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V-Commandos Rulebook

The document provides background on the early days of World War II when Germany occupied much of Europe and Britain prepared for an invasion. It introduces Winston Churchill's order to create elite airborne units and the Special Operations Executive to conduct operations behind enemy lines, striking key targets. These commando units conducted numerous successful missions that impacted the outcome of the war, though often their successes were unknown.

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Geoff Osterberg
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0% found this document useful (0 votes)
363 views24 pages

V-Commandos Rulebook

The document provides background on the early days of World War II when Germany occupied much of Europe and Britain prepared for an invasion. It introduces Winston Churchill's order to create elite airborne units and the Special Operations Executive to conduct operations behind enemy lines, striking key targets. These commando units conducted numerous successful missions that impacted the outcome of the war, though often their successes were unknown.

Uploaded by

Geoff Osterberg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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H INTRODUCTION H

July 1940.
The German army occupies the majority of Europe and nothing seems to be able to slow its
progression. The Luftwaffe launches air attack upon air attack against London and the major
industrialized British cities.
Great Britain withstands and gets ready to face an imminent invasion. But Winston Churchill
was not one to sit back in a defensive stance. Convinced that the Allied Forces must
take the initiative and strike blows behind enemy lines, he orders the creation of elite
airborne units. Simultaneously, the Special Operations Executive (SOE) is established with
the objective to “set Europe ablaze”. After intensive training, these units will conduct
audacious operations of all kinds, striking like lightning bolts before withdrawing into
shadows. Their numerous successes, although often unknown, weighed heavily in the outcome
of the conflict.

GAME OVERVIEW
V-­COMMANDOS is a cooperative game in which 1 to 4 players THE ORIGINAL COMMANDOS
team up against the enemy forces controlled by the game. Each OF THE SECOND WORLD WAR
player selects a commando specialist and together they form a
During World War II, Allied commandos performed
squad. Then, they can either choose to play on one terrain (quick dozens of spectacular operations across the
game) or to select an operation, composed of several objectives world. What is less well known is that the first
that must be completed across various terrains. missions of this kind took place on the Axis
side.
Each turn starts with an event that may affect the commandos'
plans. Then, each commando alternately, in the order chosen by For example, the 18-day campaign that saw the
invasion of Belgium by Germany began with the
the players, uses their 3 action points, hopefully making progress capture of Fort Eben-Emael, defended by 1,200
toward the squad's objectives. Belgian soldiers and deemed impregnable. On May
Finally, new enemy reinforcements, playing by their own rules, 10th 1940, 85 German paratroopers were dropped by
combat gliders directly on the superstructures of
enter the terrain, move and attack. the fort. In less than an hour, most of the fort
Game turns continue until the operation succeeds or fails. was captured thanks to the element of surprise
and intensive training of these elite troops!

COMMON TERMS USED


Commando: specialist controlled by a player.
Enemy unit: opponent facing the commandos and ruled by
the game.
Character: any character in game: commandos, enemy units,
escorted characters, etc.

- 2 -
H GAME COMPONENTS H

1 rulebook Indoor / outdoor tiles 1 compass tile 37 event cards


and 1 training manual (19 small, 6 medium and 4 large)

9 pairs of operation cards 26 terrain cards

5 commando cards

5 commando tokens (stealthy / visible) 32 regular enemy unit tokens


(MP40 submachine gun / Mauser rifle)

14 "+1 AP" / "-1 AP" tokens

5 commando tokens 5 regular enemy unit tokens with sledgehammer


(German uniform / critical condition) (MP40 submachine gun / Mauser rifle) 66 equipment tokens

7 Ø enemy tokens 4 escorted character tokens 10 special enemy unit tokens 2 MG42 nest tokens

20 door tokens (unlocked / locked) 8 enemy entrance tokens


(silent alarm / triggered alarm) 6 trap door tokens (open / blocked)

2 alarm tokens (silent / triggered) 6 objective tokens 12 dice


(to be destroyed / not to be destroyed)
- 3 -
H STEALTH and& ALARM H

Before giving more details on a game turn, let’s discover how


the stealth feature works in V-Commandos. Stealth is critical A commando entering a large tile becomes
for those wishing to survive when they are deep in enemy automatically visible. A large tile is a vast
territory, outnumbered by opponents! open area with no place to hide.

A commando entering a medium tile


STEALTH
has 2 options: either become visible by
performing the “moving” action (see
p. 6) or become stealthy by performing
the “Moving stealthily onto a medium tile”
action (see p. 7).

Visible
A visible commando is a commando who’s not in a stealthy
state. A commando whose token is placed on the visible side
is always visible. Note: it is possible to be visible on a terrain
even if it does not contain any enemy. An enemy could remotely
The majority of Commando missions took place observe the terrain with binoculars.
at night to ease discreet infiltration. Stealth Enemy units will move towards the nearest visible commando
was required for as long as possible and a
quick escape was necessary after completing the on their terrain, whom they will also target if within range.
objective. Rain was always appreciated: the enemy In addition, a visible commando entering or leaving a tile
patrols preferred to take shelter. containing enemy units immediately suffers a reaction fire
Since they were always outnumbered and deep in (see Movement & reaction fire p. 7).
enemy territory, it was better to be unnoticeable,
like Captain Patrick Leigh Fermor and Lieutenant
Commandos become immediately visible if any of the following
William Stanley Moss, who abducted a German circumstances occur:
general and managed to escape while facing a - They shoot with a weapon that includes the symbol on
garrison of thousands of soldiers in Crete!
their token.
- They move onto a large tile.
- They move onto a medium tile (the action “Moving stealthily
onto a medium tile” allows one to become stealthy).
STEALTH - They fail a stealth check (see below).
- A "spotted" token (see Spotted p. 21) is placed on a tile
Stealthy characters are invisible to the enemy: they can never containing at least another enemy unit.
be targeted or hit by a weapon requiring a dice roll. They may
also perform lethal close combat attacks.
The two sides of this token represent a commando's state:
stealthy or visible.
STEALTH CHECK
As soon as a stealthy commando enters a tile containing
one or more enemy units, they must perform a stealth
check. The commando rolls 1 die per enemy located on
the destination tile. If at least one of the dice result is 1
or 2, the commando becomes visible.
Similarly, when one or more enemy units enter a tile, any
stealthy commando on that tile must perform a stealth
check by rolling 1 die per enemy unit.
Sapper token stealthy side (left) and visible side (right).

Stealthy
To become stealthy, a commando must move onto a tile that 1 or 2 on the die: the commando is visible!
allows hiding:
Example: 3 enemy units enter a small tile containing 2
A commando entering a small tile becomes stealthy commandos: each commando rolls 3 dice (1 per
automatically stealthy. A small tile is dark, and enemy entering the tile). The first commando gets 3, 3
contains objects or trees offering cover making it and 6 and remains stealthy. The second one gets 1, 5 and
easier to hide. 4 and becomes visible because of the 1.

- 4 -
A visible commando cannot become stealthy if there is at least A triggered alarm on a terrain will lead to more enemy unit
one enemy unit on the tile they want to move onto. reinforcements.
The enemy sees them coming so the commandos cannot hide. The only way to stop a triggered alarm is to perform the action
Only commandos and some escorted characters can become “interrupting an alarm”: an alarm remains triggered if all
stealthy. The enemies are always visible. commandos are stealthy again or if there is no commando on
its terrain.
Note: an alarm cannot be destroyed or moved by the
ALARM commandos.

