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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

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 3

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.

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 4

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.

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 5

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).

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 6

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

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 7

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.

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 8

(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.

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 9

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”).

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 10

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.

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 11

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.

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 12

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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© Copyright 2018 DarkestDaysCG.com 13

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.

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 14

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.

Darkest Days: The Gathering Storm Rulebook (v1.2)

© Copyright 2018 DarkestDaysCG.com 15

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.