Tanks of War: Third Reich Rising Rulebook (updated)

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    hank you for purchasing Tanks of War: Third Reich Rising!

    Our hope is that the game inspires you to learn more about

    he fascinating struggles of World War 2 and the many heroesnd villains it created. The game is dedicated to all the soldiers

    nd civilians who went through this terrible war.

    What is tanks of War?

    anks of War (TOW) is a fast paced World War 2 deck building

    oard game of mighty tank battles. 2-4 players can take the side

    f either Germanys Third Reich or the Soviet Union (Russian)

    orces during the early years of WW2.

    OW brings the intensity of WW2 tank battles into an easy-o-understand and play format which will delight historical buffs

    nd casual gamers looking for deep strategy, explosive turns,

    nd pitch battles.

    What is a Deck builDing game?

    ach turn players build and customize their play deck by buying

    nd adding cards to it as the game progresses. This is unlike

    most other games youve played where you may have a xed

    eck of playing cards. Youll have to make tough choices as to

    which mix of cards will work best with the scenario youre

    aying and the challenges youll be facing.

    War start Date

    he vehicles and cards found in Tanks of War: Third Reich Ris-

    g cover the rst year of the war from its opening salvos of

    Operation Barbarossa spanning from June 1941 to June 1942.

    uture expansions will expand the time line and introduce new

    ations such as the British and U.S. along with new cards and

    ehicles for the Germans and Russians.

    authenticity

    ach vehicle and their respective stats were painstakingly

    esearched from real technical data then converted to game

    erms to provide an authentic WW2 gaming experience.

    number of Players

    TOW can be played by up to 4 players in the base set, thouits strongly recommended each player have their own copy

    (see the Multiplayer Rules on page X).

    object of the game

    TOW lets players enjoy a variety of challenging and fun sce

    narios which will test the skills and bravery of the most die

    hard tank commanders. In most games, the player who rea

    and has the most victory point by the end of a given turn w

    This is accomplished primarily by destroying enemy tanks a

    holding objectives.

    game length anD Variants

    TOW allows players to engage in short 30-50 minute skirm

    level battles to more grand battles which can take up to tw

    hours. Variants add additional options for players to custom

    their game experience and are located in the Variants secti

    first time

    Included in the back of the rule book is a training scenario.strongly recommend playing this before the others.

    Dont feel you need to read all the rules in one sitting. As

    come up, look them up. Get a feel for the game and remem

    it will take a few plays to start understanding and appreciat

    ing all the subtleties in strategy that TOW offers to its tank

    commanders. Play a few games, study the cards, and then st

    developing your paths to victory!

    No two games will ever be alike so be versatile with your p

    and attack when ready!

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    comPonents

    After opening your box, carefully punch out the tokens and

    put the different cards in their respective decks.

    x1 Game Board

    x2 Player Reference Cards

    x1 Rule Book

    Dice including one of: d4, d6, d8, d12 and two d10s

    X Reverse Tokens

    X Built-Up Momentum Tokens

    X Damage Tokens

    X Ammo Tokens

    X Objective Tokens

    2 Commander Action Tokens

    X Force Cards

    X Vehicle Cards

    X Common Cards

    X Terrain Cards

    X Movement Point Tokens

    XX

    game Dice

    In TOW youll be using the 10 sided dice as a percentile for

    many of your actions such as attacking and spotting. When

    rolling for a percentage if you roll equal to or under the

    target number it is a success. Example: if you need to roll a

    40% to hit, a roll of 40 or under is a success.

    german anD russian oVerVieW

    The Germans (Reich) were a mighty

    and nigh-unstoppable force the world

    had ever seen. In Tanks of War this is

    reected in the type of cards the Ger-

    mans can use and the general leadership of the tank crews

    which gives them a signicant advantage over their Russian

    counterparts. Players who enjoy quality over quantity will

    want to play the Germans. Unfortunately, the Germans suf-

    fer from a general lack of strong tanks during the early part

    of World War 2. Youll have to use your superior trained

    crews to make up for this deciency.

    The Russians (Soviet Union) unleashed

    innumerable tanks on the Eastern

    Front that the Germans couldnt

    destroy enough of. Though their crews

    are usually untrained they have raw

    courage and their cards reect that.

    Players who enjoy swarm armies and believe in quantity

    over quality will enjoy this force.

    carD oVerVieW

    1

    2

    3

    4

    Force Cards:

    1. Card Name

    2. Card Type

    3. Card Information

    4. Card Cost

    5

    7

    1

    2

    3

    4

    6

    8

    109

    Vehicle Cards:

    1. Hull Points

    2. Date of Card

    3. Vehicle Armor for that Side

    4. Speed Levels and the Movement Points it generates5. Vehicle Name

    6. Crew Number

    7. Vehicles Abilities

    8. Penetration for Hard and Soft Targets

    9. Starting Ammo

    10. Rarity

    11. Vehicles Point Cost and Victory Points (VP) it gives

    12. Base Attack and Crew Quality Percentage

    11

    12

    3

    3

    3

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    the Decks

    Common Deck:These cards are recognized by its white

    border. Common Cards that can be used by either player

    and are not limited by which nation uses them. These are

    mixed into a players Force Deck to purchase throughout

    the game.

    Draw Deck: Players will buy and place cards here to drawto their hand each turn.

    Force Deck: These cards are recognized by either the Red

    (Russian) or Gray (German) border. Force Cards cannot

    be intermixed between nations. Similar to the Common

    Cards these can be purchased to add powerful actions

    specic to the nation you are playing. Youll need to have a

    good mix of these if you stand any chance of winning!

    Vehicle Deck: These cards are recognized by either the

    Red (Russian) or Gray (German) border. Your nations

    vehicles (such as Tanks and Tank Destroyers) can be pur-

    chased from this deck during the Buy Phase.

    Supply Deck: These cards are recog-

    nized by the oil barrel and its cor-

    responding Supply Value it provides.

    Any player may purchase any number

    of these Supply Cards during the Buy

    Phase. These cards are then used to

    purchase Force, Vehicle, and Supply

    cards.

    running out of carDs

    If at any time your Force, Vehicle or Supply decks run out

    of cards to draw from youre simply out of luck. This repre-

    sents your doomed struggle to obtain sufcient supplies to

    continue the battle and/or mismanagement of your ability

    to wage war with what has been given to you.

    Decommissioning a carD

    Sometimes you may choose or be forced to Decommis-sion a card. In these cases, the cards are returned to their

    respective discard pile from the deck they came from

    instead of into your draw decks discard. Decommissioned

    cards cannot be drawn and/or used again.

    Example: You have a Force Card in your hand that requires

    it to be Decommissioned to play. Normally, when you play

    a card it goes into your draw decks discard pile. In this

    case, it would be removed from play and returned to its

    respective decks discard pile, i.e. If it was a Force Card it

    would go to the Force Cards discard pile)..

    setuP

    For your rst game well setup a short 50 point Tank

    Death Match (TDM) for two players. Other variants such

    as historical scenarios and playing with more than one play

    er are presented later. The 50 point TDM is a great way to

    learn Tanks of War in a relatively short amount of time.

    Decide your Nation: Players may choose or randomly

    select which nation they wish to play. After both players

    have chosen, take your nations corresponding HQ Refer-

    ence Card, Momentum Token, Force and Vehicle decks.

    Layout: Place each deck as shown in the set-up diagram on

    the page XXX.

    Note: Each of the different Supply cards should have their

    own separate pile and be placed face up.

    Terrain: For your rst game no Terrain will be used. In

    standard games, players can follow any of the Terrain Setupguides (SEE X) or place Terrain as determined by the sce-

    nario.

    Create your Draw Deck: Each player takes x4 Supply 10

    cards from the Supply Deck. Find the common card Com-

    mander Spotting from your Force deck and take it. Place

    these ve cards into your hand. Next, shufe your Force

    Deck, draw 7 cards from it, then add these to your hand as

    well. You should now have a total of 12 cards in your hand.