The alarm on a terrain is immediately triggered if:


- any equipment token with the symbol is used.
Example: a grenade that blows up;
- there is at least one visible commando on the terrain;
- there are more commandos than the quantity to be selected
for this terrain (the quantity is indicated at the bottom-right Example:
of the terrain card, see Elements of the terrain card p. 15). 1) The Sniper is stealthy and the alarm is silent.
Once the alarm is triggered, flip the alarm and enemy entrance 2) She performs the “moving” action and advances onto a
tokens on this terrain to their orange side. medium tile: she becomes visible and the alarm is triggered.
Note: she would have remained stealthy by performing the
action “moving stealthily onto a medium tile”.
3) She moves onto a small tile without an enemy and becomes
stealthy again. The alarm is still triggered: one commando will
have to switch it off to make it silent again.

"Looking for action to put into


practice what you just learned?"
Examples of tokens triggering the alarm: > Stop reading the rules here
a visible commando or a grenade that blows up. and head toward training mission n°1

H GAME TURN H

A game turn includes 4 phases played in this order:


1. Event Phase: draw 1 event card for each terrain and apply PLAYER DECISIONS
its effect. In situations offering several options, the players
2. Commando Phase: each commando takes their actions. concerned decide what to do. For example, when a "+1
3. Enemy Phase: activate enemy units. AP" token must be given to a commando, players decide
who will receive it. Or when a commando successfully
4. End of Turn Phase: check to determine victory or failure. hits a target and must remove 1 enemy token from a
If the operation does not end, start a new game turn. tile containing several of them, the player controlling the
commando decides which enemy will be eliminated.

1. EVENT PHASE
Each turn begins by drawing an event card for each terrain
in play (a terrain represents a place where the commandos
must complete one or several objectives). Sometimes, the
commandos have to split up in order to complete distinct
objectives on 2 terrains simultaneously.
Place each drawn event card face up next to its terrain, where
it will remain until the end of the turn.
The effect of an event card only affects its terrain, immediately
except as otherwise stated on the event card.
Example: the “6th Sense” card below must be played
immediately whereas the “Alarm! Alarm?” card must be played
during enemy reinforcement step.

- 5 -
Some event cards like the card “All is quiet / Don’t venture out there fellas” below have different
effects based on the alarm. Apply the effect of the event based on the status of that terrain's
alarm when the card is drawn.
Example: if the alarm is silent when the “All is quiet / Don’t venture out there fellas” card is drawn,
the effect “All is quiet” applies: “during this turn, "spotted" tokens are ignored”, even if the alarm is
triggered later on during this turn.
Hint: to prevent forgetting about an event that takes place during the enemy phase, place the
event card under an enemy entrance token; that way, you will be reminded of the event during
the enemy reinforcement step.
When the event card deck is empty, reshuffle the discarded event cards and create a new event
card deck.

2. COMMANDO PHASE
During this phase, your commandos can always play in the Collecting or Dropping Equipment (0 AP)
order you want. Collect green or blue (never red, nor orange) equipment token
Each commando has 3 action points (AP) per commando on the tile where the commando is located and place it on a
phase. Each type of action has a cost (0, 1, or 2 AP). free space on the right part of their commando card.
A commando must perform all their actions before moving on
to the next commando (however, it will be possible to use some
specific 0 AP actions later on).
Any AP that are not used during the commando phase are lost.
A commando may perform the same action several times
during a phase.
Example: shoot 3 times or throw a grenade, move and then
throw a second grenade.

Commando actions
Besides the special actions printed on their commando cards, A commando can drop an equipment token by removing the
the commandos may perform the following actions: token from their commando card and placing it on their current
- Collecting or dropping equipment (0 AP). tile. This action also allows giving, taking or exchanging
- Blowing up a TNT charge (0 AP). equipment tokens with another commando located on the
- Moving (1 AP). same tile.
- Moving stealthily onto a medium tile (2 AP).
- Entering through a trap door (1 AP). Blowing up a TNT Charge (0 AP)
- Unblocking a trap door (1 AP). A commando may blow up a red TNT charge located anywhere
- Attacking in close combat (1 AP). on their terrain (see section TNT charge p. 21).
- Shooting (1 AP).
- Using equipment (1 AP).
- Interrupting an alarm (1 AP).
Moving (1 AP)
- Interacting with an objective (variable cost). Move your commando token onto an adjacent tile with an free
- Saving an action point (1 AP). space (see below). Diagonal movement is forbidden.
There must also be an opening (an unlocked door or no walls)
along the edge between the departure tile and the destination
tile. Walls without an unlocked door (around indoor tiles) are
WHEN TO EXECUTE AN ACTION impassable. Note: the Scout (tan side) can pass over the
COSTING 0 AP? doorless walls or sneak through windows.
“Moving” action may also be used to enter a tile through
Actions costing 0 AP can be performed in the same
an open trap door: place the commando token on the tile
conditions as other actions but also at other times,
containing the trap door. This action is needed in particular
specific to them:
when the commandos enter the first terrain of an operation.
- before or after – never during – an action performed
Reminder: when stealthy commandos enter a tile containing
by another commando.
enemy units, they must perform stealth checks.
- before or after – never during – one of the enemy steps
(see 3. ENEMY PHASE p. 10).

- 6 -
SPACES ON TILES MOVEMENT & REACTION FIRE
The white circles are indicators of the highest number A reaction fire occurs each time a visible commando
of characters a tile can contain. There must be at least enters or leaves a tile containing enemy units.
1 free space on the destination tile for the moving Every enemy unit on the departure tile and on the
character. A tile containing the maximum number of destination tile performs a reaction fire immediately. The
characters becomes impassable. shooting targets the departure tile of the commando.
Note: equipment and small triangular tokens (alarms Roll the dice for enemy shooting, then attribute the
and objectives) do not use a space on tiles. injuries to the targeted commando (see “Shooting” and
“Shooting results” sections in the Enemy Shooting Step
p. 12). For each wound received, a commando loses 1
AP immediately. No matter what the results of the dice
are, the commando makes the move initially planned.
Example: a visible commando is on a tile with 1 enemy
unit. The commando spends 1 AP to move onto an
adjacent tile containing another enemy unit. Both enemy
units perform a reaction fire towards the departure tile of
the commando, who suffers 2 injuries. The player moves
the commando’s token onto the destination tile that was
initially planned. The commando used 1 AP to move and
A medium tile may contain up to 8 characters. lost the two others by being wounded twice.
However, a stealthy commando who becomes visible by
A MG42 nest token uses 2 spaces on a tile while the entering a tile with enemy units does NOT suffer any
nest itself offers only 1 space. Example: a small tile with reaction fire.
a nest only offers 3 spaces for characters (2 on the tile and A reaction fire always targets a tile; never the nest a
1 in the nest). targeted commando just left or is about to enter.

Exiting Through a Trap Door (1 AP)


A commando may leave the terrain through an open trap
door located on their tile. After exiting through a trap door, a
commando can no longer perform another action: they have to
wait for the next turn to act again. It takes time to move from
one trap door to another one. Place the commando token on the
table (out of the terrain).
Now between two trap doors, the commando is neither affected
by enemy units nor by the event cards and cannot interact with
other commandos.
While between two trap doors, the only available actions as
of the following game turn are “moving” or “moving stealthily
onto a medium tile”, to enter a tile through an open trap door
located on any terrain.
A commando exiting an open trap door keeps all the tokens on
their commando card (equipment, "+1 AP" or "-1 AP", German
uniform, etc.).
Note: visible commandos exiting through an open trap door
are considered to be leaving the tile. They suffer a reaction fire
from each enemy unit present on their departing tile. If the
Moving Stealthily onto a Medium Tile (2 AP) commando is in a critical condition (see Critical Condition p.
Move your commando token onto a medium tile while 14), he or she is then eliminated.
remaining stealthy. For the rest, this type of movement uses
the same rules as the “moving” action. This movement may
also be used to become stealthy when entering a medium tile Unblocking a Trap Door (1 AP)
through an open trap door. A commando unblocks a blocked trap door on their tile: flip
the trap door token to its unblocked side.
Note: a commando between two trap doors cannot unblock
a blocked trap door. The barrel placed on the trap door is too
heavy! The commando underneath is unable to lift it.

