V-Commandos Rulebook
V-Commandos Rulebook
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!
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H GAME COMPONENTS H
5 commando cards
7 Ø enemy tokens 4 escorted character tokens 10 special enemy unit tokens 2 MG42 nest tokens
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.
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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.
H GAME TURN H
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.
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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).
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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.
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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.
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.
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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.
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.
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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.
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.
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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.
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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.
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.
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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.
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.
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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.
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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.
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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).
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.
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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.
Back
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Black Tea operation ready to be played (in standard difficulty).
“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.
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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.
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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.
MG42 NEST
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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:
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!
- 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
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