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Darkest Days: The Gathering Storm Rulebook (v1.2)
© Copyright 2018 DarkestDaysCG.com
DARKEST DAYS WWII CARD GAME
Rulebook v1.2
TM
www.darkestdayscg.com
Darkest Days: The Gathering Storm Rulebook (v1.2)
© Copyright 2018 DarkestDaysCG.com 2
TABLE OF CONTENTS
Anatomy of a Card 3
Card “Uniqueness” 3
Card Types 4
The Axis and Allies 5
Exhaust and Recover 5
The Game Table and Player Zones 6
About Darkest Days 7
Deck Construction 7
Playing a “Game Set” 7
Setting Up the Game 7
Taking Turns 8
Winning the Game 8
The Turn Sequence 8
Phase 1: Supply 8
Phase 2: Draw 8
Phase 3: Ready 8
Phase 4: Main 9
Phase 5: Battle 10
Phase 6: End 11
Keyword Abilities 11
Example Skirmish 12
Explaining Orders Cards 16
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ANATOMY OF A CARD
Card Title
Deployment cost
Card type (and subtype, if any)
Attack type and value
Game text
Endurance and value
Set and card number
CARD “UNIQUENESS”
Some cards are one-of-a-kind.
“Unique” cards have a dot (·) in front of
their card titles that denotes their
“uniqueness.”
If a card is “unique,” only one card with that
same card title can be in play at the same
time. If another copy would ever enter play,
it is spent (placed on top of the owner’s
Spent Pile), immediately.
This unit card is unique.
While this one is not.
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CARD TYPES UNIT CARDS
Units represent your troops and equipment
in the field. These are your soldiers and the
hardware they use to achieve victory.
Units may be classified as either as Armor
Artillery, Infantry, or Vehicle units. Units
may also have a subtype defined in paren-
thesis next to its unit type identifier on the
card. These are only for card effect refer-
ence.
In future sets, we will introduce new unit
types.
ORDERS CARDS
Orders represent the directives your Field
Commander, and both his subordinates and
superiors, give the forces under their com-
mand.
Orders affect the field and the units on it in
a variety of ways by enhancing your capabil-
ities, placing special restrictions on the ene-
my, or some combination of the two.
Orders cards may have a subtype listed in
parenthesis next to the card type identifier
on the card. These are only for card effect
reference.
FIELD COMMANDER CARDS
These cards represent the commander of
your armed forces.
While not typically the commander-in-chief
of your nation, these cards represent sea-
soned and high-ranking generals given com-
mand of a narrow band of the conflict.
A Field Commander provides you with a
number of abilities throughout the game.
Unlike unit cards, Field Commanders cannot
be destroyed and remain in play for the
entire game.
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LOCATION CARDS
Location cards represent the various locales across the world
where the Axis and Allied forces meet to do battle.
There is always one Location card in play at a time, though the
Location can change (often several times) throughout the course
of the game.
EXHAUST AND RECOVER
Throughout this rulebook and in the cards that make
up Darkest Days ™, you will see numerous references
to both the Axis and the Allies.
For the purposes of this rulebook, and the first few
sets of the game, the Axis and Allies are defined as
follows:
AXIS: Germany, Italy, and Albania
ALLIES: Belgium, Britain, Denmark, France, the Neth-
erlands, Norway, Greece, Luxembourg, and Yugosla-
via
As the game continues and new sets are released,
new nations will be added to the conflict and will
join either the Axis or Allies, stay neutral (usable by
both sides) or even switch sides.
Any card that refers to the Axis or Allies refers to
cards only of the respective nations listed in this
section and the player that controls that side of the
conflict during the game.
There is only one Axis player and one Allies player
per game, and each player may only use cards from
his or her side of the conflict.
Please keep in mind that Location cards are always
NEUTRAL.
A player’s deck may contain any Location card.
THE AXIS AND ALLIES
Many card effects and rules will refer to exhausting
or recovering a card or to and exhausted or recov-
ered card.
An exhausted card is one that has been turned nine-
ty-degrees to the right.
To exhaust is to move a card is to move it from an
upright position to this ninety-degree position.
A recovered card is one that is turned upright (with
its game text readable by its controller).
To recover a card is to turn an exhausted unit upright
again.
A recovered card. An exhausted card.
Special Rule: Unlike other types of cards, Locations are considered
neutral (they can used by either the Axis or the Allies).
