RACE TO MESSINA
INTRODUCTION
Card Game for 2-3 Players.
Theme: Invasion of Sicily 1943 starting after the capture of Palermo.
There are 3 Versions of the Game:
1. Invasion Variant: 2 Player: Allies vs. Axis
2. Race Variant: 2 Player: British vs. Americans
3. Sicily Variant: 3 Player: British, American, and Axis
THE DECK
Cards are of 2 main types:
1. Ally Cards (British & American)
2. Axis Cards (German & Italian)
--- In the Sicily and Invasion Variants the Ally cards form
one deck and the Axis cards form a second deck.
--- In the Race Variant the Axis and Ally cards are mixed
together to form a single deck.
Cards are further described by:
1. Traits (Tank, Infantry, Air, Leader, etc.)
2. Force (A single Numerical Value between 1 and 10)
3. Special Abilities (Usually the discarding of a target card with a certain trait)
PROGRESS TOKENS
Players share a common set of Progress Tokens (PT).
INVASION VARIANT VICTORY
2 Player: Allies vs. Axis.
The Axis tries to evacuate before the Allies take Messina.
Only one player can win each hand.
The Ally player gets 1 PT every time he wins a hand.
The Axis player gets 1 PT at the end of every turn no matter what.
When the Ally player gets 10 PT, he has reached Messina and the game ends.
If the Axis player gets 20 PT the Evacuation is complete and the Game ends.
If the Axis player has 15 or less PT at the end of the game, the Ally player wins.
If the Axis player has 16 or more PT at the end of the game, the Axis player wins.
In case of ties the Axis player wins.
RACE VARIANT VICTORY
2 Player: British vs. Americans.
The Brits and Yanks are in a race to see who takes Messina first.
It is possible in this variant for both players to win or lose the same hand (turn).
The first player to get 10 PT reaches Messina first and wins.
SICILY VARIANT VICTORY
3 Player: British, American, and Axis.
The Americans and British race to Messina while the Axis tries to
evacuate before either arrive.
The Axis player plays hands against both the British and American players.
It is possible for both Allied players to win or lose during the same turn.
The game ends when:
1. The Axis player gets 16 PT: The Axis player wins. (Evacuation complete)
2. The American player wins with 10 PT. (Patton gets there first)
3. The British player wins with 10 PT. (Monty gets there first)
In case of ties the Axis player wins.
SETUP
Decide which Variant you are playing and assign Identities.
Shuffle the cards.
TURN SEQUENCE
Each turn has 6 Phases:
1. Logistics
2. Strategy
3. Deployment
4. Action
5. Resolution
6. Recovery
Note: If a deck ever runs out, shuffle the discard and draw from it.
INVASION VARIANT LOGISTICS PHASE
Each player fills their hand to 10 cards.
The Axis player from the Axis deck.
The Ally player from the Ally deck.
INVASION VARIANT STRATEGY PHASE
Each player may discard up to 5 cards and draw replacements.
INVASION VARIANT DEPLOYMENT PHASE
Both Players reveal all cards they want to play from their hands.
Player keep cards the don’t want to play or can’t play in their hands.
These cards are played face-up in front of you.
Revealed cards are also called Deployed cards.
INVASION VARIANT ACTION PHASE
Players take turns activating the special abilities of their cards.
The Axis player goes first.
Note that not all cards have a Special ability.
Players activate 1 card at a time.
A single card can only be activated once.
This continues until both players pass.
Most Special Abilities cause a target opponent’s card with a specific trait to be discarded.
INVASION VARIANT RESOLUTION PHASE
Every card has a Force Value.
Total the Force Value of all your deployed cards still in play.
If your Total Force Value is greater than your opponents, you win the turn.
If tied, the Axis player wins.
The Ally player gets 1 PT if he wins the hand.
INVASION VARIANT RECOVERY PHASE
You must discard down to 2 cards or less.
The Axis player gets 1 PT at the end of every turn no matter what.
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RACE VARIANT LOGISTICS PHASE
Note: All cards are combined into a single deck.
Each player fills their hand to 12 cards.
One player is the Americans, the other is the British.
RACE VARIANT STRATEGY PHASE
Each player may discard up to 4 cards and draw replacements.
