solitaire and rules summary card.

Legend
Each of your final scores places you in the list of famous (or infamous) Allied commanders. Here’s how to interpret
your score:
DATE
COMMANDER
FINAL SCORE*
NUMBER OF
MEDALS**
5 or less: Impossible! Are you sure? Perhaps you made a rule error, so please try again. If you get the same result
again, then you receive the rank General General. For each subsequent game when you get this result, you can add
another “General” to your rank. Just as in “Catch-22” there was a Major Major Major, similarly you merit the highest general rank in the history of armed forces, created especially for this occasion. - You receive the rank General of the Armies from a grateful nation. Before now,
6: General of the Armies
only John J. Pershing has held this rank. You may be the only American officer to ever wear six stars (since Pershing
chose to use only four stars). Your achievements are historic and will appear in textbooks in every military school
in the world. The scale of the Allied victory exceeds all imagination. Do not forget to document it, for it will surely
never repeat! - The speed and power of the Allied onslaught leaves the OKH help7: Field Marshal / General of the Army
less. Local German counterattacks and forces brought from the East front are useless. The Germans have no time
to reform their front line. While the surrender is being signed, Polish insurgents still defend themselves in Warsaw,
supported by the 1st Independent Parachute Brigade. The Soviets fail to cross the Vistula. - Your daring establishment of a bridgehead, enabling the offensive’s final strike, is key to the out8: General
come of the war. Over the next few days, Allied divisions race forward. This time to Berlin. The first to enter Berlin
is the First Polish Armoured Division of General Stanisław Maczek. A patrol of the 24th Lancers on the outskirts
finds an abandoned tram and rides it to the city center. The Lancers occupy the Reichstag and discover Hitler’s
bunker. - The Allies cross the Rhine, creating a strong bridgehead. From here, a few days later an offensive is
9: General
launched into the Ruhr valley. As the first Allied units are entering Berlin, the Soviets reach Poznań and stop at the
Warta river. 10: Lieutenant General - Miraculously, the Allies manage to capture an undestroyed bridge over the Rhine.
After necessary preparations, the Berlin offensive starts, supported by parachute landings. The German capital is
surrounded and cut off. The Soviet offensive stops at the Oder river, and Festung Breslau withstands the Soviet siege. 11: Major General - With a final push, the Allies manage to take a bridge over the Rhine. The German resistance
across the river is stronger, and Allied forces advance with difficulty, reaching the heart of the Reich only in May,
1945. Near Torgau, they encounter some armored Soviet forces. 12: Colonel - Your corps manages to get across the Rhine, but only a few days later OKW launches a counteroffensive. Two German armored corps recapture the bridgehead and push the Allied front lines back to the river. The
front stays frozen until spring. The Soviets reach the Elbe river.
13: Lieutenant Colonel - Your advancing troops cross the Rhine, but the bridge collapses under the weight of
the vehicles. The resulting fierce battle to preserve a bridgehead stops further progress. The 1st Belorussian Front
advances as far as the Weser river. 14: Major - Your corps crosses the Rhine, but is thrown back two days later by a well-conducted counterattack. The
Germans are stronger than believed. They probably had time to prepare due to your earlier slow progress. Unfortunately, further progress is impossible, and the war ends with Germany surrendering to the Red Army. 15: Lieutenant - A task force establishes a bridgehead on the east bank of the Rhine but abandons it the next
morning, due to a lack of support while suffering heavy artillery fire. At noon, a group of German pioneers cross to
the west bank and make a German bridgehead. Your units stay entrenched in defensive positions, expecting further
German attacks. 16: Second Lieutenant - The information you reported to SHAEF headquarters is erroneous! In reality, it was not
a division which crossed the river, but only a battalion. You are demoted to the rank of second lieutenant and as
the head of an infantry company you entrench yourself in front of the bridge which you were supposed to take. On
December 16, 1944, you are awakened by artillery fire, and then, equipped with bazookas and grenades, you try to
survive a massed attack of Königstiger tanks. * Your score is the number of turns in which you managed to win an automatic victory.
** In games ending with the same score, the better result is the one where
you earned more medals.
Feel free to photocopy this sheet.
17 and more: Cadet - The German defense proves to be an unbreachable wall. The weight of the US war effort is
shifted to the Pacific theater. In April 1945, Soviet Guards divisions appear on the east bank of the Rhine. Stalin has
no intention of respecting the Yalta agreement, so almost all of Germany falls under Soviet occupation. Luckily it
was all just a training exercise, which you did not pass, Cadet!
General information
The order of players is random, but it does not change during the game.
Round – all turns of all the players.
