English Rules
English rules version 2.0 by Simon Lundström
Barbarossa is a deck-building card game for 2?5 players, played in
60?100 minutes depending on the number of players and familiarity with
the game. The players control fictitious German corps invading a fictitious Russia during a fictitious World War II, and the goal of the game is
to conquer cities all the way up to Moscow.
Players start with identical, small card decks of 8 cards, consisting of a
few infantry cards and some non-motorized supply units. As the game
goes on, players will purchase more units, to enforce their decks, and
send these units to the front to do battle and conquer cities. Once any
player has conquered Moscow, the game ends, and the player with the
most Victory Points wins the game.
The Barbarossa game box should contain the following components:
305 game cards
10 reference cards
1 rule book (this book)
1. Sort out the cards
There are six kinds of cards in this game.
a. Supply cards (gray frame) - Put the three types in one pile each on
the table, face up
b. Tactic cards (yellow frame) - Same, put the three types in one pile
each, face up.
c. Units (green frame) - As much as 14 types. Form 14 piles with one
type in each pile, face up.
d. Deployment cards (red frame) - Shuffle all deployment cards
together and place face up on the table.
e. Target cards (blue frame) - Put the High field and Strategic Position
in one pile each, face up. From the remaining target (city) cards, take out
the Moscow card, shuffle the rest and place face up on the table. Place the
Moscow card face up in the bottom of this pile.
f. Event cards (purple frame) - Shuffle all event cards together and
place face down on the table. It’s a good idea to place all the supply,
tactics, and unit cards in rows according to recruit cost (the top right
figure on each card).
Unmotorized supply
Grenadier regiment
2. Prepare a starting deck for each player
Each player now takes 6 Unmotorized transport and 2 Grenadier regiment cards, shuffle them and place them face down before them. These
are the players’ starting decks.
3. Remove one pile from the game
Randomly select one card pile from the Supply, Tactic, Unit and
Deployment cards piles, and remove it completely from the game. For
your first game, it’s recommended to remove the Deployment card pile.
4. Draw cards and decide starting player
Each player now draws the top four cards of his/her deck. Decide starting player in any suitable fashion.
How to play
Each turn consists of 4 phases. Roughly, they go like this:
1. Starting phase
Ignore this phase the first turn. If the player during a previous turn used
any deployed units so that they are exhausted, this is the point where
they are reactivated.
2. Tactics phase
The player plays cards from his hand for various effects, such as getting to draw more cards from his deck, or gaining supply points to buy
more cards with and so one. Most cards cost 1 Tactic point to play (top
left figure) and a player only gets 1 Tactic point each turn. However,
supply cards (gray frame) usually do not require any Tactic points to
play (their tactic point cost is 0) so you can play as many of these as
you like. (The first couple of turns, players will have almost only supply cards to play.)
2.1 Combat
Anytime during the tactics phase, the player can announce an attack in
order to win a Target card. To win target cards, the player must have
generated enough Attack Points to meet the defence value of the Target
card. The Target cards are the cards worth Victory Points that will
decide the winner. Also, when the last Target city card (Moscow) is
won, the game ends.
3. Reinforcement phase
When cards are played and any combat finished, the player can now
get a card of his choice from the war zone (the card pool) for as many
supply points he has (left). The card that he gains isn’t used immediately, instead it goes to the player’s personal discard pile. If he has played
cards that give him more reinforcement points, he can gain more than
one card, but he must have supply points enough to pay for all of them.
4. Clean-up phase
All cards the player has played (or most of them, some specific cards
are set aside after being played), go to the player’s discard pile. If the
player has any cards left in hand, he may keep one (or none) of them
and discards the rest. Lastly, the player draws four new cards from
his deck. (If the deck is empty, shuffle the discard pile to form a new
deck).Also, any leftover Supply points, Tactic Points, Reinforcement
points and Attack points are lost ? they aren’t kept in between turns.
Play then goes to the player to the left. Game continues until any
player has managed to conquer the target card (city) Moscow. As this
card is always at the bottom of the city card pile, the players must first
conquer all the other cities.
Terminology and symbols
The war zone
This is the card pool; the piles of cards in the middle of the table, that
all players can get reinforcements from.
