0. Game Overview 1. Game Components 1

0. Game Overview 1. Game Components 1
■0. Game Overview
Barbarossa is a deck-building game for 2-5 players. Each
player controls a fictitious German army division invading
a fictitious Russia during a fictitious WWII. The goal of
the game is to conquer cities, until finally taking (fictitious)
Players begin the game with identical decks of 8 cards.
As the game progresses, players will recruit new cards to
make their deck stronger, and use those cards to conquer
cities and other strategic targets. When one player conquers
Moscow the game ends and the player with the most victory
points wins!
■1. Game Components
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Barbarossa contains the following:
● 305 Game Cards
● 10 Reference cards
● 1 Rule book
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■2. Symbols
1) Tactic Points
(Small icon:
Tactic Points are used to play cards from your hand.
Sometimes they are also used to pay for card abilities.
2) Supply Points
(Small icon:
Supply Points are used to Recruit new cards. Sometimes
they are also used to pay for card abilities.
3) Draw Points
(Small icon:
Whenever gained, Draw Points are used immediately to
draw the indicated number of cards.
4) Reinforcement Points
(Small icon:
Each Reinforcement Point allows you to Recruit one card.
You must also pay the requisite number of Supply Points for
the card.
5) Attack Points
(Small icon:
Attack Points are used during combat to conquer Site
6) Victory Points
(Small icon:
The player with the most Victory Points at the end of the
game is the winner.
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■3. Cards
There are six types of cards in Barbarossa, and they all
have different features and instructions. In this section you
will learn how to read each card type.
● 3-1 Supply Cards Supply cards represent resources being provided for
your campaign. When you play this type of card, you gain
Supply Points. You collect the Supply Points to recruit more
armies during your Reinforcement Phase. Occasionally
you may also use the Supply Points to pay for your army
units. You can play Supply Cards any time during your turn
without spending Tactics Points.
① Play Cost
This indicates how many
Tactic Points you need to
play the card. All Supply
Cards have zero Play Cost,
meaning you can play these
cards free.
② Card Name
Name of the card.
③ Reinforcement Cost
This indicates how many
Supply Points you need to
pay to Recruit this card.
④ Card Type
This indicates what type of card it is. Some cards may
also have a subtype.
⑤ Card Text (Play Rule)
This is the card text in the white box.
This text describes the play effect (Black text) that happens
when you play this card, and/or the recruit effect (Red text)
that happens when you recruit this card. The Play Bonus is
part of play effect. Supply Cards only have Play Bonus in
their Card Text.
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● 3-2 Army Cards
Army cards are the centerpiece of your army, and they
are also the core of your military potential. Most army
cards produce Attack Points. You may use these Attack
Points during combat to conquer Site Cards. Some of the
Army Cards also have abilities that help your army.
① Play Cost
② Card Name
③ Reinforcement Cost
④ Card Type
⑤ Card Text (Play Rule)
This is the card text in the
white box.
This text describes the
play effect (Black text) that
happens when you play this
card, and/or recruit effect
(Red text) that happens
when you recruit this card.
The Play Bonus is part of the play effect. Some of the Army
Cards have an "Activation Ability" in the Play Rule. See
section 9 "Card Effects and Abilities" for more detail.
⑥ Card Text (Deploy Rule)
Occasionally a card will have a Deploy Rule. Deploy Rules
are below Play Rules. If a card has the Deploy Rule, you
may Deploy the card.
If a card has effects in the Deploy Rule text, the effect
works only when the card is Deployed. Also, you can
only use the abilities in the Deploy Rule while the card is
Deployed. See section 9 "Card Effects and Abilities" for
more detail.
⑦ Victory Points
Some cards grant Victory Points. When the game is over,
sum all Victory Points on the cards you have in your deck,
discard pile, hand, and Deployed cards in Combat Zone. The
sum will be your total Victory Points.
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● 3-3 Strategy Cards
Strategy cards help your army, but generally return to the
War Zone once you use them. If you want to use the card
again, you will have to Recruit the card once again.
