UF RuleBook Updated

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    1. INTRODUCTION

    These rules are presented in a Programmed Instruction format so that players need not read the entirerulebook to begin play. At various points in the rulebook you will be told to stop reading and play aspecific scenario which uses the rules you've read up to that point.

    2. THE CARDS

    2.1 CARD TYPES: There are two types of cards in the game. The regulation-sized playing cards whichcreate the flow of play are called Action Cards. The other cards are a representative sample of theactual men and Armoured Fighting Vehicles which engaged in WWII combat and are called Personalitycards. A player's forces are composed of certain Personality cards which engage in combat andmanoeuvre through the medium of the Action cards.

    2.2 CARD INFORMATION:

    Each Action card contains an illustration and the name of its function, a quantitative modifier or strength,and, brief notes regarding its main uses. In addition, each Action card contains a large black or red

    number ranging from 0-6 in its upper right hand corner. This is the Random Numberused to resolvechance situations whenever one occurs, and has nothing to do with the actual play of an Action card. Inaddition, each card has a row of 10 black or red numbers printed along its bottom which randomlyindicate a certain numbered position (called Random Position Numbers-RPN) within a group to receivea particular action. The purple-red numbers printed directly above the Random Position Numbers areused only to assist in readily identifying the Random Position Numbers in relation to each other. Boththe Random Number and Random Position Numbers are ignored except when drawing a card from theDraw Pile solely for the purpose of generating a Random Number or Random Position [14.6]. Lastly,each Action card has a small purple-red number called an Inventory Number in the upper left handcorner which is used solely to give each Action card an individual identity should the owner need tocheck for a missing card. Each type of Action card is illustrated in the specific rule section which definesits use.

    2.0 Is it necessary to use an RPN for determining the position in a one man group?

    A. No. Use an RPN draw only to determine the position of the effect (Sniper, CC Draw, Malfunction, etc.) if thereis more than one man in the group. However, see section 19.0, Malfunction for special cases when an RPN is not

    necessary for a multi-man group.

    2.21 SPLIT ACTIONS: Some Action cards are divided in two parts, separating two different actions bynationality. A player may use this card only for the action listed on his side of the card as indicated bythe nationality symbol(s) printed on that side of the card. If the same nationality is listed on both sides,the card may be used for either action, but not both.

    Action card Personality card Personality card

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    [EX: Action card #159 can be used as a Rally 1 card by all nationalities (except Italians), but as aMovement card by the Russians and Japanese only].

    2.22: COWER CARD: Any card defined by a scenario as unusable by one or both players is considereda Cowercard for that player. A Cower card has no value to its owner (other than inverted use as anOpen Ground Terrain card; see[8.1]). It nonetheless must be counted as part of the owner's hand until itcan be legally discarded[4.3] per that player's discard capability.

    [EX: Action card #130 is always a Cower card for the Russian and Italian player (the Russian and Italiansymbols are absent), but can be used as a Smoke card by the German, US, British and French players.]

    2.3 CARD REPRESENTATION:There are numerous types of Personality cards, but in the Basic Gamewe will limit ourselves to those representing single men. An example is illustrated below.

    Defense values

    Rank

    Personality card number

    Soldier name

    Nationality symbol

    Weapon firepower

    Weapon

    Close combat value

    Weapon malfunction number

    Weapon repair numbers

    Points D.Y.O. (do your own)

    Leader type (SL or ASL)

    Pinned values

    (in red)

