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

Our hope is that the game inspires you to learn more about the fascinating struggles of World War 2 and the many heroes and villains it created. The game is dedicated to all the soldiers and civilians who went through this terrible war.

Number of Players
TOW can be played by up to 4 players in the base set, though its strongly recommended each player have their own copy. (see the Multiplayer Rules on page X).

What is Tanks of War?


Tanks of War (TOW) is a fast paced World War 2 deck building board game of mighty tank battles. 2-4 players can take the side of either Germanys Third Reich or the Soviet Union (Russian) forces during the early years of WW2. TOW brings the intensity of WW2 tank battles into an easyto-understand and play format which will delight historical buffs and casual gamers looking for deep strategy, explosive turns, and pitch battles.

Object of the Game


TOW lets players enjoy a variety of challenging and fun scenarios which will test the skills and bravery of the most diehard tank commanders. In most games, the player who reaches and has the most victory point by the end of a given turn wins. This is accomplished primarily by destroying enemy tanks and holding objectives.

Game Length and Variants


TOW allows players to engage in short 30-50 minute skirmish level battles to more grand battles which can take up to two hours.Variants add additional options for players to customize their game experience and are located in the Variants section.

What is a Deck building Game?


Each turn players build and customize their play deck by buying and adding cards to it as the game progresses. This is unlike most other games youve played where you may have a fixed deck of playing cards.Youll have to make tough choices as to which mix of cards will work best with the scenario youre playing and the challenges youll be facing.

First Time
Included in the back of the rule book is a training scenario. We strongly recommend playing this before the others. Dont feel you need to read all the rules in one sitting. As rules come up, look them up. Get a feel for the game and remember it will take a few plays to start understanding and appreciating all the subtleties in strategy that TOW offers to its tank commanders. Play a few games, study the cards, and then start developing your paths to victory! No two games will ever be alike so be versatile with your plans, and attack when ready!

WAR START DATE


The vehicles and cards found in Tanks of War: Third Reich Rising cover the first year of the war from its opening salvos of Operation Barbarossa spanning from June 1941 to June 1942. Future expansions will expand the time line and introduce new nations such as the British and U.S. along with new cards and vehicles for the Germans and Russians.

Authenticity
Each vehicle and their respective stats were painstakingly researched from real technical data then converted to game terms to provide an authentic WW2 gaming experience.

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 X X

CARD OVERVIEW

1 2
Force Cards: 1. Card Name 2. Card Type 3. Card Information 4. Card Cost

4 1 2 3 6 12 9 5 7 11 8 3 3 4

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 reflected in the type of cards the Germans can use and the general leadership of the tank crews which gives them a significant advantage over their Russian counterparts. Players who enjoy quality over quantity will want to play the Germans. Unfortunately, the Germans suffer 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 deficiency. 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 reflect that. Players who enjoy swarm armies and believe in quantity over quality will enjoy this force.

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Vehicle Cards: 1. Hull Points 2. Date of Card 3.Vehicle Armor for that Side 4. Speed Levels and the Movement Points it generates 5. 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

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 draw to 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 specific 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 purchased from this deck during the Buy Phase. Supply Deck: These cards are recognized by the oil barrel and its corresponding 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.

SETUP
For your first 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 player 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 Reference 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 first game no Terrain will be used. In standard games, players can follow any of the Terrain Setup guides (SEE X) or place Terrain as determined by the scenario. Create your Draw Deck: Each player takes x4 Supply 10 cards from the Supply Deck. Find the common card Commander Spotting from your Force deck and take it. Place these five cards into your hand. Next, shuffle 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. Shuffle 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.

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 represents your doomed struggle to obtain sufficient 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 Decommission 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.

Starting Tanks
For your first game, look in your vehicle deck and find tank X if youre the Germans and tank X if youre the Russians and set it aside for now. This will be your starting tank for your first game. Afterwards, each player shuffles 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 number and type of tanks already on the battlefield.

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)..