    Shufe these 12 cards and place them face down to form

    your starting draw deck.

    Drawing Cards: Each turn youll draw cards from your

    draw deck to form your hand for the turn. Throughout the

    game youll have the option of purchasing more cards to

    add to your draw deck. If you play a card from your hand

    it will go directly into your draw decks discard pile to be

    drawn again at a later time.

    starting tanks

    For your rst game, look in your vehicle deck and nd tank

    X if youre the Germans and tank X if youre the Russiansand set it aside for now. This will be your starting tank

    for your rst game. Afterwards, each player shufes their

    Vehicle Deck. Take a few minutes to review your cards.

    Note: In standard Tank Death Matches, players will custom

    build their vehicles based on the point limit agreed to by

    both players. In other scenarios you may start with a num-

    ber and type of tanks already on the battleeld.

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    Set Momentum: Players set their starting Momentum on

    the 3 space on their HQ Card by using their respec-

    tive Momentum Tokens. Momentum is a reection of that

    players tactical control over the battleeld. Whenever you

    destroy a vehicle raise your momentum by 1 and lower

    your opponents by 1. In game terms, Momentum adds to

    your Initiative Roll to determine who goes rst each round

    (See Momentum).

    Setup Vehicle and Force Purchase Stacks: Place your

    Vehicle and Force Purchase Decks in their respective slots

    next to your Reference Card (see setup diagram). Each

    player draws 2 cards from each of these decks and places

    them face up in a row of 2 under their respective deck as

    shown in the setup diagram. The cards placed here are in

    what is called your Vehicle and Force purchase stacks.

    On your rst Buy Phase youll draw a card from each of

    these stacks thus having 3 total cards in the Vehicle and

    Force Purchase Stacks. In subsequent turns, youll draw

    one card from each of the Vehicle and Purchase decks (seeRefresh Purchase Stacks pgXXX). Cards on the Purchase

    Stacks can be purchased during the Buy Phase (see setup

    diagram).

    Place Objective Tokens: For your rst Tank Death Match

    game well use two of these tokens. Place the Objective

    Token according to the setup diagram. Youll score ad-

    ditional points by controlling these tokens (see Objective

    Token pgXXX).

    Roll to Deploy: Each player rolls a D6 and adds their cur-

    rent Momentum. Reroll any ties. The player who wins the

    roll may choose to deploy their vehicle rst

    or opt to have their opponent go rst. Ve-

    hicles are placed in a players Home Row. Each

    player takes turns deploying their vehicles face

    down (showing the icon of the nation) one at

    a time until all vehicles have been placed.

    Face-down vehicles are considered Hidden

    and cannot be red upon until Spotted (see

    Spotting).

    Note: No more than one vehicle can be

    deployed in one space.

    What Vehicle Do i haVe?

    Dont worry, you can look at your face-down vehicle cards

    on the battleeld at any time during play. Your opponent,

    however, cannot look at your vehicle card unless he has

    spotted it.

    turn oVerVieW

    There are 5 steps to a game turn:

    Draw cards1.

    Buy phase:2.

    Refresh Purchase Stacks

    Purchase

    Vehicle Deploys

    Roll for Initiative3.

    Players Alternate Turns4.Wrap Up5.

    DraW carDs

    Players simultaneously draw a number of cards from their

    Draw Deck until they have a total of 7 cards in their hand.

    If at any time your Draw Deck is depleted, the player im-

    mediately shufes his discards to form a new Draw Deck,

    and then draws accordingly.

    Example: Jimmy has 2 cards in his draw deck, 18 in hisdiscard, and 3 cards in his hand. He draws the 2 cards and

    immediately shufes his discards to form a new draw deck.

    He then draws 2 more cards to have a full hand size of 7.

    hoW to Win your first game

    The player who has a total of 50 VP or higher at the

    end of a turns Wrap Up phase wins. If both players

    score 50 VP or higher on that turn then the player with

    the higher VP wins. If there is a tie both players

    have a stalemate.

    Youll gain VP by holding Objectives and/or destroyingenemy vehicles. When you completely destroy a

    Vehicle youll gain VP equal to its purchase cost.

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    setuP Diagram

    2

    5

    11

    1

    4

    3

    6 78

    9 10

    12

    13

    Momentum Token on the Momentum Track1.

    Force Card Reserve2.

    Player Reference Card3.

    Supply Card Reserve4.

    Vehicle Deck Discard Pile5.

    Vehicle Deck6.

    Force Card Deck7.

    Force Card Discard Pile8.

    Vehicle Purchase Stack9.

    Force Card Purchase Stack10.

    Draw Deck11.

    Draw Deck Discard Pile12.

    Players Starting Hand of 7 Cards13.

    Supply Purchase Stacks14.

    Token Pool15.

    Objective Token16.

    Home Row of 6 Spaces17.

    14

    SETUP KEY

    15

    16

    16

    16

    Vehicle Deck

    DiscardForce Card

    Deck Discard

    Draw

    Deck

    Discard

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    buy Phase

    There are 3 steps to this phase:

    Refresh Purchase Stacks1.

    Purchase2.

    Deploy Vehicles3.

    REFRESH PURCHASE STACKS

    Each player simultaneously may draw up to 3 Force Cards

    and up to 3 Vehicle cards. These cards are placed face-up

    on their respective Purchase Stacks. You may place any

    number of cards drawn in any of the 3 spaces of its respec-

    tive stack. If you dont like the card(s) drawn, you can freely

    Decommission it instead.

    If this is your rst turn, you should have a total of three

    cards in this stack (two from set-up and the one you just

    drew).

    Note: Youll always have at least 3 cards in these stacks.

    PURCHASE

    Both players simultaneously may purchase any number of

    cards from their Force Purchase Stacks, Vehicle Purchase

    Stacks and/or Supply Cards.

    Cards are purchased by Discarding a number of Supply

    Cards from a players hand and/or Supply Reserve with a

    value equal to or greater than the cost of the card.

    Once nished purchasing, place any purchased cards face

    down in front of you along with any Supply Cards used. No

    further purchases may then be made by you this turn. A

    player may opt to pass. By doing so they may not purchase

    again this turn.

    When all players are done, players may see what was pur-

    chased by the other players and/or conrm that the right

    amount of Supply was spent. Both players then put any

    non-Vehicle cards purchased, including Supply Cards used

    to buy those cards, into their Draw Decks discard pile.

    Example: Jimmy has x2 Supply 10 cards in his hand and

    wishes to buy a Force card which costs 10 Supply. He buys

    the card by discarding the Supply 10 card from his hand.

    Only the top card of any stack may be purchased. Any

    card(s) located under another card in any of these stacks

    cannot be purchased.

    Any Supply Card(s) used to purchase a card(s) are then

    put into the players Draw Decks discard pile to be used

    again on a later turn. If any Supply Cards were used from a

    players Supply Reserve they are Decommissioned instead

    (see XXXX)..

    When a Force card is purchased, immediately draw a new

    Force card from your Force deck and place it face-up in its

    purchase stack. This card is now available to immediately

    purchase.

    When purchasing a Vehicle, place the newly purchased card

    in front of you face-down to deploy later during the Vehicle

    Deploy sub-phase of the Buy phase. Similar to when you

    buy a Force Card, draw a Vehicle card to place it in its

    Vehicle Purchase Stack, this card is now available to imme-

    diately purchase.

    Example: Jimmy uses a Supply 10 card from his hand to

    buy a Force Card. He discards the Supply 10 and buys the

    Force Card then places these cards face down in front ofhim. He then draws a new Force Card and places it face-up

    in its Purchase Stack. He then discards 20 points of Supply

    from his hand to buy a vehicle from his vehicles Purchase

    Stack. He takes the vehicle and places it face-down to

    deploy later. He then draws a Vehicle Card and places it

    face-up in his Vehicle Purchase Stack. After both players are

    nished buying, hell place the Supply Cards he used and

    any Force Cards into his Draw Decks Discard.