- 7 -
Attacking in Close Combat (1 AP) 2) Shoot
This type of attack can only be performed by a stealthy Roll a number of dice equal to the number of little white squares
commando on the same tile as the targeted enemy unit. printed on the weapon token being used. The minimum score
Attacking in close combat is an automatic success. Remove to hit with each die is indicated on the targeted tile.
the enemy unit token from play (place it back in the enemy
reserve) and replace it by 1 equipment token randomly drawn
from the equipment reserve. This token is placed on its green,
blue or orange side (never on the red side).

CLOSE COMBAT
Following intensive training in close combat, the
commandos were able to sneak up on their target
and quietly eliminate them with a dagger, placing
a hand over the mouth of the victims to prevent
them from screaming.

In the example above, the Scout shoots the enemy on the


adjacent tile: with this weapon, roll 1 die for each shot. The
Shooting (1 AP) targeted tile is a small one (4+ to hit). The Scout rolls a 6: the
A commando uses a firearm or a grenade to target a tile enemy is hit.
containing enemy units. Shooting with a firearm, but not with If the targeted tile contains a character located in a MG42
a grenade, may also target a locked door to open it. nest, this character may only be hit by 5 or 6 (5+ indicated
on the nest token). If one of the dice targeting a tile with a
nest is 5 or 6, the player may decide to target an enemy unit
in the nest.

Some of the game’s firearms and a grenade.

Important: go through the 4 steps below for every shot before


going for another shooting action.
To shoot:
1) Declare a shot
Indicate on the commando card the weapon that will be used,
then select a target (tile or a locked door) within range. Minimum roll required to score a hit on an enemy
in a MG42 nest is 5 or more.
Shooting a locked door is an automatic success: flip the door
WITHIN RANGE token on its unlocked side.

Tiles within range include the tile where the shooter is 3) Shooting results
and every adjacent tiles that are not blocked by a wall Each successful die roll causing a hit eliminates 1 enemy unit.
or locked door. The shooting player decides how to distribute successful hits if
To shoot a locked door, the commando must be present there are multiple enemy units on the targeted tile.
on one of the two tiles separated by the door. Example: a Sten targets a medium tile (3+ to hit) with 3 enemy
units. A Sten rolls 2 dice per shot, the result is a 3 and a 6: both
shots are successful hits. The player selects 2 of the enemy units
to eliminate.
A shot will never hit an objective. A commando shot will never
hit another commando. Their intensive training allows them to
shoot with very high precision.
Note: extra successful hits are lost, they cannot be allocated to
enemy units on other tiles.

4) Reward after elimination


After every shot, all eliminated enemy tokens are simultaneously
replaced by as many equipment tokens randomly selected
from the equipment reserve. Place each token on its green,
Green tiles and doors are within range of the Medic. blue or orange side (never on the red side). Eliminated enemy
unit tokens are placed back in the enemy reserve.

- 8 -
Using Equipment (1 AP)
Use an equipment token on the commando’s card.
Example: wearing a German uniform or using a first aid kit.
Note: a commando visible or stealthy on a tile containing
enemy units may use equipment.

Interrupting an Alarm (1 AP)


A stealthy commando on a tile containing a triggered alarm
switches it off: flip all orange alarm and enemy entrance Space for "+1 AP" token.
tokens to their black side. A commando can save as many AP as there are dedicated
This action may only be taken once per terrain. spaces to store them on the commando card (never more).
Enemy units will not fall for another false alarm. If the alarm is Now you have 1 more AP to be used later on (see below).
triggered again on this terrain, permanently flip the alarm and Commandos may keep these tokens as long as they want until
enemy entrance tokens to their orange side. used or removed by injury.
Hint: before interrupting an alarm, be sure that ALL commandos
on this terrain are stealthy: if one of them is visible, the alarm
will be immediately triggered again! USING A "+1 AP" TOKEN
Interacting with an Objective (variable cost)
To interact with an objective token, the commando must
be on the same tile. Some objectives require the use of an
equipment token to interact with it. Example: a TNT charge on
an objective to be destroyed. Using a "+1 AP" token costs 0 AP and must be used
UNDER THE SAME CONDITIONS as an action costing
0 AP (see p. 6). The commando using it may execute
any action requiring 1 AP, like “moving” or “shooting”.
Discard the "+1 AP" token after use.
Objective to be destroyed (left). Example 1: to move further, a commando with a "+1 AP"
Objective not to be destroyed (right). token has to eliminate 4 enemy units on a small tile. To
succeed, the commando had to spend all 3 AP to shoot
Other objectives may require a specific interaction. Example: using a noisy weapon. The commando is now visible and
disarm a bomb or switch on a lighthouse. In these cases, in a dangerous situation… He uses a "+1 AP" token to
the terrain card indicates the number of AP and potential move onto the small tile, now free of enemy units, and
equipment required to interact with the objective. becomes stealthy again.
Example 2: two stealthy commandos, each with a "+1 AP"
token, are on the same tile. During the enemy movement
step, 2 enemy units enter their tile: stealth checks have
to be performed immediately. 1 commando fails and
becomes visible and the other remains stealthy. The
enemy movement step has ended. Commandos use their
"+1 AP" tokens BEFORE the enemy shooting step (which
could be fatal to the visible commando): the stealthy one
performs a close combat attack and eliminates one of the
enemy units. The second one shoots and eliminates the
last enemy.
It is possible to combine 1 or several AP with a "+1 AP"
token (and even 2 "+1 AP" tokens for the Sapper played
on his blue side) to perform an action such as "Moving
stealthily onto a medium tile".

Objective examples on terrain cards.

Once an objective is completed, its token is removed from play. “You now know everything a true com-
mando is capable of knowing. Let’s start
a live bullet training session!"
Saving an Action (1 AP)
Spend 1 AP and pick up a "+1 AP" token. Place this token on > Go to the training mission number 2
the dedicated space of the commando card. "+1 AP" tokens in the training manual.
cannot be placed on "-1 AP" spaces on commando cards.

- 9 -
3. ENEMY PHASE
Once the commando phase is over, the game progresses to the Reminder: if enemy units enter by a tile containing stealthy
enemy phase. The players will control the enemy units during commandos, the commandos must immediately perform the
the 3 following steps: necessary stealth checks.
1. Enemy Reinforcements Step. When a Ø enemy token is placed on the terrain or on the table,
2. Enemy Movement Step. no enemy is placed there.
3. Enemy Shooting Step.
Note: the enemy phase takes place even if there is no
commando on the terrain.

1. Enemy Reinforcements Step


Ø enemy token.
Randomly pick up enemy tokens from the enemy reserve (do
not hesitate to select more tokens than needed). Form a pile At the end of the enemy reinforcement step, all Ø enemy
and do not have a look at it (these tokens and the side to be tokens are PERMANENTLY removed from the terrain or the
used will be randomly chosen). Place 1 enemy unit token on table (place them back in the game box). Then, for each Ø
every tile in contact with an enemy entrance token. If the alarm enemy token removed this way, add 1 token from the special
is triggered, place 2 enemy unit tokens on each tile. Place the enemy unit reserve to the enemy reserve (see Equipment deck
rest of the pile back in the enemy reserve if necessary. and reserves p. 16).