Set Momentum: Players set their starting Momentum on the 3 space on their HQ Card by using their respective Momentum Tokens. Momentum is a reflection of that players tactical control over the battlefield. 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 first 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 first 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 (see Refresh Purchase Stacks pgXXX). Cards on the Purchase Stacks can be purchased during the Buy Phase (see setup diagram). Place Objective Tokens: For your first Tank Death Match game well use two of these tokens. Place the Objective Token according to the setup diagram.Youll score additional points by controlling these tokens (see Objective Token pgXXX). Roll to Deploy: Each player rolls a D6 and adds their current Momentum. Reroll any ties. The player who wins the roll may choose to deploy their vehicle first or opt to have their opponent go first. Vehicles 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 fired upon until Spotted (see Spotting). Note: No more than one vehicle can be deployed in one space.

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 destroying enemy vehicles. When you completely destroy a Vehicle youll gain VP equal to its purchase cost.

What Vehicle do I have?


Dont worry, you can look at your face-down vehicle cards on the battlefield 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: 1. Draw cards 2. Buy phase: Refresh Purchase Stacks Purchase Vehicle Deploys 3. Roll for Initiative 4. Players Alternate Turns 5. Wrap Up

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 immediately shuffles his discards to form a new Draw Deck, and then draws accordingly.

Example: Jimmy has 2 cards in his draw deck, 18 in his discard, and 3 cards in his hand. He draws the 2 cards and immediately shuffles his discards to form a new draw deck. He then draws 2 more cards to have a full hand size of 7.

SETUP DIAGRAM
16

16 15 14

16 1 2 3 5
Vehicle Deck Discard

4 8
Force Card Deck Discard

SETUP KEY

11

12
Draw Deck Discard

10

13

1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17.

Momentum Token on the Momentum Track Force Card Reserve Player Reference Card Supply Card Reserve Vehicle Deck Discard Pile Vehicle Deck Force Card Deck Force Card Discard Pile Vehicle Purchase Stack Force Card Purchase Stack Draw Deck Draw Deck Discard Pile Players Starting Hand of 7 Cards Supply Purchase Stacks Token Pool Objective Token Home Row of 6 Spaces

BUY PHASE
There are 3 steps to this phase: 1. Refresh Purchase Stacks 2. Purchase 3. Deploy Vehicles REFRESH PURCHASE STACKS Force Deck Purchase Stack: Each player may simultaneously draw the top card of their Force Deck and then place it face-up on one of the three Force Purchase Stacks. If you dont like the card drawn you can Decommission it instead. If this is your first turn, you should have a total of three cards in this stack (two from set-up and the one you just drew). Vehicle Purchase Stack: Each player may simultaneously draw the top card of their Vehicle Deck and place it faceup on one of the three vehicle Purchase Stacks. If you dont like the card drawn you can Decommission it instead. If this is your first turn, you should have a total of three cards in this stack (two from set-up and the one you just drew).

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 immediately purchase.

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


The Force and Vehicle Purchase Stacks: Each can hold a maximum of 3 cards each by the end of the Wrap-Up phase. Any card(s) located under another card in either of these stacks cannot be purchased. PURCHASE Both players simultaneously may purchase any number of cards from their Force and Vehicle Purchase Stacks and/ or Supply Cards. A Card(s) are purchased by Discarding a number of Supply Cards from a players hand and/or Supply Reserve equal to or greater than the cost of the card. Once youre finished purchasing, place any purchased card(s) 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 purchased by the other players and/or confirm 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 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 of him. 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 finished 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 Decommission). 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 purchased again by players.

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.

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. Battlefield Vehicle Limitation: For your first game, a maximum of three vehicles per player can be on the Battlefield at any given time. Otherwise, a maximum of five Vehicles per player may be on the Battlefield at any given time. Any changes will be specified in the variants notes. A player cannot purchase a Vehicle if he currently has the maximum limit of Vehicles on the Battlefield! 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 field a certain number of Vehicles you control and with the same name on the battlefield 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 Battlefield 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 fired upon.

New Vehicles Entering the Battlefield: When vehicles are deployed they come into play with 1 less AP for that turn. Thematically, this represents reinforcements just arriving from a long march and getting their bearings on the battlefield situation.