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Each player should follow a standard set-up in terms of their
side of the gaming table.
While player may more or less organize the cards within
their zones as they see fit, all players are expected to con-
form to the layout shown below (as seen by the player that
controls the cards depicted below).
Pre-installed playmats on the gaming software will have
dotted lines to show where these various zones are located
for each player on the gaming table.
Any player may look at any card in either player’s Deploy-
ment Zone, Home Row, or Dead Pile at any time.
No player may look at the cards in either player’s Reserves,
Spent Pile, Supply Zone , or cards placed face-down under
other cards (such as under Orders cards or those placed un-
der other cards by certain card effects) unless a card effect
allows or instructs them to do so.
THE GAME TABLE AND PLAYER ZONES
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ABOUT DARKEST DAYS ™ CARD GAME
“Germany will either be a world power, or there will be no
Germany.”
—Reichskanzler Adolf Hitler
“Victory at all costs, victory in spite of all terror, victory how-
ever long and hard the road may be; for without victory there
is no survival.”
—Prime Minister Winston Churchill
Darkest Days ™ Card Game chronicles the events of the Sec-
ond World War over its major movements and battles
starting with the Battle of France in May-June 1940, to the
ultimate surrender of Germany and Japan in 1945.
We have done our best to balance both historical accuracy
and enjoyable game mechanics within the confines of a
humble online trading card game.
Wherever possible, we have tried to preserve original unit
and place names, historical distinctions, and other fine de-
tails of the real-world conflict.
That being said, there are sure to be numerous omissions
(both intentional or otherwise) and a great deal of creative
license on the designers’ behalf in order to make this a game
first and a piece of historical commentary second.
Our intent is to release regular “virtual expansions” every
few months to advance the internal game calendar through
the course of the Second World War and give players a feel
for the epic drama that involved countless millions of brave
souls, dauntless martyrs, and unfortunate victims.
From the very outset we decided not to broach certain top-
ics within this game. Chief among these are the horrendous
atrocities of the Holocaust and maltreatment of prisoners of
war, political dissidents, civilians and others during the war
years.
Our focus is on the strategy, tactics, and political and diplo-
matic events that shaped the conflict.
We do not endorse the ideology or politics of any side de-
picted in the game, but rather, let the game design and me-
chanics speak to real and perceived strategies employed by
the belligerent nations during the War.
Forgive our errors, wherever they may be.
And above all else, enjoy!
—Darkest Days ™ Design Team
DECK CONSTRUCTION
Each player should come to the game with both an Axis deck
and an Allies deck.
Each deck must conform to the following rules:
• All cards in a single deck must be from the same side of
the conflict (either the Axis or the Allies). Neutral cards
(such as Location cards or any card from a neutral na-
tion) are permitted in any deck.
• Each deck most contain exactly 60 cards.
• Each deck must contain at least 1 Field Commander card
and 1 Location card.
• Each deck may not have more than 6 copies of a card
with the same card title.
PLAYING A “GAME SET”
When players sit down to play, they play a set of two games.
During each of these two games, there is one Axis player and
one Allies player. Each player will play both sides of the con-
flict during a set.
During the first game, players randomly determine who will
play which side of the conflict. (A coin flip, dice roll, rock-
paper-scissors, etc. can be used to determine this.)
During the second game, players will switch to the other side
of the conflict.
After each game, the winner counts the number of cards left
in his or her Reserves and adds them to his or her “Victory
Points.”
After both games, the player with the higher number of Vic-
tory Points wins the game set.
SETTING UP THE GAME
At the start of the game, each player does the following in
the order described below:
• Each player takes 1 Location card and 1 Field Command-
er card from his or her deck and places them face-down
in from of him or her.
• Each player shuffles his or her deck and presents his or
her deck to the opponent to allow the opponent to
shuffle, cut, and replace the deck in front of the owner.
Special Rule: In the event of a tie in Victory Points at the
end of a game set, the player that played the Axis during
the second game wins the game set.
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(In a virtual game, the game engine or simulator is used
to accomplish this mandatory shuffle.)
• Each player reveals his or her starting Location card. The
Location with the lower Distance number is placed into
play between the players on the game table and the
card with the higher Distance number is placed onto the
owner’s Spent Pile, face-down. If there is a tie between
Distance numbers for starting Locations, the Axis play-
er’s Location is put into play and the Allies’ Location is
placed onto the Allies’ Spent Pile.