Enemy reinforcement step, the alarm is silent.


Place 1 enemy token randomly picked up on the tile
in contact with this enemy entrance. ENEMY TOKENS
Regular Enemy Units
Failure condition: if there are not enough enemy unit tokens
in the reserve to place all the required units, the operation
fails. The commandos are outnumbered and cannot defeat
the overwhelming enemy numbers! Note: it is allowed to peak
into the enemy reserve at any time to evaluate the number of
remaining enemy unit tokens.
If the tile does not have enough free spaces or if the enemy Regular enemy units (the one on the right is equipped
entrance is barricaded (see Crowbar p. 19), the enemy unit with a sledgehammer).
tokens are placed on the table (outside of the terrain) right Regular enemy units are the most common on the
behind the enemy entrance token they should have used. terrain. They can be identified by the black and white
In both examples below, the enemies have to wait outside the symbol around their token.
terrain: on the left, the tile does not offer any free space, on the Special Enemy Units
right, the enemy entrance has been barricaded.

Special unit.
Special enemy units are more dangerous than regular
enemy units. They can be identified by the black colour
around their token.
Commandos cannot perform actions against enemy units
placed on the table. The enemy tokens awaiting outside
the terrain will enter if possible during the following enemy
reinforcement step. In the case where only some of these
enemy units may enter, the players get to select the units that
will enter and the ones that will stay outside.

- 10 -
2. Enemy Movement Step
There are two stages for enemy movement: determining the Enemy units can move through locked doors as they have the
direction, then moving the enemy units. keys of their facilities, but not through trap doors.
If the cardinal point at the bottom of the event card is , draw
Determining the Direction a new event card and apply the direction by this new card then
For each terrain, all enemy units follow one of these two rules discard it (IGNORE the event on this card). If the new card
to determine direction: displays another symbol, ignore and discard it, then draw
- Toward the nearest visible commando following the shortest another one until you get a direction.
path. An enemy unit does not move if:
- If all commandos are stealthy, in the direction defined by
the cardinal point at the bottom of the event card drawn at - There is no tile in this direction or a wall blocks the way.
the beginning of the turn for each terrain. - He is protecting a triangular token (see below).
- He is on a tile containing a visible commando.
The direction determined at the beginning of the enemy - The destination tile already contains the maximum number
movement step will be enforced for the whole step, whatever of characters.
happens. Example: all commandos are stealthy at the beginning
of the enemy movement step. The enemy units start to move
toward the direction indicated at the bottom of the event card: to
the West. One of them enters a tile containing a commando who PROTECTING A TRIANGULAR TOKEN
fails the stealth check and becomes visible. Enemies that have
not yet moved during this enemy movement step will continue to
move to the West and not toward the newly visible commando.

Moving Enemy Units


Move enemy unit tokens to the adjacent tile in the specified
direction on each terrain: Triangular tokens.
- Toward the nearest visible commando: move each enemy Any triangular token is a strategic point that an enemy
unit by taking the shortest path. unit will protect at any cost.
- In the direction indicated by the cardinal point at the bottom During enemy movement step, any time an enemy unit
of the event card: move enemy units in this direction with moves onto a tile containing an unprotected triangular
the help of the compass placed on the table. token, he automatically slightly overlaps the token, in
order to protect it. In the case of a MG42 nest, the
Always move first the enemy units nearest to the direction or enemy unit is placed on the dedicated space on this
visible commando, then lastly the enemy units furthest from nest. Placing an enemy unit on a triangular token
this direction. Example below: enemy units must move to the located on their tile is not considered as a movement.
North. The enemy unit on the most northerly tile (1) cannot go This triangular token is now under the protection of the
farther. Then the one on the small tile below (2) moves forward enemy unit who will never move again.
one tile to the North. Finally, the enemy units on the medium tile
(3) in the most southern area move toward the North as well.

Triangular tokens protected by enemy units.


Example: 2 enemy units are on a tile containing a triangular
token. One of them is placed slightly overlapping the token
to protect it. During the commando phase, the enemy unit
protecting the triangular token is eliminated: the second
enemy unit on the tile is immediately placed on the
triangular token to protect it.
Only 1 enemy unit at a time can protect a triangular
token. Any additional enemy units entering on a tile
containing a protected triangular token can leave the
tile freely.
Special enemy units never protect a triangular token.
These elite units have better things to do on the terrain!

- 11 -
Shoot
ENEMY MOVEMENT PATH CHOICES Gather as many dice as the total of little white squares
illustrated on all enemy units in the enemy group that is
Sometimes, enemy units are attracted by visible shooting. Should an enemy unit be located in a MG42 nest,
commandos distributed on several equidistant tiles. use the number of little white squares on the MG42 nest
There might also be several tiles in contact with their instead of the squares on their enemy unit token.
starting tile: enemy units may follow several paths in Roll these dice: each die resulting a number equal or higher
the direction to follow. If there is more than 1 enemy than the number indicated on the targeted tile hits a visible
unit on a starting tile, before moving any of them, split commando on this tile.
them into as many groups of the same number as there
are possible paths. Players also get to select the types
of enemy units placed in each group. Then move each
group toward their different destination tile. If it is not
possible to create groups with the exact same number
of enemy units, players decide which group get the odd
unit.
In the following example enemy units must move to the
North.

Group A cannot move: a wall blocks movement toward


North.
Group B contains 5 enemies that can move. It must be
split into 2 groups as they have 2 possible paths toward
North (one toward the left small tile and one toward the
right small tile). Players decide the way to split the group
(sub-groups B1 and B2) then move the enemy units that Example: group 1 1 must shoot on its tile with 2 dice.
can be moved to the North. Only 1 enemy of sub-group Group 2 may shoot at either of the 2 small adjacent tiles: players
B1 can be moved because the left small tile (4 spaces) decide on which tile the enemy group will shoot (2 dice will be
already contains 3 enemy units: the remaining 2 enemy rolled). Group 3 is in a MG42 nest: the enemy unit shoots at the
units of sub-group B1 stay on the medium tile. The entire tile with 1 visible commando rolling 4 dice.
sub-group B2 moves onto the right small tile.
Shooting Results
For each hit, place a "-1 AP" token on the hit commando card
3. Enemy Shooting Step (see section Commandos’ Health p. 14).

All enemy units on the same tile are considered a single enemy
group focussing all their shots on the same tile.
Declare a Shot
Each enemy unit will only shoot once during the enemy
shooting step if they have a visible commando within range.
Reminder: a stealthy commando can never be targeted nor hit
by a weapon involving a dice roll. The Officer got 1 injury.
When shooting, each enemy group gives priority to: If several visible commandos are on the targeted tile, players
1) Their own tile. choose how to distribute the hits. When a commando is in
2) An adjacent tile. If an enemy group can target several critical condition because of received injuries (all spaces of
adjacent tiles with visible commandos, the players may the commando card being occupied by "-1 AP" tokens), the
decide which tile is targeted by the group. remaining hits are attributed to any other visible commandos
on the same tile. All extra hits will be lost.

- 12 -
4. END OF TURN PHASE
Check for operation success or failure: Operation Failure
Operation Success The operation fails if any one of these conditions occur:
The operation is a success when these 2 conditions are true: - All commandos have been eliminated OR
- ALL objectives of all terrains of the operation have been - There are not enough tokens left in the enemy reserve to
completed AND place all the enemy units needed OR
- At least 1 commando got out alive the last terrain through a - A failure condition on a terrain card or an operation card has
trap door. occurred. Example: commandos had only 5 turns to complete
the objective, and they did not manage to do it in time.

