FIGHTING FRONT






INTRODUCTION
Board game for 2 players. WWII theme.

THE DECK
Players share a common deck.
Note that cards are used as pieces.

THE MAP
The Map (Board) is a 5 x 6 Grid.
Each space must comfortably hold 1 card.
Each player starts in control of half the board, a 5 x 3 section.
For example for player A & Player X
AAAAA		Players A’s Back Row
AAAAA		Players A’s Middle Row
AAAAA		Players A’s Front Row
XXXXX		Players X’s Front Row
XXXXX		Players X’s Middle Row
XXXXX		Players X’s Back Row

VICTORY
Occupy 2+ spaces of your opponents back row.

SETUP
Each player draws the top 20 cards from his deck.
Players deploy these cards to the 15 spaces they control.
A Single space may contain a maximum of:
1 Unit card, 1 Leader card, & 1 Location card.
Event cards can never be deployed, they remain in the players hand.
Players take turns deploying 1 card at a time, Axis player first.

DICE
Ten sided dice are needed.

OWNERSHIP MARKERS
Use markers to denote which units are yours

DISRUPTION COUNTERS
Leader cards cannot be given disruption counters (DC’s).
A ground unit card or location card with DC’s exceeding its 
Toughness is destroyed (discarded).
A Unit always gets –1 to its rolls for each DC it has.

AIR UNITS
Air units may only be placed in a space that has an Airfield Location card.
A Space with an Airfield Location card may hold any number of Air Units & Leaders.
If an Airfield is destroyed, all Air units at it are also destroyed.
If you do not have an Air Strip, you may still use Air Units as Fly Over Units
A Fly Over Unit starts from off the board and is discarded at the end of the turn.

TURN SEQUENCE
Players take turns.
Each turn has 15 phases:
1. Recovery Phase
2. Logistics Phase
3. Deployment Phase
4. Artillery Phase
5. Bombardment Phase
6. Air Phase
7. Fighter Phase
8. AA Gun Phase
9. Air Attack Phase
10. Ground Movement Phase
11. Ground Phase
12. Defender Fire Phase
13. Ground Attack Phase
14. Occupation Phase
15. End Phase

RECOVERY PHASE
Remove 1 Disruption Counter (DC) from every one of your units that has them. 

LOGISTICS PHASE
Draw up to 3 cards from your deck to your hand.

DEPLOYMENT PHASE
You may deploy non-Event cards from your hand to spaces on your 
Side of the board that are not occupied by enemy units.

ARTILLERY PHASE
Artillery units may make one attack each.
They may attack any space in their range.
Roll 1D10 on the Bombardment Table:

BOMBARDMENT TABLE
1D10	Result:
1-5	Nothing
6-9	One card in the space gets a Disruption Counter
10+	One card in the space is Destroyed
Units add their Artillery Bombardment Modifier to the Roll.
Note that most tanks can function as artillery.

AIR PHASE
Air units may declare one attack each.
They may attack any space on the board.
These units are said to be on Bombing Missions.
Fighter units may declare they are escorting another unit making an attack

FIGHTER PHASE
Enemy Fighters may intercept any air units on Bombing Missions.
Roll on the Air Combat Table once for every Air Unit Involved:

AIR COMBAT TABLE
1D10	Result:
1-4	Nothing
5-7 	Enemy Air Unit gets a Disruption Counter
8+	Enemy Air Unit Destroyed
Units add their Air Combat Modifier to the Roll.

AA GUN PHASE
AA Guns may fire at any air units (& escorts) attacking spaces within their range.
Roll on the AA Gun Table:

AA GUN TABLE
1D10	Result:
1-6	Nothing
7-9 	Enemy Air Unit gets a Disruption Counter
10+	Enemy Air Unit Destroyed
Units add their AAA Modifier to the Roll.

AIR ATTACK PHASE
Air units on Bombing Missions that survived AAA Fire & 
Fighter Interception may make its attack.
Roll on the Bombing Run Table:

BOMBING RUN TABLE
1D10	Result:
1-4	Nothing
5-9	One card in the space gets a Disruption Counter
10+	One card in the space is Destroyed
Units add their Bombing Run Modifier to the Roll.