    Rank symbol

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    2.4 SCENARIOS:All scenarios are composed of seven basic component parts: Type, Forces, ActionDeck Composition, Special Rules, Victory Conditions, Time Limit, and a declaration of the player whomust form his groups, place terrain, and play first. Players should remember that although mostscenarios list forces for each of the seven nationalities in the game, each scenario is usually played byonly two nationalities at a time. In addition, all scenarios which do not depict some type of meetingengagement will list two forces for each player; one to be used if that player takes the offensive role, andthe other to be used if he plays the defensive role. Defensive forces are listed inside a barbed wireentangled rectangle. A player never uses both forces in the same scenario. Scenarios with assigned

    offensive and defensive forces actually have four different variations of the same theme; meetingengagement scenarios only two. Adjustments to the Action card deck are listed after the ( )symbol. The player who must form his groups, place terrain, and play first is shown after the "1st"

    symbol. A bayonet ( ) after the "1st" symbol indicates that the side with the offensive rolemust play first; a barbed wire entanglement symbolizes the defensive side. The number following thesand timer symbol ( ) indicates the number of complete plays through the Action Deck whichcomprise the scenario Time Limit.

    3. PREPARE TO PLAY

    3.1Players begin play by selecting a scenario from among those provided or creating one themselvesas per rule section[43.0]. Sides are chosen with each player taking the indicated Personality cards andsetting the remainder aside. The Time chit is placed (with the "Deck 1" side face up) on the Discard tray.

    3.2The player indicated by the scenario as having the first play now sits opposite his opponent andplaces his Personality cards face up in front of himself in two to four groupsof two to ten cards each(EXC: AFV's and IG's [28.11]). Groups should be separated somewhat to make it easy to distinguishone from another. Each group is identified from the player's left to right as Group A, B, C, and D.

    The opposing player now sets up his groups, attempting to place them directly opposite his opponent'sgroups as much as possible. A player may not leave gaps in his setup; his first group must be Group A,his second must be Group B, etc. For example, if the German player chooses to have two groups andthe American player three, American Groups A and B would be set up directly opposite the like

    designated German groups, with the American Group C set up adjacent to his Group B and directlyopposite no German group.

    Once play begins, these groups may be altered only by losses due to combat and individual transfersfrom one group to another[17.8][20.8], although the identity of a group can change[17.7]. Each groupwill act independently of any other group during the course of play and any Action cards placed on agroup will affect only the Personality cards actually in that group. With this and the scenario VictoryConditions in mind, players should choose the composition of each group and the total number and sizeof groups carefully at the outset.

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    3.1 What are the 'valid' historical match-ups?

    A. Please refer to the table below:

    Nation

    Germany

    Japan

    Italy

    U.S.A.

    Britain

    Russia

    France

    Germany

    --

    N

    Y

    Y

    Y

    Y

    Y

    Japan

    N

    --

    N

    Y

    Y

    Y

    Y

    Italy

    Y

    N

    --

    Y

    Y

    Y

    Y

    U.S.A.

    Y

    Y

    Y

    --

    N

    N

    Y

    Britain

    Y

    Y

    Y

    N

    --

    N

    Y

    Russia

    Y

    Y

    Y

    N

    N

    --

    N

    France

    Y

    Y

    Y

    Y

    Y

    N

    --

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    3.3Each man within a group likewise assumes a position within that group relative to the others. Theleftmost Personality card in each group occupies the "1" position. The Personality card to his rightoccupies the "2" position, and so on up to "10" for a ten man group. This position within the group

    [A] XXXX [B] XXXXXX

    [A] XXXXX [B] XXX [C] XXXX

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    changes every time a man occupying a lower numbered position within the group is eliminated. Forexample, if the second man in a five man group is eliminated, the third man assumes position 2, thefourth man position 3, and the fifth man position 4. Men may switch positions within a group during theirplayer turn but must do so as the sole action of that group for that turn. Such a position switch is included as part of any successful weapon acquisition[18.2]or assistant crew assignment[11.12].

    3.4Place the Group Card at the head of each group and place a round wooden marker to the lowerleft corner to range number 0. This is the starting Relative Range to opposing groups.

    Group Card

    3.5The Action deck is shuffled and each player is dealt a full hand face down as per below table:

    Nationality Full hand

    German 5 cards

    American 6 cards

    Russian 4 cards

    British 5 cards

    Japanese 4 cards

    French 6 cards

    Italian 4 cards