Start a new game turn if the operation is neither a success nor


a failure. If a new turn must begin, discard the event card(s)
drawn at the beginning of the previous turn.

"Now, let’s see how you manage the


situation when the enemy deploys all its
defensive capabilities."
> Go to the training mission number 3
in the training manual.

H COMMANDO SELECTION H

Each player selects a commando card and which side of the 1 Speciality and card’s side colour (blue or tan).
card (blue or tan) to use: each variant is balanced and offers
a different play style. Remaining commando cards and tokens 2 Nationality (flag border).
are placed back in the game box. Each commando starts with
specific skills and begins the operation with their assigned 3 Special skills.
equipment. You will keep the commando and the chosen side AP cost to use this special skill (0, 1 or 2 AP).
of the card as long as the commando stays alive. Skill can be used only once per turn.
Place your commando card in front of you with the 2 tokens Permanent skill: applies if the player decides to do so, without action
representing the commando (the flag around those tokens is cost when described on the card.
identical to the one around the commando card): one of the 4 Blue opaque equipment printed on the card can be used
tokens is used when the commando is stealthy or visible, the
without limit (they are not discarded after use). They
other when the commando is in critical condition or wears a
cannot be exchanged between commandos or covered by
German uniform.
another equipment token.
5 Place 1 equipment token corresponding to each transparent
icon printed on the card. Example, the Medic (blue side)
6
starts each operation with 2 first aid kits.
The total number of circles indicates the maximum number
of equipment the commando can carry.
7 Note: transparent equipment slots can be used to hold
any equipment token once the starting equipment token is
used and discarded, thus making the slot free.
6 Space reserved for a "+1 AP" or "-1 AP" tokens (empty at
1 the beginning of an operation).
5
3 7 Space reserved for a "-1 action" token only (empty at the
beginning of an operation).
2 4 Note: when there are fewer players than the number of
commandos required to play the operation, the players may
control more than one commando. It is possible to play the
Medic commando card (blue side) with the 2 commando game solitaire this way.
tokens and the 2 first aid kits to start every operation with.

- 13 -
H COMMANDO’S HEALTH H
There are 4 health statuses for a commando: healthy, injured, ELIMINATED
critical condition, eliminated.
A commando is eliminated in the following situations:
HEALTHY 1. The commando was in critical condition and was not
healed before the end of the next game turn.
An uninjured commando is considered healthy. All commandos 2. The commando is on a tile hit by an explosion ( ).
are considered healthy when starting a new operation. 3. The commando suffered a special operation rule that may
eliminate commandos. Example: if the roof of the under-
ground base collapses on them.
INJURED
When a commando is hit during combat, place a "-1 AP" token
on the commando card on the upper left slot that does not
already have a -1 token. If that slot already contains a "+1
AP" token, flip this token on its "-1 AP" side. Each "-1 AP"
token on a commando card immediately makes them lose 1
AP, as well as during all future commando phases. Example: A
commando with a "-1 AP" token has only 2 AP per commando
phase (instead of the usual 3).
As long as the top slot on the commando card is occupied by a
"-1 AP" token, the commando cannot save any "+1 AP" token.

Example of operation rule (operation Snowflake)


CRITICAL CONDITION that may eliminate a commando.
A commando is in critical condition when all their card’s slots After elimination:
are occupied by "-1 AP" tokens. Then replace the commando 1. Pick up a randomly selected commando card among the
token by their second token on the critical condition side. cards remaining in the game box. Choose the side to use (blue
or tan). Do not place any equipment token on the transparent
icons of this commando card.
2. Discard the eliminated commando card and 2 tokens:
it will be the commando discard pile. The commando’s
equipment tokens remain on the tile where the commando was
eliminated (unless it happened by a , in which case all the
The Scout goes to critical condition. equipment tokens are destroyed and placed in the equipment
discard pile instead). Once there are no more commando cards
A commando in critical condition may only perform actions in the game box, shuffle the eliminated commando cards in
with 0 AP cost and will remain on the tile waiting to be healed the discard pile and place it in the box as a new reserve.
by another commando. Enemy units ignore commandos in 3. When a new terrain is set up after a commando’s elimination,
critical condition (who are considered stealthy). If no one the player that was in control may order a new commando
comes to the rescue before the end of the next game turn, a to enter any terrain. This means that a player controlling a
commando in critical condition is eliminated. Commandos die commando eliminated on the last terrain of an operation will
from their injuries or an enemy nearby, applying the “commando not be able to come back into play.
order”, might shoot them.
Note: a commando in critical condition in a MG42 nest can
be moved freely into another free space on the same tile.

THE “COMMANDO ORDER”


Adolph Hitler was furious over the numerous
allied commando successes. In 1942, he signed the
infamous “commando order” ordering the immediate
execution of any allied commando captured behind
enemy lines.
However, several German generals such as Erwin
Rommel refused to execute this order. Those who
applied it were later convicted of war crimes.

- 14 -
H PLAY AN OPERATION H
V-Commandos allows players to have a quick game on 1 single
terrain card (about 30 minutes) by playing only one terrain The nest must be placed on the dedicated location on
card, or to play a whole operation (gathering 2 to 5 terrains). the tile.
Let’s start by having a look at the setup of a terrain if you play
a quick game. If you prefer playing an entire operation, start
by reading Operation set up p. 17.

SETTING UP A TERRAIN
Each terrain card details the instructions for building a terrain.
Start by placing the compass on the table.
Then build the terrain corresponding to the terrain card you
selected.
Important: during their set up, ALL terrains must be facing
North like the compass. A nest must be placed on the triangular location
depicted on every outdoor tile.

ELEMENTS OF THE TERRAIN CARD 6 Alarm token (silent / triggered)


As long as an alarm is triggered, there
8
are more enemy reinforcements.

2 7 Trap door token (open / blocked)


6
5
Commandos enter and exit a terrain
3 through open trap doors. An open trap
1 door allows access to any other open
7
trap door in play, on the same terrain or another terrain.
Place each trap door token on one of the circular spaces
4
9 of the tile containing a trap door. Note: a character
10 can occupy the circular space on the trap door without
Example of a terrain card. blocking the access to this trap door.
1 Description of the objective
8 Orientation
Details about the objective and how to achieve it.
Reminder: during their set up, ALL the terrain
2 Objective token (to be destroyed / not to be destroyed) must be facing North indicated by the compass.
Objective token representing the loca-
9 Number of commandos to be selected for a quick
tion of the goal to be achieved.
game with 1 single terrain card
There are 2 types of objectives: to be destroyed and not
. Should the number of commandos on a terrain
to be destroyed (a document to pick up for example). Pion nid d’arme
be higher thanlourde
the indicated number, the
3 Door token (unlocked / locked) alarm is automatically triggered.
Note: some operations involve more or less commandos
An unlocked door allows a than the number indicated on a terrain card.
character to move and shoot
between the two tiles where it is located. A locked door 10 Type and quantity of tokens needed to set up this
is impassable for the commandos and blocks all shots. terrain.
Reminder: the enemy units can go through locked doors.
4Enemy entrance token
(silent alarm / triggered alarm)
Enemy reinforcement units
enter the terrain, on each tile
in contact with an enemy entrance, during each enemy
phase.
5 Pion nid d’arme lourde
5 MG42 nest token

A MG42 nest provides good cover and


a powerful weapon to the character that
occupies it.

- 15 -
1. Place Tiles The Bridges terrain should look like this once set up (in
standard difficulty):
The layout on the right side of each terrain card shows the tile
sizes (as well as the side to be used) and tokens to set up.
There are 3 different sizes: small, medium and large. All the
tiles offer 2 sides: indoor (with walls around) / outdoor (with
grass on the ground).

