SETUP
Each player places one unit on each square of his back two rows.
Units may not stack.
THE CARDS
Players share a common deck.
Players take turns.
Each turn has 3 phases:
Orders Phase
Move Phase
Battle Phase
ORDERS PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
Units cannot move through other units.
The move card has a number.
This is the number of spaces the unit moves.
The Unit tables list what type of Move cards each unit can use.
Moves are diagonal or orthogonal.
Instead of moving just one unit in any direction, you have the
option of moving one or more units forward the indicated number of
spaces using a single move card.
BATTLE PHASE
Play (discard) an Attack card to have a unit attack.
The Unit tables list what type of Attack cards each unit can use.
The attack card has a number.
This is the range of the attack.
Attacks are diagonal or orthogonal.
An attack does 1 point of damage.
If the target unit is reduced to zero hit points it is destroyed.
Units may not attack through other units.
The defender may play a Defense card to negate an attack.
A Marine that attacks with a Capture card takes control of the target unit.
A Capture card cannot be used vs Enemy Marines.
If a Mine uses a Self Destruct Attack, it destroys itself.
M = Movement
A = Attack
D = Defense
Type = Purpose of card
# = Number of that type of card in the deck
CARD LIST
Card Name: # Range Type Notes
Momentum 4 1 M
Thrusters 4 2 M
Engines 2 3 M
Full Burn 2 4 M
Laser 2 1 A
X-Ray Laser 2 2 A
Tactical Missile 2 1 A
Long Range Missile 2 2 A
Cruise Missile 2 3 A
ICBM 2 4 A Missile
Self Destruct 4 1 A Mines only
Capture 2 1 X Marines only
Combat Simulation 2 - X Draw 3 cards
Super Computer 2 - X Look at next 10 cards in deck
Spy Satellite 2 - X Look at opponents Hand
Radio Jamming 2 - X Negate a Missile Attack
Evasion 1 - X Negate a Laser Attack
OPERATION BLITZKRIEG INTRODUCTION
Board & card game for 2 players.
World War II theme. Abstract platoon level combat.
Each figure represents a company or unit of men.
VICTORY
You rout the enemy if you destroy 9+ of his units.
THE MAP
Use an 8x8 chessboard.
THE MEN
Use chits or miniatures to represent units.
There are 3 types of units:
Cavalry, Infantry & Artillery.
Each player starts with:
4 Tanks
8 Infantry
4 Artillery
SETUP
Each player places one unit on each square of his back two rows.
Units may not stack.
THE CARDS
Players share a common deck.
The deck contains 2 copies of each card in the Card list.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Orders Phase
Move Phase
Fire Phase
ORDERS PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
The move card has a number.
This is the number of spaces the unit moves.
Moves can be diagonal or orthogonal.
“Knight” type move cards allow a man to move like a knight in chess.
Instead of moving just one unit in any direction, you have the
option of moving one or more units forward the indicated number of
spaces using a single move card.
FIRE PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
“Knight” type attack cards produce an attack with a range like a knight in chess.
The enemy unit that is the target of the attack is automatically
destroyed and removed from the map.
Your opponent may play certain Defense cards to negate your attack.
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
R = Artillery
I = Infantry
T = Tanks
G = Ground: Applies to Artillery, Infantry, and Tanks
U = Any type of Unit
K = as a Knight would move in Chess
Type = Purpose of card
Target = What units are targeted by the attack
User = What type of unit can use the card
CARD LIST
Card Name: Range Type User Target Notes
Assault 1 A G G
Fire Team 2 A I IR
Sniper 3 A I IR
Mortars 3 A I IR
Grenades 1 A I G
Bazooka 2 A I T
Fighting Advance 1 M IT -
March 2 M I -
Column 2 M IR -
Trucks 3 M IR -
Mechanized Infantry 4 M I -
Infiltration K M I -
AT Gun 1 A R T
Field Guns 2 A R IR
Rockets 3 A R G
Barrage 4 A R IR
Howitzers 5 A R IR
Bombardment 6 A R IR
Man Handled 1 M R -
Self Propelled 2 M R -
Flame Thrower 1 A IT G
Overrun 1 A T IR
Tank Killer 2 A T T
Machine Guns 2 A IT IR
AP Rounds 2 A RT T
HE Rounds 3 A RT IR
Treads 2 M T -
Tracks 3 M T -
Clear Ground 4 M T -
Road 5 M T -
Blitzkrieg 6 M T -
Outflank K M T -
Armor - D T - Negate Attack
Entrenched - D I - Negate Attack
Fortifications - D IR - Negate Attack
Dug In - D G - Negate Attack
Pill Box - - - - Negate Infantry Move
Breakdown - - - - Negate Tank Move
Minefield - - - - Negate Move
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