Campaign Rulebook v0.9M5

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CREDITS

Designer: Emmanuel Aquin


Cover & Component Art: Dominik Kasprzycki
Graphic Design: Dominik Kasprzycki and Emmanuel Aquin
Soldier icon: Tom Mouat
Editing Team: Mark Rapson and James Hébert
Play Testers: Ethan Bowman, Alex Boyer, Aidan Crofts,
Ethan Denette, Caleb Denette, Shaun H. Kelly, Gavin LaForest,
Michael Little, Caiden Parker, Chris Parker, Nicholas O’Dell, Jacob Tullo,
Brady Vallieres, Austin Wysocki, Chandler Worthington

The World of D-Day Dice


Core Game
D-Day Dice 2nd Edition
Expansions
D-Day Dice: War Stories
D-Day Dice: Way to Hell
D-Day Dice: Atlantikwall
D-Day Dice: Legends
D-Day Dice: Overlord
D-Day Dice: Spoils of War
D-Day Dice: Gott Mit Uns (for Atlantikwall)
Inside the Bunker (Airborne in Your Pocket crossover)

© 2018 Word Forge Ltd.

Word Forge Games, the Word Forge Games logo, the RWB system and the RWB logos are trademarks of Word Forge Ltd.

www.wordforgegames.com

i.
campaign
book
by

Emmanuel Aquin

1
introduction
Campaign rules transform D-Day Dice into a competitive game capable of
simultaneous play for up to 3 teams of 4 players featuring a bigger battlefield.
The dramatic increase in player count places teams in friendly competition with
one another as they try to achieve both primary and secondary objectives,
working together to overcome obstacles while still rivals. In the end, the team
with the highest score wins.
At the same time these Campaign rules include solitaire versions for solo players
to enjoy the game on a more epic scale. Look for the Army of One icon:
This book contains 3 fully realized campaigns.
the neutral cards

6 Ranking 4 Unique 16 Regular 12 Special


16 Awards Specialists Specialists Items Items 6 Vehicles

Neutral cards include the Awards, Ranking Specialists, Unique Specialists,


Regular Items, Special Items and Vehicles that do not belong to a specific
country. One set is included in the base game, and another can be found
in D-Day Dice: Overlord.

LEARNING THE LINGO


Teams Players sort themselves into Teams of 1–4 people, as evenly as possible.
Each Team will start and usually end the Raids in its chosen Column (while
moving to adjacent Columns through its journey to the Bunker).
Battlefield Campaigns are played on a group of Battle Maps arrayed in rows
(vertical rows are called Columns, horizontal rows are called Raids). These make
up the battlefield. Battlefields have many possible configurations: 2 Raids × 2
Columns, 3 Raids × 3 Columns, etc.
Raid A campaign is played 1 Raid at a time (a Raid is equivalent to 1 row of Battle
Maps that make up the Battlefield). Each Raid has its own rules and objectives.
Once a Raid is finished for all Teams, scoring is calculated and the game is reset for
the next Raid.

2
REPORTING FOR DUTY
1. Select a Campaign and arrange Battle Maps per its battlefield
configuration.
Solitaire Play: Set up the battlefield per the Team play setup, then
turn a few pages to the Army of One icon for the solo scenarios.
2. Each player requires the same materials as for a normal game:
 a set of Regular Specialists  a set of Reserve Specialists
 a Unit Marker  a set of RWB dice
 a player aid  a Resource card
3. Divide your group into teams as evenly as possible, with 1–4 players per
team, and assign 1 Team per Column on the battlefield. It’s okay to be
flexible with the player/team mix: 3 players can be divided into 2 uneven
Teams if you wish, or if you don't have enough maps for 3 columns.

For 1–4 players using 1 neutral card set


Players Teams Players per Team Battlefield width
1 1 1 solitaire player player’s choice
2 2 1 player each 2 Columns
3 3 1 player each 3 Columns
4 2 2 players each 2 Columns

For 5–8 players using 2 neutral card sets


Players Teams Players per Team Battlefield width
5 2 2–3 players each 2 Columns
6 2 or 3 3 players each 2 Columns
7 2 or 3 3–4 players each 2 Columns
8 2 or 3 4 players each 2 Columns

For 6–12 players using 3 neutral card sets


Players Teams Players per Team Battlefield width
6 3 2 players each 3 Columns
7 3 2–3 players each 3 Columns
8 3 2–3 players each 3 Columns
9 3 3 players each 3 Columns
10–12 3 3–4 players each 3 Columns

3
4. Each Team should have the following:

• Special Items The Battle Map on which each Team starts determines
its Special Items. If you do not have enough copies of a card, replace
any missing Special Item with another that has the same cost or less
– with the agreement of all players. Replacements can be Legendary
Items from an unused Legendary Unit.

• 1 neutral card set to serve as the Team’s shared card pool. For games
with 1–4 players, 1 neutral card set serves all Teams. If you have 2
neutral card sets for 3 Teams, all Teams have access to all pools.
To determine which Regular Items and Special Items should be available,
use the number of players that need access to the pool as your guide. See
also page 4 of the D-Day Dice rulebook player-to-card-pool guidance.

Examples: (1) A 5-player game with 2 Teams: There will be 2 separate


pools, as only the 3-player Team will be able to use the Items with the
symbol. (2) A 7-player game with 3 Teams: If you use 2 neutral
card sets, you'll have 2 pools and ALL Special Items are available in both
pools since all Teams can draw from both pools; if you have 3 pools, you
have the Special Items only from your Column in your own pool. (These
examples show how Special Items are determined by Battle Maps, and
how the number of Columns affects which Special Items.)

• Unique Specialists Each Team may have 1 Unique Specialist at a time.

• Legendary Units Either all Teams must play with them, or all go without
them. When playing with Legendary Units, players may not start with their
free Starting Specialists (those can be rallied normally later on).

CAMPAIGN ATTACK PLAN


A Campaign is like a race, where each leg is a Raid with its own rules and objectives.
After each Raid, Teams gain Achievement Points (AP). The Team with the highest
total AP at the end action wins both the campaign and the heart of its nation.
Campaign play mirrors standard D-Day Dice play: roll dice, gain resources, move,
then resolve combat. Each Unit plays the game cooperatively with its teammate
Units, but competitively with the other Teams.
• Any RWB bonus or card that affects “another Unit” can target a Unit from any Team.
Example: You play the Conspicuous Gallantry Medal Award and add 2 results
of your choice to your Final Tally, plus 1 result of your choice to another Unit.
Advice: Give a good result to a friendly Unit from your Team; give a bad result
(like a Skull) to a rival Unit from another Team.
4

• Any RWB bonus or card that affects “all Units” only targets the Units on your
Team (unless otherwise noted).
Example: You play the Bronze Star Award. All the Units on your Team may
spend 1 extra turn in their Sector. Units from other Teams are not affected.
• All references to the “number of players/Units” should be read as the “number
of players/Units in this Team”. For example, if the Strongpoint Sole Battle Map
is in play, the number of MGF in the Bunker depends on the number of Units
in that Column’s Team, not the total number of all Units from all Columns.
Once a Unit has conquered its Team’s Bunker, it places its surviving Specialists
beside the Bunker as per the Victory rules on p.13 of the base game’s rulebook, to
help its teammates.
When all Units from all Teams are finished conquering their Bunkers, count
Achievement Points (AP) for the Raid (see the Honor Roll at the end of this book).
If a Team suffers more penalties than bonuses, it cannot earn less than 0 AP.
Setting Up for the Next Raid (All Players)
• Awards and Vehicles Reshuffle into their respective decks.
• Items Return all Items to the pool.
• Specialists Depending on the campaign, some Specialists may be kept
by Units. The campaign description for each Raid will inform you if this is
the case. Remaining Specialists are returned either to the pool (Unique and
Ranking) or to the players’ hands (Regular, Reserve and Legendary).
• Starting Sector All Units reset the dials on their Resource cards to 0, and
then add the resources shown in their Starting Sector.
• Starting Resources Units gain the resources shown in their Starting Sector.

