no
direct effect in the game (unlike regular Medals) but can give you some interesting
bonuses (see Player Ranks, below).
You do not need to play the Campaigns in any specific order. Just take a note of
the different Victory Medals you collect. If you manage to collect all 13 different Victory
Medals, you will be promoted to 5-Star General and be awarded the Ultimate Medal: The
World War II Victory Medal.
PLAYER RANKS
When you feel ready to play some Campaigns, start noting your Player Rank (you
always start as a Recruit). For every different Victory Medal you collect, gain one rank
(you cannot earn a promotion by winning the same Victory Medal twice). When you start
a Campaign, your Rank will determine if you receive some bonuses.
Here are the number of Victory Medals necessary to achieve the different Player
Ranks:
0 »» Recruit
1 »» Private 1st Class
2 »» Corporal
3 »» Sergeant (*)
4 »» 1st Lieutenant
5 »» Captain
6 »» Major (**)
7 »» Lieutenant Colonel
8 »» Colonel
9 »» Brigadier General (***)
10 »» Major General
11 »» Lieutenant General
12 »» General
* When you reach the rank of Sergeant (3), you are entitled to 1 duplicate Medal
(from the ones already available in your Campaign). Decide which Medal you want at the
time of your choice (to help you out of a rough spot!).
** When you reach the rank of Major (6), in addition to your duplicate Medal,
you are also entitled to a bonus Medal, determined at random at the start of the Campaign
(this bonus Medal cannot be the same as the duplicate Medal). Use the tables in
Appendix II to determine which Medal you gain every time you start a Campaign (so it
won’t always be the same).
*** When you reach the rank of Brigadier General (9), instead of your previous
bonuses, you now gain 2 different Medals of your choice (choose them when you need
them!). The 2 Medals do not need to be chosen at the same time, but they cannot be the
same.
CAMPAIGNS
OPERATION MAYFLOWER
Allied Intelligence has spotted 10 artillery bunkers, all part of Hitler’s infamous
Atlantic Wall. As Brigadier General Herbert J. Stewart of the SHAEF (Supreme
Headquarters Allied Expeditionary Force), you are in charge of Operation Mayflower
(part of the larger Operation Neptune): the elimination of beach artillery in the Bayeux
sector.
Operation Mayflower consists of the simultaneous attack of 10 bunkers along the
Normandy beaches. Since resources are scarce, you will need to send the best men to do
the job.
The Operation Mayflower Campaign consists of 11 games (called Missions),
using the following rules:
• You must win 1 Mission with every different Special Operative (described in the
Advanced Rules). This means 10 games, using Secondary Objectives (all of them once,
in the order of your choice). You must play the Operatives in order (start with The
Screaming Eagle and end with The Mixed Unit).
• You must win 1 additional Mission using any of the following Scenarios: Knock
Knock, Medic!!!, Kill the General, The Spy Who Shot Me, Brécourt Manor Assault.
• Losing a Mission means losing the whole Campaign (see below).
• At the beginning of the Campaign, you are given a total of 14 Medals:
– 3 Parachute Badges (“Jump Wings”)
– 3 Ordre de la Libération Medals
– 4 Purple Heart Medals
– 4 Memorial Cross Medals
You can forfeit 1 Jump Wings at the very end of any game to draw 1 extra card
(from the 1 or 2 facedown cards discarded at the start of the hour). You are allowed to
sacrifice a 2nd Parachute Wings to draw the second facedown card (if possible).
MEDAL OF HONOR
From the American Special Operatives, choose either the Spy or the Screaming
Eagle: the Office of Strategic Services (OSS) has chosen you for a very special mission…
As part of Operation Neptune, you are sent behind enemy lines on a risky but
crucial mission: to sabotage 10 Bunkers in less than 3 days!
You are parachuted on the morning of June 6th and your mission will last until
June 8th. If you succeed, the Allies will be able to secure the beachheads and make
headway deeper into France. Don’t let General Eisenhower down!
The Medal of Honor Campaign consists of 10 games (called Missions) using the
following rules:
VICTORIA CROSS
The Victoria Cross Campaign plays a lot like the Medal of Honor Campaign, with
a few differences.
