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8/3/2019 SMGRules1.53_v2 http://slidepdf.com/reader/full/smgrules153v2 1/16 Sergeants Miniatures Game - Game Manual Page 1 Sergeants Miniatures Game  Rules Version 1.53 Copyright 2011, Lost Battalion Publishing, LLC all rights reserved Credits Design, Development and Art – Jeff Billings and Mike Billings Additional Art – Sandy Kline Marketing and Product Management – Kevin Duke Production Director – Valeri Balaz Technical Producer – Steve Balaz Executive Producer – Debbie Billings Support Services – Robert Belli, Liz Belli, Ken Black, Tammy Black and Todd Brown

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Sergeants Miniatures Game Rules Version 1.53

Copyright 2011, Lost Battalion Publishing, LLC all rights reserved 

Credits

Design, Development and Art – Jeff Billings and Mike BillingsAdditional Art – Sandy Kline

Marketing and Product Management – Kevin DukeProduction Director – Valeri Balaz

Technical Producer – Steve Balaz

Executive Producer – Debbie Billings

Support Services – Robert Belli, Liz Belli, Ken Black, Tammy Black and ToddBrown

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Introduction to SMG:

Card-Driven and Action-Oriented 

Sergeants Miniatures Game is a World War II, man to man, card-driven ,

skirmish level strategy game. As a player in SMG, you will lead forces that

might vary in size from a small patrol (as few as 4 Soldiers) up to a reinforcedsquad (as many as 15 Soldiers) and take them into combat against your 

opponents. SMG is a unique gaming experience containing rich story elements,

memorable characters, and truly individual Soldiers. The combinations of howthings fit together are intentionally made so that few things ever happen the

same way twice. You supply the energy and the stories will come...different

every time.

Two important concepts: “Card-driven” and “Action-Oriented.”

“Card-driven” means different things to different people. Here, we mean

that cards will be the main forces that drive the mechanics within the game.

But there are different types of cards and all are important, because they do

different things.

First, there is a “Story Deck,” with “Phase Cards” which regulate Action and

monitor the possibility of some sort of random event happening. For now, we’ll just focus on the Action.

Each Soldier comes with cards that incorporate his skills, abilities, and personality. When you pick your team for a scenario, you will put together all

the cards for those Soldiers to create an “Action Deck.”

There are also “Objective” cards which are important. We will talk more aboutthose later.

What does “Action-Oriented” mean? First, look at some of the Soldiers’ Actioncards. You will see at the top left, there is a horizontal bar of color with just

one word in it. SMG has 4 main action “categories.” They are:

 Note that each Soldier Action card has ONE of these terms on it.

 Now take out the Story Deck. Notice that, at the top of each card, you will seeTWO of these terms and color bars, with “and then” between them. So, onecard might say, “MOVE (and then) SHOOT.” Or “LOOK (and then) MOVE.”

The four Actions may come in any sort of combination.

Early in each turn, you will turn THREE of these Phase Cards over and placethem in order—1,2.3—on the mapboard in a panel provided for this. Each

 player will look at the Action deck he or she is holding and play ONE card that

matches EITHER of the choices on EACH Phase card. So if the three PhaseCards were:

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Move (then) Hide, Move (then) Shoot, Look (then) Hide

You would place ONE Action card that had EITHER a Move OR a Hide action, place a

second card which had EITHER a Move OR a Shoot action, and place a third card withEITHER a Look OR a Hide action. Each player puts these cards down at the same

time, and without knowing what the other players are putting down. The turn will

 proceed from there, and we will explain how in the proper place.

One more element for the Introduction covers Terrain and those same four 

Actions and color bars. Take a look at some of the terrain tiles (the 5” squares)

and Landmarks (the 10” squares). You will see a variety of terrain art on each

one, but you can also find an Identification plaque.

Each tile has a unique number, to be used in scenario set ups. Around thisnumber, you will see small squares with numbers inside and colors that match

the four Actions. Those numbers connect the terrain with the Action. If a

 person is trying to Look through or into a certain tile, the green number (whichmatches the Look action) will affect the range that the Soldier who is trying

to look can see. If a Soldier is trying to Shoot

across or into terrain, the number in the pink  box modifies the soldiers range not the distance

counted. Likewise a blue box modifies a Hide

attempt in that tile and a yellow box modifies

a Move from that tile. Some of the tiles do nothave one or more of the color boxes, which means

that tile has no effect on the Action. When firing

at Long or Short range, these numbers modifythe “squares” of the soldiers range. When firing

at Close range, these numbers count in “inches.”