BLITZKRIEG (For a quick, short game)


For quick games, campaigns can be played as a single Raid (i.e., playing one row
of a Battle Map). This also transforms D-Day Dice into a competitive game.
Select the Raid you want. Check for rules that affect that Campaign and the maps
in that Raid. If the rules from that Raid direct you to keep a Specialist from the
previous Raid (which you did not play), instead gain 3 Stars per Specialist.
At the end of the Raid, count the Achievement Score normally. Since you have
played only 1 Raid the chance of a tie is higher. To reduce the chance of this
occurring, allot an extra 1 AP to the Unit with the most Stars on their Resource
card at the end of the game.

5
GENERAL ORDERS (Rules for all Raids)
Each Raid has its own unique rules. The following rules apply to all campaigns.
CARRY ON!
If your Unit is wiped out, it can re-enter the battlefield. Here’s how:
• Unit Marker: You must "Retreat" (the opposite of Advancing) at least once,
up to 2 Sectors away, and ignore destination Sector requirements. This means
moving your Unit Marker back through the last Advance line you crossed,
while remaining on the same Battle Map. See the Example below.
• Specialists: Lose all except 1 of your choice. Your other Specialists become
available again: Regular, Reserve and Legendary return to your hand; Unique
and Ranking return to the pool. Specialists you lost earlier in the game also
become available.
• Keep: all your Items, Item Points, Stars, Courage, unused Awards and other
card types (Vehicles, Servicemen, Badges, Special Missions, etc).
• Sectors Reset: You can now re-visit Sectors you visited before.
• Gain Resources: Your Unit gains a number of Soldiers equal to twice the
current DEF of the new Sector, plus a total of Stars and Courage equal to the
number of that Sector, divided any way. See DEF note on facing page *

Example of Carrying On: If your Unit is wiped out storming the Bunker
Sector of Omaha Beach, you can return to Sector 9 (adjacent to the
Bunker), Sector 7, or Sector 8 (2 Sectors away).

Carry On example:
A Unit is wiped out
at the Bunker. It must Retreat
1 Sector...

...and may retreat


1 additional
Sector (player's
choice).
Suppose you choose Sector 8; with its DEF of 10, you will receive 20
Soldiers plus 5 Courage and 3 Stars (the number of the Sector divided
any way between these two resources). You do not need to have a Scout
to return to this Sector (Carry On ignores Sector requirements) so you
choose to keep your Captain to help you gain more RWBs. You now need
to rally a Medic to enter Sector 9 and mount a new attack on the Bunker.

6
* If the DEF of the new Sector has multiple DEF values Take the highest one
into account when determining the number of Soldiers you gain. If it is a “Fight
Once” Sector, gain a number of Soldiers equal to its full DEF once (not twice). If
the Sector has a reduced DEF because of a game effect (like a Bangalore Torpedo
or the Tank), use the current value of the Sector. If that Sector offers a benefit
when first visited (an Award or a free Specialist, for example), you do not benefit
from it.
A Team with a Unit wiped out receives a scoring penalty (Honor Roll, p. 32).
SPREAD OUT!
You can move laterally between Columns – doing so counts as an Advance
into the neighboring Sector, and the cost in Courage is the same as if you had
Advanced to that Sector (printed under the horizontal line of the target Sector).
It can never be less than 1 Courage. All game effects that reduce or cancel the
cost of Advancing apply (like the Battle Cry). Vehicles can follow Units when they
change Columns (following normal Vehicle movement rules).

BATTLE CRY FOR HELP


All Units (including Legendary) have an added “OR” option in the Battle Cry RWB:
OR: Place your Unit out of harm’s way – it has finished the
current Raid but cannot earn AP for conquering the Bunker.
It will lose 5 AP plus all other appropriate penalties. (This option helps
a weaker player, or several Teams that have reached an impassé, with
the option to skip to the end of the Raid and continue.)

COMMAND POST-SCRIPTUM
All Command Posts, designated by the green flag, are activated only at
the end of the turn (instead of upon arrival in the Sector). A Unit must
survive combat in the Sector in order to activate its Command Post.

MULLIKENS
At the start of every Raid, give each player 3 Mulligan tokens (included
in D-Day Dice: Overlord). A Mulligan token can be discarded to allow a
Unit to re-roll all its dice from its first roll. At the end of a Raid the
Team(s) with the most Mulligan tokens left score 2 bonus
Achievement Points (Honor Roll, p. 32). You cannot use the Mullikens
rule at the same time as the optional Soldier Mulligan rule from p. 15
of the base game rulebook.

SECRET AWARDS
Awards are kept secret from other Teams, while all other cards
(Specialists, Items, Servicemen, etc.) are displayed openly for
everyone to see. An Award is revealed only when it is played.
7
TIE FIGHTERS
As per the tie rules in the base game rulebook, p.13, if a tie occurs between 2 rival
Units that attempt the same action (find an Item, rally a Specialist, pick up an
Award from a Battle Map, pick up a token, etc.), the Unit with the fewest Soldiers
has priority. If the tie persists, apply tie-breakers in this order: Lowest AP Score of
the Unit Teams, least Courage, least Stars, then roll a die to determine priority.

Active Skull
This is a in your Final Tally that actively cancels another die during phase 2.
In other words, it is a Skull result that has not been ignored by game effects (like
the Sharpshooter, for example) and is not part of an RWB or a Straight.

BATTLEFIELD NOTES
Gold Beach (Charlie Column) Only Bunker 1 on the right side counts. Sector 11
(DEF 16 + 1 MGF) contains an abandoned Bunker that cannot be entered. Place a
red “X” token from the base game on it as a reminder.
If you use the map of Gold Beach included in D-Day Dice: Overlord, you can ignore
this Battlefield Note, as the Bunker on the left has been removed.

At left: Gold Beach


from D-Day Dice. If
you use this map in
any Campaign, place
a red X token on it as
a reminder.

At right: Gold Beach


from D-Day Dice: Overlord.

Mont Fleury Battery (Charlie Column): Temporary bridge-building rules are


different for this Raid. To build the bridge, a Unit only needs to fulfill ONE of these
requirements while standing in Sector 9, 10 or 11:
• Obtain a Leadership or a Special Find RWB and renounce it
• Sacrifice the Engineer
• Use the Rope Ladder
VICTORIA CROSSED (Single-Unit Teams)
When playing in a Team consisting of 1 Unit (including solitaire play), if you draw
the Victoria Cross Award, you may ignore it and draw another card. Reshuffle the
Victoria Cross into the deck.

8
Campaign A: THE LONGEST DAY

Early morning on D-Day, the Allied forces launch the Normandy invasion.
May God have mercy on the poor bastards defending the beaches…

BRIEFING
Based on the number of players/Teams from p. 3, select your preferred Battle
Map configuration from the descriptions below, then lay out the maps as listed
in the Battle Map table (and shown on the next page). The grid symbols in the
table provide a quick visual aid to the configuration, along with large-scale
examples.
Battle Map Table, Campaign A (illustrated below and on next page)
raid 3 Achtung Panzer! Château de Vaumicel Marefontaine Battery
raid 2 WN-68 Vierville Draw Mont Fleury Battery
raid 1 Dog Red Omaha Beach Gold Beach (note: p.8)
 Able Column  Baker Column  Charlie Column

The Full configuration (left)


includes all 9 maps listed in
the table.
The Medium Configuration
(next page, upper left)
uses 6 maps from the Full
Configuration, comprising
the center and right columns
(Baker and Charlie).
The Small Configuration
(next page, upper right)
uses 4 maps from the Full
Configuration, employing
only the upper rows of the
Baker and Charlie columns.

able baker charlie

9
Medium Configuration Small Configuration

baker charlie

baker charlie

RULES OF ENGAGEMENT
SHARE THE PAIN
This rule applies to all Raids in this campaign. For each active Skull a Unit
rolls in its Final Tally (including Skull tokens), it has the option to give 1 Skull
token of the corresponding color to another Unit (in any Team). Non-colored
Skulls are not affected. A Unit receiving a Skull token must add a Skull of the
corresponding color to its next Final Tally. If that Skull is ignored, the token is
discarded. If the Skull is not ignored, it can be given to yet another Unit. A Unit
cannot add more than 6 Skull tokens per turn to its Final Tally; any overflow is
carried over to the next turn.
Exception: Units in climbing Sectors (like Sector 8 of Dog Red) ignore the “Share
the Pain” rule. They can, however, be given Skulls by other Units to help them climb.

