Tide of Iron

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Tide of Iron Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head • Design That Works • www.universalhead.com These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use. Game: TIDE OF IRON Pub: ©2007 Fantasy Flight Games v4 Page 1: Rules summary front Jun 2010 Page 2: Rules summary back Page 3: Rules summary extras Page 4: Player Rules reference front Page 5: Player Rules reference back ALLIES Page 6: Player Rules reference back AXIS Page 7: Player Rules reference back BRITS Page 8: Combat reference front & back For best results, print on card, laminate and trim to size. Setup Action Phase Command Phase Status Phase Setup the map boards, map overlay pieces, markers and Most actions involve activating a single fresh unit (ie. one 1. Determine Control Over Objectives 1. Draw Strategy Cards figures according to theScenario . Players choose their with no activation token) to become the active unit. Check every objective hex (those with a command Each player draws one card from one of his Strategy decks. nations. Green bases are American and grey are German When the unit has completed its action, it is fatigued objective marker, a victory objective marker, or any (in a 2 player game light/dark shades are ignored). If the first card drawn contains a+ symbol, the player may (unless in Op Fire mode) and an activation token with the indicated by the scenario). immediately draw one additional Strategy card (not during Each player shuffles and places face down in his HQ area fatigued side faceup is placed by it. A fatigued unit, or a If control over an objective hex has changed, the new setup). No more cards can be drawn this round. any specificStrategy card decks granted by the scenario, unit in Op Fire mode, may not be activated. owner replaces his opponent’s control marker with his own. then draws and places before him faceup cards as 2. Remove Tokens Advance required from any of his decks. A player controls an objective if he has one of his control 1. Remove all activation tokens from the game board A unit may move, its distance limited by its movement markers on that hex, or if he is now capturing the hex by Each player takes any Operations cards (some affect both (including tokens from squads being transported by points (MPs) and terrain. While moving, it may also be having at least one friendly unit in it. He retains control of players) granted by the scenario. vehicles). All units are now considered fresh. subject to enemy Op Fire, which may halt its movement. a hex as long as his control marker remains on the hex. Each player takes his Initiative card and takes a supply of 2. Remove all condition tokens from pinned squads. Concentrated Fire Command Objectives activation, condition and damage tokens. 3. All disrupted squads now become pinned (flip the A unit may immediately make a concentrated attack Command objectives are either nation-specific or neutral. token). If there is an officer in the same hex, the Place the round marker on space 1 of the round track. against an enemy unit. The attack may be supported. A player may only gain command from controlling friendly condition token is removed instead. Players build squads by customizing their squad bases or neutral command objective hexes. Prepare Op Fire with a mix of scenario-provided infantry types. Usually all objectives are controlled by neither player at 4. Remove any expired markers (eg. smoke). Place an activation token Op Fire side up by the unit. the beginning of a game, though a starting unit may setup The scenario indicates which player starts with the 3. Place Units in Op Fire Mode If an enemy unit moves within the unit’s LOS, the unit on an objective in its nation’s deployment zone. initiative token and thus has the initiative. may interrupt the enemy unit’s movement and attack it, Players assign any number of their units to Op Fire mode. In order of initiative, place all starting units on the game possibly supported by friendly units in Op Fire mode. 2. Receive Command & Victory Points They cannot then be activated during the upcoming Action Phase, but they may react to enemy movement board in deployment zones. Squads may start deployed in Receive Command transport vehicles. Fire & Movement from the very first action of the next round. A unit may move and attack an eligible enemy unit, either For each friendly or neutral command objective a player A single hex may contain up to three units, but never moving then attacking or vice versa (a move may not be controls, he receives the indicated amount of command 4. Squad Transfers more than two vehicles. broken up with an attack), subject to these penalties: tokens. Players may move any number of figures between friendly A unit may move through a hex full of friendly units, but – a squad receives 1 fewer MP. Receive Victory Points squads in the same hex. may never end its movement exceeding a hex’s stacking – a vehicle receives 2 fewer MPs. Collect victory points as dictated by the scenario, using Figures may not be transferred to or from a squad with limit. If a unit’s movement is stopped in a full hex, the VP markers on the round track to keep track. – a unit must halve its FPR value when attacking. a specialization; a specialization token may not be unit is returned to the last non-full hex it moved from. transferred; and figures may not be transferred to or – a unit may not make a long-range attack. When a player reaches 11 VPs, flip the marker to its +10 In order of initiative, mark any units in opportunity fire side and move it back to the 1 space of the round track. from pinned, disrupted or transported squads or those in – other friendly units may not support the unit’s attack. mode with the activation token Op Fire side up. entrenchments or pillboxes. A unit that doesn’t attack still receives the move penalty. 3. Spend Command An empty squad base is removed from the game. Turn Sequence A squad containing any heavy infantry weapon figure may Each player may spend command tokens to activate not be activated with this action. Strategy cards and increase their Initiative Pool (or other 5. Scenario Reinforcements & Events The game is divided into game rounds, with each round scenario-specific effects). A player may save up command Players receive any reinforcements and resolve any special divided into phases started by the player with initiative. Assault to spend during a later round. events indicated by the scenario for this round. Scenario A squad may move with 1 fewer MP then make an assault reinforcements differ from Strategy card reinforcements. 1. ACTION PHASE attack against an adjacent hex containing one or more Activate Strategy Cards Players alternate taking the number of actions indicated enemy units. A squad that doesn’t attack still receives the Pay the command cost in command tokens and resolve an Placing Reinforcements by the scenario until neither player has actions left. move penalty. Vehicles, or a squad containing any heavy eligible faceup Strategy card marked Command Phase. Any reinforcements may only be placed in a nation’s reinforcement zone (marked with an R). Advance Activate Strategy Card infantry weapon figure, may not be activated with an A player may activate as many of his available Strategy Concentrated Fire Assault Assault action. cards as he can afford. Reinforcements cannot exceed a hex’s stacking limits or be placed in a hex occupied by enemy units. Any Prepare Op Fire Fatigue Unit Activate Strategy Card Most Strategy cards are removed from the game after reinforcements missed in prior game rounds remain lost. Fire and Movement Special Action Pay the command cost in command tokens and resolve an being activated, but some have lasting effects. eligible faceup Strategy card marked Action Phase. Most Increase Initiative Pool 6. Advance the Round Marker 2. COMMAND PHASE Strategy cards are removed from the game after being 1. Determine Control over Objectives A player may place some or all of his available command Advance the round marker on the round track. Another activated, but some have lasting effects. round begins. When the 11th round is reached, flip the 2. Receive Command and Victory Points onto his Initiative card, where it can accumulate round marker to its +10 side and move it back to the 1 space of 3. Spend Command Fatigue Unit after round. This command is then considered spent. the round track. Do nothing: fatigue a unit and proceed to the next action. 4. Determine Initiative 4. Determine Initiative If the round just completed was the last round of the 3. STATUS PHASE Special Action The player with the highest amount of command on his scenario, the game is over. Initiative card claims the Initiative token and has the 1. Draw Strategy Cards Special actions that require an action: as an action, do X. initiative next round. Winning the Game 2. Remove Tokens End of the Action Phase If it is a tie, the token goes to the player who currently 3.
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