So at Long or Short range, firing across or intoL2B increases the soldier’s range by “+1 Square”,

while when firing at Close range, it counts as “+1

Inch.” Counting distance is always a simple count,counting map squares as 1 and landmarks as 2. All

modifiers are on the soldier.

 Now you are ready to get started. Have fun!

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Contents

Introduction to SMG:Card-Driven and Action-Oriented ---------------------------------------------------------------------- 2 

Setup ------------------------------------------------------------------------------------------------------------ 5

 Assembling the Frame ------------------------------------------------------------------------------------- 5

Story Deck -----------------------------------------------------------------------------------------------------6

Story Deck -----------------------------------------------------------------------------------------------------6

Cause and Effect (Random Events) --------------------------------------------------------------------6

Sequence of Play --------------------------------------------------------------------------------------------- 7

Soldiers --------------------------------------------------------------------------------------------------------- 7

Privates ---------------------------------------------------------------------------------------------------------8

Leaders ---------------------------------------------------------------------------------------------------------8

Characters -----------------------------------------------------------------------------------------------------8

 Action Cards -------------------------------------------------------------------------------------------------- 9

LOOK---------------------------------------------------------------------------------------------------------- 10

Draw ----------------------------------------------------------------------------------------------------------- 10

Sight ----------------------------------------------------------------------------------------------------------- 10

HIDE ---------------------------------------------------------------------------------------------------------- 10

Take Cover --------------------------------------------------------------------------------------------------- 10Rally ----------------------------------------------------------------------------------------------------------- 10

Hold Cards --------------------------------------------------------------------------------------------------- 11

MOVE --------------------------------------------------------------------------------------------------------- 11

Walk ----------------------------------------------------------------------------------------------------------- 11

Climb ---------------------------------------------------------------------------------------------------------- 11

Fight ----------------------------------------------------------------------------------------------------------- 11

Combat Contact -------------------------------------------------------------------------------------------- 12

Prisoners ----------------------------------------------------------------------------------------------------- 12

SHOOT ------------------------------------------------------------------------------------------------------- 13

Shooting Arc ------------------------------------------------------------------------------------------------- 13

Distance ------------------------------------------------------------------------------------------------------ 13

Hit Check ---------------------------------------------------------------------------------------------------- 13

Grenades ----------------------------------------------------------------------------------------------------- 14

Damage Results -------------------------------------------------------------------------------------------- 14

Dog Tag ------------------------------------------------------------------------------------------------------- 14

Selection of Soldiers--------------------------------------------------------------------------------------- 15

Scenarios and Selecting Soldiers --------------------------------------------------------------------- 15

Initiative------------------------------------------------------------------------------------------------------ 15

Map ------------------------------------------------------------------------------------------------------------ 15

In Cover------------------------------------------------------------------------------------------------------- 16

Landmarks -------------------------------------------------------------------------------------------------- 16Orders --------------------------------------------------------------------------------------------------------- 16

Scenario Draw Base -------------------------------------------------------------------------------------- 16

 Victory -------------------------------------------------------------------------------------------------------- 16

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SetupSMG is played using scenarios. Each scenario contains a situation report that describeswho is ghting and why, orders used in that scenario to determine victory, force levels

that may include characters essential to the story, and the map used in the scenario.

1. Assemble the map to match the scenario map.

2. Choose a force level to play.

3. Select your forces. (See Soldiers for a description of the troops and forces.)

4. Choose your orders according to the scenario Orders section.

5. Remove all Landmark cards from the Story deck that are not part of the map.

6. Remove Story cards specied in the scenario’s Special Instructions section.

7. Deploy on-map Soldiers and group Soldiers that are coming in from off map

locations.

8. Shufe all decks and proceed to the Sequence of Play.

Assembling the Frame

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Story Deck Before covering the sequence of play, let’s look at two concepts you will be working with

as part of the sequence.