    Excess Supply: If a player has excess Supply

    Points from the card(s) he just used he may

    buy up to 1 additional card, if able, with those

    unused points. If not, those points are lost.

    Example: Jimmy uses a supply 10 to purchase

    a card worth 5 supply points. Since he has 5 left, he may

    purchase another one at this time worth up to 5 points.

    Buying Supply Cards: Supply Cards may be purchased for

    +10 of its face value. Like purchased Force Cards, these

    will go into your draw decks discard pile to be used at a

    later turn.

    Example: A Supply 10 card would cost 20 Supply to buy. A

    20 Supply card would cost 30 Supply.

    Using Supply Cards from your Reserve: If any Supply

    Cards from your Supply Reserve were used for purchases,

    they are considered Decommissioned (see Decommis-

    sion). Return any Supply Cards used in this manner to

    their respective Supply Card Deck instead of going to your

    discard. Decommissioned Supply Cards can always be pur-

    chased again by players.

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    Free Supply 5 Card: Once per Buy Phase a player may take

    one 5 Supply Card for free. Like purchased cards, this is put

    into a players discard pile.

    Battleeld Vehicle Limitation: For your rst game, a maxi-

    mum of three vehicles per player can be on the Battleeld

    at any given time. Otherwise, a maximum of ve Vehicles

    per player may be on the Battleeld at any given time. Any

    changes will be specied in the variants notes.

    A player cannot purchase a Vehicle if he currently has the

    maximum limit of Vehicles on the Battleeld! If the player

    accidently does this then the points he used are lost and

    the Vehicle is Decommissioned.

    Vehicle Rarity: Vehicles are labeled Rare, Uncommon, and

    Common. This represents different factors such as how

    many of that type of Vehicle was historically

    produced in that year and the availability of

    such vehicles.

    Based on a Vehicles rarity you may only

    eld a certain number of Vehicles you con-

    trol and with the same name on the battle-

    eld at any given time. If your vehicle is

    destroyed and at a later turn another copy of that vehicle

    appears in your Vehicle Deck, you may freely buy it again.

    You cannot purchase a Vehicle that matches another Vehicle

    of yours on the Battleeld if it breaks the Rarity rule.

    Rare (R): Limit of 1

    Uncommon (U): Limit of 2

    Common (C): Unlimited

    Deploy Vehicles: The player with Initiative may choose to

    start deployment. He places a newly purchased vehicle

    face down on a space in his Home Row that does not have

    a vehicle on it. Vehicles may be placed in any orientation

    (i.e. facing forward, sideways, or to its rear).

    Should all the areas in your Home Row be occupied the

    vehicle cannot be deployed, the supply spent is lost, and

    you must Decommission that Vehicle.

    Alternate deployment of Vehicles between players until all

    have been placed. Remember, Vehicles that are face down

    have not yet been spotted and cannot be red upon.

    Example: Jimmy has bought 3 vehicles and Ernest bought 2.

    Jimmy won the Initiative Roll and decides to have Ernest

    go rst. Ernest deploys one of his vehicles. Afterwards,

    Jimmy deploys his rst vehicle. Ernest deploys his last ve-

    hicle, Jimmy then deploys his remaining two vehicles.

    Player turns

    After both players have nished purchasing and deploying,

    the player who won initiative may choose to go rst or

    second.

    On a players turn he may activate one of his Vehicles (if

    able). Once a Vehicle has been activated and that player has

    no other actions to play (i.e. playing cards, using a Com-mander Action, etc), his opponent begins his turn and acti-

    vates one of his Vehicles. This alternates and continues until

    no more Vehicles can be activated by either player. Once a

    players vehicles have all been activated, he can no longer

    activate any vehicles he controls until the following turn.

    Example: Jimmy starts his turn by activating 1 of his 2

    vehicles. Afterwards he plays a Force card. His turn is now

    over (as you can only activate one vehicle a turn). Greg

    now takes his turn by activating 1 of his 4 Vehicles. After-

    wards, Greg decides not to do anything else. It is now

    Jimmys turn. He activates his last Vehicle and decides todo nothing else. With no more Vehicles to activate, his abil-

    ity to take a turn is over. Greg will then activate his 2 other

    Vehicles, one after the other. Both players then proceed to

    the Wrap-up Phase.

    The following actions may be played in any combination

    and/or order during a players turn:

    Activate a Vehicle1.

    Move

    RotateAttack

    Aim

    Spot

    Reload

    Hide

    Pass

    Rally

    Commander Actions2.

    Play Cards3.

    actiVate a Vehicle

    Vehicles can use different actions such as moving, ring etc

    attacking etc., by spending Action Points (AP). Each Vehicle

    normally has 2AP to spend on its activation. A Vehicle can

    choose any available action, and in any order, assuming it

    has sufcient AP to do so. Once your Vehicle has activated

    or passed place a Done token on it.

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    MOVE (1AP)

    A Vehicle has several move options it can choose from:

    Increase its Speed Level1.

    Remain In Motion2.

    Decrease its Speed Level3.

    Stop4.

    Reverse5.

    Rotate6.

    Increasing Speed Level: Each Vehicle has 3

    Speed Levels. Each level generates a different

    amount of Movement Points (MP) that is spent

    to move into spaces. A Vehicle may increase

    its Speed Level by 1 for each 1AP it spends.

    Place a number of MP tokens on your vehicle equal to the

    amount of MP it is currently generating.

    Example:At Speed Level 1, this Vehicle generates 5MPs

    (which is quite fast). Should the vehicle increase its Speedlevel to 2 it would generate 6MPs!

    If accelerating more than once on your activation, count

    only the nal MP your Speed Level generates, less any MP

    already spent on moving (if any). You do not cumulatively

    add MP for each Speed Level you accelerate to.

    Example: You decide to accelerate

    to Speed Level 2, which generates

    2MP. You move into an adjacent space

    costing 2MP leaving you with 0MP. You

    decide to accelerate to Speed Level

    3, which generates 4MP. You tank

    already spent 2MP by moving which

    leaves you with 2MP to use.

    In Motion: A Vehicle generating at least 1 Movement Point

    (MP) is considered to be In Motion. A vehicle is con-

    sidered to be moving in the direction its card is facing. A

    Vehicle In Motion must move its total number of MP dur-

    ing its activation or decelerate or stop to not violate this

    rule. The Vehicle can move in any order and combination

    with other actions it can take.

    Example: Jimmy spends 1AP to accelerate his tank to speed

    level 1, generating 2MPs. He moves his vehicle, then spends

    1AP to attack. His vehicle is now out of AP to use. Alter-

    natively, he could have done a different sequence of actions.

    Remain in Motion: A Vehicle may continue at its current

    Speed Level for 0 AP from turn to turn. This normally hap-

    pens when a vehicle was generating Movement Points (MP)

    the previous turn. It must move its total MP if able.

    Remaining in Motion effectively frees up AP for that vehicleto use on other actions such as attacking, rotating, etc. You

    may increase your speed level (thus paying any AP needed)

    while Remaining in Motion. Any additional MP generated

    by accelerating contribute to your total MP you can use to

    move on this and subsequent turns.

    Decelerate and Stopping: A Vehicle may

    decelerate any number of Speed Levels and/or Stop for

    0AP. Remove any MP tokens on your Vehicle equal to

    the MP of its new speed level. A Vehicle that decelerates,

    reverses, or stops may not stop, reverse, decelerate, or

    increase its speed again this turn.

    Example: Jimmy moves his Panzer 3 into a space on its acti-

    vation and then decides to stop. It cannot reverse, deceler-

    ate or increase its speed again this activation but may do

    other actions such as re, rotate, etc.

    Reversing: A Vehicle may reverse for 1AP. It

    comes to an immediate stop (remove any MP

    tokens) and a Reverse Token is placed on it.

