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E) Supplying ammunion
This le allows you to take 3 or 4 (depending on the side of the le) ammunion
markers. The number of ammunion markers is limited. If other players carry a
lot of ammunion, the player in his/her acon may not be able to take as much
ammunion as the acon allows him/her. In this situaon he/she takes all the
remaining ammunion. The used ammunion is put back to the bank (next to the board).
Note: The ammunion do not run out as the mortar grenade, landmine, and brick markers. It
means that it may be constantly supplied by the players (if it is available in the bank).
F) Backing up the troops
This acon allows you to back up 2 or 3 (depending on the diculty level)
German troops by two spaces. Remember that the troops equipped with
heavy machine guns can aack only from the last spaces of the German
aack tracks (IV).
2. German troops aack
During this stage, German troops perform their aacks. The aacking troops are the
howitzers from the rst spaces (I) of German aack tracks, and troops equipped with
heavy machine guns from the last spaces of German aack tracks. Howitzers destroy
one brick on the wall closest to their track. Troops equipped with heavy machine
guns destroy 1 or 2 (depending on their aack values) bricks closest to their tracks.
If there are no bricks on a round space, the damage passes to one of the acon les connected
with paths to that space. The players decide which of the two acon les receives the
damage.
Performing an acon on acon les
To perform an acon on an acon le, your pawn has to be on that le. There are following
acon les in the game:
A) +1 Morale
This le allows you to increase your morale by one. The level of morale is shown
on the morale track. If the morale marker is on the second/third level of high
morale, and it decreases, the players do not receive the bonus.
When the morale increases above the neutral level:
On the rst level of high morale, the players add either 1 mortar grenade marker,
landmine marker or 2 bricks to the supplies on the appropriate acon le.
On the second level of high morale, the players receive 5 extra movement tokens. The
players divide those tokens among them selvs. The extra movement token gives the
player a third movement point in a turn.
Note: You cannot use more than one extra movement token during one turn.
Note: When the players reach the second level of negave morale, they receive a limited
movement token. If then they reach the second level of posive morale, the extra movement
tokens and limited movement tokens cancel each other out.
On the third level of high morale, the players receive 4 extra acon tokens and divide
those tokens among them. If the tokens cannot be divided equally among the players,
they decide together which one of them will get extra token(s). Those tokens enable the players
to perform a second acon during their turn. Having reached this level of morale, the players
move the morale marker on .
Note: You cannot use more than one extra movement token during one turn.
Note: If the players have increased their morale to this level for the second me in the game
(when there are only few extra acon tokens), the players receive all of those tokens.
Note: The extra movement/acon tokens are disposable. Aer using them, place them next to
the board.
B) Mortar
With the use of ‘Mortar’ acon le, you can inict two damage on one German
troop. The aacked troop may be on any of the ve German aack tracks. If the
German troop has got one resistance point, the extra damage is lost. If the troop
has got three resistance points, two wound markers are placed on the card of that troop. The
mortars ammunion is limited by the mortar grenade markers on the ‘Mortar’ acon le. Aer
the aack from the mortar, the mortar grenade marker is placed next to the board.
Note: If all the spaces for mortar grenade markers on this acon le are occupied, reaching high
morale or drawing ‘Extra mortar grenade’ event card do not result in adding an extra mortar
grenade marker(s) on that le.
C) Landmines
This le allows you to place one landmine on any empty German aack track.
The player takes mine marker from landmine acon le and places it on any
space of German aack tracks on which there is no German aack card. The
number of landmine markers is limited. When the new German troop lands on
or passes the space with a landmine, the troop is immediately placed on the discard pile of the
current day of defence and the landmine is placed next to the board.
Note: If all the spaces for landmine markers on this acon le are occupied, reaching high morale
or drawing ‘Extra landmine’ event card do not result in adding an extra landmine on that le.
D) Rebuilding the wall
This le allows you to rebuild the damaged wall. The highest level of the wall
(the number of bricks), on each of the 11 spaces is 6. The player takes two bricks
from this acon le and places them on one space where the wall is damaged
(including spaces where the wall is completely destroyed).
Note: This acon can be used only when German aacks damage at least one brick.
Note: In a situaon where a player can place only one brick on a space, the second brick is lost (it
is placed next to the board). The players use those bricks only when they reveal ‘Strengthening
the wall’ event card.