RACE VARIANT DEPLOYMENT PHASE
Both Players reveal all cards they want to play from their hands.
Player keep cards the don’t want to play or can’t play in their hands.
These cards are played face-up in front of you.
Revealed cards are also called Deployed cards.
Note that players are revealing both Ally cards and Axis cards.
RACE VARIANT ACTION PHASE
Players take turns activating the special abilities of their cards.
The American player goes first.
Note that not all cards have a Special ability.
Players activate 1 card at a time.
A single card can only be activated once.
This continues until both players pass.
Most Special Abilities cause a target opponent’s card with a specific trait to be discarded.
Use your Ally cards only to target your opponents revealed Axis cards.
Use your Axis cards only to target your opponents revealed Ally cards.
RACE VARIANT RESOLUTION PHASE
Every card has a Force Value.
Total the Force Value of all your Ally deployed cards still in play.
Total the Force Value of all your Axis deployed cards still in play.
If your Total Ally Force Value is greater than your opponents
Axis Total, you win the turn and you get 1 PT.
If your Opponent’s Total Ally Force Value is greater than your
Axis Total, he wins the turn and gets 1 PT.
Note: it is possible for both players to win the turn (and get a PT)
RACE VARIANT RECOVERY PHASE
You must discard down to 2 cards or less.
The Axis player gets 1 PT at the end of every turn no matter what.
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SICILY VARIANT LOGISTICS PHASE
3 Player: British, American, and Axis
The Axis player draws 14 cards from the Axis deck.
The American player draws 7 cards from the Ally deck.
The British player draws 7 cards from the Ally deck.
SICILY VARIANT STRATEGY PHASE
Each player may discard up to 3 cards and draw replacements.
SICILY VARIANT DEPLOYMENT PHASE
Players reveal all cards they want to play from their hands.
Player keep cards the don’t want to play or can’t play in their hands.
These cards are played face-up in front of you.
Revealed cards are also called Deployed cards.
The Axis player must deploy 2 Sets of cards; one opposing the
Americans, and one opposing the British. A Set can have a max of 7 cards.
SICILY VARIANT ACTION PHASE
Players take turns activating the special abilities of their cards.
The Axis player goes first against the Americans.
The Americans go next.
The Axis player goes again, this time against the British.
The British go last.
The Axis player can only use cards in a Set against the opponent that that set is
facing (The cards you deployed against the American cannot target the Brit players cards)
Note that not all cards have a Special ability.
Players activate 1 card at a time.
A single card can only be activated (use its special ability) once.
This continues until all players pass (The Axis player must pass twice: Once vs. each opponent)
Most Special Abilities cause a target opponent’s card with a specific trait to be discarded.
SICILY VARIANT RESOLUTION PHASE
Every card has a Force Value.
Total the Force Value of all your deployed cards still in play.
If your Total Force Value is greater than your opponents, you win the turn.
If tied, the Axis player wins.
Each of the 2 Axis Sets will have its own Force Total to be used against their
respective opponents.
Each time an Ally player wins a Hand he gets 1 PT.
SICILY VARIANT RECOVERY PHASE
All players must discard down to 2 cards or less.
The Axis player gets 1 PT at the end of every turn no matter what.