Story Deck 

The Story Deck controls the sequence of action using Phase Cards. During each gameturn, three Phase Cards are turned face up to reveal the order of actions that may be

taken during the turn. (See illustration below) Those actions will be things like “Move”

(and then) “Shoot” or “Look (and then) Move.” Players must play one Action Card thatmatches either of the actions listed at the top of the Phase Card. The top action will be

resolved in game play before the bottom action (note the “and then” part, which reminds

you of this). If players both play the same action during a Phase, the player with theInitiative goes rst. (See Initiative on Page 15). In addition to regulating action, the Phase

Cards contain story elements that are contained in the Cause and Effect area of the Phase

Card.

Cause and Effect (Random Events)

Every turn, three new phase cards are placed in play. While the top portion of the cards

containing the action sequence is always used, the lower portion of the cards includesgraphics which may sometimes trigger a “random event” to occur in the scenario.

Because this requires a two-part combination, we call this Cause and Effect. Look at

the bottom section of the Phase Cards and note that there is a large colored box of text,followed by a small colored box of text. Both are labeled with terms like “Weather” or 

“Landmark.” Note in the example that the rst card’s Cause—“Weird”—does not match

the second card’s effect—“Ordnance.” But note also that the second card’s Cause— 

“Landmark,” is matched by a Landmark effect on the third card. When two cards match

up in this way—with title and color matching from the 1st to 2nd card or 2nd to 3rd, thenthe text inside the “Effect” card is immediately carried out.

Cause/Effects help control the overall story line. Because these combinations are totally

random, there is no way of knowing if a scenario will have any unusual happenings or several. Normal rules apply to all events.

 Now you are ready to look at the Sequence of Play.  

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Sequence of PlaySMG is played in turns, as detailed here in the sequence of play. Once all steps are

complete, then a new turn is started back at Step 1.

1. Reveal the top three Phase Cards from the Story Deck and place them in the

order drawn on the Phase Panel. (If there are less than three Phase Cards

remaining, the game ends. Determine victory.)

2. Players draw Action Cards equal to the scenario Draw Cards value and

additional Action Cards equal to the Draw Cards value found in the LOOK boxon their Soldiers. (If they have any Hold cards under a Soldier, they add them to

their hand now.)

3. Resolve any events that are triggered by the Cause and Effect chain in the order 

they occurred. Normal rules apply to events.

4. Determine which player has the Initiative. In a game with more than 2 players,

determine which PLAYERS have Initiative, as the sequence works from one

 player to another, not just one side over the other.

5. Players play Action Cards on their sequence panel to match either action on the

corresponding Phase Card. All empty phases must be lled – playing the most

 possible cards from the hand. If a player is unable to ll all phases with ActionCards, play as many cards as possible and declare the shortfall. Show all cards

to the opponent so they can conrm you have played as many cards as possible.

(You cannot choose an order of play that results in playing less than the most possible cards from your hand.) Discard all remaining cards from your hand

and draw one Action Card at a time until it can be played on the empty phase,

discarding unplayable cards as you attempt to play the Action Card. Continue

until all phases are lled.

6. Players resolve the Action Cards played in step 5 in the order displayed on thePhase Cards (left to right). If players are taking the same action in the same phase use Initiative to resolve who takes the action rst. At the end of each

action, Soldiers in Combat Contact (see Combat Contact Page 12 under the

MOVE action for an explanation) with enemy Soldiers Fight.

7. Discard all cards in your hand. (Note: Action Cards placed under a Soldier as part

of the Hide Action are not part of the player’s hand.)

SoldiersThe Soldiers are the essence of any army.

 Designers Note: Soldiers are recruited into service and bring with them both skills and flaws that are part of who they are as individuals. No two are exactly

alike. These natural abilities come from the Soldier’s experiences outside the

 service. Added to a Soldier’s natural ability is the training and combat experience gained while in military service. Each and every Soldier is an individual. Shaping 

them into an effective fighting force is the result of organization and battlefield 

attrition.

 IMPORTANT 

 Initiative may

change during 

the turn.

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Sergeants Miniatures Game is currently

the only game in the world with individual 

Soldiers that are absolutely unique. Soldierscan be recreated with the effects of combat 

medals and promotion, extending the

capabilities of the individual Soldier. Except  for the Characters (which are used to

integrate ‘named characters’ with the story

decks) no two Soldiers are the same. SMG isnot collectible – it is individual.

The Soldiers in SMG are; privates, leaders or 

characters.

Privates

The Privates are the army’s rank-and-le

Soldiers. These are your grunts and will most

often make up the bulk of your force. Each

Private has a single Soldier card, four coreAction Cards and three Private Soldier Action Cards.

