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✩ FOR BLOODY HONOR : THE RUSSIAN CIVIL ★ © M. Woloshen 2006

represented by one player. The are represented by up CONTENTS ✩ to 6 players, each taking the role of one of the main factions fighting the Reds. They are the: Denekin Faction (and later Section Page Wrangel), Kolchak Faction, Yudenich Faction, Czech Le- 1 Introduction 1 gion, Foreign Faction, and Mahkno/Poles. If fewer than 6, the factions are divided as evenly 2 Political Influence & Control 1 as possible among however many players can be found. It is 3 How to Win 2 possible to play the game as a 2 player contest, one player 4 Sequence of Play 3 taking the Reds and one player taking all the White factions. 5 Mahkno Faction 3 In the game, the Whites may not work together (exception - See Combat). They may move into and out of 6 Activation Phase 3 each others territory, and may attack together, but with limita- 7 Movement Action 4 tions. When calculating political points for reinforcement, re- 8 Combat Action 5 cruitment and defection (see below) and victory purposes, 9 Replacment & Recruitment 6 they calculate as individual factions. Although the ultimate goal is the defeat of the Reds, his- 10 Political Control Phase 7 torically there was a lot of infighting and bickering among the 11 Special Rules 7 various White factions and little joint cooperation. 12 Design Credits 10

1. INTRODUCTION ★ 2. POLITICAL INFLUENCE & CONTROL ✩ The purpose of this game is to allow players the oppor- 2.1 Political Influence tunity of simulating some of the factors which influenced the Political influence represents the will of the people in Russian . Political influence, railways, foreign inter- that region to “support” your faction. Each zone in the game vention and discord among the White factions allowed the has a highlighted number in it. This number represents the the chance to win. Can you as the Reds repeat his- Political Influence your faction will gain by controlling that tory? or can you, as the Whites, change the course of events zone. Political Influence also is important in determining who in the ? The only way to know is by playing wins the game. The faction with the highest amount of Politi- Civil War: Russkaya. cal Influence at the end of game turn 10 wins. (If the com- bined total of all the White factions is greater than the Red to- 1.1 The Map tal, the Whites have won.) The map shows all of . It is divided into 23 Zones Rebuilding previously lost pieces is also regulated by which are used to control movement and political influence. Political Influence (except for the Foreign Faction and the Portions of the Trans-Siberian Railway are shown on the map Czech Legion - see below). The more Political Influence a and are used to help move a players’ pieces. faction has, the more units will reappear that turn. (See the Each zone is identified by a city named in red (eg. Ka- Reinforcement Chart on the Charts and Reminders page.) zan Zone). The Zone also contains the Political Point value Political Influence points are noted separately by each based on the population of the territory and its potential re- faction on the Political Influence Track on the game map. As sources. Controlling zones is explained in the Control section Political Influence points are gained or lost, players will move of the rules. their Political Influence Point marker along the track accord- ingly. 1.2 Game Scale 2.2 Control The game is composed of 10 game turns, each repre- senting 4 months of real time from the end of 1918 to the end Control refers to which faction, if any, “owns” a zone. of 1921. The time is noted on the Game Turn Track located To gain control of a zone, a player must move some of their on the map. units into the zone. If, at the end of their player phase they are Each military unit has a combat value of 1 (exception: the sole occupant of that zone, they get control of that zone. ; see 11.4.1). These units represent the military compo- Place a control marker of the appropriate faction in the zone. nent of each faction and each unit is a force of between 5,000 As an exception to this rule, when the Japanese Foreign Fac- to 15,000 men. tion unit is placed in (as a reinforcement or re- placement), it does NOT gain control of the Vladivostok Zone. Control would remain with the White faction which 1.3 Sides controlled the zone prior to the placement of the Japanese There are two opposing sides in For Bloody Honor. unit. It is just placed there until it is time to move. The two sides are the Reds (Bolsheviks) and the Whites (a A zone remains under the control of the last player who loose association of anti-Bolshevik factions). The Reds are occupied it. That means that once a faction controls a zone, it