• Each player reveals his or her Field Commander.
• The Axis player draws the top five cards of his or her
Reserves to form his or her starting hand; the Allies play-
er draws the top seven cards of his or her Reserves.
After these steps have been completed, the players begin
taking turns.
TAKING TURNS
After the game has been set up, the players begin taking
turns (as described below), until one player wins (or loses)
the game.
The Axis player will always take the first turn of the game.
WINNING THE GAME
A player wins the game when his or her opponent has no
cards left in his or her Reserves.
The game ends the very instant a player’s Reserves reach 0
cards.
If both players’ Reserves reach 0 cards simultaneously, nei-
ther player wins the game and no victory points are scored
that game.
A player may also win (or lose) the game if a card effect
states that they do.
THE TURN SEQUENCE
During each player’s turn, he or she will move through the
following turn phases in the order described below.
During a player’s turn, he or she is referred to as the “turn
player.”
PHASE 1: SUPPLY
The turn player may select up to two cards from hand and
place them face-down in his or her Supply Zone.
The choice to supply a quantity of cards during this phase is
made before any cards are supplied.
A card that is placed face-down in a Supply Zone is hereafter
referred to as a “supply.”
No player may look at or reveal any face-down cards in any
player’s Supply Zone unless permitted by a card effect.
PHASE 2: DRAW
The turn player draws up to two cards from the top of his or
her Reserves.
The choice to draw a quantity of cards during this phase is
made before any cards are drawn.
If a player would be required to draw, spend, or destroy a
card from his or her Reserves and there are no cards left in
his or her Reserves, that player loses the game.
PHASE 3: READY
The turn player performs the following steps in the order
described below:
• All of the turn player’s unit formations are
“dissolved” (units are no longer grouped together in
formations if any of them had been in this state from
the start of this turn).
• All of the turn player’s exhausted cards (those that are
turned sideways) are recovered (turned in an upright
position).
• Both players’ generated supplies cease to exist.
Special Rule: When a player generates supplies by ex-
hausting supply cards or units with the Supply ability, sup-
plies are placed into a “supply depot.”
A player’s supply depot is “emptied” (all supplies still ex-
tant cease to exist) at the end of the current turn (during
PHASE 6: END).
Special Rule: During the course of a game, a player may
concede to his or her opponent on any of his or her own
turns.
To do this, the turn player tells his or her opponent that
he or she concedes. The conceding player halves the total
number of cards in his or her remaining Reserves
(rounded down to the nearest whole card) and adds that
number to his or her Victory Points for that game set.
The conceding player’s opponent then counts the full
number of his or her remaining Reserves cards and adds
that number to his or her Victory Points for that game set.
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PHASE 4: MAIN
This is the part of a player’s turn where unit deployment and
other setup is performed.
During a player’s Main Phase, there are two available types
of “actions” that he or she may take.
Unlimited Actions
The turn player may do any of the following, in any order,
and any number of times he or she is able to pay the supply
costs for:
• Deploy a unit card from hand by exhausting (turning
sideways) a number of recovered supply cards as indi-
cated in the supply cost for the unit and then placing
that unit in a recovered position from the turn player’s
hand into his or her field.
• Play an Orders card (see below).
Limited Actions
Additionally, the turn player may only do one of the follow-
ing during his or her Main Phase. (These actions are known
as Limited Actions. A player may only take one Limited Ac-
tion per turn.)
• “Dismiss” his or her Field Commander by placing a new
Field Commander with a different card title into play in
his or her Home Row and placing the old Field Com-
mander face-down onto the turn player’s Spent Pile.
• “Mend” his or her units by removing 1 damage marker
from each of up to 2 units the turn player controls (a
single unit cannot receive this effect more than once
from this turn option).
• “Recycle” his or her Spent Pile by placing the Spent Pile
facedown (in the same card order) under his or her Re-
serves.
• “Restore” up to two cards from the turn player’s Dead
Pile by placing those cards, one at a time, face-down
onto the turn player’s Spent Pile.
• “Withdraw” to a new Location by resting a number of
recovered supplies equal to the difference in Distance
numbers between the current Location and a new Loca-
tion card from the turn player’s hand, and then placing
the new Location card from the turn player’s hand into
play and the old Location card face-down onto its own-
er’s Spent Pile.