Choose who you will play between the 3 British Special Operative: the Special
Air Services (SAS) have chosen you for a very special mission…
As part of Operation Tonga, you are sent behind enemy lines on a risky but
crucial mission: to sabotage 10 Bunkers in less than 3 days!
You are parachuted on the morning of late at night on June 5th and your mission
will last until June 7th. If you succeed, the Allies will be able to secure the beachheads
and make headway deeper into France. Don’t let His Majesty King George VI down!
The Victoria Cross Campaign consists of 10 games (called Missions) using the
following rules:
• You must win 9 Advanced Rules games using the same British Special
Operative. Each of the Mission must include a different Secondary Objective (which
means all but 1, in the order of your choice).
• As your 10th Mission, you will play the Knock Knock Scenario (as your chosen
British Operative, using his special abilities and limitations).
• Losing a Mission means losing the whole Campaign (see below).
• At the beginning of the Campaign, you are given a total of 12 Medals:
OPERATION OVERLORD
You are Rear Admiral Luverne Gallant of the Royal Navy, working in the
SHAEF (Supreme Headquarters Allied Expeditionary Force) under Admiral Sir Bertram
Ramsay, the Naval Commander in Chief of the Allied Naval Expeditionary Force. You
are responsible for the flotilla of LCAs (“Landing Craft Assault”) that will bring the
various ground forces to their target beaches in Normandy.
The Operation Overlord Campaign consists of 11 games (called Missions) using
the following rules:
• You must win these 10 Scenarios, in order: Utah Beach: The Fortified Bunker,
Omaha Beach: First Wave, Omaha Beach: Kill the MG42s, Sword Beach: Mines &
Snipers, Juno Beach: Turn the Guns Around, Juno Beach: Château de Varaville, Juno
Beach: Panzerschreck, Gold Beach: The Panzer, Gold Beach: The 2 Bunkers, Gold
Beach: The Nest.
• Then, you must win an 11th Scenario: Pointe du Hoc: Scavenger Hunt (which
takes place on June 7th).
• Losing a Mission means losing the whole Campaign.
• At the beginning of the Campaign, you are given a total of 14 Medals:
– 3 Parachute Badges (“Jump Wings”)
– 3 Military Cross Medals
– 4 Purple Heart Medals
– 4 Memorial Cross Medals
You can forfeit 1 Jump Wings at the very end of any game to draw 1 extra card
(from the 2 facedown cards discarded at the start of the hour).
Weapons
Bayonet (M-4) (Power 1 vs. Paratroopers, Power 3 vs. Bayonets OR +1 to any
Rifle when inside): The American M-4 Bayonet, measuring 11.5 inches, can be used in
hand-to-hand or fixed at the end of any Rifle (or Carbine) to give that weapon a +1 Power
boost on inside locations. If used against enemies with Bayonets (like the Infantrymen
with Bayonets from Inside Event #4), it becomes Power 3 (but remains +1 if it is still
attached to a Rifle).
The Bayonet can be fitted or un-fitted as needed (when you need to switch
weapons because of a Weapon Jam, for example). It can be mounted on a Rifle that has a
Sniper Scope, but it cannot be used on a Rifle that already has a Bayonet (like the Kar98k
Rifle with Bayonet).
Since this weapon cannot jam, if it is attached to a Rifle that jams, the Bayonet
simply becomes Power 1 vs. Paratroopers/Power 3 vs. Bayonets.
Bren Light Machine Gun (Power 4 outside, Power 3 inside): Named after Brno,
the Czechoslovak city of design, and Enfield, the location of the British Royal Small
Arms Factory, this weapon is a modified version of a Czechoslovak-designed light
machine gun, the ZB vz.26. It is popular with British troops who respect the Bren for its
reliability and combat effectiveness. A Bren gunner can use his weapon on the move
supported by a sling, much like an automatic rifle, or fire it from the prone position using
the attached bipod.
Browning HP35 Pistol (Power 1, Power 2 vs. Paratroopers): One of the most
common sidearms of the British Armed Forces, and a favorite among covert and
commando forces like the SAS and the OSS, this Browning High-Power Semi-Automatic
Pistol, model 1935, can carry 13 9mm rounds (plus 1 in the chamber). It was originally
designed by John Browning, who also designed the M1911 Colt .45.