Note: Any vehicles deployed during the game setup do not suffer this penalty

PLAYER TURNS
After both players have finished purchasing and deploying, the player who won initiative may choose to go first 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 Commander Action, etc), his opponent begins his turn and activates 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. Afterwards, Greg decides not to do anything else. It is now Jimmys turn. He activates his last Vehicle and decides to do nothing else. With no more Vehicles to activate, his ability 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: 1. Activate a Vehicle Move Rotate Attack Aim Spot Reload Hide Pass 2. Commander Actions 3. Play Cards

Example: Jimmy has bought 3 vehicles and Ernest bought 2. Jimmy won the Initiative Roll and decides to have Ernest go first. Ernest deploys one of his vehicles. Afterwards, Jimmy deploys his first vehicle. Ernest deploys his last vehicle, Jimmy then deploys his remaining two vehicles.

ACTIVATE A VEHICLE
On your turn you may activate one vehicle.Vehicles can use different actions such as moving, firing etc., by spending Action Points (AP). Each Vehicle normally has 2AP to spend during its activation. A vehicle can choose any available action and in any order assuming it has sufficient APs to do so. Once your Vehicle has activated or passed place a Done token on it. MOVE (1AP) A Vehicle has several move options it can choose from: 1. 2. 3. 4. 5. 6. Increase its Speed Level Remain In Motion Decrease its Speed Level Stop Reverse Rotate Remain in Motion: A Vehicle may continue at its current Speed Level for 0 AP from turn to turn. This normally happens 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 vehicle to 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 0 AP. Remove any MP tokens on your Vehicle equal to the MPs of its new speed level. A Vehicle that decelerates, reverses, or stops may not stop, reverse, decelerate, or increase its speed again this turn.
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 adjacent space without spending any AP to do so.

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 3MPs (which is quite fast). Should the vehicle increase its Speed level to 2 it would generate 5MPs!
A Vehicle that generates at least 1 Movement Point (MP) is considered to be In Motion. A vehicle that is generating MP is considered to be moving in the direction its card is facing. A Vehicle In Motion must move its total number of MP during its activation or decelerate to not violate this rule. The Vehicle can move in any order and combination with other actions it can take.

Example: Jimmy moves his Panzer 3 into a space on its activation and then decides to stop. It cannot reverse, decelerate or increase its speed again this activation but may do other actions such as fire, 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 of 1MP). 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).

Example: Jimmy spends 1 AP to accelerate his tank to speed level 1 thus generating 2MPs. He moves his vehicle, then spends 1 AP to attack. His vehicle is now out of AP to use. Alternatively, he could have done a different sequence of actions. He could have accelerated for 1 AP, fired for 1AP, then moved his vehicle.

Moving Diagonal: A Vehicle may move into a space that is diagonal to at a cost of +1 Movement Points for that Terrains movement cost.
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

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 diagonal move due to a lack of Movement Points (see Insufficient 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 into and out of Spaces: A space next to a Vehicles front, rear and sides is considered adjacent. Diagonal spaces are not considered adjacent.
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.

Moving Through Friendly Vehicles: You may move through friendly Vehicles in another space by paying that terrain movement cost as normal. 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 sufficient MP to do so but may do so, in latter turns (see Insufficient Movement Points). A vehicles forward facing is determined by its orientation and may only move forward in the direction it is facing, unless reversing in which it moves in reverse (opposite of its forward facing). 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 immediately 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). If successful, continue your Vehicles Activation as normal. If you fail the Crew Test, or if for some reason you cannot 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 modifier purposes, receiving all bonuses that apply. 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: 1. The hidden Vehicle may make a Crew Test to Spot you, applying all relevant Spot modifiers. 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 fire at the vehicle with the +10% bonus. 2. The Attack is considered to be a Free Action (0 AP), regardless of that Vehicles abilities. Place any Ammo Tokens needed on it. The Attack is considered to be shot at either the Moving Vehicles Side or Rear Armor (attackers choice) and from an adjacent space receiving all bonuses that apply. Insufficient 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 Vehicle 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 temporary 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 sufficient 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 MPs MUST ALWAYS show which space it intends to enter. The player can either slightly tilt his vehicle to show the direction 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 BTs he has built up and comes to a stop.