Leaders

“To give orders you rst have to learn to take orders.” The leaders include a private, a

 junior NCO and a senior sergeant. During force selection, a player may choose any one of 

the Soldier cards for his force – counting the Soldiers VPs against the total for the forcesallowed in the scenario. Once the selection is made, add the Soldier’s four core Action

Cards and the three Action Cards that match the Soldiers rank into the Action deck.

Characters

Characters are similar to other Soldiers in all ways but two.

The rst is that there are Characters that come with each new SMG Story that are the

same in everyone’s box. If you have Day of Days and a friend has Day of Days, your other Soldiers will be different, but your Characters will be the same (these are the

only Soldiers in SMG that are not unique). Characters have some cards integrated into

the Story deck for certain scenarios. And therein is the second difference. If there areCharacter cards in the story deck, then the Character gure cannot be “killed” in the

scenario. If he receives a KIA effect or is Wounded and receives an additional Wound(which normally kills the Soldier) then he is incapacitated in the scenario. Lay him on thetable showing his “wounded” status on the bottom of his stand. Something may happen

in the scenario that changes his status. If the scenario ends and he is still laying wounded,

consider him KIA in terms of Victory Points. (In future Story releases, we will have“Campaign Game” rules in which Characters also have some differences.)

If you are playing a scenario that does not “name” the Character, you may use him as a

normal Soldier in all ways (including KIAs.)

 IMPORTANT 

 Soldiers that are

wounded use the

red side of the

 Soldier card.

 IMPORTANT 

Characters who

are Leaders do

not have Soldier 

cards at different 

ranks.

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Action CardsAll action cards have a many different elementsthat are used for different game effects. Starting

at the bottom, the card has the Soldier’s ID

tag, which includes a unique Soldier number.(Over time, as more and more gures are made

at Lost Battalion Games, we may have another 

“Fields.” But we will never have another gurewith the same characteristics as “092-795.”)

 Next to the Dog Tag is the area which shows a

“star.” This is one of the “core cards” which is

always used with this Soldier. Other cards in hisdeck will have a ‘blank’ here (to be used if he is

a private) or rank chevrons when he is used in

those ranks.

 Next to that is a Damage Result, used to nd

out what happens after a “Hit” is determined.

Moving up, you see a “talk bubble” whichcontains the group action description. When this card is used in reply to a Phase Card,

any Soldiers under that player’s control may be selected to do this group action. Alongthe upper row is a colored bar for the Action that this card can be applied to, and a “Hit

Check” box, for use during Shooting and drawn from the Action Cards NOT currently in

a player’s hand.

You’ll note a blank space between the Hit Check 

and the talk bubble. There sometimes is a square box

included here. A white box is a “permissible action”which is something extra, outside the normal action,

that the NAMED Soldier may do. If the box is

 blue, it is a “required action,” and something the named Soldier must do if this card is played. Normal rules apply to all square box actions.

When you play an Action card, you will always be able to apply the “talk bubble” results

to any Soldier under your command. Additionally, the specic Soldier whose action cardis being used may ALSO take advantage of the Action with any single action that applies

to that Action. So, for example, on a HIDE Action card the Fields Soldier could “take

cover” or Fields could perform a Rally action.

 Designers Note: This Action by the named Soldier is in addition to anything in the talk bubble. It does not exclude the named Soldier from being one of the Soldiers selected 

 for the talk bubble action. So if this Action shown were “Move” instead of “Hide,” then Fields could Move one time (per his specic Soldier’s card being used) AND he could be selected as one of the Soldiers given a Move command from the talk bubble. Yes, that 

means Fields could Move more than one time from a single card!

 Every Soldier has a moment in the battle where his actions change the outcome of the

battle. By allowing the Soldier to take an action above and beyond the basic game

actions when his named card is played we inject opportunities for heroic actions. Adding 

the mistakes and gaffes into the action stream brings up the opportunity for a Soldier tobe a liability to his fellow troops. SMG incorporates both opportunity for heroics and the

 gaffes on the battleeld through the use of the action cards.

 IMPORTANT 

When you draw 

 your last actioncard resufe the

 Action Deck and 

continue play.

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LOOK 

The LOOK action allows Soldiers to try and “Sight” the enemy and to prepare for what’sahead by drawing cards.