① Play Cost
② Card Name
③ Reinforcement Cost
④ Card Type
⑤ Card Text (Play Rule)
illust. 戸橋ことみ
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● 3-4 Support Cards
Support cards are facilities and commanders that you can
gain, but they are not Army Cards. Every Support card is
automatically Deployed after you play the card.
① Play Cost
② Card Name
③ Reinforcement Cost
④ Card Type
⑤ Card Text (Play Rule)
⑥ Card Text (Deploy Rule)
⑦ Victory Point
● 3-5 Event Cards
Event cards are special events that happen when a player
attacks a city. When a player declares combat on a City Card,
reveal the top card of the Event Deck. Add the Defense value
on the Event Card to that of the City's. If the attacking player
successfully conquers the City, they will gain the revealed
Event Card. Do as the Event Card instructs when you gain it.
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① Play Cost
② Card Name
④ Card Type
⑤ Card Text (Play Rule)
Each Event Card has different types of text. Text in red
happens when the card is revealed or gained. Text in black
is only followed when the card is played from your hand.
⑥ Card Text (Deploy Rule)
Some Event Cards instruct you to place it in another
player's Combat Zone. The black text is the card effect
while it is in the Combat Zone.
⑦ Victory Point
⑧ Additional Defense Value
When the card is revealed, add this Defense Value into the
city that is being attacked.
● 3-6 Site Cards
Site Cards are the only cards which are able to be
attacked. They are also the main source of Victory Points in
the game. Players gain Site Cards by attacking them during
Combat. If the total attack force matches or exceeds the
Defense Value of the Site Card, the Site is conquered and
the player will Deploy that card.
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② Card Name
④ Card Type
⑤ Card Text (Play Rule)
⑥ Card Text (Deploy Rule)
⑦ Victory Point
⑧ Defense Value
The Attack Value must be
equal to or greater than the
Defense Value to Conquer.
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■4. Preparations
1. Separate all of the Supply Cards, Strategy Cards and
Army Cards and place them in their own piles.
2. Shuffle all Support Cards into one pile and place it
face-up. And then the same with the Event Cards but place
it face-down..
3. Place all of the Fortified Hill and Strategic Position
cards each face-up in their own pile. With the remaining
City cards, place Moscow face-up on the table, shuffle the
remaining cards and place them face-up on top of Moscow.
4. We suggest placing all Supply, Strategy, and Army
cards in rows according their Supply cost (the number in the
upper-right.) This area of piles is called the War Zone.
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5. Each player takes 6 Horse-drawn Transport cards and
2 Grenadier Regiment cards and shuffles them together.
This is your starting deck.
6. Randomly select one card pile from the Supply, Tactics,
Army, or Support areas and remove it from the game. For
your first game, it's recommended to remove the Support
7. Determine a start player in any suitable fashion. Each
player draws the top 4 cards of their deck and you're ready
to begin the game.
■5. Areas, Playing Cards, and Keywords
● 5-1. Warzone and Combat Zone
・The War Zone
The communal piles of cards from which all players will
Recruit cards.
All face-up piles, including the City pile, Support pile and
players' discard piles, are public information.
・Combat Zone
Each player has their own Combat Zone. Each Combat
Zone contains 4 separate areas- 1) deck 2) discard pile 3)
playing area 4) Front Line - where Deployed cards are kept.
How you arrange the Combat Zone is up to you, but it's
important to keep the areas separate so that played cards
don't end up in the Front Line, or that cards in the Front
Line don't accidentally end up in your discard pile during
your Clean-up Phase.
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● 5-2. Playing Cards
・Playing Cards and Using Points
Playing cards from your hand is generally done during
your Tactics Phase; a played card is always put into your
playing area. Cards cost Tactic Points to play; you must
have and pay the requisite amount of Tactic Points to play
a card from your hand to your playing area. The Tactic
Point cost to play a card is at the top left of each card. You
start each Tactics Phase with 1 Tactic Point and may thus
play one card with a Tactic Point cost of 1 (and as many
0-cost cards as you wish). In order to play more than one
1-cost card, or to play a 2-cost card, you must play, or have
in play, a card that generates more Tactic Points for you.