1 January 2007 ✩ FOR BLOODY HONOR : THE ★ © M. Woloshen 2006 will remain theirs until a unit from another faction is the sole count for either the Whites or the Reds. occupant of that zone. Remove the former factions’ control If at any time all the Red pieces have been eliminated, marker and replace it with the current factions’ control the game continues for up to two full turns (but the game will marker. This is mandatory, so if a faction has no units in a not extend beyond Game Turn 10). The Whites fight amongst zone and another faction has at least one unit in the zone, the themselves to gain as many Political Influence Points as they new faction places one of their control markers in the zone can (See the Special Rules section). and removes the old one. (See the Retreat rules in the Combat Should all the pieces of one of the White factions be section.) eliminated, then only that faction is out of the game. The re- When a faction controls a zone, they get all the Political maining White factions play on. When the last Denekin unit Influence Points for that zone. is removed, the Denekin player now uses the Wrangel units After a combat, it is possible for the White player to (he becomes the Wrangel faction). Wrangel’s units set up in have units from several factions occupying the same zone. In either the Rostov or Baku Zone (see 11.3). this case, the White faction which moved into the zone first The main object of the game for the Whites, is to defeat gets the Political Influence from that zone the Reds. The Reds want to control Russia. If they do not Example: The Kolchak Faction, Czech Legion, and the achieve their objective, the Whites have won. Foreign Faction end a combat with the Reds in the The foreign factions (Poles, Czechs, and Foreign Zone (the Reds retreated). All three White factions have four Factions), contribute to the total of political influence points, units left in the Zone. Control of the zone would go to the fac- they may not be declared the winners. The Russian faction tion which moved into the zone first. with the highest total is declared the winner (This is a Russian Civil war after all. The foreigners had their own agendas.) 2.3 Contested Zones *Optional: The core area of Russia is the European por- tion (the area containing: the Moscow, Petrograd, Minsk, When a Zone contains units from one or more White Kiev and Zones). To add some challenge to the game, factions and Red units, that Zone is said to be contested. The the side that has the highest Political Influence total and con- control of the zone will be determined either through move- trols the Moscow Zone and one other Zone listed above is de- ment (one or more of the factions moves out of the zone), or clared the winner. If only one of these criteria are met, then through combat (one or more factions are eliminated/retreat they are not the winner. out of the zone). The zone will no longer be contested when it is occupied by one faction only. That faction then gains con- trol - place an appropriate faction control marker in the zone. 4. SEQUENCE OF PLAY ✩ 2.4 Control Markers Civil War: Russkaya is composed of ten game turns, There is a set limit to the number of control markers each being organized into three player phases, the Baltic each faction has throughout the game. Once all of a faction’s Treaty Phase, Activation phase, and the Political Control control markers are in play, that faction can no longer gain phase. Each Activation phase has a number of sub-phases control of any new zones, even if they are the sole occupant. which must be performed based on the order of the chits The only way to “release” a zone from a faction’s con- pulled. They include: movement, combat, and/or replace- trol is if another faction occupies the zone with a unit. Players ment/recruitment may not make “trades” for zones (you are in it for Upon completion of all three phases the game turn is yourselves). complete and the game turn marker can be advanced into the next space. The whole sequence is followed again until the 2.5 Elimination of the Reds end of the 1921 game turn (turn 10). Should the Reds be eliminated before the end of the Each player performs these phases in the order given. A game, all zones not directly controlled by a faction are con- complete game turn consists of: sidered “enemy” zones. They can be occupied or attacked at A. Baltic Treaty the owning player’s discretion. Starting Game Turn 7 the White Player rolls a die to de- termine if a treaty has been negotiated between the Reds and the (see 11.5.2). 3. HOW TO WIN ★ B. Activation Phase The way to win the game is to have the most Political 1. Faction Chit Placement: All factions currently in Influence. Whichever faction has the most political influence the game place their activation markers in an opaque at the end of the game is declared the winner. If the Reds container. A chit is drawn randomly by a player and have the most Political Influence points, they win. If the com- whichever faction is drawn gets to move his units. Be- bined total of all the White factions is greater, than the Reds sides Movement chits, there are two Combat Chits (one lose then the White Russian faction with the highest Political for the Red and one for the White factions), and two Influence score wins. Zones controlled by the Poles do not Recruit Chits (one for the Red and one for the White

2 January 2007 ✩ FOR BLOODY HONOR : THE RUSSIAN CIVIL WAR ★ © M. Woloshen 2006

factions). Note that at least two (2) movement chits must be drawn before either Combat chit can be played. 2. This process is repeated until all the chits have been 6. ACTIVATION PHASE ✩ pulled. The heart of the game is the Activation Phase. Each fac- C. Political Control Phase tion places its Movement Chit along with each side’s Combat Chit and Recruit Chit into an opaque container (like a coffee 1. All players calculate their Political Influence based cup or bowl). on controlled zones. 2. Remove German Army control markers (game turn 1 6.1 Possible Actions only). The phases mentioned above will be explained in order There are three types of chits - Movement (one for each in the subsequent rules sections. faction), Combat (one for the Reds and one for all the Whites), and Recruitment (one for the Reds and one for all the Whites). If a movement chit is pulled, the faction whose chit was 5. MAHKNO FACTION ★ pulled moves any or all of their units according to the move- ment rules. If the combat chit is pulled, then the Reds or all of 5.1 Mahkno the Whites can engage in combat. White combat is just that, if Nestor Mahkno was an anarchist who started the Civil the White Combat chit is pulled every White faction can en- War working with the Reds, then established a semi-autono- gage in combat following the rules of combat. If the recruit mous state in the southern (the Odessa Zone) against chit is pulled, either the Reds or all the White factions attempt the Reds. For the first part of the game (turns 1 through 7), to gain or replace new units as per the Recruitment rules. there is no Mahkno faction, just Red units. 6.2 Picking Chits 5.1.1 Appearance At the beginning of each Activation Phase, players ran- On game turn 8, Mahkno appears (actually sets up his domly draw chits out of the opaque container. The faction own country). Any Red units in the Odessa Zone are dis- whose chit was pulled then can undergo movement, or com- placed to any adjacent, Red controlled zone. Two Mahkno bat, or recruitment. There is a specific order in which factions units appear and the Mahkno movement chit is placed in the perform various actions. The Faction Priority is as follows: opaque container. He now functions as a White faction. 1. Poles (after they enter the war) Should the Odessa Zone be controlled by another White 2. Denekin Faction / Wrangel Faction faction, place the two Mahkno units and immediately change 3. Kolchak Faction the control marker to a Mahkno marker. The former owner 4. Yudenich Faction does not lose any units, just control of the zone. 5. Mahkno Faction If the Poles control the Odessa Zone, the two Mahkno 6. Czech Legion Faction units appear and must fight the Poles when the next White 7. Foreign Faction combat chit is drawn. 8. Reds A player draws a chit and the appropriate faction under- 5.1.2 Limited Movement takes an action. This process is followed until all the chits The Mahkno faction’s units may only enter (either by have been drawn. When the last chit is drawn and the appro- movement or retreat after combat) the Odessa, Minsk, Kiev, priate faction has completed its last action, play moves to the and Rostov Zones. They may use rail, but may not leave the Political Control Phase. four zones mentioned above. Important Note: The Faction Priority will be used to determine the sequence the factions will determine certain 5.1.3 Combat game events. Anytime more than one White faction is in a Mahkno functions as any other White faction. The units zone, the order above is used to determine who retreats first of the faction follow the normal rules for combat when in a battle, who controls the combined White factions for de- attacking/defending a zone with other White units. fense, and who gets control of zones where all factions pre- sent have forces of equal size. 5.1.4 Recruits/Replacements The Mahkno faction can only place recruits and/or re- placements in the Odessa Zone. If Mahkno loses control of ★ that Zone, the faction cannot place any units until it is recap- 7. MOVEMENT ACTIONS tured. 7.1 General Movement occurs when each factions’ respective move- ment chit has been pulled. During the Red player movement action, the Red player