Combat zone
The players’ personal areas. In this, each player should have a separate
place for a) his card deck, b) his discard pile, c) a playing area on
which to play his cards, and d) a ”front line”area (cards that the player
has deployed to the front). How the combat zone is arranged is up to
each player, but as the game gets complicated, it’s important to keep
these four separate, so that cards ”in play” aren’t put in the discard pile
before the cleanup phase, that cards in play aren’t mixed up with the
units on the front and so on.
Tactic Points
Top left figure on each card ? the ”cost” to play the card from
your hand. Each player gets 1 Tactic point at the start of his turn.
It’s possible to increase the number of tactics points by playing
certain cards. Most cards cost 1 tactic point to play, some cost 2.
Supply cards usually cost 0. (Cards that have no tactics points
cost at all can’t be played and should never be in your hand).
These points can not be saved in between turns; any Tactic points you
do not use are lost during the cleanup phase.
Supply points
The points you ”pay” to gain new cards during the reinforcement phase. They are also sometimes used in combat to pay
for the use of tanks, or in the starting phase. Supply points
are typically gained from Supply cards. The top right figure
on each card is the ”supply point cost” to get (buy) this card
from the war zone and place it in your discard pile (during the
reinforcement phase). Supply points can not be saved in between turns;
any Supply points you do not use are lost during the cleanup phase.
Reinforcement points
The maximum number of cards you may buy during the reinforcement phase. Each player gets 1 reinforcement point at
the start of his turn, but may increase this number by playing
certain cards. These points can not be saved in between turns;
any Reinforcement points you do not use are lost during the
cleanup phase.
Draw points
Draw points are never kept, not even during your turn. As
soon as you gain a draw point, you must draw a card from
your deck. Draw points are generated by certain cards.
Attack points
Your attack power for this round. Attack points are generated
from certain cards, either from cards you played, or from
cards on your front line. Once you announce combat, you may
gain any one Target card equal to or less than your number of
Attack points. Attack points cannot be saved in between turns.
(But units on your front line will keep generating their Attack
points each turn, and can thus be used once each turn.)
Victory points
Victory points are never used up. Instead, they are a measure
of how good you are. Once the game ends, the player with
the most victory points is the winner.
Gaining cards
To ”gain” a card, either by a card effect or because you buy it during
the reinforcement phase, always means to put the card into your
discard pile. It does not go to your deck or to your hand.
Discarding cards
To ”discard” a card means to put it into your discard pile.
Trashing cards
To ”trash” a card means to put it out of play, back in the box. It is not
used again during this game.
Returning cards
To ”return” a card means to put it back in the war zone.
Rule details
Playing cards and using points
Cards are mostly played during the tactics phase, and are played into
your playing area. Cards cost tactics points to play; in order to play
a card, the player must have enough tactics points left; ”play a
card” here means to take a card from your hand and put it into
your playing area. The tactic points cost to play a card is the top left
figure on the card. Players get 1 tactics point at the start of each of
the tactics phase in his turn, and may thus play one card with a tactics
points cost of 1 (and as many 0-cost cards as he wishes). In order to
play more than one 1-cost card, or a 2-cost card, the player must use
his first tactics point to play a card that gives him more tactics points.
In special occasions, supply cards (0-cost) may be played during the
Starting phase.
Cards played will generate supply points, draw points, tactics points,
reinforcement points, attack points (see above), and/or other effects.
Each type of points are used with different timing.
* Draw points must be used immediately to draw an extra card from
your deck.
* Tactic points may be stacked, or used immediately, in your tactics
phase to play more cards (however, not in the middle of combat).
* Supply points are mostly used after the tactics phase is finished, in
the reinforcement phase when you recruit (buy) new cards, but are
sometimes used during the combat sequence in the tactics phase, to pay
for the use of tanks.
* Reinforcement points are used during the reinforcement phase.
To buy one card requires one reinforcement point and the sufficient
amount of supply points.
* Attack points are stacked and is a measure of how powerful a Target
card you may win this turn. See combat.