In special instances, Supply Cards may be played during
your Starting Phase.
Played cards may generate Draw Points, Tactic Points,
Supply Points, Reinforcement Points, Attack Points, and/or
other effects. Each type of point is used differently.
Draw Points
are used immediately. When a card gives
you one or more Draw Points, draw that many cards
Tactic Points
are used during your Tactics Phase to
play cards. You begin your Tactics Phase with 1 Tactic
Point. The Tactic Point cost of each card is in the upperleft corner. Most cards cost 1 Tactic Point, some cost 2, or
even 0. Some cards will grant you more Tactic Points when
played. Cards which have no Tactic Point cost printed in
the upper-left corner cannot be played and should never
be in your hand. Unused Tactic Points are lost during your
Clean-up Phase.
Supply Points
are used primarily during your
Reinforcement Phase to Recruit new cards, but are also
sometimes used during your Starting Phase to reactivate
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cards or during Combat to activate tanks. You are not
granted Supply Points as you are Tactic and Reinforcement
Points; all Supply Points are generated by cards. The
Supply Point cost for each card is in the upper-right corner.
Unused Supply Points are lost during your Clean-up Phase.
Reinforcement Points
are u sed durin g your
Reinforcement Phase to recruit cards. You begin your
Reinforcement Phase with 1 Reinforcement Point. Each
Reinforcement Point allows you to Recruit one card. If
you use multiple Reinforcement Points to Recruit multiple
cards you must have enough Supply Points to pay for
all Recruited cards. Unused Reinforcement Points are lost
during your Clean-up Phase.
Attack Points
are used during combat to conquer Site
Cards. Unused Attack Points are lost during your Clean-up
When you play a card, you gain the points and the effects
stated in the white text box. Effects stated in the yellow text
box are only active when the card is Deployed (see below);
these effects do not happen when you play the card from
your hand.
Played cards will generally stay in your Playing Area
(unless they were Deployed as part of their effect), and are
discarded during your Clean-up Phase. Strategy cards are
returned to War Zone after they are played.
Some Event Cards are played onto other players' Front
Lines. Please refer to each card's effect for details.
● 5-3. Discarding Cards
To "discard" a card means to put it in your discard pile
from your hand. The discard piles are open information.
When you discard a card, put it on the top of your discard
pile, face up. You may look at any player's discard pile at
any time, but the order cannot be changed.
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Players also can check any face-up card piles as well. For
example, you can check the Supply pile in the War Zone at
any time, but you cannot change the order of the cards.
● 5-4. Forfeiting Cards
To "Forfeit" a card means to put it into your discard pile
from Playing Area or Front Line.
● 5-5. Scrapping Cards
To "Scrap" a card means to remove it from the game entirely.
Put the Scrapped card back in the game box.
● 5-6. Exhausting Cards
Many cards instruct you to exhaust them, either when
they are played or to activate their abilities. To exhaust a
card means to tilt it to the side. An exhausted card cannot
be exhausted again, thus any ability that requires you to
exhaust the card cannot be used more than once per turn. If
the card has additional abilities that can be activated without
exhausting as a cost, you may activate those abilities even
after the card is exhausted.
Unless stated otherwise, all exhausted cards on your Front
Line will be reactivated at the beginning of your Starting
Phase. Other effects may also reactivate exhausted cards. An
active card cannot be reactivated.
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■6. The Flow of the Game
After setting up the game, select a starting player.
Whenever a player's turn is finished, play passes to the left.
Each turn has 4 phases.
Each phase is performed in the order below, and is only
performed once per turn.
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1) Starting Phase
Reactivate any cards that were exhausted during
your previous turn.
2) Tactics Phase
(a) Gain 1 Tactic Point
(b) Play cards from your hand until you choose
to play no more, or cannot due to lack of Tactic
(c) Declare combat. (Only once per turn.)