3 January 2007 ✩ FOR BLOODY HONOR : THE RUSSIAN CIVIL WAR ★ © M. Woloshen 2006 attempts to move his units. Each White faction may attempt Trans-Siberian Railway. The railway can help move pieces to move when that faction’s movement chit is pulled. faster than in regular movement. Unlike regular movement, For a player to move his pieces, the following sequence units using railway movement can move up to three zones. is followed: The player must still successfully make the movement at- 1) The player identifies the unit(s) he wishes to move. tempt die roll. If successful, the player may choose to use 2) The player identifies which zone these units wish to railway movement instead of regular movement. move into. When using railway movement, the player may only 3) The player must then successfully make a Movement move into zones connected by the railway symbol. The player Die Roll. For any White player faction, movement suc- may not move through zones controlled by the enemy player. cess occurs on any die roll but a 5 or 6. For the Red A player could move into an enemy controlled zone, but player movement success occurs on any die roll except would then have to stop. He may choose to have combat 6. This attempt is made for each force the faction at- when his faction’s combat chit is pulled. tempts to move, regardless of the type of movement (see White factions can move through zones controlled by Regular and Rail Movement below). If the die roll is other White factions. They may also end their move in a zone successful, move the chosen units into the zone selected. controlled by another White faction. If the die roll fails, the units chosen cannot be chosen for If a player chooses to use rail movement, the units that movement for the remainder of the player’s current Fac- use rail movement cannot move regularly. A player may de- tion Chit. cide to move some units by rail and other units regularly. A Force is a single unit or group of units which will be A player may use rail movement to gain control of a ter- attempting to move into a zone. The composition of the force ritory. Only the territory the players’ unit ended their move in must be stated by the player before he attempts to move his becomes controlled by the moving player. This is subject to force into a zone. It is up to the faction player to decide how the territory being occupied by another faction. many units are in each force. However, note restrictions de- tailed in rule 7.6 7.4 Moving Out of a Contested Zone Force composition, zone destination, and success roll is performed one force at a time. Should a force fail its move- A faction may move out of a contested zone only if it ment die roll, flip the force over as a reminder it cannot move moves into a friendly controlled zone (contested or not). If at all for the rest of that Faction’s movement action. there are no such zones available, the units wishing to move A player is allowed to make multiple attempts to move cannot - they are locked in place, until the units locking them into a zone as long as he does not use units which have failed there are eliminated or forced to retreat. a previous attempt. It is possible, however, that the unit wishing to move In those situations where zone boundaries meet in an does so into an unoccupied enemy zone. The move is made “X” pattern (there are two on the map) it is not possible to and a new control marker is placed in the zone. move diagonally across the “X”. As an example, movement directly from the Moscow Zone to the Zone is not per- 7.5 Moving Out of Russia mitted. With certain exceptions, units must remain within Rus- Example: The Yudenich faction has 5 units in the Kazan sia (see below). If a unit is in a territory which undergoes Zone. He wants to move 3 units (one force) into the Moscow combat and that unit wishes to retreat, it may not move out of Zone, and one unit (a second force) into the Archangel Zone. Russia. If that is the only option, the unit is eliminated in- He rolls a “4” for the first force (success) and a “6” for the stead, giving the attacker a chance at a Defection die roll. (but second force (failure). The first force may move into the Ka- see also Polish faction exceptions.) zan Zone and the second force cannot move at all. Russia is defined as all the zones with Political Influ- ence Points, except for the Warsaw Zone. Poland consists of 7.2 How to Move - Regular the Warsaw Zone only. All other named territories without Regular movement is the normal ground movement. In- Political Influence Points are considered Foreign Territory. fantry and units can move into any adjacent Zone. Air The only units that can move into Poland are the Polish units can also move into adjacent zones, but see the Air Unit Faction units and any Red units attempting to control the Warsaw Zone. Under no circumstance can units ever enter rules. Foreign Territory. When a player successfully achieves his movement die roll, he may move the appropriate force into an adjacent zone. If that zone is not currently occupied, that player may gains 7.6 Movement Action Limits control of the zone and may gain the Political Points if they As a limit to player actions, each faction can only at- still control the zone during the P olitical Control Phase at the tempt to move up to three (3) forces from each zone, either end of the game turn. by regular movement or by railway.