    A Vehicle in reverse moves backward at its

    lowest Speed Level at -1MP (to a minimum of1MP). A Vehicle in reverse is considered In Motion.

    ROTATE (1AP)

    A Vehicle may change its facing by rotating 90 degrees (1

    side) for 1 AP. Rotating allows the vehicle to change its

    facing and it may Rotate any number of times (assuming it

    has the AP to do so) before, during, and/or after moving as

    long as this does not interfere with the vehicle entering its

    intended space (see Intended Space).

    From the previous turn

    this tank generated

    2MP. Each Plains Space

    costs 2MP to enter.

    On its activation, it may

    Remain in Motion to

    move into the adjacentspace without spending

    any AP to do so.

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    Moving into and out of Spaces: A space next to a Vehicles

    front, rear and sides is considered adjacent. Diagonal

    spaces are not considered adjacent.

    Each space normally has a number of MP required for a

    Vehicle to enter into it. Plains spaces (such as those found

    on the game board) cost 2MP to enter. Other terrain

    cards also act as spaces, such as Forests, and have other MP

    requirements.

    A Vehicle cannot enter into a space if it lacks sufcient MP

    to do so but may do so, in latter turns (see Insufcient

    Movement Points).

    A vehicles forward facing is determined by its orientation

    and may only move forward in the direction it is facing, un-

    less reversing in which it moves in reverse (opposite of its

    forward facing).

    Moving Diagonal: A Vehicle may move into a space that is

    diagonal to at a cost of +1 Movement Points for that Ter-

    rains movement cost.

    Example: An adjacent plains space normally costs 2MP to

    enter into. A diagonal plains space would cost 3MP.

    There may be times your Vehicle cannot complete a diago-

    nal move due to a lack of Movement Points (see Insuf-

    cient Movement Points).

    A Vehicle moving diagonal retains its current forward facing

    and is considered to be front facing for terms of which

    armor to use.

    Moving Through Friendly Vehicles: You may move through

    friendly Vehicles in another space by paying that terrain

    movement cost as normal.

    While on the same space as a friendly vehicle you cannot

    perform any other action except to complete the move.

    The exception to this is you may rotate as an action to

    complete the move.

    If for some reason you cannot complete the move through

    a space containing a friendly Vehicle you must move the

    moving Vehicle back to the space it came from (even if you

    dont have the movement points to do so). This immediate-

    ly ends your Vehicles activation, even if it had Action Points

    remaining.

    Moving through Spotted Enemy Vehicles: You may move

    through Spotted (See Spotting pg XXX) enemy Vehicles by

    successfully passing a Crew Test (see Crew Test pg XXX). Isuccessful, continue your Vehicles Activation as normal.

    If you fail the Crew Test, or if for some reason you can-

    not complete your move out of that space, the opposing

    Vehicle may attack (0 AP) at your moving Vehicle.

    Remove any ammo as required. The Attack is considered

    to be shot at your Side Armor and from the adjacent space

    for Attack modier purposes, receiving all bonuses that

    apply.

    This T34 spends 1AP

    to rotate 90 degrees

    to get into a better

    position to attack.

    Further movement is

    now determined by

    its new facing

    The blue arrows represent

    adjacent spaces. Diagonal

    spaces are not considered

    adjacent but can be

    moved into

    When a vehicle moves

    diagonally forward it enters

    the space with its forward

    facing.

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    After the Attack, return your Vehicle to the space it came

    from. This immediately ends your Vehicles activation, even

    if it had Action Points remaining.

    Moving through Hidden Enemy Vehicles: Your Vehicle may

    move through Hidden enemy Vehicles.

    Prior to moving:

    The hidden Vehicle may make a Crew Test to Spot1.

    you, applying all relevant Spot modiers. If it passes,

    the hidden Vehicle immediately Spots your Vehicle and

    may attack it (0 AP) by passing another Crew Test at

    +10% bonus. If your moving Vehicle had already been

    spotted, the hidden Vehicle ignores the Spot Test and

    may proceeds to make a Crew Test to re at the ve -

    hicle with the +10% bonus.

    The Attack is considered to be a Free Action (02.

    AP), regardless of that Vehicles abilities. Place any

    Ammo Tokens needed on it. The Attack is consideredto be shot at either the Moving Vehicles Side or Rear

    Armor (attackers choice) and from an adjacent space

    receiving all bonuses that apply.

    Insufcient and Building Up Movement Points: There may

    be times when you dont have enough Movement Points

    (MP) to move into or out of a space. In these cases the Ve-

    hicle can build up MP to use on its next activation to move

    into or out of a space if it has MP left over to do so.

    When building up MP, place an amount of Movement Point

    Build-Up Tokens (BT) on your Tank Card. These are tempo-

    rary tokens to show how many MP your vehicle has built

    up from this and previous turn(s). The player may continue

    to build up MP until he has a sufcient number to enter

    the space. BT are removed once used.

    A player cannot store up MP if he can move into

    a valid space (see Intended Space).

    Intended Space: A vehicle that ends its turn with built up

    MP MUST ALWAYS show which space it intends to enter.

    The player can either slightly tilt his vehicle to show thedirection or point the BT token in the direction he intends

    to move next turn. If the player decides not to move into

    the intended space on his Vehicles next activation he loses

    any BT he has built up and comes to a stop.

    Note: Once a player has sufcient MP (i.e. from the num-

    ber of MPs he generates + MP hes built up as shown by

    the BT token) he MUST enter the Intended space or come

    to a stop.

    In the example above, the tank has accelerated on its turn

    and is generating 2MP (two MP tokens are placed on it).

    It has insufcient MP to enter into the Hill space (which

    costs 4MPs to enter). The player builds up 2MP since it

    cant enter the space this turn. He places enough BT

    tokens equal to how many MP hes built up, but not used

    (which is 2BT).

    He points the BT token towards the Hill showing that

    tanks Intended Space for its next activation. Should thetank not move into its Intended Space on its next activa-

    tion all MP are lost and it comes to a stop.

    On the tanks next activation, it spends the two BT tokens

    and adds it to the MP hes already generating on this new

    activation (which is 2) for a total of 4MPs to use towards

    moving into the Hill space. After moving into the Hill

    space, the player removes the 2 BT tokens. The player

    keeps the two MP tokens on his tank since he decided to

    remain in motion with this vehicle.

    Repeat Vehicle Speed Levels: Some Vehicles may have a

    Speed Level that looks something like

    3/5/5 or a 0/1/1. In the rst example, that

    Vehicle generates the same amount of

    MP at its third Speed Level as it does at

    its Speed Level 2. In the second example,

    this Vehicle is very slow. As such, it must

    spend 2AP just to generate 1MP at Speed

    Level 2. Like the rst example, its third Speed Level only

    generates 1MP (like its second Speed Level). It wouldnt

    make sense for that Vehicle to accelerate to its third Speed

    Level.

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    Firing Arcs: Most Vehicles may re at targets in any of their

    ring arcs that have been Spotted (see Spotting) and have

    Line of Sight to (see Line of Site). To see which Firing Arc

    your target resides, in draw an imaginary line from the

    center of the terrain of your vehicle to the center of theterrain your target is in.

    Firing in More than One Arc: A Vehicle can only re in one

    arc during its Activation. Thematically, this represents the

    difculty of the vehicles turret rotating from arc to arc.

    Example: Jimmys tank is ring on a tank in its front arc.

    He hits and destroys it. Unfortunately, there is a tank to his

    right and not in his front arc. He cannot re on that tank

    this turn since its in a different arc.

    If a target straddles two ring arcs you may choose to have

    it be in either arc.

    Penetration Types: Youll notice many Vehicles have two

    types of Damage Penetration; Hard and Soft. Hard Pen-

    etration Damage is against other Vehicles, Fortications,

    and the like. Soft Damage Penetration is against soldiers,

    aircraft and lighter vehicles.