When playing a card, the player gains the points and (if any) effects stated in the white text box. Note that the effects stated in the
yellow box are only applied when the card is deployed (see below);
these effects do not happen when you play the card from your hand.
Played unit cards usually stay in your play area and are discarded in
your cleanup phase (unless they were deployed), whereas tactics cards
usually are returned to the war zone.
Some Event cards are played onto other player’s front lines. Please
refer to each card’s effects for details.
Each card effect must be resolved separately and fully before the next
card is played.
Card effects and card abilities
A card effect is something that is stated on the cards and happens
whether you want to or not. A card ability is identified by having a -->
in its sentence, and is something that
you may activate if you wish. By
performing whatever it says to the
left of the arrow, you gain the effect
to the right of the arrow. An ability
may be performed as many times
and whenever you wish, as long as
you can meet its equirements.
Deploying cards
Certain cards have an effect that says to deploy this card. They also
have a yellow text box below the white text box. To deploy a card
means to place the card a bit beside your direct playing area to separate
it from the rest. A deployed card does not go into your discard pile
in the cleanup phase. Instead it stays on your front line area until
some card effect forces it away from there.
Once deployed, the card’s text in the white text box isn’t applicable
any longer. Instead, the text in the yellow text box is. Please note
that no tactics points are needed in order to apply the effects/abilities of a deployed card; tactics points are only needed when you play
a card from your hand.(Instead, using the abilities of a deployed card
often requires you to exhaust the card.)
There is no limit to how many cards you may have on your front line.
Exhausting cards
Some cards have an ability that says to exhaust them. (Many cards
are, for example, exhausted when deployed to, or used on, the front
line). To exhaust a card means to tilt it a bit to the side. An exhausted
card cannot be exhausted again, thus any ability that requires you to
exhaust the card can only be used once. Any other abilities, however,
for example that requires you to discard, return or trash the card, may
still be used even if the card is exhausted.
Unless stated otherwise, all exhausted cards on your front line are
reactivated (tilted back) during your Starting Phase. Other effects may
also reactivate an exhausted card. An already reactivated card cannot
be reactivated again.
Re-shuffling your discard pile
Shuffling your discard pile to form a new deck must be done when
you have to draw a card from your deck but your deck is empty. Please
note that you should not re-shuffle your discard pile just because your
deck runs out. Also, if you must reshuffle mid-turn because a card tells
you to draw a card and your deck runs out, please note that cards that
are in play are not considered to be in your discard pile and should not
be part of the shuffling.
Combat (tactics phase)
Once, and only once, during your
tactics phase, you may announce
combat. You may announce
combat at the start, at the end
or in the middle of your tactics
phase, but you may not play any
cards during combat. Also, you
may not announce combat if you
have no deployed cards.
Combat is performed against
Target cards. Once you’ve announced combat, announce what
pile you are attacking and calculate how many attack points you
have or want to use. If your attack points are equal to or higher
than the Target cards’ defence
value (top right figure), you have
won. If you attack a High Field
or Strategic Position and win,
merely take the card and follow
the instructions printed in red.
If you attack a city, however, you can only attack the top card in the
pile, and you must first draw an event card and add the event card’s defence value to the city’s. You may, at this point, discard High Field and
Strategic Position target cards to lower the city’s combined defence.
If your attack points are equal to or higher than the combined defence
value, you win and take both the city card and the event card and follow the instructions in red on both cards. If your attack points total is
less than the combined defence value of the city and event cards, you
win none of the cards, but you must still follow the effects printed in
red on the city card. The city card stays on top of the city deck but the
event card is put on the bottom of the event cards pile.
Unless a card effect specially allows you to, you may only perform
combat once per turn, i.e. you may only attack one Target card per
Game end
The game ends when any player conquers Moscow. At this point, all
players calculate the number of victory points they have on their front
line, in their decks and discard pile. The player with the most Victory
points wins the game. In the case of a tie, the player with the highest
VP gain Target card of the tied players wins. If that also is tied, then
it’s a draw.
Special notes
* All face-up piles, including the target (city) pile and each player’s
discard pile, is open information to all players.
グラフィックデザイン:タケモトアツシ(t-DESIGN LAB.)
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