Thin outlines and no shading: place an outdoor tile.

Thick outlines and shading: place an indoor tile.


4. Equipment Deck and Reserves
Event Cards Deck: shuffle the event cards and place the deck
face down on the table next to the players.

Crossed: do not place any tile here.


TERRAIN TO BE PERFORMED
For a quick setup, you are free to choose any tile as long as
you respect their dimension (size and shape) and side (indoor IN LIMITED TIME
or outdoor). The items illustrated on tiles are purely decorative When a terrain card must be completed in a limited
and do not impact the gameplay. number of turns, create a separate event card deck
containing as many event cards as the turn limit and
place it next to this terrain. When there is no more event
2. Place Tokens card to draw, you have reached the turn limit. Example:
the Church terrain says that the commandos must protect
Using the terrain card as a reference, place the required the objective during 6 turns. When setting up this terrain,
tokens respecting their side on the tiles. The equipment players place a deck containing 6 event cards next to
tokens must be taken from their reserve (see Equipment deck the Church terrain that has been set up. During enemy
and reserves below). Should the reserve not contain the tokens movement step, if the event card has a symbol,
you are looking for anymore, take this token in the discard pile. draw a new card in the main event deck, until getting
Should one or several of these tokens be missing, players get a direction.
to choose which tiles or commandos will not receive them. Should the turns go on beyond this limit (such as the
Wait for the first game turn of an operation to bring the terrain card Church), keep drawing event cards in the
commando tokens into play on a terrain: all commandos main deck. Example continues: as of the 7th turn, players
must spend 1 AP to perform their "Moving" action (or 2 AP to were successful at protecting the church. From now on,
"Move stealthily onto a medium tile") in order to enter a tile they may play without time limit and draw the event cards
containing an open trap door. from the main deck.

3. Place Starting Enemy Units Equipment Reserve: place all remaining equipment tokens,
including the "spotted" tokens, in an opaque bag or a bowl.
Place 1 regular enemy unit token with MP40 (2 small white Enemy Reserve: place all remaining regular enemy units (with
squares on its token) on each token with a triangular shape Mauser / MP40, 5 with sledgehammer and 7 "Ø enemy") and 3
so that it overlaps the triangular token. For MG42 nest, place special enemy unit tokens in another opaque bag or in a bowl.
the token on the dedicated space. Example: the Streets terrain
contains 3 triangular tokens (1 alarm, 1 objective and 1 MG42 Special Enemy Units Reserve: place the remaining 7 special
nest): place 1 enemy unit with MP40 on each of them. enemy unit tokens aside on the table next to the enemy reserve
If you play in veteran difficulty mode (see Select the difficulty as a separate group.
p. 17), add 1 enemy token with MP40 on every tile in contact Commando Reserve: is made up of the commando cards and
with an enemy entrance token. tokens in the game’s box.

- 16 -
OPERATION SET UP After reading out loud the front side of the operation cards, flip
the cards to the back side and place them on the table next
Each operation is made up of 2 two-sided operation cards. For to each other.
starters, select a pair of these cards.

SELECT THE DIFFICULTY


OPERATION CARDS For your first game, we recommend selecting the standard
Front difficulty level. For an additional challenge, select the veteran
2 difficulty level.
Standard
1 Ignore all special rules on the operation cards.
Veteran
Apply all special rules on the operation cards, including those
with the symbol.
Moreover, in veteran difficulty, you will face more enemies on
each terrain (see 3. Place starting enemy units p. 16).
3
1 Name, place and date of the operation.
2 Operation duration.
3 Number of commandos to be selected.
PLACING THE OPERATION CARDS
Each operation is usually made up of several terrain cards.
Example: the Black Tea operation is made up of 3 terrain cards:
Streets, Bridges and Fuel Depot. Place the terrain cards on the
table as indicated by the operation card.

Background and objectives for this operation.

Back

Terrain cards to be used for this operation. SPECIAL


symbol indicates a special rule that applies to this
terrain card (see below).

Start by placing the compass on the table. Then build the


terrain corresponding to the terrain cards in the left most
position, for the operation card you selected. Example: for the
Black Tea operation, set up the Streets and Bridges terrains. The
terrains on the right (the Fuel Depot in the example above) will
be set up later on during the operation. Reminder: ALL terrains
must be facing North as indicated by the compass.
Special rules that apply to some of the operation’s
terrains or during initial operation set up. Special rules
for an operation replace the objective of a terrain card if
needed. For example, in Shooting Star operation, instead
of eliminating the German officer in Hotel de Luxe, you
must talk to him.

- 17 -
Black Tea operation ready to be played (in standard difficulty).

COMPLETING A TERRAIN AND OPENING ACCESS TO A NEW TERRAIN


A terrain is completed once its last objective is completed AND
no commando remains on that terrain (they left the terrain
using a trap door or have been eliminated).
At the end of the commando phase, for every completed
terrain:
1) Flip the terrain card to its completed side.

Example: in Operation Shooting Star, completing all objectives


on the City card opens access to the Hotel de Luxe and Bridges
terrain cards. Set up those 2 terrains at the beginning of next
turn. Commandos must complete all objectives on both Hotel de
A terrain card flipped to its completed side. Luxe AND Bridges cards to unlock the last terrain card: Church.
2) Dismantle the completed terrain. All remaining equipment 4) During the commando phase, any commando who exited
tokens are discarded and enemy unit tokens are placed back through a trap door in a previous turn can now enter a new
into the enemy reserve. terrain through an open trap door. Example: the 4 commandos
completed the objective of the City terrain and exited through a
3) At the beginning of next turn, if the completed terrain card trap door. Hotel de Luxe and Bridges (each recommended for 2
is linked by to another terrain card (or by to 2 other commandos) terrains are set up at the beginning of next turn.
terrain cards) on its right, set up these terrains. If 2 terrain The 4 commandos split up into 2 groups of 2 to accomplish the
cards are linked by symbol to another terrain, you must objectives of those two terrains concurrently.
complete these 2 terrains to open access to the next terrain. Reminder: enemy phase takes place even if there is no
Reminder: to set up a new terrain, follow the terrain set up commando on a terrain.
procedure, steps 1 to 3, p. 15. Reminder: when leaving a terrain, commandos keep all their
equipment, German uniform, "-1 AP" and "+1 AP" tokens.

“Last step on your training! Use the 2 cards of Green operation and get things done!”
Note: the equipment reserve now contains all the equipment tokens available.
See Equipment p. 19 to learn how to use first aid kits, bombardments and German uniforms.

- 18 -
H EQUIPMENT H
Commandos have access to various types of equipment to Example: the Sniper suffered 2 injuries, thus reducing her
complete their objectives. All types of equipment can be used number of AP per turn to 1. On her tile there are a first aid kit
by any commando. Example: the Medic may use a TNT charge. and the Scout. She can take the first aid kit (0 AP) and use it to
heal herself with her only 1 AP left. A better solution would be
to have the Scout take the first aid kit and heal the Sniper: she
INTENSIVE TRAINING would immediately recover her 3 AP for this turn.
Commandos were subjected to intensive training in
order to help them survive any situation, including
the loss of a team mate: survival skills, close
combat, climbing, handling explosives and using a CROWBAR
variety of vehicles and weapons (including those
of the enemy) were taught. The crowbar can be used in two ways:
1) Force Open a Locked Door
The commando must be located on a tile in contact with the
locked door to be forced. Flip the locked door token to its
EQUIPMENT TOKENS unlocked side.
2) Barricade an Enemy Entrance
1 2 A commando on a tile in contact with an enemy entrance may
use a crowbar to barricade it. Remove the crowbar token from
4
the commando’s card and place it red side up on the enemy
3 5 entrance token.
During the enemy reinforcement step, enemies that should
1 Using this weapon makes the commando visible enter through a barricaded enemy entrance are placed on the
immediately. The absence of symbol indicates table next to this entrance. Once 4 or more enemy units - those
that the commando does not become visible after with sledgehammers count as 2 - are behind a barricaded
using this weapon. enemy entrance, they kick the barricade down and enter the
tile. Then discard the crowbar token.
2 When this equipment is used the alarm on this Note: an enemy entrance token can be barricaded again even
terrain is triggered. if the enemy entrance was kicked down previously.
3 Weapon power: number of dice to roll for each use Note: a crowbar cannot be used to barricade a simple door.
of the weapon. An outline around the little white
squares indicates special rules related to this
weapon.
4 Background colour: blue = unlimited use,
green = discarded after use (do not place it back in
the equipment reserve).
5 Powerful explosive.