PARATROOPER CARDS
Treat Paratrooper (& Glider) cards start as Air Units.
Declare, in Air phase, as your target, any empty space on the Board.
Paratroopers may be intercepted by Fighters & AA Guns.
Instead of rolling on the Bombing Run Table, place the
Paratrooper card in the target space whereupon they become Infantry units. 

GROUND MOVEMENT PHASE
Units that attacked in a previous phase may not move.
Ground Unit cards may move 1 space. 
Tank Units may move 2 spaces.
Ground Units cannot move into spaces occupied by enemy units.
If a Unit moves into a space containing an enemy Location, they capture it.
	
GROUND PHASE
Units that attacked in a previous phase this turn may not attack again in this phase.
Ground units may declare one attack each.
They may attack any adjacent space.

DEFENDER FIRE PHASE
Ground units that are the target of a Ground Attack get Defensive Fire.
Defending Artillery Units in range may also make Defensive Fire.
An Artillery unit may only make one Defensive fire per turn.
Roll on the Defensive Fire Table.

DEFENSIVE FIRE TABLE
1D10	Result:
1-4	Nothing
5-7	Attacking unit gets a Disruption Counter
8-9	Attacking unit gets a DC & Attack is negated
10+	Attacking unit is Destroyed
Units add their Defensive Fire Modifier to the Roll.
Artillery add their ABM to the Roll. 

GROUND ATTACK PHASE
Attacking Ground units that survived Defensive Fire may make their attack.
Roll on the Ground Attack Table:

GROUND ATTACK TABLE
1D10	Result:
1-3	Nothing
4-7	One card in the space gets a Disruption Counter
8-9	One card in the Space is Destroyed
10+	All cards in the Space are Destroyed
Units add their Ground Attack Modifier to the Roll.

OCCUPATION PHASE
Ground Attack units that cleared an enemy occupied space in 
Ground phase may move forward 1 space to occupy the captured space.
Another friendly Ground unit may move into the space left open by the attacker.

END PHASE
Max hand size is 6 cards. Discard excess cards.
Discard Flyover Air Units.

LEADERS
Leader cards modify the Unit they share a space with.
If the Unit is destroyed the Leader is destroyed too.
Leaders move with their Unit.
When deployed, a leader must be deployed onto a unit.

LOCATIONS
Location cards cannot move unless a card says otherwise.
Head Quarters: Hand Size +4. Draw 1 extra card on your Logistics phase.
Fuel Dump: One Tank Unit may move & Attack twice per turn
Ammo Dump: One unit per turn gets ABM +1 or GAM +1 or DFM +1
Field Hospital: Remove 1 DC from any target unit in Recovery Phase
Air Strip: Holds any number of Air Units
Fortifications: Unit defending in this space gets DFM +1 & Toughness +1
Minefields: Any enemy unit entering this space gets 1 DC

EVENTS
Most Event cards are played to give specific unit types bonuses to 
Specific Dice Rolls. 


CARD LIST NOTATION
TF = Toughness
RNG = Range
AAM = AAA Modifier
ABM = Artillery Bombardment Modifier
ACM = Air Combat Modifier
BRM = Bombing Run Modifier
DFM = Defensive Fire Modifier
GAM = Ground Attack Modifier
LOC = Location
C = Condition
LDR = Leader
T = Tank
I  = Infantry
Inf = Infantry
R = Artillery
F = Fighter
B = Bomber
A = Air
G = Ground
Move x2 = Unit can move twice per turn

