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D DAY DICE

PLAYER NAME:
a

I ISE T C R E EX
BUNKER SECTOR 9

GER

D DAY DICE EXERCISE TIGER


4

FREE TRIAL VERSION BATTLE MAP #1


SECTOR 10

SOLDIERS:

18 15

15
ITEM POINTS:

COURAGE:

STARS:

Cant find Items here

Gain 1d6 Soldiers when you move here


Sacrifice 1 Specialist to move here

3
Killed
SECTOR 7

lllllllllllllllllllllllllllllllllllllll
SECTOR 8

SPECIALISTS

Recruited

Cost for each Specialist is indicated in Stars.

9
No dice are Locked here
Sacrifice 1 Specialist to move here

9
Roll 1 less die here

REGULAR Specialists: Every player can recruit them.

2
SECTOR 4

llllllllllllllll
SECTOR 5

UNIQUE Specialists: Only 1 player can recruit them.

Cant stay here


with more than 1 other Unit this way.

7
+1

4
TOOL/TURN HERE Need a CORPORAL to move here

SECTOR 6

7
Cant stay here

CORPORAL Re-roll 1 die in your Final Tally SCOUT +1 Tool per turn (this result has no color) SHARPSHOOTER Ignore 1 Skull in your tally BEACHMASTER Gain +3 Soldiers when you Advance HERO Spend Courage to save Soldiers (1 for 1) MINESWEEPER Ignore Landmines save MEDIC Save 1 Soldier per phase (cannot a Specialist) CAPTAIN Change the color of 1 die, but not its result ENGINEER Subtract 5 from the DEF of the Bunker After the Final Tally, any Unit may LIEUTENANT trade 1 die with another Unit. No Unit may trade

2
SECTOR 2

ITEMS

Cost

Items are found with Item Points. All Items are UNIQUE (only 1 player can find each Item per game). You can only find 1 Item per turn. Items are discarded once they are used, and cannot be found again (unless a Unit obtains a Special Find RWB).

SECTOR 3

5
+1

Cant stay here


COURAGE/TURN HERE

Cant stay here

5
+1
STAR/TURN HERE

lllllllllll

1
SECTOR 1

2
START HERE

3 CARRIER PIGEON This turn, you may trade with another Unit anywhere on the Map 3 LUCKY CHARM Gain +1 Star OR +1 Courage 5 WALKIE TALKIE Gain +2 Soldiers 7 MINE DETECTOR Ignore Landmines for 1 turn 7 FLAK VEST Your Unit ignores MGF casualties this turn (other Units do not benefit from this) 7 STRATEGIC MAP Change the color of 1 die, but not its result 7 WHISTLE Advance without spending Courage. You still need to follow Sector requirements. 10 BINOCULARS Change the result of 1 die, but not its color 10 GRENADE Prevent MGF in your Sector (must be played before MGF is rolled) 10 COMMAND JACKET Gain a Leadership RWB 12 FIELD RADIO Gain +5 Soldiers 15 SHOULDER PATCH Lose -1 Soldier to recruit any Specialist for free 15 SIGNALLING LAMP Gain a Fresh Troops RWB 20 BANGALORE TORPEDO Reduce DEF of your Sector to 0 (doesnt work on the Bunker) 20 FLAME-THROWER Subtract 10 from DEF of the Bunker N/A MEDAL OF HONOR Gain +5 Courage and recruit 1 Specialist for free

SECTOR 1

COURAGE needed to advance

Your unit starts with 4 Soldiers

DEFENSE VALUE (casualties you suffer during Phase 5)

MACHINE GUN FIRE (roll 1d6 for casualties to add to the Defense Value)

l l l l l (roll 1d6 for losses when


you move across them)

LANDMINES

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