Colt M1911 .45 Pistol (Power 1): The standard sidearm for all US Armed Forces
personnel. This is your starting weapon: it is always at your side and does not count
toward your 2-Item limit (it counts as a Free Item in the Basic Game).
Gammon Bomb (Power +5 for 1 combat, works only in Armory, Gun Control,
Ammo Dump & Panzer): The British No.82 “Gammon” Grenade, designed by Capt. R.
S. Gammon of the 1st Parachute Regiment, was developed as a replacement for the
highly dangerous “Sticky Bomb” grenades. It consists of an elasticized stockinet bag, a
metal cap and an impact-only fuse. It is filled by its user with plastic explosives. Highly
Gewehr 33/40 Rifle with Scope (Power 3 outside, Power 1 inside): This weapon,
made in Germany-occupied Czechoslovakia, is a shortened version of the Kar98k Rifle.
Mainly issued to German Alpine ski troops, the G33/40 was in production from 1940 to
1942.
This model is fitted with a small Zeiss ZF41 Scope, ideal for short distance sniper
duties.
High Standard HDM .22 Silencer Pistol (Power 2/3/4): The HDM comes
equipped with an integral silencer. Nicknamed simply the “OSS Pistol”, this hard to
detect and precise firearm has a Power of 2 vs. highly-trained Paratroopers, 3 vs. well-
trained SS Soldiers and 4 vs. Infantrymen (who are easier to surprise).
Kar98k (Karabiner 98 Kurz) Rifle (Power 2): The standard rifle of the German
Wehrmacht (Armed Forces), based on the Karabiner 98b Rifle made by Mauser in 1923.
Since this rifle is shorter than the Karabiner 98b (a variant of the Gewehr 98), it was
given the designation Karabiner 98 Kurz (“Carbine 98 Short”). Just like its predecessor,
Kar98k Rifle with Bayonet (Power 2 outside, Power 3 inside): The standard
rifle of the German Wehrmacht (Armed Forces) with a mounted Model 1884/98 III
Bayonet, making it more deadly in close combat.
Kar98k Sniper Rifle with Scope (Power 4 outside, Power 1 inside): This deadly
weapon was selected among many other Kar98k Rifles for being exceptionally accurate
during factory tests. It is mounted with the famed Zeiss Zielvier ZF39 4x telescopic sight,
giving it an effective range up to 800 meters when used by a skilled sniper. When inside,
the fragile and cumbersome Scope actually hinders the use of the rifle (Scope is not
detachable).
Lebel Modèle 1886 Rifle (Power 2, jams on Event #9): The standard rifle of the
French army during the Great War (1914-1918). This rusty weapon misfires (and
becomes Power 0) on Event Card #9, which is an all-encounter Event.
MG34 Machine Gun (Power 5 outside, Power 2 inside, jams against 6 or more
enemies): The Maschinengewehr 34 (MG34) was accepted for service in 1934 and issued
to units starting in 1935.
While it is generally liked by the troops, it has also proved to be rather
temperamental in heavy combat situations, jamming easily when dirty.
This weapon will jam against 6 or more enemies (in regular games) or against an
opponent of Power 6 or more (in some Scenarios).
Mortar (Granatenwerfer 36) (Power +5, only works outside, 2 uses): The 5cm
leichter Granatenwerfer 36 (5 cm leGrW 36) (“Grenade Thrower”) is a German light
mortar that entered service in 1936. It was gradually withdrawn from front line service by
1942, but available GrW 36 remain in use with second-line and garrison units (and will
MP40 Submachine Gun (Power 3): A replacement for the MP34, the
Maschinenpistole 40 is a fully automatic weapon with a relatively slow fire rate, allowing
for single shot bursts. It is mainly used by paratroopers, platoon leaders and some
Waffen-SS elite troops. It is nicknamed the “Schmeisser” by the Allied troops, who
mistakenly think this weapon was designed by weapon-master Hugo Schmeisser (who
only holds the patent to the MP40’s magazine).