10
RAID A-1: Beachhead

At dawn, the Allied teams land their ships on the beaches, hoping to get
a foothold in Normandy. But the Atlantic Wall is well-defended, and
the troops manning the bunkers know that retreat is not an option…

OBJECTIVES
–– Find a Flame-Thrower in an adjacent Column.
–– Conquer the Bunker in your Column.

special rules
CANNON FODDER
Each Unit starts the game with an extra 6 Soldiers and 2 Courage.

FANATIC DEFENDERS
To enter a Bunker for the first time, at least one of the Units present must use a
Flame-Thrower—however, the Flame-Thrower cannot be found normally! Each
Team will find its own Flame-Thrower in the adjacent Column to its left (to the
right for Able Team), in the most distant Sector of the 3rd row.

Below: Where each Team will find its Flame-Thrower.

Baker Charlie Able

able baker charlie

Teams must designate a Unit to find it. If the designated Unit fails to find its Team’s
Flame-Thrower (by not having enough Item Points or if it is no longer available),
it will find an Empty Flame-Thrower instead (at the cost of 0 Item Points; use a gray
Skull token as a reminder). The Empty Flame-Thrower allows you to enter the
Bunker, but it has a reverse effect of adding 10 to the DEF of the Bunker.

11
Once a Bunker has been entered by a Flame-Thrower-wielding Unit, the other
Units may enter it normally.
Teams can only find their own Flame-Thrower.
In games with only 1 pool, if more than 1 designated Unit tries to find the Flame-
Thrower during the same turn, they all find it (use green tokens to indicate this,
in place of the missing Item cards).
The Legendary Specialist Flame-Gunner (US 29th Infantry Division) can only find
the Flame-Thrower for free when standing in the correct Sector.

BEACH CLEAN-UP
The last Unit to conquer its Bunker earns a bonus 3 AP for its Team. This bonus can
be earned by more than 1 Team (if their respective Units are synchronized), but
no Team may earn this bonus more than once.

RAID A-2: Breakthrough

Now that the amphibious assault is a success, your Team must help secure
the beaches by leaving a strong occupying force in the conquered bunkers.
You receive new orders to press on further inland while freeing airborne
officers pinned down in enemy territory. Keep your eyes open for
German runners and their valuable dispatches…

OBJECTIVES
–– Conquer the Bunker in your Column.
–– Secondary objectives include rallying free Specialists and capturing German
runners.
special rules
RATION PACKS
Each Unit keeps 1 of its rallied Regular, Reserve or Legendary Specialists from the
previous Raid, and starts this Raid with an extra 5 Soldiers and 3 Courage. The
Specialist can be replaced by 3 Stars.

PINNED-DOWN OFFICERS (multi-Pool games)


The Lieutenant, the Colonel and the Captain cannot be rallied normally, even with
game effects that allow unavailable Specialists to be rallied. At the start of the
Raid, place a green token on each Sector 9, as shown here.

12
able baker charlie

The first Unit to reach a green token in a Column other than its own picks up the
token (discard it afterward) and rallies either the Lieutenant, the Colonel or the
Captain for free on a first come, first served basis. A Team may pick up more than 1
token this way.
In a 2–4 player game with only 1 pool, use the 1-pool version of this rule (below).

PINNED-DOWN OFFICERS (1-Pool games)


At the start of the Raid, Able Team rallies the Colonel, Baker Team the Captain and
Charlie Team the Lieutenant, all for free.
Place a numbered token on each Sector 9 (#1 on Able Column, #2 on Baker and
#3 on Charlie Column). When a Unit reaches one of these tokens, it “picks up”
(rallies for free) the corresponding Specialist, who then leaves the Unit it was in to
join the one that picked him up (discard the token afterward):
#1: Lieutenant #2: Colonel #3: Captain
These Specialists cannot be rallied otherwise, even with game effects that allow
unavailable Specialists to be rallied. If a Unit loses one of these 3 Specialists before
the corresponding token has been picked up, that Specialist can still be rallied
for free if another Unit picks up his token. Example: if Charlie Team loses the
Lieutenant in Sector 3, it won’t be able to rally the Lieutenant again by reaching
Able Column’s Sector 9. However, Able and Baker Teams still have access to the
Lieutenant if they reach Able Sector 9.
Specific Situation Notes
• For 1-player Teams, when the solo Lieutenant is picked up in Able Sector 9,
discard any dice previously on the card and roll 6 new dice.
• For 2-Column games, Baker starts with the Captain, Charlie with the Colonel.
The Lieutenant is available normally.
• It is okay to take the marker from your own Column. (Unless you had lost him,
picking up the token for the Specialist you started with gains you nothing).

13
RUN, RUNNERS, RUN!
German runners are crossing the battlefield between Bunkers with secret
dispatches in their motorcycles’ saddlebags. Intercept them to get valuable intel
on enemy troops!
Place 1 red token in the following Sectors (indicated below a by red diamond) to
represent these runners: Able Sector 15, Baker Sector 16, Charlie Sector 16.

able baker charlie

When a Team reaches one of these Sectors, they capture its token (pick it up). The
first token to be captured is worth 3 AP, the second one 2 AP and the third one 1
AP. A Team may pick up more than one token. If 2 Teams capture a runner at the
same time, use the Tie Fighter rules to determine which one was captured first.

RAID A-3: Spearhead

As the day ends, Teams are asked to set up a perimeter to defend against
counterattacks. Each Team is given a howitzer to place in a strategic position.
However, a mixup! The Quartermaster Corps issued the wrong ammo…

OBJECTIVES
–– Fire the howitzer! (You must first find ammo in an adjacent Column, then
stand in Sector 9) See Special Rules “Ammo Run” and “Synchronized Fire”.
–– Conquer the Bunker in your Column.

special rules
BATTLEFIELD NOTES
The ability of the Legendary Specialist Flame-Gunner (US 29th Infantry Division) is
replaced by: “Sacrifice to find the Bangalore Torpedo for free, even if it is used”.

14
SUPPLY DUMP
Each Unit keeps up to 2 of its rallied Regular, Reserve or Legendary Specialists
from the previous Raid and starts the game with an extra 5 Soldiers, 2 Courage
and 15 Item Points.
AMMO RUN
To obtain the correct ammo for their howitzer, one Unit from each Team must
gain a Special Find RWB and renounce the bonus while standing in the third row
of any Sector in another Column.
SYNCHRONIZED FIRE
To fire an artillery barrage at the German defenders, all Sector 9s must be
occupied by at least 1 Unit simultaneously at the beginning of any Phase 6. At the
start of the Raid, place a green token in each Column’s Sector 9 as a reminder. If
this is not done, permanently add 15 to the DEF of each Bunker.
RACE TO THE FLAMES
The Flame-Thrower cannot be found normally in this Raid, even with game effects
that allow unavailable Items to be found.
Place 1 red token in the following Sectors (indicated below by a red diamond):
Able Sector 12, Baker Sector 12, Charlie Sector 13.

able baker charlie

The first Unit to reach any of these red tokens finds the Flame-Thrower for free. If
2 or more Units reach a red token at the same time, use the Tie Fighters rules to
determine who finds the Flame-Thrower. No matter how many pools are used,
only 1 Flame-Thrower can be found in this Raid.

Only once the Flame-Thrower is used can it be found again by game effects
allowing you to find used Items (like some Special Find RWB bonuses).

MUTUAL ADMIRATION SOCIETY


Every time a Unit rallies a Unique or Ranking Specialist, it chooses a Unit from a
rival Team: that rival Unit gains an amount of Courage equal to the Specialist’s cost.

15
RECOMMENDED AWARDS FOR THIS CAMPAIGN
See the Honor Roll at the end of this book for further details.
able baker charlie
raid A-1 Silver Star Bronze Star Victoria Cross
raid A-2 Legion of Merit Purple Heart Distinguished Service Order
raid A-3 Medal of Honor Long Service Medal Memorial Cross

SOLO Campaign A: THE LONGEST DAY


Early morning on D-Day, the Allied forces launch the Normandy invasion.
May God have mercy on the poor bastards defending the beaches…

BRIEFING
The solitaire version of the Longest Day has many differences from the regular
campaign, but the setup of the battlefield remains the same (see p.9). It is best
played in the full configuration, but compatible with other configurations.