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CARD LIST NOTATION
X = Axis card
A = Ally card
AA = Ally card only American player can use
AB = Ally card only British player can use
SA = Special Ability
DT = Discard Target Card with the following Trait
Progress = Gain 1 PT if you win this Turn
Supply = Draw 1 card: Put it in you hand or Reveal it Immediately
Recon = Look at opponents Hand
CARD LIST
Name: Use Force Type Notes:
Rubble X 3 Terrain SA: DT Strategy
AA Guns X 3 Artillery SA: DT Air
Counter Attack X 5 Strategy -
Pill Boxes X 4 Defense SA: DT Infantry
Luftwaffe X 7 Air SA: DT Naval
Summer Heat X 4 Weather SA: DT Infantry
Hills & Ridges X 6 Terrain -
Blow Bridges X 5 Defense -
Blow Tunnels X 6 Defense -
Bottleneck X 7 Defense -
Minefields X 5 Defense SA: DT Infantry or Tank
Demolition X 6 Defense -
Ambush X 7 Strategy -
German Pilots X 7 Air SA: DT Naval
Air Raid X 8 Air SA: DT Naval
German Buildup X 3 Infantry SA: Supply
Pull Back X 4 Strategy -
Trenches X 6 Defense -
Hube X 5 Leader SA: Gain 1 PT
Mountain Town X 9 Terrain -
Fortified Positions X 10 Terrain -
Infiltration X 7 Infantry -
Reconnaissance X 2 Intelligence SA: Recon
Dual Purpose Guns X 8 Artillery -
Evacuation X 2 Strategy SA: Progress
Fighting Withdrawal X 5 Strategy SA: Progress
German Ferry System X 1 Naval SA: Progress
Antitank Guns X 5 Artillery SA: DT Tanks
Rearguard Action X 6 Strategy -
No Water X 4 Blunder -
Skillfully Sited Guns X 8 Artillery -
Mortar Fire X 3 Artillery -
15th Panzergrenadiers X 7 Infantry Also Tanks
Panzer Division X 7 Tanks (Hermann Goring)
Company of Tigers X 9 Tanks -
Kesserlring X 10 Leader Defense & Terrain get +2F
Italian 6th Army X 3 Infantry -
Garrisons X 2 Infantry Also Defense
Slapping Incident X 2 Blunder SA: DT Leader
Friendly Fire X 2 Blunder SA: DT Air or Infantry
General Guzzoni X 5 Leader Italian Cards get +1F
Italian Tanks X 3 Tanks (Obsolete)
Machine Gun Battalion X 4 Defense SA: DT Infantry
Italian Guns X 3 Artillery -
Italian Fleet X 3 Naval SA: DT Naval
German Paratroopers X 7 Infantry -
Etna Line X 9 Terrain Also Defense
Flanking Maneuver A 6 Strategy SA: Defense or Terrain
Sherman Tanks A 4 Tank -
Montgomery AB 9 Leader Strategy Cards get +2F
Infantry Division A 7 Infantry -
Allied Bombs A 7 Air -
Aerodromes A 6 Base SA: Supply
Operation Husky A 5 Strategy SA: Supply (Also Naval)
Airfields A 3 Base Air Cards get +2F
Harbor A 4 Base SA: Supply (Also Naval)
Beach Heads A 3 Base SA: Supply (Also Naval)
Supply Ships A 2 Base SA: Supply (Also Naval)
US Rangers AA 6 Infantry -
1st Canadian Division AB 8 Infantry -
Capture Prisoners A 7 Strategy SA: DT Infantry
Manpower Superiority A 10 Infantry -
Mobile Warfare AA 6 Strategy Also Tanks
Breakthrough A 6 Strategy SA: Progress
Engineers A 3 Infantry SA: DT Defense
Paratroop Drop A 4 Infantry Also Air
Night Bombing A 5 Air Immune to Anti-Air
Assault A 6 Strategy -
Air Battle A 4 Air SA: DT Air
Grenades A 3 Infantry SA: DT Defense
Heavy Air Attacks A 5 Air -
Riflemen A 4 Infantry -
Cruiser Fire A 8 Naval SA: DT Tanks
Reserves A 5 Infantry -
British Tankmen AB 5 Tanks -
2nd Armored Division AA 6 Tanks -
Field Artillery A 5 Artillery -
Competition A 5 Strategy SA: Progress
General Keyes AA 6 Leader -
Artillery Battalion A 6 Artillery -
Seize Key Bridges A 5 Strategy -
Slug it Out A 4 Strategy -
Captured Guns A 4 Artillery SA: DT Artillery
Amphibious Landing A 6 Strategy Also Naval
General Patton AA 10 Leader Inf & Tank Cards get +1F
Naval Bombardment AA 9 Naval SA: DT Tanks
Intelligence Report A 7 Intelligence SA: Recon
Tactical Air Support A 7 Air Infantry Cards get +2F
General Alexander A 4 Leader Leader Cards get +1F
Pincer Movement A 6 Strategy -
British 8th Army AB 7 Infantry -
Commando Forces AB 8 Infantry SA: DT Defense
Veteran Force AB 7 Infantry -
American 7th Army AA 7 Infantry -
LINKS
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