Playing Orders Cards
Orders cards stay in play until removed from play when a
player “prioritizes” (see previous section). If removed from
play, Orders cards go onto the top of their owner’s Spent Pile
unless a card effect states otherwise.
Each player may have any number of Orders cards.
The first Orders card a player puts into play requires that the
turn player “commit” 1 supply. The supply card is exhausted
(turned sideways) and the Orders card is placed vertically
over top of it.
If the turn player wishes to play a second Orders card, the
committed supply cost increases by 1. The second Orders
card will require that the turn player commit two supply
cards and the second Orders card will be placed over top of
those two exhausted supplies.
This pattern continues for each additional Orders card a sin-
gle player maintains in play.
PHASE 5: BATTLE (OPTIONAL)
The turn player may declare battle against his or her oppo-
nent only once per turn.
If battle does occur, players perform the following steps in
the order described below:
i. Players exchange Artillery fire.
ii. The turn player, referred to as the “attacking player,”
forms one or more attacking formations with his or her
units. All attacking formations are formed at this time
and each is given an attack target (either the opposing
player’s Reserves or an exhausted formation controlled
by the opposing player.)
iii. The non-turn player, referred to as the “defending play-
er,” may form a number of defending formations with
his or her units, or opt not to form any defending for-
mations. All defending formations are formed at this
time.
iv. The defending player may assign each of his or her de-
fending formations to join battle with the attacking for-
mations, one at a time, so that there is no more than
one defending formation joined with one attacking for-
mation.
v. Joined formations “skirmish.”
vi. Any attacking formations that are not joined in battle
destroy the top card of the defending player’s Reserves
for each 1 total Firepower of all units in that formation
(this is referred to as a “breakthrough”).
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i. Artillery Fire
The attacking player chooses and exhausts any number of
recovered Artillery units he or she controls and commits
them to the Artillery Step. Then, the defending player does
likewise.
Players must choose an commit all Artillery units they wish
to have participate during the Battle Phase at once and then
pass. A player may choose to commit any number of Artillery
units he or she controls in this way, including choosing to
commit none.
The attacking player then totals the Artillery attack type
points of all of his or her committed Artillery units and forms
an Artillery Total.
The defending player must then “pin” units he or she con-
trols to satisfy this Artillery Total.
A unit is “pinned” by exhausting it.
A “pinned” unit satisfies damage equal to its Endurance.
All points of an opposing player’s Artillery Total must be
satisfied.
If an opponent’s Artillery Total is greater than a player’s abil-
ity to “pin” units, all units are “pinned” to satisfy as much of
the opponent’s Artillery Total as possible.
After the defending player assigns the attacking player’s Ar-
tillery Total as “pins,” the attacking player does likewise, ap-
plying the defending player’s Artillery Total to his or her
units as “pins.”
ii. Attacking Formations
The attacking player creates one or more attacking for-
mations from his or her available (recovered) units.
A single formation must consist of at least one unit, and may
contain as many units as the attacking player desires.
All units that will be part of a single formation are exhausted
and grouped together in one area of the game table to show
their relationship as part of the same formation.
The attacking player may create as many such formations at
they desire.
Each attacking formation must be given an attack target:
either the defending player’s Reserves, or a one of the de-
fending player’s exhausted formations (including the defend-
ing player’s exhausted Artillery units).
The declaration of attack targets must be made as each of
the attacking formations is created during this step of the
Battle Phase.
iii. Defending Formations
The defending player creates one or more defending for-
mations from his or her available (recovered) units in the
same way as the attacking player (see above).
iv. Defenses Assigned
Each of the defending formations must be assigned to de-
fend against a single attacking formation to join battle in a
“skirmish.”
The defending player cannot assign more than one defend-
ing formation to each attacking formation.
If there are more defending formations than attacking for-
mations after each attacking formation has been defended
against, the excess defending formations remain exhausted
and they do not participate in the Skirmish Step (as de-
scribed below).
If the attacking player has assigned an attacking formation to
attack a defending formation as its attack target, the defend-
ing player may assign an additional “reinforcement” for-
mation to help defend; the new units in the newly created
defending formation are added to the formation of the
attacked defending formation to form a new, larger defend-
ing formation.
v. Skirmish
In the order of the attacking player’s choosing, each pair of
joined formations “skirmish.”
The total Firepower of each side in a joined skirmish is calcu-
lated.