    In Tanks of War: Third Reich

    Rising, youll primarily be us-

    ing your Hard Attack DamageValue. Future expansions will in-

    troduce rules for Soft Damage

    and new units such as soldiers,

    aircraft, etc.

    ATTACK (1AP)

    A Vehicle may perform an attack for each 1 AP spent. A

    vehicle may re at any time during its activation.

    Attack Summary:

    Play any Force cards if able (this may be done at1.

    any time during these steps unless the card says other-

    wise).

    Determine if your target has been Spotted2.

    Determine if the vehicle is in your Firing Arc3.

    Determine if you have Line of Sight to the target.4.

    Place an ammo token on your Vehicle card. If the5.

    number of Ammo tokens exceed your Vehicles Ammo

    Value it cannot re until it reloads.

    Find your Hit # and determine any modiers6. (i.e.

    range, etc).

    Choose if youre using a Hard or Soft type attack.7.

    Roll 2d10 for your Hit Roll. If the number rolled is8.

    equal to or under your Hit number youve scored a hit.Roll your Penetration Dice for that attack type,9.

    then tally the number. The defender rolls its Armor

    Dice for the side you struck and tallies that number.

    For each point above the defenders armor it takes10.

    one point of damage to its hull. Place a number of Hull

    Damage tokens equal to the damage inicted. Should

    the target have a number of Hull Damage

    Tokens equal to or in excess of its Hull Points

    it is immediately destroyed and you score Vic-

    tory Points equal to its point cost.

    If the Penetration and Armor scores are equal, inict one

    damage unless it has Sloped Armor.

    Counting Spaces: In TOW players will be counting spaces

    to determine how far a target is away to Spot and/or At-

    tack. Each adjacent space counts as one space away. Diago-

    nal spaces count as 2 spaces away.

    These examples shows the

    number of spaces away the

    Russian Tanks are to the

    German Tank.

    1

    2

    2

    3

    Front Arc

    firing arcs

    Rear Arc

    Left Arc Right Arc

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    Critical Hit Rolls: A Vehicle that rolls 1-5% always scores

    a Critical Hit, regardless of modiers. The target is auto-

    matically hit and scores a Critical Damage (see Critical Hit

    Damage). Targets 8+ spaces away cannot be Critically Hit.

    Gun Jam: A Vehicle that rolls 95%-100% will

    suffer a Gun Jam! Place the Gun Jam marker

    on the vehicle. That Vehicle may not re

    its Hard Attack weapon until the marker is

    removed. A Gun Jam may be removed by

    having that Vehicle spend 1AP. It may then

    re again as normal.

    The Dice: The Penetration and Armor rolls are color

    coded to show which type of dice to use. Roll a number

    of dice equal to the Armor or Penetration shown on your

    Vehicle. Sometimes youll roll more than one dice. This will

    be shown as a 1d8, 2d6, 3d4, etc. The number in front of

    the d is the number of that dice to roll. Some Armor or

    Penetration rolls will provide a bonus such as a +1. Simply

    add the bonus to your total.

    Damage Roll: When ring against Ve-

    hicles use your Hard Armor Penetration

    Value. Collect the appropriate type and

    number of dice needed. Roll the Pen-

    etration Dice and tally the total damage

    scored.

    Armor Roll: Depending on which side the target was hit,

    that player will collect the appropriate type and number of

    dice. Roll, then tally the results.

    If the attackers Damage Roll is greater than the

    Defenders Armor Roll, the target takes an amount of

    Hull damage equal to the difference of the roll:

    If the Damage and Armor rolls equal each

    other and the target does not have Sloped Armor,the defenders Vehicle takes 1 damage.

    If the Attack came from an Adjacent Space,

    the Attacker may either Re-roll 1 of his Penetra-

    tion Dice or add +1 to the total Damage roll. This

    may be decided after the Damage Roll.

    If the target is further than 3 spaces away

    add +1 to the defenders Armor Roll.

    If the attackers Penetration Value was less than the

    defenders Armor Roll, no damage is done.

    Ammo Counters: When announcing a Hard

    Attack, place an ammo counter on your Ve-

    hicle. Once a Vehicle has a number of Ammo

    counters equal to its Ammo Value it can no

    longer re until it reloads.

    Determining your Hit Number: Look at your Vehicles Hit

    Value. This is your Base Hit Number you must roll equal

    to or under this number to strike a hit at a target exactly 3

    spaces away. There will be times when certain conditions

    modify your Hit Number such as if the target is in terrain,

    moving, etc.

    Modiers that add to your Hit Value

    make it easier for your Vehicle to hit and

    Modiers that subtract from your Hit

    Number make it harder.

    RANGE MODIFIERS TO THE HIT ROLL

    Any Target that is:1 or 2 spaces away +10%.

    Any Target 3 spaces away (+0% use your Base Hit

    Value)

    Any Target 4 or 5 spaces away -10%

    6-7 spaces away -20%

    8-9 spaces away -40%

    10+ spaces away -50%

    OTHER MODIFIERS TO THE HIT ROLL

    -10% for each subsequent attack on a Vehicles

    activation

    If your Target currently generates 3+ Movement

    Points -10%

    If your Vehicle currently generates 3+ Movement

    Points -10%

    -10% for each Enemy Vehicle in between your Ve-

    hicles LOS and your target (see Interfering Vehicles)

    Once youve determined any modiers, make your Hit Roll.

    Your Hit Roll is made by rolling two 10-sided dice (percen-

    tile dice). If you score equal to or under your Hit Value you

    score a hit!

    Example:Ernests Panzer 3 has a base Hit Value of 50% with

    a target 2 spaces away giving it a +10% bonus. Its new Hit

    Value is 60%. A roll of 60% or less is a Hit. If the target was

    4 or 5 spaces away it would have suffered a -10% to its

    Hit, giving it an Hit Value of 40%, making it harder to hit.

    D4 D8 D12

    D10D6

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    Critical Damage: If the attacker rolled 1-5% on the Attack

    Roll, he may add a D6 to the Damage Roll or add +3 to

    the nal result. This must be decided prior to the Damage

    Roll.

    Applying Damage: When a Vehicle takes

    damage, place Damage Tokens equal to the

    amount of damage taken on it.

    A Vehicle can take an amount of damage equal to its total

    Hull Value. Once that value is reached, the Vehicle is de-

    stroyed. Remove the Vehicle from play and the player that

    scored the killing shot receives an amount of VP equal to

    the targets point cost.

    Any attachment cards that were on the Vehicle are placed

    in the owning players draw decks discard unless the at-

    tachment was played from the Reserve. In that case, it is

    Decommissioned instead.

    When a players Vehicle is destroyed, lower his Momentumby one and raise the Momentum of the player that de-

    stroyed it by one (see Momentum).

    Critical Cards: Critical Cards are Force cards that can ap-

    ply additional negative effects to a damaged vehicle.

    Your Vehicle card contains three

    hull boxes with different colors.

    Green represents minimal damage,

    Yellow moderate damage, and Red

    severe damage.

    After damaging an enemy Vehicle,

    you may immediately play one

    Critical Card (from your hand or

    Reserve) if you meet or exceed the

    Critical Cards requirements and

    only after you score a hit and damage the vehicle. Only one

    Critical Card can be played on a Vehicle for each attack.

    Example: Jimmy hits and damages an enemy Vehicle scoring

    2 damage. The vehicles hull damage brings it to Yellow on

    its hull. His critical card says it can be played on a Yellow1+. Since the hull damage is now at least on a 1 and in

    Yellow, he may play the card.

    If a Critical Card is played from a Players Hand or his Re-

    serve, after resolving its affect, Decommission it unless the

    card says to attach it to the vehicle.

    If the vehicle or Critical Card leaves play, Decommission

    the Critical Card.

    A Vehicle cannot have more than one copy of the same

    Critical Card attached to it unless the Critical Card says

    otherwise.