RAID A-1S:
Beachhead
At dawn, the Allied teams land their ships on the beaches, hoping to get a foothold
in Normandy. But the Atlantic Wall is well-defended, and the troops manning the
bunkers know that retreat is not an option…

OBJECTIVES
–– Conquer all 3 Bunkers using the War Correspondent as quickly as possible.

special rules
SPECIAL ITEMS
In addition to the Regular Items available to you as a solitaire player, you
are allowed 6 Special Items instead of 1:
 amphetamines  bazooka  flak vest
 pocket bible  toolkit  wirecutters
16
CANNON FODDER
Start on Baker Column with an extra 6 Soldiers and 2 Courage.

RALLYING POINTS
Place a Unit Marker (of a different color) in the following Sectors: Able Column
Sector 6 and Charlie Column Sector 5. These Unit Markers are the Rallying Points
for the Raid. Rallying Points are explained below.

SHARE THE PAIN (solo version)


Every time you get an active Skull in your Final Tally, place a Skull token of the
corresponding color next to the Rallying Point of your choice. Ignore this rule
when you are in a Climbing Sector.

TIME IS TICKING
Place a gray Soldier token in Able Column Sector 1. This is the Time token. Every
phase 5, move the Time token up to the next-numbered Sector (in the same
Column). Once it reaches Sector 13, after 12 turns, the Time token moves into
the Bunker during next phase 5. If you conquer Baker Bunker before the Time
token reaches Able Bunker, gain 2 AP for each Sector between the Time token
and its Bunker. For example, if you conquer your Bunker while the Time token is
in Able Sector 12, you gain 4 AP, since the Time token is 2 Sectors away from its
objective. If you enter your Bunker at the same time as the Time token, you gain
0 AP. If the token enters its Bunker before you, lose 5 AP.

ONE DOWN…
Once you have conquered Baker Bunker, roll your dice normally during next
Phase 1. Then, during phase 5, sacrifice the War Correspondent to trade places
with either one of the Rallying Points, and then discard that Unit Marker. If you
don’t have the War Correspondent, stay in the Bunker until you have enough
Stars to rally him (up to 3 turns).
Take all the Skull tokens that are next to your chosen Rallying Point and add
them to your next Final Tally. You cannot add more than 6 Skull tokens per turn:
any overflow is carried over to the next turn.
Important note: When sacrificed or lost, the War Correspondent returns to the pool,
to be rallied again. Sacrificing the War Correspondent counts as moving (you cannot
move again this turn).

TIME IS TICKING AGAIN


After you have traded places with a Rallying Point, place the Time token in Baker
Sector 1. Again, move it up 1 Sector every phase 5. When you conquer your
second Bunker, gain 2 AP for each Sector between the Time token and Baker
Bunker. If the Time token enters its Bunker before you, lose 5 AP.
17
Once you have conquered your second Bunker, sacrifice the War Correspondent
to switch places with the last Rallying Point remaining and place the Time token
back in Baker Column Sector 1. Conquer the third Bunker using the same rules
and same AP bonuses/penalties.

RAID A-2S:
Breakthrough
Now that the amphibious assault is a success, you must help secure the beaches by
leaving a strong occupying force in the conquered bunkers. You receive new orders to
press on further inland, but the enemy has zeroed in on your position! Proceed with
caution. Move unpredictably, there are plenty of snipers around. Good luck!

OBJECTIVES
–– Conquer any 1 Bunker.

special rules
STAY BETWEEN THE LINES!
The Spread Out! rule doesn’t apply to this Raid: you cannot move normally from
one Battle Map to another. Advancing also means you will change Columns. See
“Dodging Bullets,” below.

BATTLEFIELD NOTES
WN-68 (Able Column) This Raid, the Lieutenant can only be found in Able Sector 9.

SPECIAL ITEMS
In addition to the Regular Items available to you as a solitaire player, you are
allowed 6 Special Items instead of 1:

 amphetamines  bazooka  gammon bomb


 grappling hook  rangefinder  wirecutters
DODGING BULLETS
Every time you Advance, you also move one full Column to the right (left if
standing in Charlie Column). For example, your Unit is in Able Sector 5, so you
pay the normal Courage cost to Advance to the next Sector (let's say Able Sector
6). But because your Unit is "Dodging Bullets" it winds up in Baker Sector 6. If this
movement would place you in an impassable Sector (see Rommel’s Obstacles, next
page), you cannot move (see “Carry On!,” p. 6).

18
Transportation Notes
• The cost to Advance (Courage) is based on the map where you start, not the
map where you arrive (even if you end up in a Sector in another row).
• Only Land Mines and Barriers of the Sector you are leaving are taken into
effect, even if you are transported to another Sector that doesn’t have
them. This includes Mont Fleury Battery’s trench: you only need to build the
temporary bridge if you are Advancing from this Map’s Sectors 9, 10 or 11.
If standing in Baker Sector 6 you can Advance to Baker Sector 12 which will
transport you to Charlie Sector 12 without having to build the bridge.
• You must fulfill all Sector requirements of the Sector you are transported to,
unless you ignore them via a Battle Cry RWB or other game effect.
• Remember that you cannot visit the same Sector twice. This can prove trickier
than usual.
• Being transported triggers all Advancement effects, like the Beachmaster.

RATION PACKS
Keep 1 rallied Specialist from the previous Raid, and start the game with an extra
3 Soldiers and 3 Courage.

ROMMEL’S OBSTACLES
At the start of the Raid, for each Column, roll 1d6 and add 5: the result is the
number of a Sector that is blocked (place a red “X” counter on it as a reminder).
These Sectors are impassable under any circumstance. If Able Sector 9 is blocked
this way, the Lieutenant cannot be rallied.

HURRY UP!
When you start the game, and when you arrive in a new Sector, always place your
Unit Marker on the face. This gives you 1 less turn per Sector. Note that this
also means you will never use the first value of Multiple-DEF Sectors.

FIRST TIME’S THE CHARM


You must conquer any 1 Bunker to finish the Raid.

19
RAID A-3S:
SPEARhead
As the day ends, you must prepare to defend against counterattacks. There are multiple
howitzers to set up and so little time…

OBJECTIVES
–– Visit all Sectors 10 to unlock the Bunkers.
–– Conquer all Final Bunkers.
–– Let all Résistant Prisoners (French Résistance Prisoners) reach the Allied lines.

special rules
BATTLEFIELD NOTES
Château de Vaumicel (Baker Column) For this Raid, you are allowed to visit Baker
Bunker 2 twice: once on your way to Bunker 3, and the second time when you
leave Bunker 3 to move out of the Map. Moving from Bunker 3 to Bunker 2 is
considered an Advance, costing 5 Courage.
Marefontaine Battery (Charlie Column) Don’t forget that both Bunkers must be
conquered.
SPECIAL ITEMS
In addition to the Regular Items available to you as a solitaire player, you are
allowed 6 Special Items instead of 1:

 amphetamines  bazooka  gammon bomb


 rangefinder  toolkit  wirecutters
SUPPLY DUMP
Keep up to 2 rallied Specialists from the previous Raid and start the game with an
extra 5 Soldiers, 2 Courage and 15 Item Points.

SETTING UP THE GUNS


To be able to enter the Bunkers, you must visit Sector 10 in all 3 Columns and
fire the howitzers. When you move into a Sector 10, place a gray Skull token
there. Once there is a token in all Sectors 10, the howitzers fire (no special action
required) during the next phase 3 and you gain 3 Courage per Skull token on
the battlefield. The Bunkers can now be attacked. If you don’t fire the howitzers,
the Bunkers cannot be entered by any means and the game is lost. Remove the
tokens once the howitzers are fired.

20
DON’T SHOOT!
Place a Soldier token on the highest-numbered Sector (not a Bunker) of each
Column: these are escaped Résistant Prisoners, who just fled the firing squad.
Every time you obtain an RWB, move 1 Résistant of your choice to the next lower-
numbered Sector of its Column (skipping Bunkers and ignoring all movement
restrictions). These Résistants must reach the Allied lines! You can only win the
game when all Résistant tokens have reached Sector 1. Being in the same Sector
as a Résistant is dangerous: DEF is +2 in all Sectors containing Résistant tokens.