Note that step (c) can be performed at any time beginning, middle, or end - during step (b)
3) Reinforcement Phase
(a) Gain 1 Reinforcement Point
( b ) Yo u m ay Re c r u it o n e c a rd fo r e a c h
Reinforcement Point you have. You must also pay
the requisite amount of Supply Points.
4) Clean-Up Phase
(a) All cards played this turn that did not go to
your Front Line are put into your discard pile.
(b) If you have any cards in your hand you may
choose to keep one. All other cards are discarded.
If you do not keep a card, discard your entire hand.
(c) Draw 4 cards.
(d) All unused Points expire.
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■7. Phases of a Turn
Each turn consists of 4 phases.
● 7-1. Starting Phase
Ignore this phase on the first turn. During your Starting
Phase, you will reactivate any units that were exhausted in
your previous turn. You can play Supply cards in this phase,
but you cannot play any cards or abilities unless one of
your cards indicates it.
● 7-2. Tactics Phase
During your Tactics Phase, you will play cards from your
hand for various effects. You begin your Tactics Phase with
1 Tactic Point. Most cards cost 1 Tactic Point to play; the
Tactic Point cost of each card is in the upper-left corner.
Supply cards (gray frame) cost 0 Tactic Points; you may
play as many Supply cards as you like during your Tactics
● 7-2.1 Combat Step
At any time during your Tactics Phase, you may declare
an attack on a Site card. To conquer the Site card, you must
commit enough Attack Points to meet or exceed the defense
of the Site card. See below for a more detailed explanation
of Combat.
● 7-3. Reinforcement Phase
During your Reinforcement Phase, you will use Supply
Points gained during your Tactics Phase to Recruit from
the War Zone. You receive 1 Reinforcement Point each turn.
Each Reinforcement Point allows you to Recruit one card. If
you played a card during your Tactics Phase that gave you
more Reinforcement Points, you may gain more than one
card, but you must have enough Supply Points to pay for
all of them. Newly Recruited cards are sent to your discard
● 7-4. Clean-up Phase
During your Clean-up Phase, place all cards you played
this turn that were NOT Deployed (described on page 9) into
your discard pile. If you have any cards still in your hand,
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you may choose to keep one, and then discard the rest. Next,
draw 4 cards from your deck. If, at any time, there are no
cards in your deck and you must draw a card, shuffle your
discard pile to form your new deck. Any unused Supply
Points, Tactic Points, Reinforcement Points, and Attack
Points are lost.
Pass the turn to the player on your left. Play continues
until a player conquers the Site card Moscow.
■8. Game End and Victory
● 8-1. Game end
Once a player conquers Moscow, the game ends after that
turn's Tactic Phase.
● 8-2. VP and Winner
Each player adds up all Victory Points in their Front Line,
playing area, deck, hand, and discard pile. The player with
the most Victory Points is the winner. In case of a tie, the
player with the most valuable City card wins. If it's still a
tie, the player with most City cards wins. If it's still a tie, the
game is a draw.
■9. Card Effects and Abilities
A card effect is something that happens automatically
every turn or when you play a card. A card's activation
ability is identified with an arrow symbol ( ⇒ ) and may be
activated if you wish.
Cards with activation abilities in your Combat Zone may
only be played on your turn.
If a Deployed card has an activation ability, you can use
the ability anytime you want.
If a card in your hand has an activation ability, you
cannot use the ability until you play the card. Once you
play a card from your hand, the card effect (text that does
not have an arrow symbol in it) happens immediately but
the ability does not. Once you play a card from your hand,
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it will stay in your Combat Zone until your next Clean-up
You can use a activation ability immediately after playing
the card, but you do not have to. If you want, you can use
the activation ability later. But be aware, the card will be
sent to your discard pile during your Clean-up phase unless
you Deploy it.
Example of card Ability
Th e 2 n d a b i l it y of th e c a rd
requires you to
put it into your
discard pile to get the effect. You can
activate the ability anytime during
your Tactic phase regardless of
whether the card is exhausted or not,
because the cost does not require
you to exhaust the card.