Draw

The Soldier with a “Draw Cards” number in the Look area contributes to the leadership

of the force by allowing the player to draw Action Cards from the Action Deck. At thestart of every turn, all Soldiers in the group with a Draw Cards value are used to drawcards in addition to the scenario draw card allowance. Also, whenever a Look Action

Card is played that has the Soldier’s ID on the card, the Soldier can make a Sight attempt

OR the player can draw extra Action cards – Cards drawn during the turn allow for more

choices to add as a Hold Card under a Soldier. (See Page 11).

Sight

Sighting allows a Soldier to try and Sight an enemy hidden Soldier. Announce the sightattempt like this –“Fields is sighting Franz – the range is 9 squares – Fields sights out

to 22 squares minus 7 squares for the cover in the line of sight – Franz is spotted.”Remember that the sighting range is reduced by the LOOK terrain modier for eachsquare that the line of sight goes through.

HIDE

The HIDE action allows a Soldier to try and take cover, rally his buddies and keep a few

tricks up his sleeve by holding cards.

Take Cover

Soldiers remove spotted markers when they successfully, Take Cover. Only Soldiers that are

in terrain are able to Take Cover – a Soldier’s Dog Tag is on a piece of cover. The second

requirement to Take Cover is to be far enough away from all enemy Soldiers to escape notice.The rst step in checking to see if your Soldier is able to Take Cover is to simply ask your 

opponent if your Soldier can Take Cover. If he agrees then the Soldier can Take Cover, and

remove the Spotted Marker. Otherwise, your opponent should designate one of his Soldiers for you to use in the Take Cover check.

Using the Cover value of your Soldier, subtract the HIDE Terrain Effects value of allsquares and landmarks that are on a straight line from your Soldier to the designated

enemy Soldier. If the Cover value minus the Terrain modiers is negative, your Soldier is

able to Take Cover – remove the spotted marker from him.

Rally

Rally removes Pin markers from Soldiers.

There are two ways to rally troops – the rst is from a group action that says Rally some

number of Soldiers. The second is when a Hide action is played, the Soldier that owns theaction may rally up to the number of Soldiers listed in his Rally line –  for example, Rally

2 Men will rally any two pinned Soldiers that are within the Walk distance of the Soldier 

that owns the Action Card.

 IMPORTANT 

 Soldiers that are

 In Cover may use

a HIDE action to

Take Cover.

 IMPORTANT 

 Soldiers that have

the Pin marker 

removed may still 

be spotted.

 IMPORTANT 

 Soldiers that are

 spotted should 

have the Figure

marked with a Spotted symbol 

(found on the

back of the

 grenade marker).

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Hold Cards

If a Soldier has a Hold value in the HIDE box and a HIDE action is the current action,any Action Cards up to the Hold value may be moved from the player’s hand and placed

under the Soldier card. Cards under a Soldier are not part of the player’s hand. Cards

may be moved from the Soldier to the player’s hand after the player has drawn cards at

the start of the turn. If a Soldier is killed while Holding cards, those cards are discarded(unless the card says otherwise).

 Designer’s Note-- Future expansions will have equipment cards that may be worth VPs if 

the Soldier is killed.

MOVE

The MOVE action allows Soldiers to maneuver on the map and engage in hand-to-hand

ghting. All move actions use the Walk section of the MOVE box.

Walk 

Walk is dened as the basic leg borne movement. A Soldier that is walking may move upto the maximum “Walk” distance minus the MOVE modier from the square or landmark 

the Soldier occupies at the start of the move. While moving, the Soldier may not cross or 

enter any terrain type that contains the NO MOVE legend. A Soldier must end its move

fully inside of a square or landmark. At the end of the turn all Soldiers that are on cutlines of squares or landmarks are moved clear of the line by the opponent.

 Designers Note: Walk is the basic movement distance for a Soldier. The ability to move

multiple times in a Phase allows the Soldier to jog, run and sprint.

Climb

Some terrain has a climb cost that must be paid to enter the location. As long as the

Soldier’s Climb number is greater than the Terrain Level number (see any Chapter 

expansion where Terrain Level is used), the Soldier may enter the location. All terrainlevels are assumed to be 1 unless otherwise stated.

Fight

Soldiers must Fight at the conclusion of each Action (card) if they are in Combat Contact.

To resolve the hand-to-hand combat, rst CHECK INITIATIVE. Then set your hand of 

Action cards aside.