GO FOR BROKE!
You must conquer all the Final Bunkers.

RECOMMENDED AWARDS FOR THIS CAMPAIGN


See the Honor Roll at the end of this book for further details.
raid A-1S raid A-2S raid A-3S
Bronze Star Silver Star Purple Heart

Campaign B: THE LONGEST night


The night before the land invasion, Allied airborne troops are dropped behind enemy
lines to capture key positions and neutralize German defenses. As the paratroopers love
to say, when Hitler built his famous Atlantic Wall, he forgot to install a roof!
BRIEFING
This campaign is designed to be played on a 3-Column, 6-map battlefield consisting
of the 6 airborne Battle Maps included in D-Day Dice: War Stories. As these Maps are
double-sided, you’ll only be able to assemble the battlefield 1 Raid at a time.

Mission Boston Mission Chicago Mission Detroit

able baker charlie

Raid B-1 Battle Map layout. 21


If playing with only 2 Teams, start this Campaign's first Raid in Able and Charlie
(not in Baker).

Once you complete Raid 1, follow steps 1–3 for setting up for the next Raid (p. 5),
flip the maps over, complete the next Raid setup steps, and begin Raid 2.

Merville Battery Operation Tonga Mission Albany

able baker charlie

Raid B-2 Battle Map layout.

RAID B-1: find your flock

German Anti-Aircraft (AA) defenses wreaked havoc with the Allied planes. As a result,
paratroopers were dropped in a very random fashion over the Normandy countryside,
forcing the airborne troops to improvise assaults with limited resources…

OBJECTIVES
–– Recover lost Specialists
–– Trade lost paratroopers between Teams
–– Conquer the Bunker in your Column.

special rules
BATTLEFIELD NOTES
Mission Detroit (Charlie Column) Sector 12 has no Command Post (but it keeps
its “Fight Once” DEF). Place a red “X” token on it as a reminder.
Mission Boston (Able Column) Command Post lifts “A Few Good Men” (which
affects all the Battle Maps in the Raid) from this Map only. The other 2 Maps will
still follow the rule.

22
STRAGGLERS
Each Unit starts with an extra 5 Soldiers and 2 Stars. Use normal random starting
Sector rules.
LOST OFFICERS
At the start of this Raid, each Unit randomly selects 3 Specialists: 1 Regular and
1 Reserve from its own country, 1 Ranking from its pool. These Specialists are
paratroopers hung up in trees: place them in a deck beside the battlefield, 1 deck
per Team. They are unavailable and must be freed. To free Lost Officers and make
them available again, each Team must draw a total number of Awards equal
to twice its number of Units, so a 3-player Team must draw at least 6 Awards
between all its Units.
If a Team fails to free its Lost Officers, they remain unavailable for the rest of the
campaign.
LOST PARAS
Multiplayer Teams At the start of Raid 1, Units from multiplayer Teams are given
1 numbered token corresponding to their Team (“1” for Able Team, “2” for Baker
Team, “3” for Charlie Team).
1-player Teams At the start of Raid, Units from 1-player Teams are given 1
numbered token corresponding to their Team (“1” for Able Team, “2” for Baker
Team, “3” for Charlie Team) for each opposing Team. For example, in a 3-Team
game, your Unit would receive 2 tokens with your Team number on it.
These tokens are troopers who landed in the wrong place, and count as a
tradable resource. Trading Lost Paras is automatic and cannot be refused. Units must
give these Lost Paras to Units from another Team standing in the same Sector. A Unit
cannot trade Paras twice with the same Unit. By the end of the Raid, Units should
no longer have the same Lost Para tokens they started with. For each Lost Para a
Team failed to trade away, it loses 1 AP at the end of the Raid.

RAID B-2: And the Blind


Shall Lead them

As you regroup after conquering the bunker, your outfit is assigned a new
commanding officer, straight out of school! This fresh wonder has never
seen combat, and your soldiers will pay the price for his lack of experience…

OBJECTIVES
–– Conquer the Bunker from Operation Tonga.

23
special rules
SUPPLY DROP
Each Unit keeps up to 2 rallied Specialists from the previous Raid and starts
the game with 8 extra Soldiers and 10 Item Points. Baker Team gains an extra
5 Courage.
LAND START
All Units ignore the random starting Sectors rules of their Battle Map for this Raid:
• Able Team starts in Sector 1.
• Baker Team starts in Sector 1 or 3 (whichever is closest to the Bunker they
conquered during Raid 1).
• Charlie Team Units have the choice between starting in Sector 2 or 3.

JACKET and PILLS


The Command Jacket and the Amphetamines cannot be found normally in this
Raid. Command Jacket can only be found for free in Operation Tonga Sector 14.
Amphetamines for free are in Merville Battery Sector 6. Cards and game effects
that allow Units to find unavailable Items cannot circumvent this. Only 1 copy of
each of these Items is available per game, even if playing with multiple pools.

BAPTISM UNDER FIRE


Each Unit starts with a Rookie Officer Specialist. He must be kept at all cost (he
cannot be discarded for any reason). Once a Unit reaches Sector 9 or above, its
Rookie Officer has learned enough to become a valuable asset: he can be traded
for any other available Specialist for free. He cannot be rallied again and is placed
back in the game box: he has “become” the new Specialist. A Unit has the option
to keep its Rookie Specialist instead of trading him. If a Unit conquers the Bunker
with the Rookie Specialist, it earns 2 AP.

TONGA, TONGA, TONGA!


All Units must conquer Baker Bunker (Operation Tonga). No other Bunker needs
to be conquered. Units don’t place their Specialists beside the Bunker once they
have conquered it, to help others. It’s every Unit for itself!
Also, the Barriers at the top of Sector 10 are impassable. Cards or game effects
that allow you to go through Barriers (like Wirecutters or the Bulldozer) are useless
here.
MINOPHOBIA
Units from Baker Team cannot move over Land Mines by any means. They must
move around them. To enter the Bunker, they will have to move to an adjacent
Column to avoid Land Mines.

24
RECOMMENDED AWARDS FOR THIS CAMPAIGN
See the Honor Roll at the end of this book for further details.
able baker charlie
raid B-1 Medal for War Distinguished Service Order Military Cross
raid B-2 Military Medal Legion of Merit Conspicuous Gallantry Medal

solo Campaign B:
THE LONGEST NIGHT
The night before the land invasion, Allied airborne troops are dropped behind enemy
lines to capture key positions and neutralize German defenses. As the paratroopers
love to say, when Hitler built his famous Atlantic Wall, he forgot to install a roof!

Briefing
The solitaire version of the Longest Night has many differences from the regular
campaign, but the setup of the battlefield remains the same (see p. 21–22).

RAID b-1S:
find your flock
German Anti-Aircraft (AA) defenses wreaked havoc with the Allied planes. As a result,
paratroopers were dropped in a very random fashion over the Normandy countryside, forcing
the airborne troops to improvise assaults with limited resources…

OBJECTIVES
–– Try to recover lost gear, lost officers, and lost paratroopers.
–– Conquer any 1 Bunker.

special rules
BATTLEFIELD NOTES
Mission Detroit (Charlie Column) The rules for the Command Post in Sector 12 are
overridden by the Special Rule “Lost Gear”, that follows.

25
STRAGGLERS
Start in Baker Column with an extra 5 Soldiers and 2 Stars. Use normal random
starting Sector rules.

LOST GEAR
At the start of the Raid, randomly pick 6 Regular Items from the pool and place
them in a deck beside the battlefield: these Items were sent in crates that got lost
during the drop, and are considered unavailable. To make them available, you
must activate the Command Post in Mission Detroit’s Sector 12 (Charlie Column).

LOST OFFICERS
At the start of the Raid, randomly select 4 Specialists: 1 Regular, 1 Reserve, 1
Ranking and 1 Unique. These are paratroopers that got stuck in trees: place them
in a deck beside the battlefield. The Specialists in this deck are unavailable. To
free these Lost Officers and make them available again, reach Sector 10 of Able
Column, where you must earn a Fresh Troops RWB and renounce the bonus. If
you fail to free your Lost Officers, they will remain unavailable for the rest of the
campaign.