7.3 How to Move - Railways Superimposed on the map are the main sections of the

4 January 2007 ✩ FOR BLOODY HONOR : THE RUSSIAN CIVIL WAR ★ © M. Woloshen 2006

✩ All losses are placed in the Loss Pool (exception: Tanks; 8. COMBAT PHASE see 11.4.1). These units can be used as replacements immedi- 8.1 General ately. When a Combat chit is drawn (White or Red), each player of the appropriate faction may choose to have combat 8.3 White Faction Combat at his discretion (combat is voluntary). He may opt to attack When the White Combat chit is pulled, all the White in some zones and not in others, even though he has units in factions may engage in combat. They follow the Faction Pri- several zones where attacks are possible. ority when determining if a Faction chooses to attack. If one The purpose of combat is to eliminate the opposing faction chooses to attack but others choose not to support the players’units to gain control of a zone. Combat occurs when first faction, then the other (non-supporting) faction(s) must the appropriate (Red or White) Combat chit is drawn. When immediately retreat to an adjacent White controlled zone. the Red Combat chit is drawn, any and all Red units which occupy zones containing White units may engage in combat. 8.3.1 White Faction Attack When the White Combat chit is drawn, ALL White factions If two or more White factions attack a Red occupied which occupy zones with Red units may engage in combat. zone, then the faction with the largest force controls the at- White units must follow the rules below. tack. Combat is considered simultaneous for purposes of In the case of two forces of equal size, use the Faction rounds (see below). Priority to determine which faction controls the attack. For Important Note: At least two movement chits need to each faction over one, subtract one die from the total number have been drawn before a Combat chit can be drawn and of dice to be used in the attack. played. If a combat chit is drawn before two movement chits Example: The Yudenich, Kolchak, and Czech Legion have drawn, then return the combat chit to the opaque con- have two units each for a total of 6 dice. Since there are three tainer and draw another chit. factions in the attack, the attacking player subtracts two dice giving a total of 4 dice on the attack. 8.2 Rounds of Combat Combat is fought in rounds. Each round is composed of 8.3.2 White Faction Defense the attacker rolling a die for each piece in the disputed zone, If pieces from more than one White faction are in a zone then the defender rolling a die for each piece in the contested attacked by the Reds, they all get to defend the zone as a zone. To eliminate an enemy unit, the die roller must roll a 6. combined force. When rolling, tally up the number of military For every 6 rolled, one enemy unit from that zone will be units for each White faction in the zone. Roll a number of eliminated. (However, see Special Units rules.) dice equal to the number of defending units in the zone minus A player gets to roll a die for each unit they have in the one die for each faction in the zone over one. zone. As they roll, each player should keep track of the num- Example: The Denekin, Yudenich, and Foreign faction ber of 6’s they rolled. When both players have finished roll- each have 3 units in the Orsk Zone. Normally that would give ing once for each of their units in that zone, they eliminate the defenders 9 dice to roll. However, since there are two fac- any units necessary due to the combat (one unit for each 6 tions more than one in the zone, two dice would be subtracted rolled). This is the end of one round of combat. from the total. The White player then gets to roll 7 dice. At this point, the attacker must decide if there will be another round. If the answer is no, then any of the attackers 8.3.3 White Faction Loss Allocation surviving units are immediately retreated into an adjacent In each round of combat, losses sustained by the White zone and the combat is over. If the answer is yes, then the de- player would be absorbed equally starting with the controlling fender must decide if they wish to stay for a further round of faction, then the next largest faction (based on number of combat. If the defender says yes, then follow the normal pro- units involved) and continuing by decreasing faction size. cedures for combat outlined above. If the defender says no, Once all factions have taken at least one loss, start again with then they must retreat into an adjacent friendly zone. the the controlling faction and repeat until all losses have Friendly Red zones are those controlled by the Red been allocated. player. Friendly White zones are those controlled by any If the original owner of the zone no longer has any units White faction. in the zone, control would go to the White faction with the It is possible for both players in a combat to lose all of most units still in the zone. This, of course, assumes that they their units. If this occurs, the control of the zone remains with have defeated the Reds in that attack. the original controlling player. Once all the rounds of combat have been completed in 8.4 Red Combat one zone, the players then follow the same procedures for any other zone in which Red and White pieces are together, at the When the Red Combat Chit is pulled, the Red player attacking players discretion. When all the combats have been follows the normal combat rules. completed, play moves on to the next chit pull or Political Control Phase.