MP44 Assault Rifle (Power 3, Power 4 vs. Infantrymen): Also called the StG44,
this is the world’s first successful Assault Rifle. First designed by weapon-master Hugo
Schmeisser in 1938, it has been in serious development since 1942 (when it was
supposed to be called the MP43), and will be available to troops on the Eastern Front in
July 1944, although some very limited quantities are already deployed in France. This
excellent weapon will later inspire the Soviet AK-47 (Kalashnikov).
SDK Silenced Carbine (Power 4, Power 2 on Red Alert): The SDK is a very rare
and unusual silenced bolt-action rifle issued to the Gestapo in 1939 for assassination
purposes. It is rumored to have ammunition rounds that hold cyanide within the soft lead
bullet. Its silencer is most novel: with the bolt action allowing little gas leak, it somewhat
sounds like a billiard ball hitting soft dirt. Although technically a “carbine” (a shortened
rifle), this weapon counts as a Rifle for Bayonets and Scopes.
Walther P38 Pistol (Power 2 inside, Power 1 outside): The standard sidearm of
the whole German Wehrmacht (Armed Forces).
Doctor’s Field Bag: This is the standard doctor’s bag from The Royal Army’s
Medical Corps (RAMC). It contains medicine and bandages to help you regain up to 3
Health. There is enough inside that bag to last for 3 uses.
Important note: You can only use this Item before resolving an Event or after
resolving it (not in the middle of resolving it). However, you may use the Doctor’s Field
Bag between 2 Events (if you have to resolve an extra Event).
Explosives: Usually, the Explosives are found in the Ammo Dump (although they
may be found elsewhere in some Scenarios). It is always a Free Item (it doesn’t count
toward your 2-Item limit) and it cannot be lost or dropped, since it is vital to the success
of your mission.
These Explosives are actually TNT charges, used by both sides of the War.
Trinitrotoluene (TNT) is a chemical compound that was first prepared in 1863 by
German chemist Joseph Wilbrand. It was originally used as a yellow dye. Its potential as
an explosive was not appreciated for several years mainly because it was so difficult to
detonate. The German armed forces were the first to adopt TNT as a filling for artillery
shells in 1902, followed by the UK in 1907. While less powerful than other explosives
like dynamite, TNT is very easy and convenient to handle. It neither absorbs nor
dissolves in water, which allows it to be used effectively in wet environments.
Additionally, it is relatively stable when compared to other high explosives.
Flak Vest: The Flyer’s Vest M1 & M2, with Type 4 Protective Armor, made by
the US Army Air Corps, is used primarily by Allied airmen for protection against flak
(German anti-aircraft). This cumbersome vest lets its user Evade combat without any
Health penalty and counts as a Free Item (it doesn’t count toward your 2-Item limit) that
cannot be lost (although it can be dropped voluntarily).
Flare Gun (Model 42): This German Leuchtpistole 42 (or LP-42, introduced in
1943) is very useful for recon (if you fire it in the air, it temporarily creates enough light
to guide you). Thus, you can use it to discard a tile just drawn (remove it from the game)
and draw another one instead. This will save you time and trouble. Tiles discarded this
way cannot be placed again during this game.
Another use for the Flare Gun is to combine it with the Gasoline, creating an
explosion that will destroy all enemies in 1 combat (as if you had just used a
Panzerfaust).
Either way, discard the Flare Gun after 1 use (except if you have a Flare
Cartridge, which will give the Flare Gun 1 extra use).
Important note: Although it is a “gun”, this Item does not count as a weapon.
Flashlight: When you choose to draw for an Item (from fallen enemies, or a
location, or an Event), draw 2 cards instead of 1: choose an Item between the 2 and then
discard both cards. If you are generating Items using the Random Tables (found in
Appendix II), the Flashlight allows you to generate 2 Items (or draw 2 Item Tiles) and
keep 1 of your choice. The Flashlight is a Free Item (it doesn’t count toward your 2-Item
limit).
The US Army’s TL-122B Flashlight, with its bakelite casing, was introduced in
1943 to replace the brass-cased TL-122A, due to growing metal shortages. By the time of
the Normandy landings, the TL-122B has become the most common flashlight among US
troops. The TL-122B is noted for its awful smell due to its primitive plastic and the waxy
coating that develops on its surface. The TL-122C will solve these problems with a more
advanced, moisture-proof bakelite body.