LOST PARAS (solo version)


At the start of the Raid, take 3 numbered tokens from the base game, numbered
1 to 3. These are troopers who landed in the wrong place. For each Column, roll a
d6 and add 5 to the result: this will give you the number of that Column’s Sector
where you must place these numbered tokens (token #1 on Able Column, #2
on Baker, #3 on Charlie). When you enter these Sectors, pick up the numbered
tokens. At the end of the Raid, each numbered token you have failed to pick up
will penalize you: lose 1 AP for token #1, 2 AP for token #2 and 3 AP for token #3.

ONE STRIKE, YOU’RE OUT


You need to conquer 1 Bunker from any Column.

26
RAID b-2s:
And the Blind
Shall Lead Them
As you regroup after conquering the bunker, your outfit is assigned a new
commanding officer, straight out of school! This fresh wonder has never
seen combat, and your soldiers will pay the price for his lack of experience...

OBJECTIVES
–– With the “help” of the Rookie Officer Specialist, you must conquer 2 Bunkers
(the last one must be from Baker Column).

special rules
SUPPLY DROP
Keep up to 2 rallied Specialists from the previous Raid and start the game with an
extra 7 Soldiers and 10 Item Points.

LAND START
Ignore the random starting Sectors rules for this Raid. Instead, start in the starting
Sector closest to the Bunker you conquered in Raid 1.

BAPTISM UNDER FIRE


Start with the Rookie Officer Specialist. He must be kept at all price (he cannot
be discarded for any reason). Once you reach any Sector 10 or above, the Rookie
Officer has learned enough to become a valuable asset: he can be traded for any
other available Specialist for free. He cannot be rallied again.

SLIP OF THE TONGA


You must conquer 2 Bunkers, in order: the first has to be either Able or Charlie,
and the second must be Baker Bunker.

RECOMMENDED AWARDS FOR THIS CAMPAIGN


See the Honor Roll at the end of this book for further details.

raid B-1S raid B-2S


Medal for War Conspicuous Gallantry Medal

27
Campaign c: blind assault

The enemy is fighting much harder than expected, and the Allies have decided
to launch a diversion attack to relieve pressure on the other fronts. Your Units
have been chosen for this delicate and badly organized affair…

Briefing
You may select from 2 different battlefields featuring different map sections. Choose
your preferred Battle Map configuration: Full, Medium, or Small.

Battlefield version 1, Campaign C (illustrated on p. 9–10)


Achtung Panzer! Château de Vaumicel Mare Fontaine Battery
WN-68 Vierville Draw Mont Fleury Battery
Dog Red Omaha Beach Gold Beach (note: p.8)
Able Column  Baker Column  Charlie Column 

Battlefield version 2, Campaign C (illustrated on the facing page)


Strongpoint Daimler * Strongpoint Hillman Courseulles
Strongpoint Sole Strongpoint Morris Cosy’s Bunker
Queen Red Sword Beach Juno Beach
Able Column  Baker Column  Charlie Column 

28
Battlefield configurations from Battlefield version 2, Campaign C.
Full Configuration

The Full configuration (left)


includes all 9 maps listed in
the table 2.
The Medium Configuration
(below left) uses 6 maps
from the Full Configuration,
comprising the center and
right columns (Baker and
Charlie).
The Small Configuration
(below right) uses 4 maps
from the Full Configuration,
employing only the upper
maps of the Baker and
Charlie columns.

able baker charlie

Medium Configuration Small Configuration

baker

baker charlie

baker charlie

29
RAID c-1: tarfu

The order was given yesterday: you attack at dawn! Not everything is prepared, not everyone
is ready, the logistics are bad and the weather could be better. Oh, and aerial reconnaissance
missions didn’t notice there is a German armored division nearby…

OBJECTIVES
–– Conquer the Bunker in your Column. Avoid Tiger tanks and the Rookie Officer.

special rules
LAMBS TO THE SLAUGHTER
Each Unit starts the game with an extra 5 Soldiers, 2 Courage and 1 random
Serviceman, if available (otherwise, a free Specialist costing 2 Stars).

TIGERS TO THE SLAUGHTER


At the start of Raid 1, place a Tiger tank (a regular d6 placed to its “2” face) on the
highest-numbered Sector (not Bunker) of each Column. Every time a Unit from
any Team obtains an RWB, it must also move any Tiger of its choice during phase
2. (Use the Tie Fighters rule to determine who moves the Tigers last.)
Movement When moved, a Tiger travels down to the next-numbered Sector in
its Column, ignoring Barriers and skipping Bunkers. Once a Tiger reaches Sector 1
of any given Column, it starts moving back up (from 1, to 2, to 3, etc.) following
the same rules, but this time turned it to its “4” face. When it reaches the highest-
numbered Sector of the Map, turn the Tiger’s d6 to its “6” face and make it move
back down the Map with each RWB.
Effects Units that are present in the same Sector as a Tiger during phase 6 all lose
a number of Soldiers equal to the face showing on the Tiger’s d6 (so 2 at first, then
4, then 6). This damage is not considered MGF. Binoculars and other game effects
cannot be used to change the face of this d6. A Unit must sacrifice a card with
to leave a Sector containing a Tiger during phase 5. A Tiger’s d6 cannot go
above 6.

SERGEANT SNAFU
Shuffle all the Rookie Specialists together and randomly pick one: that card will
be the Snafu for the duration of the Raid. Randomly select 1 Unit at the start of
the Raid: that Unit has the dubious honor of rallying the Snafu for free. The Snafu
cannot be lost, killed or sacrificed, and his ability cannot be ignored. If a Unit is
wiped out, the Specialist it is allowed to keep must be the Snafu. The only way
a Unit can get rid of him is by obtaining a Leadership or a Battle Cry RWB and

30
renouncing the bonus: this allows the Unit to give the Snafu for free to another
Unit of its choice at the end of Phase 2 (the Snafu cannot be refused).
If a Unit enters its Bunker with the Snafu, it must immediately give him to another
Unit that is not also entering its Bunker. If this is not possible, the Snafu is kept
and he earns 2 AP for his Team. If a Unit uses the Battle Cry For Help (p. 7) option to
conquer the Bunker while having the Snafu, and no other Unit is available on the
Map, the Snafu is taken out of the game (nobody earns his 2 AP).

RAID c-2: susfu

Surviving the initial assault and the Tiger tanks was just the beginning! You are now in
unknown territory and need good intel on enemy defenses. Your superiors have the perfect
solution: capture a German officer for interrogation! Yeah, that should be easy…

OBJECTIVES
–– Obtain the Password of your Bunker (capture a German Colonel in Row 2 of
another Column) and give it to the Bunker sentries in a specific Sector.
–– Conquer the Bunker in your Column.

special rules
BATTLEFIELD NOTES
WN-68 (Able Column) When playing with 1 shared pool, the Lieutenant is freely
available. Sector 9 now reads "Rally 1 available Specialist for free (including
Legendary)."
If playing with 2+ pools, put aside 1 Lieutenant from the pool accessible to Able
Team: that Lieutenant can only be rallied for free in WN-68’s Sector 9.

COFFEE BREAK
Each Unit keeps 1 of its rallied Specialists from the previous Raid and starts the
game with an extra 4 Courage, 1 Star and 2 random Servicemen, if available
(otherwise, 4 additional Stars).

BUNKER SENTRIES
Permanently add 24 to the DEF of each Bunker and place a green token in the
following Sectors to determine where the Bunker Sentries are placed:
• Able Column: WN-68 Sector 10/Strongpoint Sole Sector 11
• Baker Column: Vierville Draw Sector 6/Strongpoint Morris Sector 10
• Charlie Column: Mont Fleury Battery Sector 10/Cosy’s Bunker Sector 10
31
COLONEL von KRAUT
German Colonels are supervising defenses in the area. Each Team must send a
Unit to capture a Colonel. To do so: a Unit must spend 4 Stars while standing in
any Sector of Row 2 from another Column during any phase 4.
When a Unit captures a German Colonel (only 1 per Team), it does 2 things:
• It draws 1 random Serviceman. If you are not playing with Servicemen, the
Unit gains 2 Courage instead.
• It rolls 6 RWB dice and notes the results (ignore the color of the dice). These
results are the Password for its Team’s Bunker, revealed by the Colonel. Items
and game effects like the Binoculars can be used to change Password results
just after they are rolled. You have until the end of the turn to change the
Password this way.
The Password and its use are explained below.