Note: Once the player has sufficient MPs (i.e. from the number of MPs he generates + MPs hes built up as shown by the BT token) he MUST enter the 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 insufficient 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 the tank not move into its Intended Space on its next activation 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.

ATTACK (1AP) A Vehicle may perform an attack for each 1 AP spent. A vehicle may fire at any time during its activation. Attack Summary: 1. Play any Force cards if able (this may be done at any time during these steps unless the card says otherwise). 2. Determine if your target has been Spotted 3. Determine if the vehicle is in your Firing Arc 4. Determine if you have Line of Sight to the target. 5. Place an ammo token on your Vehicle card. If the number of Ammo tokens exceed your Vehicles Ammo Value it cannot fire until it reloads. 6. Find your Hit # and determine any modifiers (i.e. range, etc). 7. Choose if youre using a Hard or Soft type attack. 8. Roll 2d10 for your Hit Roll. If the number rolled is equal to or under your Hit number youve scored a hit. 9. Roll your Penetration Dice for that attack type, then tally the number. The defender rolls its Armor Dice for the side you struck and tallies that number. 10. For each point above the defenders armor it takes one point of damage to its hull. Place a number of Hull Damage tokens equal to the damage inflicted. 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 Victory Points equal to its point cost. If the Penetration and Armor scores are equal, inflict 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 Attack. Each adjacent space counts as one space away. Diagonal spaces count as 2 spaces away. Left Arc

FIRING ARCS
Front Arc

Right Arc

Rear Arc

Firing Arcs: Most Vehicles may fire at targets in any of their firing 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 the terrain your target is in. Firing in More than One Arc: A Vehicle can only fire in one Arc during its Activation. Thematically, this represents the difficulty of the vehicles turret rotating from arc to arc.

Example: Jimmys tank is firing 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 fire on that tank this turn since its in a different arc.
Penetration Types: Youll notice many Vehicles have two types of Damage Penetration; Hard and Soft. Hard Penetration Damage is against other Vehicles, Fortifications, and the like. Soft Damage Penetration is against soldiers, aircraft and lighter vehicles. In Tanks of War: Third Reich Rising, youll primarily be using your Hard Attack Damage Value. Future expansions will introduce rules for Soft Damage and new units such as soldiers, aircraft, etc.

2 1

These examples shows the number of spaces away the Russian Tanks are to the German Tank.

Example 1 Example 1: Because of the orientations of the attacker and target, any target that straddles the invisible firing line or is outside the primary firing arc will hit the vehicles side armor (S). Attacks within the primary firing arc and not straddling the firing line will hit the front armor (F). If the targets were situated behind the attacker simply reverse Front with Rear armor (R) in this example. Example 2: Here the target is sideways and thus we have a slightly different example of attack. Like example 1, any target that straddles the invisible firing line or is outside the primary firing arc will hit the targets front armor (F). Attacks within the primary firing arc and not straddling the firing line will strike the targets Side armor (S). If the targets were situated where they were forward facing, simply reverse the Rear armor (R) with the Front armor for this example. Example 3: Here both the attacker and targets are in the same orientation. In this example, the attacker will either hit the targets Side (S) or Front (F) armor. This depends if the target is within either the attackers front or side firing arc. In this example, targets straddling the invisible firing line will have their front armor struck. If the targets were situated were they were rear facing, simply reverse the Front armor (F) with the Rear armor (R) for this example. Apply the guidelines above when determining which side you hit. Dont forget if the examples above shows you hitting the rear but your real target shows you hitting the front, youll obviously use its front armor.

Example 2

Example 3

STRATEGY TIP Do your best to position yourself to hit your targets weakest armor side. Some vehicles have so much armor you may need to need the death by a thousand paper cuts approach!

