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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 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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Version 1.53
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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.