HALT! PASSWORD!
Once a Unit knows the Password for its Bunker, it must stand in the same Sector
as its Bunker Sentries to give them the Password. If no Password is given, a Bunker
cannot be entered by any means.
To give the Password, a Unit must try to match it in its Final Tally. Decide once your
Final Tally is obtained if your Unit gives the Password to the sentries: each Team
has only 1 attempt per game. Results must be matched 1 for 1: each matched
result permanently lowers the Team’s Bunker DEF by 4. If you obtain a perfect
match (6 results), your Team’s Bunker returns to its normal DEF and you draw an
Award at random.
If using Servicemen (from War Stories), you are allowed to discard Servicemen
cards to help you obtain the Password results. Other game effects giving
additional results (like the Leadership RWB) can be used to help. The matching of
results happens before the cancelling effect of Skulls. Once the Password is given,
add the resources given by the dice to your Resource Card normally.

32
RAID c-3: fubar

You are not out of the woods yet! Having lost your commanding officer during the
previous battle, a new one is assigned to you by the geniuses at Command HQ. This
arrogant Lieutenant has never seen combat up close before, but that doesn’t stop him
from feeling up to the task!

OBJECTIVES
–– Randomly determine which Bunker each Team must conquer.

special rules
BATTLEFIELD NOTES
Château de Vaumicel (Baker Column) If playing with this Battle Map, the Flame-
Thrower is available normally for players, following the Quartermaster’s
Nightmare rule, below. Sector 12 of this Battle Map now reads: “Draw 1 Award at
random when you enter here”. Also, the ability of the Legendary Specialist Flame-
Gunner (US 29th Infantry Division) is replaced by: “Sacrifice to find the Bangalore
Torpedo for free, even if it is used”.

IMPROVISED REPLACEMENTS
Each Unit keeps up to 2 of its rallied Specialists from the previous Raid. One player
per Team rolls 2d6: the lowest die is the extra Courage given to every Unit in that
Team, and the highest die is the number of bonus Soldiers given to every Unit in
that Team.

LIEUTENANT LeLOSER
All Units start with the Rookie Officer Specialist. There are only 2 ways to get rid
of him: by Special Damage or by paying his cost in Stars. Other game effects like
Awards or Sector requirements do not affect him. If the Rookie Officer is still part
of a Unit when it conquers the Final Bunker, its Team earns a bonus of 2 AP.

FOLLOW ME!
Just to show everyone he knows more about strategy than anyone, your new
commanding officer has decided on his very own attack plan! When a Team
reaches the third row of any Battle Map it rolls a d6 for its Raid objective.
• 1–2: the objective is Able Bunker *
• 3–4: the objective is Baker Bunker
• 5–6: the objective is Charlie Bunker
* Note: If the objective is WN-68 (Able Column): Each Team must neutralize the
Panzer for itself. 33
If 2 Teams have the same objective: their Units won’t place their Specialists beside
the Bunker once they have conquered it, to help others. It’s every Unit for itself!
If a Team’s objective is on an adjacent Column: it gains an additional 1 AP at
the end of the Raid. If the objective is 2 Columns away, the Team gains 3 AP.
For example, if Able Team’s objective is Charlie Bunker, Able Team will receive an
extra 3 AP at the end of the Raid.

QUARTERMASTER’S NIGHTMARE
If all Teams are multiplayer (including 4-player games with 2 Teams): Units cannot
find Items for themselves. Every time a Unit spends Item points for an Item, the
Item card itself is added to another Unit of its choice, anywhere on the Map (this is
not considered trading).
If there is a single pool (excluding 4-player games with 2 Teams): Shuffle all available
Regular Items and Special Items together and split them into 2 equal face-up
decks. At any time, Units only have access to the 2 Items at the top of each
deck. Once an Item is found, the one under it becomes available. No peeking!
Legendary Items are not affected and can be found normally.
If there is a mix of multiplayer and single-player Teams: Ignore this rule.

RECOMMENDED AWARDS FOR THIS CAMPAIGN


See the Honor Roll at the end of this book for further details.
able baker charlie
raid C-1 Croix de Guerre Bronze Star Long Service Medal
raid C-2 Médaille Commémorative Purple Heart Military Medal
raid C-3 Légion d’Honneur Medal of Honor Victoria Cross

34
solo Campaign c: BLIND ASSAULT
The enemy is fighting much harder than expected, and the Allies have decided
to launch a diversion attack to relieve pressure on the other fronts. Your Unit
has been chosen for this delicate and badly organized affair…

BRIEFING
The solitaire version of Blind Assault has many differences from the regular
campaign, but the setup of the battlefield remains the same (p. 28–29).

RAID c-1S:
TARFU
The order was given yesterday: you attack at dawn! Not everything is prepared, not everyone
is ready, the logistics are bad and the weather could be better. Oh, and aerial reconnaissance
missions didn’t notice there is a German armored division nearby…

OBJECTIVES
–– Conquer a Bunker from a different Column while avoiding Tiger tanks and the
Rookie Officer.
–– You can only change Columns on Row 3.

special rules
LAMB TO THE SLAUGHTER
Start the game on Baker Column, with an extra 10 Soldiers, 5 Courage and
3 random Serviceman, if available (otherwise, 6 Stars).

SMALL OPENING
You must conquer a Bunker from a different Column than the one you started in.
But the only way to change Columns is through Row 3.

35
TIGERS TO THE SLAUGHTER (solo version)
At the start of Raid 1, place a Tiger tank (a regular d6) on the highest-numbered
Sector of Able and Charlie Columns. Every time you obtain an RWB, move both
Tigers down by 1 Sector (ignore Barriers and skip Bunkers). Once your Unit moves
to another Column, keep the Tiger in your Column and discard the other one
(i.e., if you move to Able, discard Charlie Tiger, and vice-versa). When you stand
in a Sector with a Tiger, roll the d6 to see how many Soldiers you lose during
phase 6. This damage is not considered MGF. The Binoculars or other similar game
effects can modify this die’s result. You must sacrifice a card with to leave
a Sector containing a Tiger (unless the Tiger moves by itself). If a Tiger reaches
Sector 1, the game is lost at the end of the turn.

SERGEANT SNAFU (solo version)


When you earn your first RWB of the game, the Rookie Specialist joins your Unit
for free during the next phase 4. This is the Snafu, and he is considered active (his
ability affects you and you cannot ignore it). The Snafu cannot be lost, killed or
sacrificed. If you gain a Leadership or Battle Cry RWB, he becomes silenced (turn
the card face-down and ignore his ability), however earning further Leadership
or a Battle Cry RWB will set the status to active again. Each time it will toggle. If he
is active when you conquer the Bunker, gain 3 AP. If you use the Battle Cry For Help
option (p. 7) to conquer the Bunker, the Snafu does not earn you any AP.

BRING ON THE PAIN (optional rule for masochists)


For an extra challenge, if playing on Battlefield version 1, start the game in Able or
Charlie, and place the Tiger in Baker Column. You must conquer the Baker Bunker.

RAID c-2s:
SUSFU
Surviving the initial assault and the Tiger tanks was just the beginning! You are now in
unknown territory and need good intel on enemy defenses. Your superiors have the perfect
solution: capture a German officer for interrogation! Yeah, that should be easy…

OBJECTIVES
–– Capture a German Colonel in a random Sector in Row 3 of an adjacent
Column.
–– The Colonel will give you the Passwords for the Bunkers in the other 2
Columns.
–– Conquer 1 of these Bunkers by giving the Password (the unused Password
becomes a new requirement).