    Firing into an opponents HQ: Your HQ is abstractly repre-

    sented by being behind your front home row on the battle

    eld. Your Vehicle may re into an opponents HQ only if

    there are no enemy Vehicles on the Battleeld.

    The HQ is considered one space away from a Players front

    row for determining to-hit modiers.

    To re into your opponents HQ, choose either your

    HARD or SOFT penetration value, roll your attack dice

    and modify the roll by any relevant modiers (i.e. range,

    vehicle traits, etc).

    The damage dealt scores you that many additional Victory

    Points.

    Canceling HQ Damage: If the defender has cards in theirReserve or Supply Reserve, they may cancel 5 damage for

    each card they discard from there. This can be done after

    the nal damage tally. Any Force Cards discarded in this

    way are considered Decommissioned.

    AIM (1AP)

    For 1AP your Vehicle may Aim, increasing its chance to hit

    by +10% for its current activation. This may only be used

    prior to the Attack Roll and for that one attack only. A

    Vehicle cannot Aim while it is In Motion.

    Aiming is an action that can only be combined with a Firing

    Action.

    SPOT (1AP)

    Usually Vehicles enter the battleeld face down represent-

    ing the vehicles not being seen by the enemy.

    This represents two challenges for your opponent. First,

    he must try to remember which vehicle it is. Secondly, it

    cannot be targeted by attacks or cards until it has beenSpotted.

    Once a Vehicle is spotted, ip it face-up. It is assumed that,

    the now Spotted Vehicles position has been relayed to

    other friendly vehicles and can now be attacked by any of

    them.

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    A Vehicle may spot any other vehicle in their front or side

    arcs and must have Line of Sight to the target (See Line of

    Sight).

    Note: You cannot spot another tank from your tanks rear

    arc unless using a Commander Spotting card.

    To Spot, a Vehicle will use their base Hit Value to deter-

    mine the roll needed to successfully Spot another Vehicle.

    Similar to the Attack Roll, the Spot Roll is made by rolling

    2d10 (the percentile dice) and rolling equal to or under

    the number needed. This number can be modied by range,

    terrain, etc.

    RANGE MODIFIERS TO SPOTTING

    Any Target that is:

    1 or 2 spaces away +10%.

    3 spaces away (+0% use your Base Attack Value).

    4 or 5 spaces away -10%6-7 spaces away -20%

    8-9 spaces away -40%

    10+ spaces away -50%

    OTHER SPOT MODIFIERS:

    If the Target red at least once this turn +10%

    If your Target is currently generating 3+ Movement

    Points +10%

    If your Vehicle is currently generating 3+ Move-

    ment Points -10%

    -10% for each Enemy Vehicle in between your Ve-

    hicles LOS and your target (see Interfering Vehicles)

    Vehicle Information: Information on a hidden vehicle is not

    available to be seen by an opponent. The player of the con-

    trolling vehicle must relay any pertinent info (i.e. its to hit

    number, armor value, armor penetration, etc.) that applies

    at the time of an action and must be honest with this.

    Example: If the player controlling the Hidden Vehicle makes

    a mistake when relaying pertinent information about his

    vehicle, his opponent gains 10 victory points for eachinfraction.

    RELOAD (1AP)

    A Vehicle may reload 1 Ammo for 1AP. This may be done

    anytime during a Vehicles activation. To reload, spend the

    1AP and remove an ammo counter from that Vehicle. You

    cannot exceed your Vehicles starting compliment of ammo.

    HIDE (2AP)

    A Vehicle that is not in motion may hide for 2AP if it is in

    Light or greater cover. To Hide, ip the Vehicles card over

    as it is now considered Hidden and must now be Spotted

    again to be red upon. Once it hides in this manner it may

    act as normal (i.e. move again and still be considered Hid-

    den, etc).

    PASS (0AP)

    A vehicle may choose to pass, forfeiting its ability to use

    APs this turn. Place a Done token on it. A vehicle in mo-

    tion must move if able or build up Movement Points.

    RALLY (2AP)

    A Vehicle may try to rally itself. Roll a Crew Test, if success-

    ful follows the rules for rallying (see page XX)

    commanDer actions

    Each battle is led by a brave and strategic com-

    mander that commands and coordinates his

    forces to victory. In addition to normal Vehicle

    actions you can unleash powerful Commander

    Actions that could tip the tide of battle to your favor!

    To represent this, the player may do one of the following

    Commander Actions (CA) any time during his activation

    or in the Wrap Up phase.

    Refresh the Vehicle and Force Purchase Stacks1.

    Rally a Fleeing Vehicle2.

    Reload one Ammo from a Vehicle3.

    Place Cards into the Reserves4.

    Give one Vehicle +1 AP5.

    Once youve performed your CA, ip the Commander Ac-

    tion Token (on its Acted side) as a reminder that youve

    used it this turn.

    Refresh the Purchase Stacks: You may draw up to 3 cards

    from each ofyour Vehicle and

    Force decks and

    place them on

    the Purchase

    Stacks. Remem-

    ber each of your

    Purchase

    Vehicle

    DiscardsForce Card

    Discards

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    Refresh the Purchase Stacks Cont: Refreshing ones Pur-

    chase Stacks is a great way to quickly nd cards you want

    to buy on the next Purchase Phase.

    Rally: The horrors of mechanized war are sometimes too

    much for a tank crew. You may nd your Vehicle eeing the

    Battleeld to safety in certain cases (see Panic). To inspire

    your crews, you may Rally one Vehicle that is eeing with

    the Rally Commander Action. The Vehicle takes a Crew

    Test (see Crew Test). If successful its no longer considered

    Panicking (see Panic). Immediately rotate the Vehicle to any

    side and remove any speed level tokens on it.

    This Rallied Vehicle has -1 AP this turn.

    Reload: There may be times when you must reload your

    Vehicle without spending valuable AP to do so.

    A Vehicle given the Reload Commander Action makes

    a Crew Test (see Crew Test). If successful, it removes 6

    Ammo Tokens. If it fails, remove 3 Ammo Tokens instead. AVehicle may not have more than its original compliment of

    ammo.

    Place Reserves: This Commander Action allows the player

    to place up to two non-Supply, non-Vehicle cards into his

    Reserve (located on his HQ Reference Card) and/or up to

    two Supply Cards into his Supply Reserve.

    Cards placed in the reserves may be placed face up or face

    down (players choice). Any cards that give a bonus while

    in the reserve must be placed face up.

    Remember, any cards played from the Reserves are De-

    commissioned, meaning it goes straight to that cards deck

    discard pile and not your own draw decks discard pile (see

    Decommissioning)!

    A player can have up to a number of Reserve and Supply

    Reserve cards equal to his current Momentum. If at any

    time a players Momentum decreases, he must immediately

    Decommission a number of cards from his Reserves to not

    exceed the new Momentum number.

    Example: Jimmy has a Momentum of 3 and 3 cards in his

    Reserve. He just lost a tank and must decrease his Mo-

    mentum by 1. He must now immediately discard 1 of his

    Reserve Cards to match his current momentum of 2.

    Vehicle Action Point: As a Commander Action, one Vehicle

    a player controls, may be given +1 AP for its activation. This

    cannot be given after a Done Token has been placed on it.

    Play force carDs

    Most times youll be playing Force Cards on your turn,

    with some exceptions. Cards played from your reserve

    and/or hand can be played freely without paying any Supply

    Cost as youve already purchased these.

    Once a card is played from your hand simply discard it into

    your draw decks discard pile. If it was played from your

    Reserve, Decommission it instead.

    Any cards attached to another card ( i.e. to a Vehicle), are

    returned to the players discard pile should the card that

    its attached to be removed from play, unless it was played

    from your Reserve.

    Playing More than One of the Same Named Cards: Youcannot play the same named card more than once on a

    vehicles activation. Additionally, only one card of each

    name may be played as an action/response on a vehicle per

    activation.