Some tokens such as the TNT charge and the crowbar have a
red side. This side indicates that this equipment was placed
on the terrain by a commando. No commando may pick up an
equipment token placed on the red side.
Once the equipment reserve is empty, shuffle all the discarded GERMAN UNIFORM
equipment tokens together to create a new equipment reserve.
Reminder: using an equipment token costs 1 AP. Using a German uniform as a disguise allows being stealthy
regardless of the size of the tile: treat all tiles as if they were
small ones. Discard the German uniform token and replace
FIRST AID KIT the commando token with its second token on the German
uniform side.
Commandos equipped with a first aid kit may use it to heal A visible commando on any kind of tile without an enemy unit
themselves or another character located on the same tile. who puts on a German uniform becomes immediately stealthy.
Using a first aid kit removes ALL "-1 AP" tokens from the card of
the healed commando and thus cancels any critical condition.
In this case, replace the critical condition commando token
with their stealthy token except if they are located on a large
tile: then the commando is visible).
When a commando is healed by another commando, he or she The medic wears a German uniform.
gets full AP immediately. When healing oneself, APs can only
be used from the next turn on.

- 19 -
When wearing a German uniform all the other rules for Example: the Sapper enters a MG42 nest, shoots twice with the
becoming visible are in effect. Example: using a noisy weapon MG42 inside and leaves the nest. If the Officer enters the nest
or failing a stealth check will make the commando visible. If an during the same game turn, he must wait for the next turn to
enemy soldier addresses a disguised commando in German, it shoot with the MG42 in this nest.
is quite likely that the commando will not know how to answer
and will be spotted... 3. Stealthy Weapons
Once commandos become visible, they lose the German
uniform: replace the commando token wearing a German
uniform with the commando token on its visible side.
Sten with silencer.

USE OF GERMAN UNIFORMS

Sniper rifles Springfield and Mosin-Nagant.


Unlike standard weapons, sniper rifles do not make their
user automatically visible. The snipers using scoped rifles are
experts in camouflage. However, these are noisy weapons that
trigger the alarm when they are used.

MG42 NEST

After the German surrender in 1945, Otto


Skorzeny, a German commando officer, was tried
and acquitted. He had his men wear US army
uniforms, which constitutes an offence under the
various treaties of war, but he was pardoned
thanks to a British secret agent, Forest Yeo-
Thomas, who confirmed that SOE agents (Special
Operations Executive) and Allied commandos also When entering a tile containing an unoccupied MG42 nest, a
used this method during some of their operations.
character is placed inside. One maximum can be in a nest at
a time. A commando may freely enter or leave a nest (this is
does not cost any AP).
A character in a MG42 nest gets an important cover bonus (5+
FIREARMS to be hit). When a shot targets a tile containing a MG42 nest,
player can decide to assign the hit of any die resulting in a 5
A firearm shot can only hit visible characters from the opposite
or 6 to the character located in the nest. Note: It is not allowed
side.
to assign a 1, 2, 3 or 4 die result to a nest to make an enemy
Note: commando weapons are printed on commandos' cards.
shot fail deliberately.
They are not available as tokens.
An enemy unit in a MG42 nest shoots with this weapon instead
of his personal weapon. However, a commando may decide
1. Standard Weapons which weapon to use.
When commandos and enemy units are located on a same
tile containing an unoccupied MG42 nest, commandos decide
first if they want to occupy it.
Standard weapons are noisy: each use of such firearms make Reminder: overheating rules apply to MG42 nests.
the shooter visible and triggers the alarm. Note: a MG42 nest cannot be destroyed nor moved by the
commandos.
2. StG44 and MG42
GRENADE
When throwing a grenade, use the shooting rules.
Powerful weapons: StG44 and MG42. Special rule: a grenade may hit any visible character located
Special rule: these powerful weapons are subject to overheating. on the targeted tile (including the commando who threw it
Once a commando uses this weapon once or several times, no if he is visible). If hits remain to be distributed after having
other commando can use this weapon in the same game turn. eliminated all enemy units, they must be distributed among
Note: this rule also applies to the MG42 nest (see on right). the characters remaining on the tile.

- 20 -
TNT CHARGE BOMBARDMENT
Use a TNT charge token to place it (red side) on the tile where Commandos managed to establish radio communication to call
the commando is located on. Then a player decides when to for an air strike. Use a bombardment token to target 1 outdoor
perform the action “blowing up a TNT charge” placed red side tile of any terrain in play.
on his terrain. Roll the number of dice indicated on the bombardment token
A TNT charge that blows up automatically eliminates all tokens and consult the targeted hit number of the tile to determine
from the tile hit by the explosion, except for trap door, alarm, the number of hits to be applied (as for shooting).
door and nest tokens. Trap doors and triangular tokens stay in Special rule: a bombardment may hit any visible character
place. Characters eliminated this way do not drop equipment located on targeted tile. If hits remain to be distributed after
tokens. Only a powerful explosive ( symbol), such as a TNT having eliminated all enemy units, they must be distributed
charge token, may destroy an objective. among the visible characters remaining on the tile. A stealthy
commando is taking cover: he is protected.

SPOTTED
Objective to be destroyed A commando who remained stealthy after having eliminated
and TNT charge placed on the red side. an enemy unit on their tile or adjacent one becomes visible
if the enemy is replaced by a "spotted" token AND at least
Warning: when a token with blows up on a tile containing another enemy unit is present on the targeted tile. The enemy
an objective not to be destroyed, the operation fails! unit sees a comrade fall and spots the commando.
Note: if no other enemy unit remains on the tile with the
"spotted" token, the commando remains stealthy. In either
case, there is nothing to loot and this token is discarded.

H ESCORTing a character H
Sometimes, the objective of a terrain card requires escorting - Is eliminated at first hit.
a character. As soon as a commando reaches the objective - Does not benefit from the special skills of the commando
token, replace this token by the token of the character to be who is escorting him. For example, he cannot sneak through
escorted on its stealthy side if possible (on a large tile, he is walls like the Scout if the latter escorts him.
visible). The token of the character to be used is printed on - Is removed from game after leaving a terrain.
the terrain card.
There are 3 types of escorted character tokens:

Stealthy / stealthy: always stealthy, the


character is ignored by the enemy units.

Stealthy / visible: can choose between


being stealthy or visible (all commandos’
stealth rules apply).

Visible / visible: always visible, the enemy


units move towards this character and try
to eliminate him like a visible commando.

The objective of the City terrain card is to escort a character. An enemy escorted character, like the German Admiral, does
The card also indicates the token to use to replace not require a commando entering his tile to perform any
the objective token on this terrain. stealth check.
A character to be escorted:
- Occupies one space on the tile (there must be one free space
on the tile to replace the objective token with the escorted
character token).
- Does not have any AP.
- May follow a commando located on the same tile when this
commando performs one of the following actions:
Moving,
Moving stealthily onto a medium tile,
Exiting through a trap door.