For each Soldier in this specic Combat, and who has proper Combat Contact (see thenext section), draw Action Cards equal to the Fight value on the Soldier cards – found in

the MOVE box.

The Player with the Initiative plays one card (and applies its Combat Result) against any

enemy Soldier that is contacted by any of the player’s Soldiers in this Combat Contact.

The card takes immediate effect. The next player in Initiative order may now play an

Action Card against any enemy soldier in Combat Contact with one of his own soldiers.Play continues as long as any player can play an Action card as part of the Fight.

 IMPORTANT 

When ghting 

the Soldier in

Combat Contact 

uses his players

 Action Deck 

 for the Combat 

 Results.

 IMPORTANT 

 Soldiers with a

 Pin marker halve

all Walk distance

round fractions

down.

 IMPORTANT 

 Initiative can

change when a

 player adds any

 Hold Cards to his

hand.

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A wounded Soldier who receives a second Wound result is killed and removed from play.If there are still Soldiers surviving, they remain locked in combat through the next Phase

card and, after all phase actions are complete, renew the combat in the same sequence as

 before (Determine Initiative rst, then alternate card play).

Results like Pin and Wound carry over beyond the Combat Contact.

If you have more than one case of Combat Contact, resolve Fights with the most Soldiersin Contact rst and continue to the least number of Soldiers in a Fight. Ties are resolved

 by the group with the lowest serial number soldier going rst.

Prisoners: When a KIA result is played, the Soldier 

surviving the Fight may capture the losing Soldier.

 Designers Note: Having additional Fight cards increases

the chances of nding a lethal result, but does not  guarantee a success. Going rst through Initiative can

make for a very short ght!

Combat Contact

A Soldier that is in base to base contact with another Soldier using the Shooting Arc of the

Soldier’s base is in Combat Contact. Soldiers in Combat Contact may only change facing

if they play a MOVE action. No other actions are allowed while in Combat Contact. All

moves to make contact with an enemy Soldier must be made in a straight line, if possible.

Prisoners

A prisoner can be taken as part of the Fight action, or may be assigned by an event or 

scenario special rule. All prisoners must have an “escorting” Soldier in base to base

contact at all times. If they are not in contact when an appropriate Move command comes

up, they will be able to escape and return to the owning player’s control (if he so chooses).

Prisoners taken during the game count double VP and may also receive a bonus from the

 players Orders Card. Prisoners are always considered to be in Combat Contact. If theescorting Soldier is forced to Fight by another un-captured Soldier, the Prisoners rst

 becomes Pinned and also Fights.

A Prisoner and Escort may only be red on by Soldiers from the Prisoner’s side who are

at close range. Any hits caused by the re alternate between the target (Escorting Soldier)

and Prisoner, with the Escort taking rst hits.

While Escorting a Prisoner, a Soldier cannot Shoot or try to Sight enemy Soldiers. He can

Move at normal speeds (but may not do more than one move per Action card), taking thePrisoner wherever he goes. He can also attempt to Take Cover/Hide and, if successful, thePrisoner is considered to be unspotted also.

If a player captures more than one Prisoner, he may use the same Escort Soldier to guardand move up to two. Additional prisoners will require their own Escort.

 Designer’s Note: Prisoners can be a lot of VPs, but they do tie up your Soldiers. Probably

the best thing to do with them, if you can, is just escort them off the board, where your 

VPs are safe. It is amazing how prisoners can change the nature of a game and spawn frequent hand-to-hand ghting, where Soldiers use their high-tech weapons for clubs!

 IMPORTANT  Soldiers in

Combat Contact 

may not take any

action except 

Fight, or MOVE 

to turn and face

an opponent.

 IMPORTANT A

 Pin reduces cards

drawn not the

cards held.

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SHOOT

The SHOOT action is used to attack enemy Soldiers with either small arms or explosives.Only Soldiers that are spotted may be shot at. A Soldier taking a SHOOT action selects

a target Soldier that is spotted, determines the Distance to the target Soldier, makes one

or more Hit Checks and then if hits are scored the target Soldier’s player determines theCombat Results using his Action Deck.

Shooting Arc

Soldiers may only SHOOT in the direction they are facing. To be a valid target for a Soldier theenemy Soldier must be in the shooting Soldiers Shooting Arc.