36
special rules
COFFEE BREAK
Keep 1 of your rallied Specialists from the previous Raid and start the game with
an extra 4 Courage and 1 Star. Before choosing a starting Column, determine
where the German Colonel is standing…

COLONEL von KRAUT


At the start of the Raid, randomly select a Sector from row 3 of a random Column.
Place a Soldier token there: this is the location of the German colonel. You cannot
start in the same Column as the Colonel. When you reach his Sector, pick up the token:
the Colonel is now your prisoner. After a rough interrogation, the enemy officer
will reveal the password for the Bunker sentries…

HALT! PASSWORD! (solo version)


When you pick up the colonel, roll 6 RWB dice for each of the Bunkers in the
other Columns, leaving the dice on the Bunkers as a reminder. These are the
Bunkers’ Passwords. Items like the Binoculars can be used to change these results.
You must attack 1 of these 2 Bunkers. Once you have decided which one, while
standing in Sector 9 or above in the chosen Column, give the corresponding
Password to its sentries by obtaining the same results as the Password in your
Final Tally. As long as the Password is not given, the Bunker is impregnable.
Whichever Bunker you chose, the Password for the other one becomes the
Warning Signal (see below).
Decide once your Final Tally is obtained if you give the Password to the sentries:
you only have 1 attempt per game. To give the Password, try to match it in your
Final Tally: results must be matched 1 for 1 (result AND color). Each matched result
removes 1 die from the Bunker. If you obtain a perfect match (6 results), draw an
Award at random. Each remaining Bunker die adds 3 to the DEF of the Bunker.
If using Servicemen (from War Stories), you are allowed to discard Servicemen
cards to help you obtain the Password results. Other game effects giving
additional results (like the Leadership RWB) can be used to help. The matching of
results happens before the cancelling effect of Skulls. Once the Password is given,
add the resources given by the dice to your Resource Card normally.

WARNING SIGNAL
Observers have spotted your approach and launched a Warning Signal: this is an
additional requirement that you must fulfill to enter your Bunker. Look at the dice
results of the Warning Signal, and read them as follows: lose 1 Soldier for each
Soldier in the Signal (a 2-Soldier result makes you lose 2 Soldiers), 1 Star for each
Star, 1 Courage for each Courage, 1 Item for each Tool and 1 Specialist for each
Skull. You must have the required resources in your Unit in order to discard them
and enter the Bunker.
37
RAID c-3s:
FUBAR
You are not out of the woods yet! Having lost your commanding officer during
the previous battle, a new one is assigned to you by the geniuses at Command HQ.
This arrogant lieutenant has never seen close combat before, but that doesn’t
stop him from feeling up to the task!

OBJECTIVES
–– Start with the Rookie Specialist.
–– Randomly determine which Sector 10 you must reach, then randomly
determine which Bunker to conquer.

special rules
IMPROVISED REPLACEMENTS
Keep up to 2 of your rallied Specialists from the previous Raid. Also, roll 2d6: the
lowest die result is the extra Courage you get, and the highest die result is the
number of bonus Soldiers you add to your Unit. Start in the same Column as the
last Bunker you conquered.

GEAR UP
For this Raid, you are allowed to pick 1 Special Item per Battle Map from their
corresponding lists (so 3 in total, instead of 1) and add them to the available
Items. See the Quartermaster’s Nightmare, below.

QUARTERMASTER’S NIGHTMARE
Instead of having a pool for Items, shuffle all available Regular and Special Items
together (including Legendary Items) and split them into 2 equal decks, face-up.
At any time, you only have access to the 2 Items that are face-up. Once you find
an Item, the one under it becomes available. You are not allowed to peek at what’s
under an Item.

LIEUTENANT LeLOSER
Start with the Rookie Officer Specialist. There is only 1 way to get rid of him: by
Special Damage. Other game effects like Awards or Sector requirements do not
affect him. If the Rookie Officer is still part of your Unit when you conquer the
Final Bunker, earn 5 AP.

38
THIS WAY!
Just to show he knows more about strategy than anyone, your new commanding
officer has decided on a very special attack plan! At the start of the Raid, randomly
determine a Column other than the one you’re starting on. You must reach Sector
10 of that Column (place a green token on it as a reminder).

NO, THAT WAY!


Once you have reached the green token in Sector 10, your commanding officer
has a change of heart: you must attack somewhere else! Randomly determine a
Bunker to attack other than the one in your current Column. Remember to follow
all the Bunkers’ requirements (for example, to enter the Bunker in N-21: Achtung
Panzer!, you must neutralize the Panzer in Sector 11).

RECOMMENDED AWARDS FOR THIS CAMPAIGN


See the Honor Roll at the end of this book for further details.

raid C-1S raid C-2S raid C-3S


Croix de Guerre Military Medal Medal of Honor

39
multiplayer HONOR ROLL
At the end of each Raid, Units earn Achievement Points (AP) for their
respective Team, based on their performance.
If more than 1 Unit/Team qualifies for any of these items, each earns the
full AP.

First Unit(s) to conquer a Bunker (can only gained once per


+ 2 AP
Team).
First Team(s) to have all its Units conquer the Bunker. The
+ 5 AP
second Team(s) to do so earns 3 AP, and the third Team, 1 AP.
Unit(s) with the most Soldiers left after conquering the Final
+ 2 AP
Bunker.
Unit(s) with the most Courage left after conquering the Final
+ 2 AP
Bunker.
+ 1 AP Units who managed to rally all their Regular Specialists.
For each multiple of 20 Item Points a Unit has left after
+ 1 AP
conquering the Final Bunker.
+ 2 AP Team(s) with the most Mulligan tokens remaining.

+ 1 AP For each Award drawn (except Recommended Awards).


For drawing the Recommended Award (each Team has its
own list, see each "Recommended Awards" at the end of
+ 3 AP each Campaign for details). To earn AP for an Award, it can
not be used. Awards are reshuffled at the end of the Raid,
along with the other Awards.
− 3 AP Each time a Unit is wiped out.

40
SOLITAiRE HONOR ROLL

At the end of each Raid, you earn Achievement Points (AP) based on
your performance.

+ 5 AP For each conquered Bunker.


If, after conquering the Final Bunker, your Unit has
+ 5 AP more Soldiers left than the total number of Sectors of
all the Battle Maps (including Bunkers).
+ 1 AP Per Specialist in your Unit at the end of a Raid.
For each multiple of 20 Item Points your Unit has left
+ 1 AP
after conquering the Final Bunker.
For each multiple of 5 Courage your Unit has left after
+ 1 AP
conquering the Final Bunker.
For each multiple of 4 Stars your Unit has left after
+ 1 AP
conquering the Final Bunker.
+ 1 AP For each of your Mulligan Tokens remaining.
For each Award drawn (except Recommended
+ 1 AP
Awards).
For drawing the Recommended Award (one per Raid,
see each "Recommended Awards" at the end of each
+ 3 AP Campaign for details). To earn AP for an Award, it can not
be used. Awards are reshuffled at the end of the Raid,
along with the other Awards.
− 3 AP Each time your Unit is wiped out.

41
D-DAY DICE BATTLE MAPS
# NAME EXPANSION
N-01 Exercise Tiger Base game
N-02 Omaha Beach Base game
N-03 Gold Beach Base game
N-03B Gold Beach (alternate version) Overlord
N-04 Sword Beach Base game
N-05 Pointe du Hoc Base game
N-06 Vierville Draw Base game
N-07 Château de Vaumicel Base game
N-08 Mont Fleury Battery Base game
N-09 Marefontaine Battery Base game
N-10 Strongpoint Morris Base game
N-11 Strongpoint Hillman Base game
N-12 Pegasus Bridge Base game
N-13 Utah Beach Way To Hell
N-14 Juno Beach Way To Hell
N-15 Cosy's Bunker Way To Hell
N-16 Courseulles Way To Hell
N-17 Brécourt Manor Way To Hell
N-18 Exercise Fabius Atlantikwall
N-19 Dog Red Atlantikwall
N-20 WN-68 Atlantikwall
N-21 Achtung Panzer! Atlantikwall
N-22 Queen Red Atlantikwall
N-23 Strongpoint Sole Atlantikwall
N-24 Strongpoint Daimler Overlord
N-25 Mission Albany War Stories
N-26 Mission Boston War Stories
N-27 Mission Chicago War Stories
N-28 Mission Detroit War Stories
N-29 Operation Tonga War Stories
N-30 Merville Battery War Stories

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