By paying the cost to the left of the arrow, you gain
the effect stated to the right of the arrow. An activation
ability may be played as many times as you wish as long
as you are able to pay the cost(s). If the cost requires you
to Exhaust the card, you can only use it once unless you
reactivate it somehow. During a card is exhausted, you
cannot exhaust it again. Likewise, you cannot reactivate an
active card.
You may use any number of activation abilities and play
any number of cards from your hand in any order, but each
card effect or ability must be resolved separately and fully
before playing another card or activating another ability.
You must pay the entire cost to gain the benefit of an
ability. You cannot pay a partial cost. If you are unable to
pay all requisite costs, you cannot activate the ability.
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■10. Deploying Cards
Certain cards have an effect that states "Deploy this card."
These cards also have a yellow text box below the white
one. To Deploy a card means to place it in your Front Line.
Deployed cards are not put into your discard pile during
your Clean-up Phase. They remain on your Front Line until
a card effect removes them.
When you play a card from your hand, follow the
instructions printed in white. While a card is Deployed, only
the text in yellow is relevant.
Note that no Tactic Points are required to activate the
abilities of Deployed cards; Tactic Points are only used to
play cards from your hand.
Your Front Line can hold an unlimited number of cards.
Example of Deploy
Thomas plays "Grenadier
Regiment" and immediately
ga i n s +1 Rei nfo rc em ent
Poi nt a s a play b onu s .
Thomas may now Deploy
the card to his Front Line if
he likes. If he chooses not to Deploy the card, it will be
put into the discard pile during his Clean-up phase.
If he decides to Deploy the card, it will be put into his
Front Line. Now he can use the Deploy Rule abilities of
the card.
However, once the he has Deployed the card, it is
Deployed as exhausted as the Play Rule instructs. He
cannot use the first ability because it requires him to
exhaust the card. He cannot exhaust it again if it is
already exhausted.
The second ability does not require him to exhaust the
card to get 1 Attack Point. He may use the ability this
turn if he likes.
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■11. Reinforcement
● 11-1. Reinforcement Points
In your Reinforcement phase, you may recruit more
armies by using your Supply Points and Reinforcement
Points. Think of your Supply Points as the currency of the
You may recruit one card per 1 Reinforcement Point. If
you want to recruit more cards, you need to get more
Reinforcement Points. You begin your Reinforcement Phase
with 1 Reinforcement Point.
You may recruit any number of cards as long as you have
enough Reinforcement Points and Supply Points.
● 11-2. Paying Reinforcement Costs
To Recruit a card from the War Zone, you must use 1
Reinforcement Point and expend the requisite amount of
Supply Points, as indicated in the upper-right of the card.
● 11-3. Cards you can gain
The following card types may be Recruited from the War
Zone during your Reinforcement Phase- Supply, Strategy,
Army, Support. When you recruit a card, take the top card
of the pile.
Remember, any time you Recruit or acquire a card, it is
put into your discard pile.
You can only gain Site cards and Event cards through
combat. You cannot recruit the cards.
Most Site and Event cards do not have a Tactic Point
cost in the upper-left. When you gain these cards through
Combat, Deploy them immediately. If a card DOES have a
Tactic Point cost, it goes to your Discard Pile as normal.
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■12. Combat
Once per turn, during your Tactics Phase, you may
declare Combat. You may declare Combat at any time
during your Tactics Phase, beginning, middle or end, but
you may not play cards from your hand during Combat.
Also, you may not declare Combat if you have no Deployed
Army cards.
Combat is declared against Site cards (Fortified Hill,
Strategic Position, or City). When you declare Combat
against a Fortified Hill or Strategic Position (Foothold cards),
simply calculate the Attack Points you have and/or wish to
use. You may also return to the War Zone any previously
conquered Fortified Hill and Strategic Position cards to
lower the targeted Site card's defense value. If your Attack
Points are equal to or greater than the defense value of the
Site card, you have conquered it. Take the top card of the
pile and follow the instructions printed in red.