Heer Officer Uniform: This German Infantry uniform, complete with valid
papers and orders, will fool the other Infantrymen into thinking you’re one of them: from
now on, ignore all encounters with Infantrymen (read those Events as saying “Nothing
happens”, so you cannot Evade combat from them). The Heer Officer Uniform is a Free
Item (it does not count toward your 2-Item limit) and it cannot be lost (although it can be
dropped voluntarily).
M1A1 Bangalore Torpedoes: This explosive charge works exactly like the
Explosives: it is a Free Item (that doesn’t count toward your 2-Item limit) and it cannot be
lost or dropped, since it is vital to the success of some scenarios (like Omaha Beach:
First Wave).
The Bangalore torpedo was invented at Bangalore, in India, by Captain
McClintock, from the Madras Sappers of the British Indian Army. Its first purpose was to
explode booby traps and barricades left over from the Boer War and the Russo-Japanese
War. It would be exploded over a mine without the sapper having to approach closer than
about three meters (ten feet).
By the time of World War I, the Bangalore torpedo was primarily used for
clearing barbed wire before an attack, from a protected position in a trench. It was later
adopted by the US Army in World War II as the M1A1 Bangalore Torpedo and was
carried by the landing troops on D-Day (as seen in many war movies). It will still be used
in the XXIst Century.
Medical Kit: This Rotes Kreuz (German Red Cross) box contains enough
medicine and bandages to help you regain up to 3 Health. Discard it after 1 use.
Important note: You can only use this Item before resolving an Event or after
resolving it (not in the middle of resolving it). However, you may use the Medical Kit
between 2 Events (if you have to resolve an extra Event).
Musette Bag: The M1936 model from the US Army lets its user carry as many
Items as he wants.
Sniper Scope (Power +2 outside, Power -1 inside on any un-scoped Rifle): Not a
weapon in itself, this German-made R. Fuess Helios 8A Scope can make any Rifle very
deadly on outside locations.
The Sniper Scope can be fitted or un-fitted as needed (when you need to switch
weapons because of a Weapon Jam, for example). It can be mounted on a Rifle that has a
Bayonet, but it cannot be used on a Rifle that already has a Scope (like the Gewehr 43
Rifle with Scope, the G33/40 with Scope or the Kar98k Sniper Rifle with Scope).
British Empire Medal (BEM): Can be forfeited to avoid drawing and resolving
an Event in exchange for 1 of your Items. This means you can move or resolve an extra
Event without having to draw a card. You must, in return, lose an Item of your choice
(except your starting weapon and any Item that cannot be dropped). (UK)
Bronze Star with Valor: Can be forfeited to choose one Item from any Item in
the game. If you choose a re-usable weapon this way, it becomes your starting weapon
(discard your starting weapon to pick up this one). You must also follow all the rules for
this Item: if you pick the MG42, for example, you must discard all your other Items
(starting weapon included) and cannot pick up any more. Re-usable weapons are
Handguns, Rifles and Machine Guns. (USA)
Croix du Combattant: Can be forfeited to gain +1 on all inside locations for the
remainder of the game. (France)
Efficiency Medal: Can be forfeited at any time to look at the facedown discarded
cards (usually 2): you can choose to exchange 1 of those cards with the top card from the
Event Cards deck (without looking). (UK)
German Cross (Deutsches Kreuz): Can be forfeited to replay a Mission you have
just lost. (Germany) (see Memorial Cross)
Memorial Cross: Can be forfeited to replay a Mission you have just lost.
(Canada)
Military Cross: Can be forfeited at any time to ignore the text of any location tile
for 1 turn. This can be done after combat if you end up on the Panzer, for example (this
would void the -1 Health penalty for the turn), or after you have drawn an Event on the
Half-Track (where you could ignore the +2 enemies bonus of the tile) or on the Barbed
Wire (where you would be allowed to Evade combat). (UK)
Military Medal: Can be forfeited at the beginning of any turn to gain a bravery
boost: you are Power +2 for the rest of the hour.