    Example: You would not be able to play two First on the

    Trigger cards in response to being attacked.

    Action Cards: Normally played during your activation un-

    less specied otherwise.

    Response Cards: Usually played to respond to a specicevent during either your turn or an opponents turn, but

    may also be played like an Action Card if it allows.

    Equipment Cards: These are played on one of your vehicles

    in your Home Row whether in motion or not. Putting an

    equipment card on a vehicle activates it, meaning it begins

    its activation.

    You can never have more than 2 copies of a named card

    on a Vehicle at any given time.

    STRATEGY TIP

    Placing cards into the

    Reserve is a great way

    for a player to stream-

    line his Draw Deck to

    get the most optimal

    cards.

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    WraP uP

    Final Commander Actions1.

    Check for Victory2.

    Discard Cards3.

    Refresh Tokens4.

    Final Commander Actions: During this nal phase of the

    Game Turn, the player who is acting rst may choose to

    go rst and use a Commander Action (if he hasnt already)

    then the next player is given this option.

    Check for Victory: Once a player meets or exceeds the

    scenarios Victory Points (VP) requirement, apply this step

    to the Wrap Up phase. If a players VP meets the VP re-

    quirement, and exceeds that of his opponent, he wins the

    scenario. Check the Victory Table below to see how well

    you did!

    Discard Cards: Players may discard any number of cards

    from their hand.

    Hand Limit: A player may never have

    more than 7 cards in his hand at the end

    of this phase.

    Refresh the Tokens: Flip over the Com-

    mander Action token if you used it this

    turn and remove any Done tokens from

    your vehicles.

    Congratulations commander, youre now ready for battle!

    Victory table

    You may win a battle, but was it worthy enough to be writ-

    ten about in the history books?

    Tied your opponent or came within 10% of his VP

    = Stalemate

    Met the VP Requirement = Minor Victory

    Scored 20% more than the VP Requirement and

    your opponent = Victory

    Scored 40% more than the VP Requirement andyour opponent = Major Victory

    Scored 60% more than the VP Requirement and

    your opponent = Stunning Victory!

    aDDitional rules

    The following will go over some additional rules you may

    encounter on the battleeld.

    momentum

    Momentum in TOW represents the abstract conditions

    of battle such as morale, courage, battleeld advantage

    etc. The player with Momentum gains several advantages

    including:

    Option of Activating First during the turn1.

    Option of when to deploy a purchased Vehicle2.

    after another player

    Placing more cards in Reserves.3.

    Youll notice on the Momentum Track that the Momentum

    can never be higher than 5 or lower than 1.

    The primary way to change momentum is when a Vehicle is

    destroyed. When a players Vehicle is destroyed, that player

    adjusts his Momentum down by one (to a minimum of 1).

    The player who destroyed the Vehicle raises his Momen-

    tum by one (to a maximum of 5).

    creW test

    There are times where your tankers may need to take a

    Crew Test to recover from panic, perform a heroic action,

    etc. Normally this happens when

    cards are played against you.

    Vehicles are manned by different

    types of crew. Some are recent

    conscripts, others die-hardened vet-erans. The colored ring around your

    Hit Value shows the quality of your

    crew according to its color. This is

    primarily an aesthetic element but

    does provide a context for how well

    your crew is trained based on its Hit

    Value.

    Similar to ring and spotting, you will roll your Hit Value. If

    you roll equal to or under your value your crew success-

    fully passes the test.

    Band Color:

    Yellow = Conscripts

    Green = Tankers with some training

    Blue = Veterans who have seen Battle

    Black = Elite tankers who are the best of the best

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    Panic

    If your Vehicle fails a Crew Test for Panic, its now consid-

    ered to be Panicking. Place a Panic token

    on your vehicle, immediately rotate it

    to face your HQ, and place it at Speed

    Level 1 (regardless of that Vehicles abili-

    ties). Move it, if possible, interrupting any

    players actions and following the rules of

    Movement. This move not cost any AP.

    The Panicked Vehicle can do nothing further this turn nor

    can you play cards on your Panicked Vehicle unless the card

    says otherwise.

    On subsequent turns, if that Vehicle is not rallied, its speed

    level will increase by 1 (0 AP) up to its maximum Speed

    Level and regardless of that Vehicles abilities. It will move

    its full movement towards the HQ. It may not perform any

    other actions.

    It may choose to move diagonal if it has sufcient move-

    ment points so long as it is moving towards the direction

    of your HQ.

    If the Vehicle ees off the board it is removed from play.

    The opponent that caused the panic receives its point

    cost, rounded up in VP. The panicked Vehicles controller

    loses 1 momentum and his opponent gains 1 momentum.

    If a panicked Vehicle cannot move out of a space it is shar-

    ing with another vehicle its automatically destroyed. The

    player receives VP as if it had ed the board.

    objectiVe marker

    Each full turn that your Vehicle is on a

    space containing an OBJECTIVE marker

    you receive number of VPs equal to its

    face value. A Vehicle can be in-motion for

    a player to receive this bonus.

    During setup players may choose to place this marker(s)

    where they wish or follow the scenario setup.

    oVerrun

    If at the start of Game Turn, all the spaces in a players

    Home Row are occupied by an opponent, he is considered

    to have been Overran and immediately loses the game.

    terrain

    Terrain adds interesting situations that can dramatically

    change strategies. Players can either agree to set up terrain

    as they like or follow a scenario.

    Terrain Bonuses: Most terrain will confer a cover and/or

    hide bonus. This information is stated on the Terrain Card.

    A Vehicle only ever gets the full bonus if it is stationary. Anin-motion Vehicle gains only of the cover and/or hide

    bonus the terrain provides, rounded down.

    line of sight

    If Terrain blocks Line of Sight (LOS) trace an imaginary line

    from the center of the space where your vehicle is located

    to the center of the targets space.

    If the line passes through or clips the corner of a space

    with Terrain that blocks LOS then the target can not be

    Attacked nor can any Spot attempts be made against it.

    Here, the German

    tank can Spot and

    Attack any Blue

    Circle Targets,

    including a vehicle

    were it in the Light

    Woods

    1

    2

    3

    MP Cost to1.

    Enter this Space

    Additional Info2.

    Terrain Name3.

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    Interfering Vehicles: Draw an imaginary line from the cen-

    ter of the space your attacking Vehicle is on to the center

    of the space your target is at. If the line enters or clips a

    space containing an Enemy Vehicle to your target it is con-

    sidered Interfering with your LOS.

    Interfering Enemy Vehicle confers a negative to your Spot

    and Attack attempts. These modiers are listed on pages X

    and X.

    In the example above, the vehicle diagonal to the KV1 is

    interfering with the LOS to 3 different targets.

    rerolls

    You can only reroll a die once you cant reroll a reroll.

    more than 2 Players

    This starter box is intended to play optimally with 2 play-

    ers but can be played with 3-4 players by following these

    guidelines:

    3-4 Players: If playing with 3 or 4 players, the additional

    player(s) will be on one of the players teams. Decisions

    and all actions are made collectively as a team. We recom-

    mend divvying up the vehicles that are on the battleeld to

    be controlled by the teammates. Any cards drawn, pur-

    chased, and played are decided by the teammates.

    multiPlayer rules

    Tanks of War can expand based on the desires of its play-

    ers. If players own more than one copy of TOW they can

    expand the battleeld by connecting multiple game boards.

    If playing with 3-4 players, and each player has their own

    deck, we recommend the following changes to game play.

    Players can connect additional game boards so

    each player has their own home row to deploy their

    vehicles.

    Players may decide to be on teams or every man

    for himself. If using teams, players can only deploy in

    their home row (if using multiple boards). If not using

    multiple boards they may deploy in the teams home

    row. If using every man for himself, players should

    have an additional board.

    Each player rolls separately for Initiative (including

    if players are playing the team format). For deploy-

    ments, go in ascending order. For turn order, go indescending order.