5 January 2007 ✩ FOR BLOODY HONOR : THE RUSSIAN CIVIL WAR ★ © M. Woloshen 2006

8.5 Retreat 8.6.2 Unusual Cases First the attacker and then the defender may elect to re- In situations where more than one White faction occupy treat from the battle after the first round of combat. When re- a territory, the Defection roll is made by the faction that treating, players may not retreat into zones with exclusively caused the enemy to lose the territory. enemy pieces in them. If a player decides to retreat and they The number of units that can defect is limited by the cannot because all the adjacent zones have only enemy pieces number of pieces in the game. If a faction successfully rolls in them, they may not retreat and must continue combat. for a defection, but all of their pieces are already in play, they If a zone contains both friendly and enemy pieces, the do not gain any new units - however the losing side still has retreating player may move into the zone. These new units to remove a unit from play. may not participate in any unresolved combat in that zone for the first three rounds of combat. Should the combat enter a 8.6.3 The “Last Unit” 4th round, the units which retreated into the zone may be A faction cannot lose its last piece to defection. If the added to the friendly force involved in the combat, at the dis- sole remaining unit of a faction would defect and this would cretion of the owning player. leave the faction without any units (and out of the game), then If the zone has no units in it, then the retreating player the result is ignored. This applies only to the absolute last may move into the zone and gain immediate control of the piece that faction currently has on the board, not the last piece zone. In this case, during the Political Control Phase, the zone it might have in a territory. now belongs to the player whose piece controls the zone. Units removed through defection are placed in the Fac- (Should more than one White faction retreat into a zone tion’s Loss Pool. which started the turn empty, control - and the the political in- fluence points - would go to the player who retreated into it 8.6.4 Non-Defecting Factions first.) A zone that had been previously occupied by an enemy Certain factions are not subject to defection (either by force and is now empty may be retreated into by the losing gaining or losing units). They are: the Foreign Faction, the side in a battle. To prevent enemy units from retreating, the Czech Legion, and the Poles. All remaining factions are sub- zone must contain at least 1 friendly unit, otherwise the re- ject to defection as outlined above. treating units can move there. Units may never retreat out of Russia (with the excep- 8.6.4.1 Denekin Volunteer Units tion that Polish units can retreat into the Warsaw Zone). If The two Denikin Volunteer Units are not subject to de- this is the only option left to them, they must stay and fight fection. These units were more motivated than the regular until the combat is resoloved. Russian units and therefore not susceptible to defection. In combats where there is more than one White faction, after each round of combat each faction decides independ- ently whether they will stay in the combat or not. The faction 9. REPLACEMENT & RECRUITMENT ★ which controls the combat decides first, then following the Faction Priority sequence. When the Recruit Chit is drawn, either the Reds or ALL the White factions will replace and recruit units. The Reds 8.6 Defection and all the White factions may get replacements based on the number of political influence points they have. The Reds and 8.6.1 Procedures the Whites may recruit new units into the game based on a die When one side has been eliminated from a territory, by roll on the Recruitment table (see the Charts & Tables page). either retreating or having their last unit eliminated, the win- ning player rolls a die to see whether any of the defeated sol- 9.1 Replacements diers join their faction. After the losing side has left the territory, the victor cal- Once the game begins, it is important for each faction to culates his new Modifier total (see 10.1) and then rolls a die keep up the number of units they have in play. The more units and consults the Defection Table. If the result is “D” (for de- you have, the better your chances of winning. fection), then one retreated unit of the losing side is removed Each player starts with a set number of units. They may (and placed in the Faction’s Loss Pool), and one unit of the never have more than their starting number (See Recruitment appropriate winning faction is placed in the territory with the below). During combat, units will be “lost”. To rebuild those winner (this unit comes from the winning faction’s Loss Pool units, players consult the Replacement Chart (see Charts and or if none are available there, take one from the Recruitment Tables page). Cross index the number of Political Points your Pool). faction currently controls with the Number of Troops Re- Only units can be lost or gained as a result of turned column. This will tell you how many of your pieces (if defection. Armoured trains, Tanks, and Aircraft are not sub- any) may return to play. You may only return pieces that ject to defection (these units are composed of the elite and as were previously lost in combat. Take them from the Loss such would be less likely to defect). Pool. If, according to the chart, you are entitled to bring on 3