Player’s Turn – 2 Actions (A) of six types available plus additional actions (if available):
1 action by using the Resistance card
1 action by using the Recon card
1 action on Commander card (active only)
and finally
Axis reaction – either placing Axis marker or counter attack
Actions
A1 Take supply from the stock
into Army Supply Base
Take a set of 3 supply pieces of the same kind from the Allied Stock track or 3 different supply pieces from the supply markers reserve pool. An Army supply base can hold
up to 9 supply pieces!
into Limited Supply Base
Take 3 different supply pieces from the supply markers reserve pool. A Limited supply
base can hold up to 6 supply pieces and may be used once per turn only!
A2 Take trucks
Take the trucks from the Allied Truck stock, taking no more than the number shown
for the player’s level on the Logistics Chart (Truck Draw). You cannot take so many
trucks that you exceed your overall truck limit number shown for your Level on the
Logistics Chart.
Should there be no trucks left in the Allied Truck stock, the current turn is paused
and the Supply Check Interphase is immediately performed.
A3 Transport supplies
Place truck on empty arrow in you color between areas you control and move up to 5
supply pieces (one way only) between these areas.
You cannot place more trucks than indicated by your current level of Truck placement on the Logistics Chart.
You can always freely move supply pieces between the Corps card and the area occupied
by this corps.
A4 Corps movement
Once per turn, for 1 gas marker taken from the respective Corps card, move the corps
up to 3 areas in your color (or black one) along the arrows in your color.
Corps cannot enter or move through area occupied by any other corps or by markers
of other players (even in case of double-colored areas).
When a corps enters an area containing supply markers, they can be immediately
moved onto the Corps card.
The moving corps can also freely move supplies from its card into the areas through
which the corps is passing (or remaining).
Entering a fortified area without a player marker requires immediately spending 1
ammo.
Entering an unoccupied area results in drawing a card from the Pursuit deck.
Entering an area with Axis marker or Axis flag results in drawing a card from the Axis
deck.
Cards description:
Les Boches– results in stopping the movement; movement may be continued by
spending 1 more gas.
Combat. If the combat is won, corps may continue its movement by
Axis division
spending 1 gas.
Other cards – no impact on movement.
Some cards’ effect are instant. You must use them at once, or just discard them.
Some cards containg a hand symbol ( ), which means that they can be held for use in
later turns.
After use, the card is discarded to the respective discard pile (except for the undefeated
Axis divisions and Starving civilians cards).
Combat
You must remove the supplies indicated on the Axis division card.
If you can match all the supplies indicated, the combat is won and the Axis division card
is added into your pool.
If you cannot match all the supplies indicated, then you must remove as many supplies
as you can and the movement is ended. The Axis division card is shuffled back into its
deck.
A5 Air support
You can peek at the top card from a chosen deck (either your Pursuit deck or the common Axis deck) and place your air support marker on it.
In case of combat or movement by the owner of the air support marker on the deck, one
ammo will be added to the strength of the corps which triggers drawing the top card.
The air support marker is then returned to you.
A6 Airborne landing
Take up to 3 Airborne units, paying 1 Medal for each one, and place them face up on
the board, in areas which are either uncontrolled or contain an Axis marker.
An Airborne unit gives +1 ammo bonus for any Allied corps which enters the area containing this counter, either for combat or for moving into a fortified area.
After the end of a player’s turn, all of his placed Airborne units lying face down are
removed from play, and those lying face up are flipped face down.
Additional actions
They are performed above the limit of 2 actions per turn. They can be performed after
completing any other action.
1 action by using the Resistance card.
1 action by using the Recon card.
1 action on Commander card (active only).
Supply Check Interphase
markers of each player on the Logistics Chart are shifted one level up.
each corps on the board immediately uses 1 food.
If it is impossible then the corps is grounded and cannot be moved until it receives food
supply. Turning the corps face up requires use of 1 food. The use of such food is
automatic (even if this food was being transported through and the player had no
intent of giving this food to this corps).
all players remove all trucks from the board and return them to the Allied Truck stock.
After any player reaches Level 3 on the Logistics Chart, 2 extra trucks (plus 2 extra
trucks per player) are placed into the stock (1 player – 4 trucks, 2 players – 6 trucks,
3 players – 8 trucks)
the Allied Supply stock is refilled with the appropriate number of supplies.
all Commander cards are placed face up.
all air support markers are returned to their respective owners from the pursuit/Axis
decks.
Axis reaction
Place an Axis marker or
Perform a counter attak
Placing Axis marker
Place one Axis marker on any area which is adjacent to the black area with Axis flag
at the eastern edge of the board or adjacent to an area already containing an Axis
marker and connected by a continuous chain of areas with Axis markers to a black
area at the eastern edge of the board.
Placing the very last Axis marker starts the end of the game procedure.
Counter-attack
Remove a player marker, if the following conditions are met:
not adjacent to any Allied corps,
not adjacent to any starting area,
not adjacent to Army supply base,
adjacent to any unocuppied area or an area with an Axis marker or flag which has
a continuous connection by arrows of any color with the Düsseldorf area.
Important: Succesful counter attack may result in losing a medal!