Attacking a City is slightly different. When you declare
Combat on a City Site card, flip over the top card of the
Event pile and add the number in the upper right to the
defense value of the City. After that, decide how many, if
any, Fortified Hill and/or Strategic Position cards you wish
to return to the War Zone, and which activation abilities on
your Front Line cards you wish to activate. However, you
cannot play any cards from your hand during Combat.
After adding the Event card bonus, using your Foothold
cards and activating the cards on your Combat Zone, if
your Attack Point total is equal to or greater than the
defense value of the City card, you have conquered the
city. Take both the City card and the Event card and do as
instructed in the red text on both.
If your Attack Point total is lower than the defense of the
City, you will win neither card, but must still do as instructed
in red on the City card (but not the Event card). The City
card stays on top of the City pile and the Event card is put
on the bottom of the Event card pile.
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Unless a card effect states otherwise, you may only
declare Combat once per turn. And you may conquer only
one Site card in one Combat.
■13. Other Rulings
● 13-1. Reshuffling your deck
Any time you must draw a card or otherwise interact with
your deck and have no cards in it, shuffle your discard pile
to create your new deck. Note that you do not create your
new deck until you must. Also, if you create your new deck
mid-turn, only the cards currently in your discard pile will
form your new deck. Cards you have played that turn stay
in play until your Clean-up Phase.
If you must draw but both of your deck and discard pile
are empty, you cannot draw more cards.
● 13-2. Card Effects vs Rules
Occasionally you will encounter text on a card that
contradicts or runs counter to a rule in this book. When this
happens, always follow the text on the card.
■14. Example of Play
● 14-1. Starting Phase
Now it's Raoul's turn.
Raoul has 1 "Grenadier Regiment" and 1 "Strategic
Position" each in the active position. He also has 1 "Heavy
Tank Battalion" and 1 "Panzer Grenadier Regiment" each
in the exhausted position from use during his previous
turn. At beginning of his Starting Phase, he will reactivate
his "Panzer Grenadier Regiment". "Heavy Tank Battalion"
does not reactivate as normal because of the card's
ability; however Raoul plays the Supply card "Locomotive
Transport" to get 3 Supply Points, and uses them to
reactivate his "Heavy Tank Battalion".
● 14-2. Tactic Phase
Raoul receives 1 Tactic Point at beginning of his Tactics
Phase. He uses that Tactic Point to play "Armored Scout
Battalion" from his hand. This unit's play bonus is +2 Tactic
Points and +2 Attack Points.
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Raoul spends 1 Tactic Point to play "Assault Gun
Battalion" from his hand. Then he exhausts and moves the
card to his Front Line as instructed in its text box.
Next, he spends his last Tactic Point to play "Division HQ
Company" from his hand. He receives 1 Tactic Point, 1 Draw
Point, and 1 Reinforcement Point play bonus from the card.
The Draw Point must be used immediately, so Raoul spends
it to draw one card.
"Division HQ Company" also has a special ability that
allows him to put Infantry or Tank cards from his hand
directly into play on his Front Line without paying the costs.
He puts a "Panzer Grenadier Regiment" that he just drew
onto his Front Line from his hand.
The "Panzer Grenadier Regiment" also has a play bonus;
however Raoul did not play the card this time, so he does
not get the play bonus. Also, usually "Panzer Grenadier
Regiment" is deployed exhausted; however, in this case, the
card is deployed as active because this card was put onto
Front Line via the ability of "Division HQ Company" and is
not played as normal.
Now Raoul moves to Combat. The top card of the Site
pile is "Kharkov"(Defense Value: 12). Raoul wishes to conquer
the city, so he announces his Combat Step to attack the city.
He flips up the top card of Event Pile, revealing "Russian
Guards Tank Army" which gives +6 Defense Value to the
Site card. Now the Defense Value of the "Kharkov" is 18.
Raoul currently has 2 Attack Points from the "Armored
Scout Battalion" he played earlier. He still needs at least 16
more Attack Points to win the Battle.
