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BETRAYAL! Rules of Play 1 BETRAL!yA

betrayal ! Rules of play 1. betrayal ! TABLE OF CONTENTS. Rules INTRODUCTION COMBAT VICTORY. of Game Scale Combat Mandatory Intervening Allied Communication Game Units Combat Restrictions French Republic Marker play Game Markers Game Map Air Bombardment Ground Combat Procedure HISTORICAL SETUP. Stacking Combat Results Zones of Control FREE SETUP. Design Control of Minor Allies REGROUP. Salvage Tests for Regrouping Roger Nord Unit Types SEQUENCE OF play . Test Results Automata German Turn Development Allied Player Turns ALLIED COMMUNICATION. Lembit Tohver MOVEMENT First Two Turns Terrain Costs Turn 3 Onwards Movement Phase Penalties for Banned Communication Art & Layout Air Unit Movement Automata German Movement Restrictions Mark Mahaffey Editing INTRODUCTION. Jack Beckman betrayal ! is a strategic level game of the German invasion of France, Belgium, and the Netherlands in May 1940.

Betrayal! is a strategic level game of the German invasion of France, Belgium, and the Netherlands in May 1940. After After finishing campaigns in Poland, Denmark, and Norway, Hitler turned to France.

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Transcription of BETRAYAL! Rules of Play 1 BETRAL!yA

1 betrayal ! Rules of play 1. betrayal ! TABLE OF CONTENTS. Rules INTRODUCTION COMBAT VICTORY. of Game Scale Combat Mandatory Intervening Allied Communication Game Units Combat Restrictions French Republic Marker play Game Markers Game Map Air Bombardment Ground Combat Procedure HISTORICAL SETUP. Stacking Combat Results Zones of Control FREE SETUP. Design Control of Minor Allies REGROUP. Salvage Tests for Regrouping Roger Nord Unit Types SEQUENCE OF play . Test Results Automata German Turn Development Allied Player Turns ALLIED COMMUNICATION. Lembit Tohver MOVEMENT First Two Turns Terrain Costs Turn 3 Onwards Movement Phase Penalties for Banned Communication Art & Layout Air Unit Movement Automata German Movement Restrictions Mark Mahaffey Editing INTRODUCTION. Jack Beckman betrayal ! is a strategic level game of the German invasion of France, Belgium, and the Netherlands in May 1940.

2 After finishing campaigns in Poland, Denmark, and Norway, Hitler turned to France. The goal was to knock France down and then prepare for the subjugation of Britain and the invasion of the Soviet Union. Production Pre-war planning, coupled with valuable experience gained in Poland, would lead the Wehrmacht to excel in lightning C. Rawling warfare never before seen on such a massive scale. While the French had re-visited World War One with a static Maginot Line defending their border, the Germans went beyond this and brought in blitzkrieg. There were a few bumps along the way. The smaller British army and those from tiny Belgium and Netherlands tried to help France. Playtesting The game has two Allied players, one French and one British. They will alternate, depending on initiative, in handling Stan Buck the automata German side.

3 Internal differences between the allies can arise according to their separate and unique victory Roger Eastep conditions. Chuck Frascati The game contains one 17 x22 map, one sheet of 108 9/16 counters, this Rules set, and one Players Aid Chart (PAC). Stan Hilinski Also required for play are 2 six-sided dice. Don Johnson Eric Martin Game Scale Philip Tohver The 17 x 22 map shows the region in Western Europe where the battle took place. The three invaded nations are The Sunday Simulators subdivided into named areas representing significant locations. The areas range in size from thirty miles to fifty miles across. Britain's territory in the west is merely informational. Germany has numbered border set-up areas that are off- limits to Allied air and ground units. A game turn represents three days of time. Game Units Infantry units are mainly corps with some divisions.

4 Armored units are divisions and a brigade. Air units are fighter groups or bomber groups, and abstracted to show relative size and abilities. Full-strength ground units carry silhouettes and darker shades. Step-reductions on the back show and a red bar: LANDSKNECHT. PUBLISHING. SERVICES, INC. Part # GA2015R3. Printed in the USA. Copyright 2016 Roger Nord LFTWFF German Air (Luftwaffe) ARM'AIR French Air (Arm e de l'Air) AASF British Air (Advanced Air Striking Force). 2 betrayal ! Rules of play Game Markers SEQUENCE OF play Reinforcements enter in their named Areas as detailed in the historical setup (Module ). A few counters are markers that indicate the status of The game proceeds in game turns, which If these are German occupied, they enter at a certain events, the game turn, or the location of the are divided into player-turns.