6 January 2007 ✩ FOR BLOODY HONOR : THE RUSSIAN CIVIL WAR ★ © M. Woloshen 2006 units, but you only have two, then you can only bring on the At the end of game turn 10 all players will make their two units. They cannot be saved for another turn. calculations which will help determine final victory! Returned units may be placed in any friendly controlled zone and will be allowed to move and participate in combat 10.1 Modifiers during the current game turn. Unlike the other factions, the Foreign and Czech Fac- There are a number of modifiers which can affect the tions do not receive replacements based on Political Points. Recruitment and Defection die rolls for each faction during Instead, they get a set number of units returned from the Loss the game. To make it easier to remember the die roll modifier Pool each turn. In 1918 and all the 1919 turns (Game Turns 1 each faction can use (if any) during each of their recruitment through 4), both the Foreign Faction and the Czechs receive and defection die rolls, a chart has been included on the map. two replacements each. Beginning in 1920 (Game Turn 5) As each player gains a modifier, place the appropriate and continuing until the end of the game, both of these fac- Die Roll Modifier marker on the Modifier Track. Throughout tions only receive one replacement per turn each. the Game Turn, whenever a faction gains a modifier, its fac- Should the unit that is taken from the Loss Pool be the tion marker moves up the track. A faction can have a modifier unit with the Japanese flag, that unit can only be placed in the of up to +4 on their Recruitment and Defection die rolls. Vladivostok Zone. Should that zone be under Red control, the Foreign Faction permanently loses that unit. 10.1.1 Getting Modifiers All factions are capable of getting modifiers. To gain a 9.2 Recruitment modifier, a faction must accomplish one or more of the fol- lowing: Each player consults the Recruitment Table and rolls the • force an enemy to retreat from a zone (+1 modifier) die. If the die rolled has a number beside it, that represents the • eliminate at least two enemy unit(s) in a single combat number of new units that faction receives immediately. Take (+1 modifier) the appropriate number of units, based on the die roll, from • cause an enemy unit to defect (+1 modifier) the Recruitment Pool. The type of unit selected is up to the These are cumulative. The modifiers are gained for each owning player, subject to the turn of availability of some separate combat a faction engages in during either side’s units (see the Special Units section). Combat phase. Modifiers for eliminating units and forcing an The die roll can be modified. For each 10 Political enemy retreat are calculated before any Defection die roll is Points a player has on the Political Point Track, add one (+1) made. Adjust the appropriate faction marker on the modifier to the die roll. If the player has modifiers due to combat track. (eliminating enemy units and/or forcing them to retreat), Example: The Denekin faction fights the Reds in the these may be added to the recruitment die roll. All die roll Rostov Zone and the Kiev Zone. He succeeds in eliminating modifiers are cumulative. three units in the Rostov battle and forcing the remaining The number of units a player has is limited by the units to retreat. He has earned 2 modifiers. His marker is counter mix. Once all the units of a particular faction are in placed in the +2 box of the Modifier Track. His Defection roll play, they cannot add any new units - even if they were to for the Reds retreating from Rostov would be modified by +2, successfully roll on the Recruitment or Defection Table. but he rolls a “1”, so no Red units defect. In the second com- All new units recruited during this phase are immedi- bat, he forces the Reds to retreat from the Kiev Zone (for an- ately placed on the map in any location(s) currently con- other +1 modifier) and now has a +3 DRM total. He then trolled by that faction. They participate in all game turn ac- rolls to determine if any of the retreating units defects; rolls a tivities from that point on. 3 which is modified to a 6 and successfully causes a defection (generating an additional +1 modifier). Denekin now has a +4 modifier which he can use during any subsequent combats this turn, or in his Recruit Phase (if it has not already been 10. POLITICAL POINT DETERMINATION PHASE ✩ pulled this turn). During the Political Control Phase, players count up the number of political points which is based on the Political In- 10.1.2 Resetting Modifiers fluence number in each zone they currently control. Each At the end of a Game Turn, place all the Modifier mark- player adds these Political Influence values to get a total. This ers back to the 0 box. The awarding of DRMs starts over at is marked on the Political Influence Track on the appropriate the beginning of the next turn. chart. The influence point totals may vary during the course of the game based on: where the units for each faction end up, the winning and losing of various battles, and where retreated 11.0 SPECIAL RULES ★ units end up. All points are tallied during this phase only, not during the course of an Activation phase. This happens during 11.1 New Units the Political Point Determination Phase of each game turn, The countermix limits the total number of units a faction which will cause the Political Point markers for each faction may have during the course of the game. After the initial set- to move up and down the track as the game progresses.