Distance

Soldiers are able to SHOOT at enemy Soldiers using the weapons they have. The distance

is determined by counting the squares or measuring the inches from the shooting Soldier to the target Soldier and adding all SHOOT Terrain Modiers to the distance from all

squares that are passed through. The distance is compared to the ranges found in theSHOOT box of the Soldier card to determine which ranges apply. Soldiers that arein Close range may re into a Fight, or at a captor and captive Soldier. Hits alternate

 between all Soldiers in contact starting with the target Soldier.

The map squares are used to count short and long ranges; once the action gets close, 

inches are used for ranges instead of squares. Landmarks count as two squares when

counting distance on the map. To determine distance, lay the ruler on a straight line between the Soldiers involved in the distance check. All squares cut by the line of sight

are counted in the distance. In the rare cases where the line is exactly on the corners use

the square or landmark with the lowest modiers for the checks being conducted.

 DESIGNERS NOTE: The Soldiers in Landmarks have a distance advantage over theSoldiers in map squares, because the soldier does not count the Square or Landmark it occupies. This creates a small distance advantage for Soldiers occupying Landmarks..

Hit Check 

“As range decreases accuracy increases” – The Hit Check is used to determine if a shot

has hit the target. All small arms – ries, pistols, automatic ries, submachine-guns andmachine-guns – check for hits by applying the Distance found in the step above to the

ranges found in the Shoot box of the ring Soldier’s card. Draw from the Action Deck 

check the Hit Check box, using all the results that are at or LONGER than the Distanceyou determined.

Say what? For example, if the distance to the target is 4 inches shooting Soldier’s ranges

are Long 8 squares, Short 5 squares and Close 10 inches then all three Hit Checks apply tothe shot. Draw one Action card and check ALL THREE results for Hits. Yes, you can get

more than one hit on a single card!

Any and all hits scored on the Hit Check are applied to the Soldier that is being shot at. For 

each hit on a Soldier, the owning player pulls one Damage Result from his Action deck.

If the Hit check result is “Hit+” see the next section.

 IMPORTANT 

The closer you

 get to the target 

the more of the

 Hit Check ranges

that are used to

determine hits.

 IMPORTANT 

 Soldiers pulling a

 Hit Check as parof a Long, Short,

or Close SHOOT

action is spotted.

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Use Hit+

The Use Hit+ effect in the SHOOT box appears for Soldiers who are armed with high rateof re weapons, such as automatic ries, submachine-guns, and machine-guns. When one

of these Soldiers gets a Hit Check result of Hit+ the shooter may continue to pull shots at

additional target Soldier that is within 3 inches of the last target Soldier. There is no limitto the number of Hit+ results that can be strung together in a single SHOOT action (as

long as Hit+ is one of the applicable results on the To Hit check). Shots at other Soldiers

use the same original Distance calculation results—so if (for example) the rst shotchecked close, short, and long ranges, the additional shots continue to check these results,even if the new target is at a longer range than the original target.

If the shooting Soldier does not have Use Hit+ on his card, a Hit+ result is treated as aregular hit.

Grenades

During any SHOOT action Soldiers with Grenade markers on their Soldier card may Toss one grenade. The grenade can be tossed at any

spot within Toss range, that is also in the Shooting Arc. Range can bereduced by the Shoot terrain modiers by inches, just like Close re.Grenades use the grenade blast circle at the base of the SMG ruler.

All Soldiers that have any portion of their base under the blast circle

are attacked by the grenade — including friendlies. Each Soldier 

in the blast area pulls a separate Hit Check using the Blast line andresolves it normally.

 Designers Note: Other ordnance is covered by Story events or as part 

of an ordnance card found in future products.

Damage Results

Zip – nothing happened, the hit was ineffective

Pin – place a pinned marker, ALL stats are halved rounded down while pinned.

Wound – Turn the Soldier card over to the wounded side. If he is already

wounded, he is KIA instead. Use the new stats on this side of the Soldier card.

KIA – give the Soldier card to the opponent that killed the Soldier for VPs and

remove the miniature from the map.

Dog Tag

The Dog Tag is much more than a label on the cards and base of the gure. In order to

take advantage of Cover, the Dog Tag portion of the Soldier’s base must be on the pieceof Terrain. In addition, when an Action Card is played during a Phase, the card belongs

to a single Soldier. At the start of the action the Soldier whose Dog Tag is on the Action

Card may take an action of the type on the card. Note: this will add an additional HIDE,

 LOOK, SHOOT or MOVE action to those listed on the card.