The formation with the lowest total Firepower is the “losing”
formation and each unit in the losing formation is given 1
damage marker.
Special Rule: If one formation has 1 or more Firepower
and the other has 0 or no Firepower, the formation with 0
or no Firepower loses the skirmish and each unit in that
losing formation receives 1 damage marker for losing the
skirmish. In such an instance, no unit in the winning for-
mation receives a damage marker (no “mandatory loss” is
sustained by the winning formation).
If both formations have 0 or no Firepower, neither side
wins or loses the skirmish, the skirmish ends in a draw,
and no unit on either side of the skirmish receives a dam-
age marker.
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The formation with the highest total Firepower is the
“winning” formation and only 1 unit in that formation
(owner’s choice) is given 1 damage marker. (This is referred
to as a “mandatory loss.”)
If the total Firepower on both sides is tied, the skirmish is
considered a “tie” (with neither a “winner” or a “loser”), and
both the attacking and defending player choose 1 of the
units in their participating formations to receive 1 damage
marker (both players apply a “mandatory loss”).
vi. Breakthrough
If any attacking formations were not defended against, the
total Firepower of all units in all undefended attacking for-
mations is totaled.
The defending player destroys (sends to his or her Dead Pile)
1 card from the top of his or her Reserves 1 card for each 1
point of this Firepower total.
Attacking formations and units in them that are undefended
in this way are considered to have “broken through” and the
event is known as a “breakthrough.”
After these steps have been completed, the Battle Phase
ends.
PHASE 6: END
The turn player performs the following steps in the order
described below:
• If the turn player has more than seven cards in hand, he
or she must place cards from hand face-down onto his
or her Spent Pile one at a time until his or her hand con-
tains seven cards.
• All generated supplies in both players’ “supply depots”
cease to exist. No player may generate further supplies
this turn.
After this phase is complete, the turn passes to the turn play-
er’s opponent, and that player begins a new turn in which he
or she is the turn player.
KEYWORD ABILITIES
Blitz X: The turn that a unit with Blitz X is played, its Firepow-
er is +X.
Bunker X: When a card with Bunker X is “pinned,” it satisfies
X additional Artillery damage.
Defender X: During a skirmish involving where this unit is
part of a defending formation, this unit’s formation gains X
total Firepower during that skirmish. If more than one unit in
a single formation has the Defender ability, only the highest
Defender ability among all of them are applied (controller’s
choice of which unit applies its ability).
Mend X: A card with Mend X may be exhausted by its owner
to “mend” X unit cards this card’s owner controls. A unit may
only be “mended” once per application of this ability. This
ability may only be used during this card’s controller’s Main
Phase.
Overwatch X: During a skirmish, a unit with Overwatch X
gains +1 Firepower if the unit’s controller has X or more
cards in his or her hand (Overwatch is applied as the skirmish
starts and lasts until the skirmish ends).
Pressure X: At the end of a player’s turn, that player adds the
total cumulative Pressure abilities of all cards he or she con-
trols and then the opponent spends the top card of his or
her Reserves for each point of Pressure.
Rally X: When a card with Rally X is deployed or played, its
owner may draw up to X cards from his or her deck and then
place the same number of cards from his or her hand onto
his or her Spent Pile.
Supply X: A card with Supply X may be exhausted by its own-
er to provide X supplies. These supplies, unless stated other-
wise by a card effect, can only be used to deploy units from
hand or pay the cost of unit, Field Commander, or Orders
effects, or to perform a “withdraw” Limited Action; the sup-
plies provided by this ability cannot be used to play Orders
cards. This ability may only be used during this card’s con-
troller’s Main Phase.
Transport X: If the owner a card with Transport X would
“withdraw,” he or she pays X fewer supplies to
“withdraw” (to a minimum cost of 0 supplies).
Special Rule: When a unit card has damage markers on it
equal to its Endurance value, it is immediately destroyed
(placed face-up on top of the owner’s Dead Pile).
Damage markers are always placed one at a time until
either all damage markers have been placed on a particu-
lar unit, or that unit is destroyed by having damage mark-
ers on it equal to its Endurance value.
If a unit’s Endurance value is reduced and the current
number of damage markers on that unit becomes equal to
or greater than the unit’s newly adjusted Endurance val-
ue, the unit is immediately destroyed.