CARD LIST
Card Name		Type	#	TF	RNG	Notes
Head Quarters		LOC	2	2	-	See Rules
Fuel Dump		LOC	2	2	-	See Rules 
Artillery Dump		LOC	2	2	-	See Rules
Field Hospital		LOC	2	2	-	See Rules
Air Strip		LOC	4	2	-	See Rules
Fortifications		LOC	6	4	-	See Rules
Minefields		LOC	6	3	-	See Rules
Fighter			AF	4	2	-	BRM –1 ACM +1
Fighter Bomber		AFB	4	2	-	---
Level Bomber		AB	4	2	-	BRM +1 ACM –1 
Paratroopers		A/I	2	2	1	DFM +1
Infantry  		GI	10	4	1	DFM +1	
Mechanized Infantry	GIT	4	3	1	DFM +1
Engineers		GI	2	4	1	GAM +1 	
Veteran Infantry  	GI	6	5	1	DFM +2
Second Rate Infantry	GI	8	3	1	GAM –1
Armored Cars		GT	3	2	1	Move x2
Light Tanks		GRT	5	3	1	Move x2
Medium Tanks		GRT	6	4	1	GAM +1
Tank Destroyers		GRT	4	2	2	DFM +1
Heavy Tanks		GRT	4	5	2	GAM +1
Self Propelled Guns	GRT	4	3	3	---
Mortars			GIR	4	3	1	---
AT Guns			GR	4	2	1	DFM +1
Light Artillery		GR	4	2	2 	---
AA Guns			GR	4	2	1	AAM +1
Mobile AA Guns		GTR	2	2	1	---
Medium Artillery	GR	4	2	3 	ABM +1
Heavy Artillery		GR	4	2	4	ABM +1
Flying Ace		LDR	2	+1	-	ACM +1
Bomber Captain		LDR	2	+1	-	BRM +1	
Infantry Commander	LDR	2	+1	-	DFM +1
Tank Commander		LDR	2	+1	-	GAM +1
Artillery Commander	LDR	2	+1	-	ABM +1
Artillery Barrage       E	2	-	-	Artillery gets ABM +3
War of Maneuver		E	2	-	-	Tank gets GAM +3
Counter Attack		E	2	-	-	Defender gets DFM +3
Infiltration		E	2	-	-	Infantry gets GAM +3
Out of the Sun		E	2	-	-	Interceptor gets ACM +3
Clear Skies		E	2	-	-	Air Unit gets BRM +3
Anti-Tank Teams		E	2	-	-	Inf DFM +3 vs Tanks
HMG Positions		E	2	-	-	Inf DFM +3 vs Inf
Entrenched		E	4	-	-	ABM, BRM, or GAM –3 
Reconnaissance		E	4	-	-	Look at opponents hand
National Strategy       E	2	-	-	See Rules
National Infantry       G	2	-	-	See Rules
National Tank		G	2	-	-	See Rules
National Artillery      G	2	-	-	See Rules
National Air Unit       A	2	-	-	See Rules
National Location	LOC	2	-	-	See Rules



NATIONAL CARDS
These cards vary depending on what Nation you are.

GERMAN NATIONAL CARDS
Card:		Name:	
Strategy  	Blitzkrieg: All Tank Units may move & attack again this turn
Infantry	SS Troopers (GI) TF = 5; RNG =1; GAM +1
Tank		Tiger Tanks (GRT) TF = 6; RNG = 3; GAM +2
Artillery	Giant Siege Cannon (GR) TF = 2; RNG = 5
Air Unit  	Junker Dive Bombers (AB) TF = 2; ACM –1; BRM +1
Location	Hedgerows: TF = 4; Unit gets DFM +1 & Toughness +1

RUSSIAN NATIONAL CARDS
Card:		Name:
Strategy  	Steam Roller Tactics: All attacking Ground units get GAM +1 this turn
Infantry	Human Waves (GI) TF = 4; RNG =1; GAM +1
Tank		T 34’s (GRT) TF = 5; RNG = 2; GAM +1
Artillery	Rocket Launchers (GR) TF = 2; RNG = 3 ABM +2
Air Unit	Yaks (AFB) TF =2
Location  	Mother Russia: Draw 1 extra card on your Logistics phase

AMERICAN NATIONAL CARDS
Card:		Name:		
Strategy	Soften up Targets: All Artillery get a second Barrage attack this turn
Infantry	US Marines (GI) TF = 4; RNG =1; GAM +1 
Tank		M4 Shermans (GRT) TF = 4; RNG = 2; GAM +1
Artillery	Howitzers (GR) TF = 2; RNG = 4; ABM +1
Air Unit  	B-17 Bombers (AB) TF = 3; BRM +1
Location	Red Ball Express: Draw 1 extra card on your Logistics phase

JAPANESE NATIONAL CARDS
Card:		Name:
Strategy	Bonzai Charge: Infantry Unit gets GAM +3
Infantry  	Jungle Fighters (GI) TF = 5; RNG = 1; DFM +1
Tank		Discard & Draw again
Artillery	Discard & Draw again
Air Unit	Zeroes (AF) TF = 2; ACM +1; BRM –1 
Location	Underground Bunkers: TF = 4; Unit gets DFM +1 & Toughness +1






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