Ammo Counters: When announcing a Hard Attack, place an ammo counter on your Vehicle. Once a Vehicle has a number of Ammo counters equal to its Ammo Value it can no longer fire 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. Modifiers that add to your Hit Value make it easier for your Vehicle to hit and Modifiers 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 Vehicles LOS and your target (see Interfering Vehicles) Once youve determined any modifiers, make your Hit Roll. Your Hit Roll is made by rolling two 10-sided dice (percentile 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.

Critical Hit Rolls: A Vehicle that rolls 1-5% always scores a Critical Hit, regardless of modifiers. The target is automatically 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 fire its Hard Attack weapon until the marker is removed. A Gun Jam may be removed by having that Vehicle spend 1AP. It may then fire 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. D4 D6 D8 D10 D12

Damage Roll: When firing against Vehicles use your Hard Armor Penetration Value. Collect the appropriate type and number of dice needed. Roll the Penetration 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 Penetration 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.

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 final 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 destroyed. 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 attachment was played from the Reserve. In that case, it is Decommissioned instead. When a players Vehicle is destroyed, lower his Momentum by one and raise the Momentum of the player that destroyed it by one (see Momentum). Critical Cards: Critical Cards are Force cards that can apply 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.

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 represented by being behind your front home row on the battlefield.Your Vehicle may fire into an opponents HQ only if there are no enemy Vehicles on the Battlefield. The HQ is considered one space away from a Players front row for determining to-hit modifiers. To fire into your opponents HQ, choose either your HARD or SOFT penetration value, roll your attack dice and modify the roll by any relevant modifiers (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 their Reserve or Supply Reserve, they may cancel 5 damage for each card they discard from there. This can be done after the final 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 battlefield face down representing 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 been Spotted. Once a Vehicle is spotted, flip 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.

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 Yellow 1+. 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 Reserve, 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 may spot any other vehicle in their front or side arcs and must have Line of Sight to the target (See Line of Sight).

HIDE (2AP) A Vehicle that is not in motion may hide for 2AP if it is in Light or greater cover. To Hide, flip the Vehicles card over as it is now considered Hidden and must now be Spotted again to be fired upon. Once it hides in this manner it may act as normal (i.e. move again and still be considered Hidden, 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 motion must move if able or build up Movement Points.

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 determine 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 modified 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%

COMMANDER ACTIONS
Each battle is led by a brave and strategic commander 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. 1. 2. 3. 4. 5. Refresh the Vehicle and Force Purchase Stacks Rally a Fleeing Vehicle Reload one Ammo from a Vehicle Place Cards into the Reserves Give one Vehicle +1 AP

OTHER SPOT MODIFIERS: If the Target fired at least once this turn +10% If your Target is currently generating 3+ Movement Points +10% If your Vehicle is currently generating 3+ Movement Points -10% -10% for each Enemy Vehicle in between your Vehicles 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 controlling 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.

Once youve performed your CA, flip the Commander Action 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 of your Vehicle and Force decks and place them on the Purchase Stacks. Remember each of your Purchase Stacks can only hold a maximum of 3 cards by the end of your turn. Any excess cards are immediately placed under the top card of the respective stack(s) at the end of the Wrap-up phase.

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 each infraction.
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.

Vehicle Discards

Force Card Discards

Refresh the Purchase Stacks Cont: Refreshing ones Purchase Stacks is a great way to quickly find 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 find your Vehicle fleeing the Battlefield to safety in certain cases (see Panic). To inspire your crews, you may Rally one Vehicle that is fleeing 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. A Vehicle 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 STRATEGY TIP into his Supply Reserve. Cards placed in the reserves may be placed face up or face down (players choice).
Placing cards into the Reserve is a great way for a player to streamline his Draw Deck to get the most optimal cards. It also allows the player to use these cards to block HQ damage and to play cards from the Reserves at critical moments.

Example: Jimmy has a Momentum of 3 and 3 cards in his Reserve. He just lost a tank and must decrease his Momentum 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: You cannot 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 unless specified otherwise. Response Cards: Usually played to respond to a specific event 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.

Any cards that give a bonus while in the reserve must be placed face up. Remember, any cards played from the Reserves are Decommissioned, 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.