7 January 2007 ✩ FOR BLOODY HONOR : THE RUSSIAN CIVIL WAR ★ © M. Woloshen 2006 up, new units are introduced into the game through Recruit- be eliminated immediately. ment or Defection. Note for the Polish player: always leave a unit in War- Recruited units may only be taken from the Recruit saw. You might be able to reinforce the zone before the Rus- Pool. Units that Defect are normally taken from the Loss sian combat chit is drawn! Pool, or if none are available, from the Recruit Pool. 11.2.4 Placing the Peace Marker Whenever all the counters are in “play”, no new units Once the Poles have sued for peace, place the Polish can be added - regardless of the success of Recruitment or Peace marker in the Warsaw Zone. Any Red units that were Defection. If units become available through combat losses, in the Warsaw Zone are now moved to an adjacent Red con- then any subsequent Recruitment and Defection die rolls trolled zone. If none is available, the Red units would be which are successful can use those units. moved to the Petrograd Zone if it is under Red control. If 11.2 The Poles Petrograd is not Red controlled then the Red units would be The Poles enter the game as a White faction placed in the loss pool. on Game Turn 5 (the first game turn of 1920). The Warsaw Zone is out of play until the Poles 11.3 Wrangel enter the game. Once in the game, the Poles On any turn where the Denekin faction has move, recruit and gain Political Points like other been eliminated, place the Wrangel faction on the White Factions. All Polish recruits enter the game in the War- map in either the Rostov or Baku Zones (owning saw Zone only. player’s choice). 11.2.1 Polish Movement The Wrangel units appear in either Zone even if The Poles may not end a move in the same zone as other they are occupied by Red units. This is an exception to the White Factions. If, due to combat, they must retreat into a usual placement rules. This means that the Wrangel units may zone with other White factions, they may not contribute to the have to fight to gain control of the zone they are placed in. defense of that zone if it should come under subsequent at- They can also choose to retreat from a combat into a friendly tack. controlled zone. Should the Poles start their activation in the same zone The Wrangel faction now takes the position of the De- as other White Factions, they may either stay in the zone or nekin faction in the Faction Priority order. It operates like any move, at their discretion. If they stay, the other White Fac- other White faction. tions must move out of the zone at the earliest opportunity. Control of the zone would then fall to the Poles. 11.4 Special Units The Poles are the only White Faction allowed to move, or retreat, into Poland. 11.4.1 Tank Units A number of factions in the game have Tank units (representing a variety of tanks and ar- 11.2.2. Poles in Combat mored cars) which have special combat abilities. Each Polish unit rolls two (2) dice when in combat, for The Denekin, Foreign, and Red Factions can both attack and defence. In addition, any Polish units defend- place their Tank units in their Recruitment Pool ing the Warsaw Zone take two (2) hits each before they are beginning with the first turn of 1919 (Game Turn 2). eliminated. (This simulates the tenacity of the Poles when de- fending their homeland.) These units function like other units in the game with the following exceptions: 11.2.3 Neutralizing or Eliminating the Poles a) they roll two dice in combat; The Poles remain in the game until the Warsaw Zone is b) they take two hits to eliminate; “neutralized” by the Red player. To neutralize Warsaw, dur- c) in any Combat Phase, they can only roll dice in one ing a Red Combat Phase, the Reds must have two more com- round of combat (typically the first). bat units attacking the Warsaw Zone as the Poles have de- When a Tank unit takes a hit, flip it over. If it takes a fending it. Once this is achieved, the Poles will immediately second hit during the same combat, it is eliminated. Remove sue for peace and leave the game, regardless of the outcome it from the map and place it on the game turn track two turns of the combat. ahead (a unit eliminated on turn 5 would be placed on the turn If the Poles sue for Peace, place the Polish Peace marker 7 turn space). At the start of the turn where the Tank units are in the Warsaw Zone to show that it is now off limits to the placed, they are removed from the Game Turn Track and Reds and the Whites. (Historically the Poles were out of the placed in the Recruitment Pool (not the Loss Pool). war by October, 1920.). As an exception to the above replacement sequence, any If the Reds capture the Warsaw Zone (Poland), the Pol- Foreign Faction Tank units which are eliminated (including ish faction ceases to exist. To capture Poland, the Reds must those by Reliabilty Rule 11.4.3) are immediately placed in the eliminate, or force to retreat, all Polish units in the Warsaw Foreign Faction’s Loss Pool. Zone. Should a Red unit occupy the Warsaw Zone during his Tank units can only particpate in one round of combat. movement (ie. the Poles left the zone empty), the Poles would After that, they may not contribute any dice to the attack or defence of their zone but they may absorb hits, at the discre-

8 January 2007 ✩ FOR BLOODY HONOR : THE RUSSIAN CIVIL WAR ★ © M. Woloshen 2006 tion of the owning player. If a “1 is rolled for each aircraft, it breaks down for the re- Should a Tank unit fail its reliability die roll during the mainder of the combat. The unit may still be used by the first round of combat, it may participate in one subsequent owning player to satisfy a combat result. round of combat, provided it successfully passes another reli- Should the force in question have to retreat, any broken ability roll in that round of combat. down tanks or aircraft would be lost immediately. The tanks are placed two turns ahead on the turn record track while air- 11.4.2 Aircraft craft are placed in the faction’s Loss Pool.

