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This guide is not meant to replace the rules. However, if you print out these pages you can go through each
step, one page at a time and never have to refer to other sections of the manual. All the rules for each step
are in one place, as well as many of the charts and some visual aids. For the full rules and examples refer
to your RAF rulebook.
This flipbook is designed to be printed double sided with “long-edge binding.” Single sided will work fine;
you might want to flip the two copies of the CRT over so they will be visible simultaneously with Raid Steps
10 and 13.
ADVANCED: Advanced rules are marked like this. ◦ OPTIONAL: Optional rules are marked like this.
Version History
V1.0 – August 12, 2015:
Updated RAF: Lion Rules Flipbook v1.4-ads4 to include
clarifications and rules updates from 2013
This flipbook is originally the work of “rockhpi” on BoardGameGeek.com (esparks71@gmail.com). It has been modified by Alan De Smet
(“Alan_De_Smet” on BoardGameGeek.com) with the generous permission of rockhpi. It has been further modified by “bpierce72” on
BoardGameGeek.com with the generous permission of “Alan_De_Smet”. To report any errors or omissions, contact “bpierce72” on
BoardGameGeek.com or at bpierce72@gmail.com. This is the original work of rockhpi , Alan De Smet, and bpierce72, based on
material under copyright and is published with the kind permission of Christopher Cummins of Decision Games.
Setting Up For Play
Repair
• Skip of first day of scenario
• Remove all Light Damage markers from the map.
• Attempt to repair each Heavy Damage Token:
Roll a die and compare it to the Repair Chance on the current Day Card:
< Repair Chance: Remove Damage Marker.
= Repair Chance: Flip to Light Damage side.
> Repair Chance: No effect.
Time of Day
• Draw the top Event Card. If the Time Advance value is:
0 - Time Marker = 0600
1 - Time Marker = 0800
2 - Time Marker = 1000
Weather:
• Roll a die and place the Weather Markers per the chart:
Roll LF2 LF3
1 Clear Clear
2 Clear Patchy
3 Patchy Clear
4 Patchy Patchy
5 Patchy Broken
6 Broken Patchy
Advance Warning
• Place the top Target Card next to the deck so the backs of the next two Target Cards are visible.
• Skip this if the previous event card says "No AW" or >2 Radar Nets are damaged.
Victory Assessment
• If the VP is ever worse than −34, the game ends in a British Decisive Defeat.
• If the VP is better than +34, the game ends in a British Decisive Victory.
Stop when the Day marker moves into or past the Sealion D-Day space. Compare the Victory Points to the
start and cancel values in the Sealion D-Day space.
VPs Result
VP ≤ start value British Decisive Defeat, the Germans invade
VP between start and cancel values British Operational Defeat
VP ≥ cancel value Tactical British Victory.