WRAP UP
1. 2. 3. 4. Final Commander Actions Check for Victory Discard Cards Refresh Tokens

MOMENTUM
Momentum in TOW represents the abstract conditions of battle such as morale, courage, battlefield advantage etc. The player with Momentum gains several advantages including: 1. Option of Activating First during the turn 2. Option of when to deploy a purchased Vehicle after another player 3. Placing more cards in Reserves. 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 Momentum by one (to a maximum of 5).

Final Commander Actions: During this final phase of the Game Turn, the player who is acting first may choose to go first 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 requirement, 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 Commander Action token if you used it this turn and remove any Done tokens from your vehicles. Congratulations commander, youre now ready for battle!

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 veterans. 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 firing and spotting, you will roll your Hit Value. If you roll equal to or under your value your crew successfully 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

VICTORY TABLE
You may win a battle, but was it worthy enough to be written 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 and your 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 battlefield.

PANIC
If your Vehicle fails a Crew Test for Panic, its now considered 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 abilities). 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 sufficient movement points so long as it is moving towards the direction of your HQ. If the Vehicle flees 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 sharing with another vehicle its automatically destroyed. The player receives VP as if it had fled the board.

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.

3
1. MP Cost to Enter this Space 2. Additional Info 3. Terrain Name

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. An in-motion Vehicle gains only of the cover and/or hide bonus the terrain provides, rounded down.

LINE OF SIGHT

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.

Here, the German tank can Spot and Attack any Blue Circle Targets, including a vehicle were it in the Light Woods

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.

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.

Interfering Vehicles: Draw an imaginary line from the center 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 considered Interfering with your LOS. Interfering Enemy Vehicle confers a negative to your Spot and Attack attempts. These modifiers are listed on pages X and X.

Multiplayer rules
Tanks of War can expand based on the desires of its players. If players own more than one copy of TOW they can expand the battlefield 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 deployments, go in ascending order. For turn order, go in descending 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 first 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 override can cards. Commander Actions can only be played on your Vehicles.

In the example above, the vehicle diagonal to the KV1 is interfering with the LOS to 3 different targets.
Strategy Tip
Some wily commanders will screen their vulnerable vehicles to make it more difficult for them to be hit. Use tactics like these to dominate the battlefield.

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

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 modifiers. 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.

More than 2 players


This starter box is intended to play optimally with 2 players 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 recommend divvying up the vehicles that are on the battlefield to be controlled by the teammates. Any cards drawn, purchased, and played are decided by the teammates.

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 Attacked. Low Silhouette: The vehicle is -5% to be Spotted and Attacked. 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 fire twice. Any subsequent attacks past the first 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 inflicted on the target. A vehicle with Sloped Armor breaks that tie resulting in no damage inflicted. Tank Destroyer (TD): A TD can only fire at targets within its front arc. To fire at targets outside the front arc is must rotate. If the TD, or its target, is generating 3+ MP, cumulatively penalize the TDs Hit Roll by -5%. Example: a TD is generating 3MP and its target is at 3MP. The TDs Hit Roll would be at -10%. Terrain Difficulty: 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 first 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 players decide otherwise. Prior to the game, players will build any number of vehicles equal to or lower than the agreed point build.Vehicles are bought 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 costing 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 run from 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.

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 battlefield at one time is 5 unless the players agree to another limit. SCENARIO 1: TRAINING EXERCISES (50 VP) For your first game the player who scores 50 VP wins. Youll be fighting on an open battlefield 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 battlefield provides no cover so prepare for an intense conflict 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)

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 first turn. SCENARIO 3: THE MINSK POCKET (80 VP)

From late June to early July 1941 the Germans and Russians attempted to encircle each other near the Minsk railway junction. Can the Russians hold off the invaders until reinforcements arrive?

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 and continue your drive into the heart of Russia?
Setup: Follow the terrain setup for this scenario. The German player starts his hand with Aerial Recon, Reich Overrun, 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 vehicles last in any space on his home row.

Setup: Follow the terrain setup for this scenario. Each player 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.