- 21 -
H TACTICAL ADVICE H
- Selecting your commando squad wisely is critical. Besides, - Try to save a "+1 AP" token on your commando card, it
the order in which your commandos will take action might might save your life.
be crucial as well.
- Think about using your "+1 AP" token when appropriate.
- Remain stealthy as much as possible and avoid ending up You should never suffer an injury without having used this
visible at the end of the commando phase, at all cost. token first to shoot or move for example.

- You will very probably trigger the alarm, but you should do - Anyone can have good ideas. Listening to all advice will help
your best to make it happen as late as possible. you make the right decisions as a team.

H INDEX H
Ø enemy..............................................................................................................10 Grenade...............................................................................................................20
Alarm...............................................................................................................5, 10 Injured..................................................................................................................14
Bombardment..................................................................................................21 Interrupting an Alarm......................................................................................9
Character..............................................................................................................2 MG42 nest.................................................................................................. 15, 20
Close Combat......................................................................................................8 Moving...................................................................................................................6
Collecting or Dropping Equipment...........................................................6 Objective........................................................................................................9, 15
Commando card..............................................................................................13 Operation................................................................................................... 13, 17
Commando phase............................................................................................6 Reaction fire.........................................................................................................7
Compass..............................................................................................................15 Saving an action point....................................................................................9
Commando actions..........................................................................................6 Setting up a terrain.........................................................................................15
Critical condition.............................................................................................14 Shooting...............................................................................................................8
Crowbar...............................................................................................................19 Spaces on tiles....................................................................................................7
Eliminated..........................................................................................................14 Special enemy units.......................................................................................11
End of turn phase............................................................................................13 Special enemy units reserve.......................................................................18
Enemy entrance....................................................................................... 10, 19 Spotted................................................................................................................21
Enemy movement step.................................................................................11 Stealth check.......................................................................................................4
Enemy phase.....................................................................................................10 Stealthy..................................................................................................................4
Enemy reinforcements step........................................................................10 Terrain.......................................................................................................... 15, 18
Enemy shooting step.....................................................................................12 Tiles..................................................................................................................4, 16
Equipment.........................................................................................................19 TNT charge....................................................................................................6, 21
Equipment reserve.........................................................................................16 Trap door................................................................................................... 6, 7, 15
Escorting a character.....................................................................................21 Unblocking a trap door...................................................................................7
Event card...............................................................................................5, 11, 16 Using a "+1 AP" token......................................................................................9
Event phase.........................................................................................................5 Using equipment token..................................................................................9
Exiting through a trap door..........................................................................7 Uniform (German)...........................................................................................19
First aid kit..........................................................................................................19 Visible.....................................................................................................................4
Game turn............................................................................................................5 When to execute an action costing 0 AP?...............................................6
German uniform..............................................................................................19

- 22 -
H CREDITS H
Game Design: Thibaud de la Touanne. Playtesters: Julien Avy, Martin Bouchard, Guillaume Cassel,
Jean-François Chrétien, Sylvain Daraiche, Caroline Dezainde,
Art Direction: Thibaud de la Touanne, Olivier Demouron. Marc Guenette, Francis Guilbeault, Pascal Hébert, Jean-
Illustrations: Vincent Filipiak, Bruno Tatti. Louis Hencks, Corentine Hertschuh, Jerry Higginson, Aymeric
Imberti, Janus Johnston, Patrick Kemner, Mathis and Nathaniel
Tiles: Thibaud de la Touanne, Nicolas Lesbros. Lamidey, Dave Landry, Stéphane Laurin, Ulysse, Hyppolite
and Nicolas Lesbros, Dominick Lauzon, Brian Maul, Jacques
Illustrations & Tiles Backup: Guillaume Briet, Grelin, Kuru, Marcoux, Safia Merzouk, Justin Mohareb, Hedi Naghmouchi,
Vincent Parot. Michel Ouimet, Jean-François Pasquier, Benjamin Ortiz, Stack
Académie Montréal, Jean-François Pérusse, Marc Rodrigue,
Graphic Design: Büro K Design, Thibaud de la Touanne, Benoît Rullier, Angelo Silva, Vince Starks, Juan Vera, Jonathan
Quentin Van Oycke. Vigneault Turcot. A big thanks also to those who tested the
Editing: Marine Boissière, Richard A. Edwards, Kurt McClung. Print and Play demos… and to all the others!

Translation: Marine Boissière, Fabrice Lamidey, Dave Landry.


Project Management: Thibaud de la Touanne.
Special thanks to all our backers: their support has made
it possible for you to play this game today, as well as: Dave
Banks, Nicholas Bodart, Bobbi Burquel, Olivier Demouron,
Typhaine Desperramons-Dutartre, Fendoel, Rémi Flament,
Arne Hoffmann, Claude Hostert, Jan-Philipp Koll, Fabrice
Lamidey, Fabrice Mauer, Marie, Scottie Mick, Philippe
Mouret, Randolph Pub Ludique, Shanouillette, Raphaël Da
Silva Gomes, Dave Landry, Hervé Lalo, Luke Plunkett, the
Préfous du Volant, Thomas Rollus, Tapimoket, Nicolas Vibert,
Daniel Wandrei, Ricky Royal, Jim Wittmer, Hervé "vr3h" Zilliox
and to all those who help us never forget this period of history.

- 23 -
H GAME TURN H
1/ EVENT PHASE Draw 1 event card for each terrain in play and apply its effect.
2/ COMMANDO PHASE Each commando takes their actions.
3/ ENEMY PHASE Activate enemy units through 3 steps (reinforcement, moving, shooting).
4/ END OF TURN PHASE Check to determine victory or failure of the operation.

H commando actionS H

Each commando can perform 3 AP in the order they want.


H Collect or drop equipment (0 AP).
H Blow up a TNT charge token placed on its red side (0 AP).
H Move onto an adjacent tile (1 AP).
H Move stealthily onto a medium tile (2 AP).
H Exiting through a trap door (1 AP). This ends the commando’s actions.
H Unblock a trap door (1 AP).
H Close combat attack (1 AP) by being stealthy on the tile of the enemy.
H Shoot (1 AP): roll the number of dice allowed by the weapon used. Every die
resulting equal or higher than the number indicated on the targeted tile is a successful hit.
H Use equipment (1 AP).
H Switch an alarm off (1 AP). Only once per terrain!
H Interact with an objective (variable AP cost).
H Save 1 action point (1 AP). Take a “+1 AP” token to use it later on.

H enemy phase H

1/ REINFORCEMENT Draw and place (without having a look at it) 1 enemy unit token - 2 tokens if the alarm is triggered - on each
tile in contact with an enemy entrance token..
2/ MOVEMENT Move each enemy unit 1 tile: toward the nearest visible commando or, if there is no visible commando, in the
direction indicated at the bottom of the event card. The enemy units protecting a triangular token do not move.
3/ SHOOTING A group of enemy units shoots first at a visible commando on their own tile, otherwise on an adjacent tile containing
a visible commando.

H stEalth H

Becoming stealthy Becoming visible (alarm triggered)


H Move onto a small tile. H Move (not stealthily) onto a medium tile.
H Move stealthily onto a medium tile. H Move onto a large tile.
H Disguise using a German uniform on a tile containing no H Use a weapon with .
enemy units. H Find a "spotted" token on a tile containing an enemy unit.
H Fail a stealth check (dice resulting 1 or 2).

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