First, he activates "Heavy Tank Battalion" and exhausts it
to receive 7 Attack Points. He also activates and exhausts
2 "Panzer Grenadier Regiment" and 1 "Grenadier Regiment"
to receive 5 more Attack Points.. Now he has 14 Attack
Points total. He still need 4 more Attack Points to conquer
He decides to activate the 3rd ability of "Assault Gun
Battalion". He Forfeits 1 "Grenadier Regiment" to receive
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2 Attack Points. After that, he activates and Forfeits 1
"Strategic Position" to reduce "Kharkov"'s Defense Value by 2
to 16.
He ends up with 16 Attack Points which ties the Defense
Value of
"Kharkov". He uses all of his Attack Points to
conquer the "Kharkov"!
Having attacked "Kharkov" forces him to Forfeit 1 Tank
from his Front Line. He chooses to Forfeit "Heavy Tank
Battalion" and puts the card in his discard pile. Also, he
deploys "Kharkov" onto his Front Line and gains the Event
card "Russian Guards Tank Army" which goes into his
discard pile.
After the Combat step, he plays "Motorized Transport"
from his hand. He receives 2 Supply Points from the card.
At this point, he has 1 Tactic Point, 1 Reinforcement Point,
and 2 Supply Points.
He decides to finish his Tactics Phase.
● 14-3. Reinforcement Phase
At beginning of his Reinforcement Phase, Raoul receives
1 Reinforcement Point. Now he has 2 Reinforcement Points.
He can spend the 2 Supply Points he has to recruit up to
2 cards. He chooses to recruit 1 "Horse-drawn Transport"
and 1 "Grenadier Regiment", using 1 Supply Point and 1
Reinforcement Point on each, and puts them into his discard
He is now out of Supply Points. His Reinforcement Phase
is over.
● 14-4. Clean-up Phase
During Clean-up Phase, all cards remaining in his
Combat Zone, that are not on the Front Line, are put into
his discard pile. He puts "Armored Scout Battalion", "Division
HQ Company", "Locomotive Transport", and "Motorized
Transport" into his discard pile.
Next, he refreshes his hand. Raoul entered his Clean-Up
Phase with no cards in his hand, but had he had cards in
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his hand he would discard them before drawing for the
turn. Remember, he would have the option of keeping one
of those cards before discarding. After choosing whether or
not to keep a card and discarding the rest, Raoul draws 4
Raoul's turn ends. The turn passes to the player on his left.
■15. Special Thanks
Andrea Calogero - SoSR 3.93
Jeffrey Alley
Andy Ing
Jeffry Welfare
Aya Kyunik
Jenny Nguyen
Brennan See
Johnny Huynh
Bruce W. Oberst
Joseph Fong
Charles Vincent Ng
Joseph Ng
Chio-Yee Hwang
Junda Chen
Chris Copeland
Justin Yap
Christopher Leong
Daniel Wood
Kevin P. Hutton Jr.
David "Sockrates-tan" Chang
Matt Halverson
Devin Smithson
Michael Miller
Felipe Augusto Batista
Michael Morairty
Michael Thomas Landreth
Geoffrey Kelly
Paul G. Williams
Harvey Lodder
Peter Schober
Henry Khuu
Ryan Erichsen
James D. Hecker
Jan-Peter Seifert
Jarred Nation
Steve Landreth
Jason B. Savoy
Timothy Link
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■ Credits
Cover illustration:ぽよよん♥ろっく
Art credits:
Game Design: Atsuo Yoshizawa
Special cooperate:Gin'ichirou Suzuki
Direction & Art Direction:
Atsuo Yoshizawa
Akihiro Kusano
Kazuna Shizukuishi
Graphic Design:Atsushi Takemoto(t-DESIGN LAB.)
DTP:Akira Suzaki
Test Play:
Gin'ichirou Suzuki
R&R Station Boardgame Club
Yuji Hashikura
Tomohide Iijima
Masayuki Kudo
Naoki Kubouchi
Simon Lundstrom
Daisuke Kameno
Eric Reasoner
English Production:
Daisuke Kameno
Amanda Khoury
Kamikaze Games
©2010 Arclight Inc.
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