11.4.2.1 Placement 11.4.4 German Army in the Ukraine All factions which have aircraft units can The German Occupation counters start in the Kiev, place them in their Recruitment Pool beginning Odessa, , and Minsk Zones. For the first turn of the game with Game Turn 2. Aircraft units function like (1918), no units - White, Red, or Foreign Faction - can move other units with the following exception: they into or through the zones due to German occupation. may participate in an attack or defence in a zone At the end of Game Turn 1 these occupation markers adjacent to the zone occupied by the aircraft unit - at the own- are removed. Starting with Game Turn 2 (the first turn of ing players discretion. 1919), all units may move into these Zones. 11.4.2.2 Movement Aircraft move like any other units; they are assigned to 11.4.5 Foreign Factions a force (or are declared a force by themselves) and move via The Foreign Faction is composed of military units from regular or railway movement (see Rule 7). Great Britain, , France, Japan, and the . They also have the special ability to “fly” into adjacent Initially, the Foreign Faction starts in the Archangel Zone. zones for combat. This is done at the start a combat phase and Throughout the game, the Foreign Faction can only place any does not count as movement. See Combat rules below. recruits and replacement units in the Archangel or Vladivos- tok Zones and only if the zone in which they are being placed is controlled by a White faction. The Japanese unit may only 11.4.2.3 Combat be placed in the Vladivostok Zone. At the start of a Combat Phase, aircraft can “fly” into any adjacent contested zone which contains non-air units of the same faction. If they choose to “fly” to an adjacent zone, 11.4.6 Armoured Trains they are just moved to the zone; no die roll is needed. The Several factions have Armoured Trains. These units player whose chit was pulled moves his aircraft first, then the were very important during the war, operating like mobile ar- other player moves his aircraft. tillery platforms. These units appear Game Turn 2 and can be An aircraft unit makes a reliability check at the start of placed like any other replacement or recruit. each round of any combat they participate in. Should the unit units can only move via railway move- pass it’s reliability roll, continue with the combat (aircraft ment along the rail lines marked on the map. score a hit on a die roll of 6). If it fails the roll, then flip it They score a hit on die roll of 6. Unlike other units, they over, it cannot be used for combat until the next Combat can absorb more punishment. It takes two “hits” on an ar- Phase. Each aircraft unit makes its own roll.In the case of a moured train unit to eliminate it. The first time a hit is scored flipped unit, should the faction retreat out of the zone, any against the unit, flip it over. The second time a hit is scored flipped units would be lost. against it, remove it from play. These units may be rebuilt. Players Note: There is no way of knowing for certain Armoured Train units with a hit still attack at full strength. that the zone the aircraft fly to will actually have combat. If the owning player wishes to retreat from a combat Maybe the addition of the air units causes the other player to then the armoured train unit may retreat with the rest of the cancel his attack plans. Each aircraft can only participate in force. However, the zone the armoured train retreats into ONE combat (not round of combat, one full combat). must be connected to the zone the armoured train is retreating from by a connected rail line. If it does not, then the armoured train cannot retreat and is eliminated. 11.4.2.4 Planes and Zones Aircraft units cannot “capture” a zone by themselves. They must be accompanied by a ground combat unit to gain 11.4.7 Armoured Cars control of a zone. They may be the sole occupant of a zone, The Reds have armoured cars as well as a tank unit. but they cannot gain control of new zones by themselves. These function much like tanks, however, there are some dif- ferences. Armoured cars do not have to roll for Reliability (rule 11.4.3). They get one die when making their combat die 11.4.3 Reliability roll. Both aircraft and tank units must roll for breakdown Armoured cars take two hits. After the first hit, flip the each time they participate in a combat round (either as the at- unit over. If it takes a second hit in that combat, it is elimi- tacker or defender). A die is rolled for each such unit indi- nated. vidually. If a “1” is rolled for tanks, the unit in question Armoured cars can be brought back into play as a re- breaks down and cannot contribute to the combat this round.

9 January 2007 ✩ FOR BLOODY HONOR : THE RUSSIAN CIVIL WAR ★ © M. Woloshen 2006 placement as per the usual replacement rules (Rule section Minor Counter Errata 9.0). Ignore the Tsar Nicholas II counter in the counter 11.4.8 Denikin Volunteer Units mix. This was for an earlier rule that is no longer in effect. These units function much like the Poles do in combat. Each unit rolls two dice when engaged in combat, either at- 12. DESIGN CREDITS ✩ tack or defence. They take the same number of hits as regular Game Research and Design: Mark Woloshen units and may be brought back as replacements once elimi- nated. Game Developer: Brian Moore Original Map: Mark Woloshen 11.5 Continuing the War after Defeating the Reds Counters: Mark Woloshen (Original), Perry Moore (this Should the White Factions succeed in eliminating all the version). Red units, they carry on for two more turns (or until Game Revised Map: Brian Moore Turn 10 - whichever comes first). Once the Reds are gone, Additional Research and Augmentation: Perry the White Factions must position themselves to have the most Moore Political Influence points as possible before the end of the game. The Faction with the highest Political Influence Point Cover and Misc. Perry Moore total is declared the winner. This means that the White Factions can fight among Playtesting: themselves, go back on any agreements they may have made David Antonio, Rob Bottos, Jeff Christensen, Brian Moore, with each other - basically do what is necessary to win! Mitch Wagler, Mark Woloshen, Sean Wright Remove the Red Combat, Red Movement, and Red Re- cruit chits from the opaque container. All other faction chits that have survived the game to this point are placed back into the cup and the usual sequence of play is followed, except that all the factions are White.

11.5.1 White Cooperation During the Game It is possible for any number of verbal arrangements to be made among the various White Factions. A unit from one faction may enter an unoccupied zone controlled by another faction and NOT claim the zone as theirs. At any time, the players may break any agreements they may have, they just cannot fight against each other (until the Reds are gone). Of course, if the Reds win - well, it won’t much matter, !

11.5.2 The Baltic States The three Baltic states declared their independence from Russia after the abdication of the Tsar in February of 1917. After fighting the Reds, various pro-German armies, and the Poles, all three gained their independence by 1921. To reflect this, the following rules apply. The Riga Zone is in play from the start of the game. Be- ginning on turn 7 (1921), the Whites roll a die. On a modified roll of 6, the Baltic States gain their independence immedi- ately. Any other roll and the Riga Zone remains in play. For each game turn past turn 7 there is a +1 DRM to this die roll. (The die roll range required is printed on the Turn Record Track). Once the Baltic States gain their independence, place the Baltic States Marker in the Riga Zone. No unit, from any faction may enter the Riga Zone for the rest of the game. (Treat the Zone as being outside of Russia.) Any units in the Riga Zone retreat into an adjacent, friendly controlled zone.

10 January 2007