54
Troop cards:
A troop equipped
with Heavy Machine Gun
A troop equipped
with Howitzer Baery
Track
Resistance Speed Strength of the aack Troop movement
Air raid Morale declines
Wall damageMorale decline
Example: Lucas aacks from a round space next to
track E, where there is a troop with the resistance
of 2. To eliminate this troop in one acon, he has
to use one of his ammunion markers, and one
of Ola’s ammunion markers (Ola is on the same
round space as Lucas).
Note: If Lucas did not have an ammunion marker,
he could sll perform an aack. In this situaon he
would use one of Ola’s markers.
Example: There is a troop equipped with heavy machine gun on the second space (II) of
track A – it does not aack in this turn. Track B is empty. The howitzer aacks from track
C and destroys one brick. The troops equipped with heavy machine guns are on the last
spaces (IV) of tracks D and E. The aack value of the troop on track D is 1. It destroys
one brick wall from the round space in front of its track. The aack value of the troop on
track E is 2. The round space in front of that track has only one brick so one damage has
to be passed to one of the acon les behind that space. In this example, the players have
decided to remove one brick marker from the le le.
3. A new card
Aer the German troops aack stage, the player draws one card from the German aack pile.
Depending on the type of card (see. ‘Types of German aack cards’), the player places the card
on its designated track, or immediately performs an acon from that card and puts it on the
discard pile of the current day of defence.
Types of German aack cards
There are 3 types of German aack cards: troop cards, air raid cards and morale decline cards.
The troop cards dier in the resistance, speed, strength of the aack and tracks on which they
are placed and the troops they acvate.
A) Troop cards
If a new card is a troop card, it is immediately placed on one of the German aack tracks. On
each such card (in the top le corner), there is a track marker: (A, B, C, D, and E). It shows where
the card is placed. There may be only one troop on each track at the me same. When the
track on which the troop should be placed is occupied, the new troop is placed on the rst
empty track on the right from that unit. If all of the tracks from the right are occupied, the troop
is placed on the rst free track from the lemost side of the board.
THE COURSE OF THE GAME
The game is divided into 7 days of defence and each day is divided into turns. The day of defence
ends when there are 8 cards of German aack on one space (1-7), on the side of the board. The
end of the day of defence is described later in the manual.
Having drawn three German aack cards, the oldest player begins the game. Then, the player
on his/her le starts his/her turn, and so forth. Each player’s turn is divided into 4 stages: the
rst stage is strictly connected with his/her move, the remaining stages represent the aacks
of German troops.
1. Acon/movement
In this stage, the player can, in any order, make two moves and perform one acon. The player
can decide to make one move or none. The player can also resign from performing an acon.
1.1 Movement
The player can move his/her ocer pawn using paths between the spaces of Westerplae
peninsula. Each point of movement corresponds with moving a pawn by 1 space. The spaces
include: 6 guardhouses (acon les), and 5 defence outposts (round spaces).
1.2 Acon
The player in his/her turn can aack from the 5 round spaces or perform an acon from one of
the 6 acon les. The player can aack only when his/her pawn is on one of the round spaces.
To perform an acon from an acon le, the pawn of that player has to be on that le. The
player can perform only one acon/aack even if his/her pawn is on more than one round
space or acon le.
Aacking from the round spaces
This acon can be performed from one of the 5 round spaces. The player from this space can
aack only the troop which is on a track opposite the space with his her pawn. While aacking,
the player can use only one of his/her ammunion markers, irrespecvely of the troop’s
resistance. An excepon is a situaon in which the player moves his/her pawn on round space
on which there is other player’s pawn. The player in such a situaon may inict two damage
(each of the players loses one ammunion marker) using only one acon (this rule may also be
used with 3/4 pawns on one space). If the aacked troop has got more than 1 resistance point,
mark the damage using 1 wound marker for each received damage. If the number of wounds on
the card is equal to the resistance value of the troop, that card is removed to the discard pile of
the current day of defence and the wound markers are placed in the bank.
Note: The number of wound markers is not limited. If there are too few of them, you can use any
other object, for instance, a coin.
Acons from air raid cards and morale decline cards are performed immediately. Those cards
damage the wall (only air raids), decline the morale and (as all troop cards), acvate the troops
on dierent tracks.
3

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