If used with a deck of multiple Event sets (like the Geronimo! expansion), choose
1 set: you are +2 on all encounters from this set until the end of the game. (UK)
Ordre de la Libération: Can be forfeited to “restart” your turn: put back the
Event card you just drew on top of the Event deck, move back to the location you were
on last turn and put back the location you have placed (if any) on top of its pile. You are
now allowed to Rest if you choose, and move to another spot (although the tile you place
will be the same, it can be placed some other way if you choose to move elsewhere).
(France)
Purple Heart: Can be forfeited at the end of any turn to give you maximum
Health or to restore a lost arm or to restore your maximum Health back to normal (if
using the Geronimo! expansion). (USA)
Silver Star: Can be forfeited to treat your next encounter (without looking at it)
as saying “You gain X Health”, where “X” is the number of enemies present. (USA)
If you are drawing a completely random Item, start by determining from which
table to draw (1 to 5). To create a random number for these tables, use a 10-sided die or
draw Special Operative Cards (using their numbers), dividing the result by 2. To generate
a number between 1 and 20, simply draw 2 cards, where the first card will determine the
tens and the second one will be the units.
You must also follow all the rules for these Items: if you pick the MG42, for
example, you must discard all your other Items (starting weapon included) and cannot
pick up any more.
Items are separated in 5 categories (the first 4 are weapons), organized in roughly
ascending Power.
1 » Handguns
1 – Colt M1911 Pistol
2 – Browning HP35 Pistol
3 – Webley Mk IV Revolver
4 – Luger P08 (Parabellum) Pistol
5 – Walther P38 Pistol
6 – Enfield No.2 Revolver
7 – Radom (Vis) Pistol
8 – Mauser C96 Semi-Automatic Pistol
9 – Walther PPK Pistol
10 –HDM Silencer Pistol
2 » Rifles
1 – Mosin-Nagant Rifle
2 – VG 1-5 Semi-Automatic Rifle
3 – Lebel 1886 Rifle
4 – Kar98k Rifle
5 – Kar98k Sniper Rifle with Scope
6 – Kar98k Rifle with Bayonet
7 – Steyr-Mannlicher Carbine with Bayonet
8 – Lee-Enfield No.4 Rifle
9 – Springfield M1903 Rifle
10 – M1 Garand Semi-Automatic Rifle
3 » Machine Guns
1 – Sten Mk II Submachine Gun
2 – PPSh-41 Submachine Gun
3 – MP34 Submachine Gun
4 – MP40 Submachine Gun
5 – M3 “Grease Gun” Submachine Gun
6 – Thompson M1928 Submachine Gun
7 – BAR M1918 Light Machine Gun
8 – Bren Light Machine Gun
9 – MG34 Machine Gun
10 – MG42 Machine Gun (starts with 1 use)
4 » Bombs
1 – Smoke Grenade (No.80 WP)
2 – Grenade (Model 24 Stielhandgranate)
3 – Concussion Grenade (Mk II HE-Blast)
4 – Mills Bomb (No.36M)
5 – Gammon Bomb (No.82)
6 – Grenade Box
7 – Mortar (Granatenwerfer 36)
8 – Panzerfaust 30
9 – Panzerschreck
10 – Flame-Thrower (FmW35)
5 » Miscellaneous
1 – K-Ration or Musette Bag
2 – Medical Kit
3 – RAMC Doctor’s Field Bag
4 – Flare Gun (Model 42)
5 – Gasoline
6 – Bayonet (M-4)
7 – Sniper Scope
8 – Flak Vest
9 – Camo Jacket
10 – Heer Officer Uniform
MEDALS
1 – American Defense Service Medal
2 – Army Good Conduct Medal
3 – British Empire Medal (BEM)
4 – Bronze Star/Iron Cross (same as the Bronze Star Item)
5 – Bronze Star with Valor
6 – Combat Infantryman Badge (CIB)
7 – Croix du Combattant
8 – Efficiency Medal
9 – Médaille Militaire
10 – Jump Wings
11 – Marksmanship Badge
12 – Médaille de la Résistance
13 – Memorial Cross
14 – Military Cross
15 – Military Medal
16 – Ordre de la Libération
17 – Purple Heart
18 – Silver Star
19 – Territorial Decoration (TD)
20 – War Merit Cross
by Event type:
Outside Events:
Encounters: 4 (14 enemies total)
Enemies encountered: 3 Paratroopers, 4 SS Soldiers, 7 Infantrymen
Inside Events:
Encounters: 5 (20 enemies total)
Enemies encountered: 8 Paratroopers, 5 SS Soldiers, 7 Infantrymen
by color:
Green Events:
Encounters: 2 (8 enemies total)
Enemies encountered: 8 Paratroopers
Blue Events:
Encounters: 5 (23 enemies total)
Enemies encountered: 6 Paratroopers, 17 Infantrymen
Red Events:
Encounters: 7 (31 enemies total)
Enemies encountered: 8 Paratroopers, 19 SS Soldiers, 4 Infantrymen
EVENT #1
(BLUE)
Outside: 4 Infantrymen fire at you!
