Board & card game for 2 players.
WWII East Front very abstract simulation
Each figure (unit) represents an army or armored division.
One player is the Germans, the other is the Russians (Soviets).
Destroy all opposing units.
Use an 8x8 chessboard.
Use chits or miniatures to represent units.
There are 2 types of units:
Infantry and Armor
The German player starts with:
The Russian player starts with:
Each player places one unit on each square of his back two rows.
Units may not stack.
Players share a common deck.
Players take turns.
Each turn has 4 phases:
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
Play (discard) a Move card to move one of your units.
The move card has a number.
This is the number of spaces the unit moves.
Moves can be diagonal or orthogonal.
Instead of moving just one unit in any direction, you have the
option of moving up to three units forward the indicated number of
spaces using a single move card.
A unit can move only once per turn.
Play (discard) an Attack card to have a unit attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
The enemy unit that is the target of the attack is automatically
Killed and removed from the map.
Your opponent may play certain Defense cards to negate your attack.
Players may play a Recruit card to gain back one lost unit.
The unit starts in an empty space in that players back row.
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense: Negate Attack card played by opponent
Q = Negate Attack (of Range = 1) card played by opponent and destroy attacker
V = Destroy Attacker (of Range = 1) chit. (does not negate attack)
N = Negate Move card played by opponent
K = Recruit
X = Opponent must discard 2 cards
Z = Draw 2 cards
Use = Which player can use the card
G = German Player only
R = Russian Player only
T = Tank units only
I = Infantry units only
# = Number of this card in the deck
Card Name: # Use Type Range Notes
Blitzkrieg 4 G M 2
Mechanized Infantry 1 G M 2 I
Russian Winter 1 R N -
Columns 4 - M 1
Frontal Assault 1 - A 1
Prepared Defenses 2 - Q -
Mass Surrender 1 G A 1
War Without Mercy 1 - A 1
Poorly Armed 2 G Q -
Rail Lines 2 - M 2
Unorganized 1 G N -
Counter Offensive 1 R A 1
Professionalism 2 G D -
Elite Units 1 G A 1
Human Waves 1 R A 1
Air Superiority 1 G A 3
Frozen Mud 1 R N -
Pocket of Resistance 1 R A 1
Manpower 1 R K -
Luftwaffe 1 G A 3
Artillery 1 - A 2
Blizzard 1 R D -
Allied Supplies 1 R K -
Manufacturing 1 R K -
Tough Resistance 1 R D -
Freezing Cold 1 R A 1
Unsupplied 1 - A 1
Surrounded 1 - A 1
Atrocities 1 G A 1
Panzers 1 G A 1 T
Armored Spearhead 1 - M 2 T
Rockets 1 - A 2
Massed Armor 1 - A 1 T
Street Fighting 1 R V 1 I
Fortifications 1 R D 1
Leadership 1 - Z -
Propaganda 1 - X -
Hitler’s Meddling 1 R X -
Stalin’s Resolve 1 R Z -
War of Attrition 1 R V 1
Reserves 1 G K -
General Manstein 1 G Z -
General Guderian 1 G Z -
Combined Arms Tactics 1 G A 1
Mobile Warfare 1 G M 2
General Konev 1 R Z -
Marshal Zhukov 1 R Z -
Steamroller Tactics 1 R A 1 T
Scorched Earth 1 - X -
Bleed Them Dry 1 R V 1
Designate one space on the Russians second to last row to be Moscow.
If Moscow is occupied for 2 consecutive turns by the Germans, the German player wins.
SUMMER/WINTER OFFENSIVES OPTIONS
Alternate every 6 turns to be Summer then Winter, starting with summer.
In summer, cards referring to cold, freezing, winter and blizzards cannot be played.
In winter the Luftwaffe and Air Superiority cards cannot be played.