 IMPORTANT 

 Soldiers with

a Pin marker 

half all values

rounded down.

 IMPORTANT 

The shooting 

 Soldier’s player 

uses his Action

 Deck for the Hit 

Check and the

target Soldier’s

 player uses his

 Action Deck 

 for the Damage

 Results.

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Selection of Soldiers

Each Soldier has four Action Cards that are always included in the Action Deck. Thecore Action Cards are marked with the national symbol. Added to the four core cards are

three cards matching the Soldier’s rank. When choosing your forces for a scenario, select

the Soldier card based on the available Victory Points. Select Soldiers that total up to themaximum VP specied in the scenario. Grenades may be purchased at 2 per VP, unless

the scenarios species the cost.

Scenarios and Selecting Soldiers

All scenarios may be played with as few as four gures. However, there is more interest

if you can organize your own squad, selecting Soldiers and equipment by spending VPs

on them. The scenarios have force levels for different numbers of players ranging from

2 to 6 players. Basic ammunition is assumed to be sufcient for the scenario; however special ammunition and equipment is specied in the scenario, such as grenades. The

cost for special equipment like a radio, AT device, satchel charge, etc., is specied on

the equipment cards located in expansions. Grenades are specied in the scenario as astarting number of grenades and the VP cost for additional grenades. Scenario maps will

also designate areas like A, B, C, or X,Y, Z, which may be important for set-up and entry.

Initiative

Initiative is used to determine what player takes an action rst when more than one

 player is scheduled for the same kind of action. Check Initiative whenver this sort of “tie”

happens. Which player has the Initiative can change during the turn, as players add or 

lose cards and as players “compete”for who takes the action rst with

different players on the other side.

The player to solely satisfy the rstof the following conditions has the

Initiative.

• The player holding the most cards.

• The highest VP Soldier in play.

• The lowest serial number Soldier.

MapPlay takes place on a map made up of 5

inch squares and 10 inch landmarks. All

map squares are identied by a number,landmarks are identied by the letter ‘L’

followed by a number –  for example,

 L5A is a landmark where 5A is a map

 square. Around the identication plaque

are the Terrain Effects

SMG NOTE

Day of Days is

the introductionto the SMG

story. Because

of the small maponly two-player 

scenarios are

included. Byadding additional

chapters to the

story, larger games can be

 played with

more troops and

 players.

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In Cover

Soldiers are In Cover if the Dog Tag of the Soldier’s base is completely inside of some

terrain feature on the map that is not open terrain. This can be a tree, wall, building or even a hedge with a No Move sign.

Landmarks

The Landmarks count as two squares and have special Story Events. Associated with eachLandmark are from two to ve story cards that add random events to the Story deck. If a

Landmark is in play then the Landmarks story cards are added into the story deck.

Some Landmarks also have Orders cards associated with the Landmark. All Hold

Landmark Order cards that do not have a Landmark tile in play are removed from play.

OrdersEach player in a game draws one Order card at the start of the scenario. These cards

 provide additional Victory Points for certain actions or give specic instructions that mayguide the player for that scenario. There will always be several choices of Orders cardsavailable to each player. It is not only possible but likely that players will get different

Orders cards when they play a scenario again, which helps to keep things fresh, because

the circumstances and Victory in that scenario have been altered.

Reminder—Some Orders cards involve specic Landmarks and should not be included in

the Orders deck if that Landmark is not included in the map set up.

Some Orders cards have a bonus VP value that also shows a national symbol (Star for US,

cross for Germans). Those cards can only be used by their respective sides.

Players should keep the details of their Orders card a secret from other players, even thoseon the same side. In scenarios that have multiple players each player will have an Order 

card. The cards can encourage players to look to their own self-interest in ways that makethe game even more interesting!

Scenario Draw BaseDuring each turn of a scenario, the players draw a base number of Action Cards beforeadding any additional Draw cards due to the capabilities of the Soldiers. The Scenario

Draw Base is assumed to be 3 cards, unless otherwise stated in the scenario.

VictoryThe player with the most victory points at the end of the scenario is the winner. Victory points are gained from completing orders and from eliminating enemy Soldiers. If all the

soldiers on one side are eliminated, the other side wins an instant victory. In games with

more than 2 players, the survivor with the most points wins.