    VPs are shared by the team.

    Supply, cards, purchase stacks etc are kept separate

    for each player.

    Supply from a teammate cannot be used to pay for

    another teammates cards.

    Sometimes multiple players may play responses to

    an action. In these situations place the rst card played

    on the bottom of the stack of cards to come into

    effect. Starting with the last card played and working

    down resolve each card. Any cant cards overridecan cards.

    Commander Actions can only be played on your

    Vehicles.

    Vehicle traits

    Youll notice that each vehicle is not created equally. Some

    Vehicles have unique traits that provides different bonuses

    and/or penalties.

    It is vital during game play that you know your cards and

    check to see if any trait gives you or your opponent any

    modiers.

    Should your opponent make a mistake or forget to give

    you information that was vital to a roll or action, they are

    penalized -10VPs.

    Some traits may say +1AP to an action. In cases such as

    these, the vehicle must spend an additional AP to perform

    that action.

    Strategy Tip

    Some wily commanders will screen their vulnerablevehicles to make it more difcult for them to be hit. Use

    tactics like these to dominate the battleeld.

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    Vehicle traits (cont)

    Example: Ernests vehicle says Move +1AP. To accelerate to

    the next Speed Level his vehicle must spend 2APs instead

    of 1.

    Cumbersome: The vehicle is at Rotate +1AP. for each side

    Attack: (on cards may change to attack): +1AP to each

    attack.

    Fuel Tank Exposed: XXX

    High Silhouette: The vehicle is +5% to be Spotted and At-

    tacked.

    Low Silhouette: The vehicle is -5% to be Spotted and At-

    tacked.

    Move (X): The vehicle must spend an additional X AP to

    accelerate for each Speed Level including reversing.

    No Radio: This vehicle Spots independently. When it Spots

    a target, it does not share what it sees with other friendly

    vehicles.

    Nimble: The vehicle may make one free Rotate (0AP) per

    activation.Poor Visibility: The vehicle Spots and Attacks at -5%.

    Rapid Fire (X): This vehicle may make an additional X

    attack for each attack action it makes.Example, a vehicle

    has Rapid Fire 2. For 1AP it may re twice. Any subsequent

    attacks past the rst are cumulative -10% to hit on each of

    the vehicles activations.

    Reload (X): The vehicle must spend an additional X AP for

    each reload action. This does not affect the Commander

    Action Reload.

    Rotate (X): The vehicle must spend an additional X AP for

    each side it rotates.

    Short Barreled (X): Decrease the damage rolled by X at

    targets in base range (3 spaces) and beyond. Example: A

    vehicle with Short Barrelled 1 would subtract 1 damage

    from its damage roll at a vehicle 3 spaces or further away.

    Sloped Armor: Normally when the Damage and Armor

    rolls are tied 1 damage is inicted on the target. A vehicle

    with Sloped Armor breaks that tie resulting in no damage

    inicted.

    Tank Destroyer (TD): A TD can only re at targets within

    its front arc. To re at targets outside the front arc is must

    rotate. If the TD, or its target, is generating 3+ MP, cumu-

    latively penalize the TDs Hit Roll by -5%. Example: a TD isgenerating 3MP and its target is at 3MP. The TDs Hit Roll

    would be at -10%.

    Terrain Difculty: A vehicle with this trait must spend an

    additional 1AP when moving into or out of any kind of

    non-Plains space (i.e. Woods, Hill, etc).

    Open Topped: When attacked on its side arc, this vehicle

    takes +1 damage.

    Wide Tracks: The vehicle subtracts 1AP from a Terrain

    card that requires MP cost greater than 2.

    scenarios

    TOW allows players a multitude of game variants to

    continually challenge the tank commanding mettle. Choose

    either a Tank Death Match or Scenario Format. Scenarios

    have their winning VP condition next to their title. Note:

    not all scenarios are balanced to represent the historical

    situation. Youll need to use all your wits in these situations

    TANK DEATH MATCH (TDM)

    In TDMs players agree to a VP goal and will follow the

    normal setup rules. The rst player to score equal to and

    higher than his opponents VP total by the end of any given

    Wrap-Up phase wins. Players can also agree to a point

    build to buy their starting vehicles with. Normally youll

    match the agreed point build with the VP goal unless play-

    ers decide otherwise.

    Prior to the game, players will build any number of vehicles

    equal to or lower than the agreed point build. Vehicles arebought by subtracting their point cost from the agreed

    point build. Keep in mind the vehicles rarity rules (see XX)

    when building your force!

    Example: Ernest and Jimmy agree to a 50pt VP game. Both

    players will build 50pts worth of vehicles from their Vehicle

    Deck to be their starting vehicles. Ernest buys a tank cost-

    ing 20 points. He has 30 points remaining to purchase his

    remaining starting vehicles with.

    Types of Battles:

    50pts (Skirmish): This is recommended for quick games and

    for teaching new players. Skirmishes normally run between

    45 minutes to an hour, once players get the hang of the

    game.

    100pts (Battle): Here, players can really have time to build

    their decks and explore new strategies. Game length will

    run between 1-1.5 hours.

    200+ (Major Battle): Players will really have to think long

    term here and pull out the big guns. Game length will runfrom 1.5-2.5 hours.

    Setting Up Terrain: Players can either agree to a Terrain set

    up or roll a 1d8. Based on the roll, each player takes turns

    choosing one Terrain piece and placing it anywhere on the

    board.

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    the players each roll a 1d8 again. The winner chooses

    which side of the game board to start at.

    In TDMs the maximum number of vehicles a player can

    have on the battleeld at one time is 5 unless the players

    agree to another limit.

    SCENARIO 1: TRAINING EXERCISES (50 VP)

    For your rst game the player who scores 50 VP wins.

    Youll be ghting on an open battleeld with no terrain and

    no Objective Marker so the only way youll score VPs is by

    destroying enemy vehicles and attacking your opponents

    HQ. The battleeld provides no cover so prepare for an

    intense conict out in the open! The Russian player starts

    with the T28M (yellow) tank and the German player begins

    with the Panzer 4F1 (green) tank and follow the setup and

    turn order as normal.

    SCENARIO 2: OPERATION BARBAROSSA (70 VP)

    On June 22, 1941 over 4 million Axis soldiers poured into

    the Soviet Union. With aerial and vehicle dominance, the

    Germans obliterated the surprised, ill trained, and poorly

    equipped defenders. Can you punch a hole in the line andcontinue your drive into the heart of Russia?

    Setup: Follow the terrain setup for this scenario. The Ger-

    man player starts his hand with Aerial Recon, Reich Over-

    run, Commander Spotting, and Luftwaffe Airstrike 1, x4

    Supply 10 cards then draws 4 cards from his Force Deck.

    Start the game with x1 Panzer 2C (Green), x1Panzer 3G

    (Green), and x1, Panzer 3F(Blue) and will deploy his ve-

    hicles last in any space on his home row.

    The Russian Player follows the normal setup rules for

    starting hand and begins the game with x2 T-28m(Yellow),

    x1BT-7M(Yellow), x1 T60(Yellow) not hidden, which he

    sets up in any of his home row spaces. The German player

    automatically wins the Initiative for the rst turn.

    SCENARIO 3: THE MINSK POCKET (80 VP)

    From late June to early July 1941 the Germans and Rus-

    sians attempted to encircle each other near the Minsk

    railway junction. Can the Russians hold off the invaders

    until reinforcements arrive?

    Setup: Follow the terrain setup for this scenario. Each play-er starts the game following the standard setup rules but

    may choose any one card from their Force deck to include

    as part of their starting hand of 12 cards. Each player may

    build up to 80pts of vehicles. The German player deploys

    face up and in the orientation marked of any of the two

    start positions and/or anywhere in his home row hidden.

    The Russian player may only setup in any of the four start

    positions in the orientation shown and face up.