Inside: You hear German soldiers talking.
Red Alert: 6 Paratroopers attack you from all sides! You can’t evade this combat.
- ITEM: Gasoline – Adds 2 uses to Flame-Thrower OR Evade 1 combat without
damage. (1 USE ONLY)
- LOCATION: Supply Truck
EVENT #2
(GREEN)
Outside: You hear gunfire in the distance.
Inside: 4 Paratroopers assault you from behind. You can’t evade this combat.
Red Alert: You are hit by shrapnel (-1 Health).
- ITEM: MP34 Submachine Gun – Power 2, Power 3 vs. Paratroopers.
- LOCATION: Radio Room
EVENT #3
(RED)
Outside: You find a Kar98k Rifle (Power 2).
Inside: 5 SS Soldiers fire at you! [item]
Red Alert: 5 Paratroopers wait for you with their guns drawn!
- ITEM: FmW 35 Flame-Thrower – Power 2 outside, Power 5 inside (2 USES ONLY).
- LOCATION: Storage
EVENT #4
(BLUE)
Outside: You eat a D-Ration (chocolate bar) (+1 Health).
Inside: You are attacked by 3 Infantrymen with Bayonets. If you lose Health fighting
them, you lose an arm and can carry 1 less Item (permanently).
Red Alert: 6 Infantrymen fire at you from a Machine Gun nest! [item]
- ITEM: Gewehr 43 Semi-Automatic Rifle with Scope – Power 3 outside, Power 2
inside.
- LOCATION: Prison Cells
EVENT #5
(GREEN)
Outside: A shell explodes nearby (-1 Health).
Inside: You trip and make noise as you fall! Resolve another card.
Red Alert: Weapon jam! During your next combat, your most powerful weapon doesn’t
work (use another one). Weapon is fixed after combat.
- ITEM: MP40 Submachine Gun – Power 3.
- LOCATION: Half-Track
EVENT #7
(BLUE)
Outside: 3 Infantrymen on a tracked motorcycle block your way! [item]
Inside: You spot an Item in a crate.
Red Alert: 4 Infantrymen jump on you!
- ITEM: Bronze Star Medal – Choose any 1 discarded card for your Item. (1 USE
ONLY)
- LOCATION: Barbed Wire
EVENT #8
(GREEN)
Outside: Allied planes fly over your head.
Inside: 4 Paratroopers stand before you!
Red Alert: While running, you lose an Item (but not your starting weapon).
- ITEM: Medical Kit – Regain up to +3 Health. (1 USE ONLY)
- LOCATION: Infirmary
EVENT #9
(RED)
Outside: 4 SS Soldiers yell at you! [item]
Inside: You come face-to-face with 4 Infantrymen!
Red Alert: 6 SS Soldiers intercept you! [item]
- ITEM: Model 24 Stielhandgranate Grenade – +3 Power for 1 combat. (1 USE
ONLY)
- LOCATION: Panzer
EVENT #10
(BLACK)
Outside: You discover an Item in a parked motorcycle.
Inside: You locate some hot food (+1 Health).
Red Alert: You recover a Grenade from a dead soldier.
- ITEM: Model 42 Flare Gun – Discard 1 tile just drawn & draw another OR combine
with Gasoline to kill all enemies in 1 combat. (1 USE ONLY)
- LOCATION: Field Hospital
Note: Many expansions to this game (like Geronimo!, Gott Mit Uns! & Kilroy Was
Here!) introduce new sets of Events. The details of these cards can be found in their
respective rulebooks.