5 During a western (British or French) or southern (French French Republic marker. game turn, the automata German goes only) friendly board edge Area of France. first, followed in order by the French and then the British. Returns from Regroup Box Whenever one or more units occupy the Regroup Section Automata German Turn of a Regroup Box, they may possibly return Initiative Determination ( ) to the map. During the Reinforcement and Allied Communication (No and Yes). OKW Strategic Orders ( ) Regrouped Units Return Segment at the start Determine Ground Tactics ( ) of the Movement Phase, the phasing player rolls a D6 and its result is the number of the Movement Phase ( ) active nation's units that may be chosen to Regrouped Units Return ( ) return to the map. Any available returns from Movement the roll in excess of the number of units in the Game Turn French Republic Combat Phase ( ) box are ignored and may not be accumulated to a future game turn.

6 Returning units must be taken immediately when rolled. If a 6 is rolled, Allied Player Turns A player the Allied player must permanently eliminate 1. (French first, then British) completes all of his reduced Air units in either of the Regroup the actions below before the next begins boxes (if one is in there). French 1st, 2nd, and 3rd Penalties his turn. a) Returning Allies appear in friendly-occupied Areas in or next to Paris within stacking limits. Movement Phase ( ) When all those Areas are German-occupied, Reinforcements and Regrouped returnees appear in the nearest friendly-occupied Units Return ( , ) Area (player's choice if there is more than 1) to Movement Paris. British 1st, 2nd, and 3rd Penalties Combat Phase ( ) b) Returning Germans units appear in any German Border Area or in any German-held Game Map Regroup Phase ( ).

7 Area adjacent to a German Border Area. The map is divided into Areas which regulate movement. c) There is no movement cost to appear on-map. German Areas are numbered, while Belgian, French, and Dutch Areas are named. The Game Turn Track MOVEMENT Returning units thereafter pay normal costs to move. on the map records the current game turn, appearance General Rule Units have printed points for Allied units, and the status of Allied movement allowances according to Example: The British player incurs losses and communications penalties. The Regroup Boxes for their type. As they move across the map, has salvaged three British ground units and one each side also appear on-map. Game charts and tables they can expend up to their Movement inverted British fighter unit for the Regroup Box. are located on the map or on the PAC.

8 These govern On a die roll of 6, the British return all three reduced Allowance (MA) and then must stop. automata German movement, combat, regroups, and ground units, but permanently lose their fighter unit. Each player may move some, none, or all victory conditions. of their Allied ground units voluntarily. Designer's Note Allied air forces were operationally German ground units undergo guided inferior to the Luftwaffe and vulnerable to Stacking movement. Possible returns from the annihilation in the campaign. Stacking refers to multiple units occupying the same Regroup Box and Allied reinforcements Map Movement Limits Except for British Area. While moving, units may freely pass through enter during the Movement Phase. All air units that can evacuate at ports for victory Areas with other friendly units without penalty.

9 All units may fly and return later to their base purposes, units may not voluntarily exit the Allied units are considered friendly to one another. At areas, depending on interception results. map. British units may both enter and evacuate the end of movement, up to 3 friendly ground units of at a port in the same Movement Phase. Evacuated any size and type may stack in an Area. The German Terrain Costs British units cannot return to the game. Allied stacking limit is also 3 ground units maximum of any All Areas moved into cost one for ground units may not enter German Border Areas. type/size in an Area. There is no limit to the number of units having a 1 MA. Forest and mountain German units that may stack in a Border Area. Air units Areas cost two for units having a 2 MA, Automata stack for free in an Area. since they are motorized forces moving German Air Drops through more difficult terrain.

10 Air units Zones of Control pay one for each Area entered. There are 2 special- ized German units: There are no zones of control in this game. Movement Phase Luftwaffe and paratroopers (yellow colored text Control of Minor Allies Allied Reinforcements Two like aerial units). They must perform an air drop of up to 8 Areas distance in a continuous Belgium and The Netherlands are Minor Allies to French units and two British units enter connected line from their Border Area on turn 1. France and Britain. Throughout play , the British player as scheduled reinforcements at the start Their drop allowance distance is the small moves and controls the Belgian and Dutch units. Minor of this phase in their player turn. The number on the right of the counter. Their flight Ally units may not voluntarily leave their homelands, historical setup (Module ) identifies movement through Areas with Allied ground unless they are forced to retreat and have no way out them.


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