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EXAMPLE SKIRMISH (1 of 4) THE AXIS’ FIELD
For our example, the Axis side of the field contains Alpini
Regiment, Lightning Artillery, German Armored Patrol,
Light Panzer Regiment, and two copies of Heer Reservists.
THE ALLIES’ FIELD
The Allies side of the field contain Battlefield Veterans,
·600th Armored Brigade, Heavy Artillery, and British Expe-
ditionary Forces (BEF) (B).
1A.THE AXIS INITIATES BATTLE
The Axis initiates battle and moves first into the
Artillery Step by committing Lightning Artillery.
Lightning Artillery is exhausted and the Axis Artil-
lery Total is increased to 2.
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EXAMPLE SKIRMISH (2 of 4)
1B. THE ALLIES COMMIT ARTILLERY
The Allies commit Anti-Tank Battery and Heavy
Artillery to the Artillery Step and increase the Al-
lied Artillery Total to 3.
1C. THE AXIS APPLIES ARTILLERY DAMAGE
The Axis player chooses to apply the Artillery
damage from the Axis Artillery Total as follows:
• The Axis “pins” (exhausts) Alpini Regiment,
satisfying 2 damage since Alpini Regiment has
2 Endurance.
• The Axis “pins” (exhausts) German Armored
Patrol, satisfying 2 damage since German
Armored Patrol has 1 Endurance.
The Allied Artillery Total has been satisfied.
1C. THE ALLIES APPLY ARTILLERY DAMAGE
The Allies player chooses to apply the Artillery
damage from the Allied Artillery Total as follows:
• The Allies “pin” (exhausts) Battlefleld Veter-
ans, satisfying 2 damage since Batttlefield
Veterans has 2 Endurance.
The Axis Artillery Total has been satisfied.
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EXAMPLE SKIRMISH (3 of 4)
2. THE AXIS FORMS ATTACKING FORMATIONS
The Axis player chooses to form three separate
formations:
• Formation A contains two copies of Heer Re-
servists.
• Formation B contains one copy of Light Pan-
zer Regiment.
3. THE ALLIES FORM DEFENDING FORMATIONS
The Allies player chooses to form one formation:
• Formation A contains one copy of ·600th Ar-
mored Brigade and one copy of British Expe-
ditionary Forces (BEF) (B).
4. THE ALLIES ASSIGN DEFENDERS
As defender, the Allies choose to assign their For-
mation A to defend against Axis Formation A,
leaving Axis Formation B undefended.
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EXAMPLE SKIRMISH (4 of 4)
5. FORMATIONS SKIRMISH
Allies Formation A and Axis Formation A skirmish.
Allies Formation A has a total of 5 Firepower.
Axis Formation A has a total of 4 Firepower.
The Allies’ formation wins the skirmish, and each
unit in the losing Axis formation is given 1 damage
marker.
Both copies of Heer Reservists are destroyed (as
each only has 1 Endurance).
The Allies, as the winner of the skirmish, must
choose to place 1 damage marker on a unit in the
winning formation.
The Allies choose to place 1 damage marker on
British Expeditionary Forces (BEF) (B).
British Expeditionary Forces (BEF) (B) remains
alive, as it has 2 Endurance.
6. BREAKTHROUGH
Axis Formation B “breaks through” the Allies’
defenses.
The total Firepower of all breakthrough for-
mations equals 2.
The Allies destroy the top 2 cards of their Re-
serves.
After this step, the Battle concludes.
Darkest Days: The Gathering Storm Rulebook (v1.2)
© Copyright 2018 DarkestDaysCG.com 16
EXPLAINING ORDERS CARDS FIRST ORDERS CARD
The first Orders card a player puts into play
requires that the player exhaust one supply
card he or she controls and places it under
the Orders card played from hand.
This Orders card and the supply under it
remain in play, turn after turn, until re-
moved from play.
SECOND ORDERS CARD
The second Orders card a player puts into
play, requires that the player exhaust two
supply cards he or she controls and places
these supplies under the second Orders
card.
With two Orders cards in play, the player
now has a total of three supplies cards un-
der his or her Orders.
THIRD ORDERS CARD, ETC.
The third Orders card a player puts into
play, requires that the player exhaust three
supply cards he or she controls and places
these supplies under the third Orders card.
With three Orders cards in play, the player
now has a total of six supplies cards under
his or her Orders.
This pattern continues with each new Or-
ders card put into play.