Sei sulla pagina 1di 3

THE HELL OF STALINGRAD

Detailed Sequence of Play


1. SETUP

1.1 Each player places his Supreme Commander Card and his 4 Formation
Cards marked “Starting Formation” on his Staging Line, placing a Lv. 0
Leader Counter on each Formation Card. Then each player shuffles his
Combat Cards and remaining Formation Cards, and places them on their
playmates.

1.2 Shuffle the Campaign Deck and the Carnage Cards, and place them on the
Campaign Mat. Place the Hourglass Counter on the the Turn Track on the
Campaign Mat.

1.3 Set aside the 6 Volga cards, shuffle the Building Deck, and randomly
flip cards over until you get a Building Card from District A. Shuffle the
deck, and repeat the process for Districts B, C and D.

1.4 Place the 4 Building cards in a straight line bisecting the table, pairing
each Building card with a Tracking card at its side, and place a Hold, Fire
and Bucket counter on each tracking card’s Smoldering Ruins. The
German player then keeps the rest of the Fire counters.

1.5 Then, add in the 6 Volga cards to the Building Deck, and shuffle the
Building Deck once more, placing it at the end of the Building Line.

1.6 Finally, each player draws a number of Combat Cards equal to his
Supreme Commanders

2. STRATEGY PHASE

2.1 Progess Turn

Advance the Hourglass counter one space sequentially across the Turn
Track.

2.2 Campaign Card

2.2.1 Each player flips the top card of his Campaign Deck and resolves the effect on it. The
Soviet player will resolve his effect first.
2.2.2 If there is an Hourglass icon on the Campaign Card, immediately advance the
Hourglass Counter one more space on the Turn Track.
2.2.3 If there is a picture of the player’s Supreme Commander with a cross on it,
immediately flip over that player’s Supreme Commander Card.

2.3 Reinforcements

2.3.1 Each player adds the reinforcement number on their Campaign Card to the number
of Buildings currently on the table. The result is the number of Formation Cards that
player will draw from his Formation Deck.
2.3.2 Each Formation Card drawn this way is placed on the player’s Staging Line, and a Lv.
0 Leader Counter is placed on each newly drawn Formation Card (unless otherwise
instructed by the Campaign Card).

2.4 Consolidations

2.4.1 A player who has 2 or more depleted Formations on his Staging Line may sacrifice
one of his depleted Formations to generate a Supply which must be used
immediately.
2.4.2 The Formation receiving the Supply is returned to full strength, while the sacrificed
Formation is placed in the Destroyed Pile on the player’s playmat.
2.4.3 If there was a Leader Counter on the sacrificed Formation, it may also be transferred
to the supplied Formation, provided the supplied Formation did not have a Leader
Counter on it.
2.4.4 Any number of consolidations may be made by either player during this phase.

2.5 Ready Districts

2.5.1 For each district without a Building Card, flip the top card of the Building Deck until
either of the following cards are revealed:
• A Building Card matching the District you are drawing for; or
• A Volga Card
Repeat this process for each District without a Building Card,
shuffling the Building Deck in between each District, and after all
Districts have been dealt with.
2.5.2 If a Building Card is drawn, place it next to the Tracking Card, and place the Hold,
Fire and Bucket Counters on the Smoldering Ruins.
2.5.3 If a Volga Card is drawn, that District is immediately closed, and is no longer used for
the rest of the game.
2.5.4 If it is the last turn of the game, NO BUILDING CARDS ARE DRAWN.
2.5.5 If the previous Building Card that occupied a particular District
was marked “River Bank” and it was captured by the German player, then a
Volga Card is immediately taken from the Building Deck and placed in that
District, and that District is closed. [KIV: to shift to capture phase later]

2.6 Maneuver Formations

2.6.1 The German player first moves any number of his Formations from his Staging Line to
any or all of the 4 Building Cards. The German player MUST move at least ONE
Formation during this phase or he immediately loses the game.
2.6.2 Once the German player has finished, the Soviet player now moves any number of
his Formations from his Staging Line to any, none or all of the 4 Building Cards.
2.6.3 The maximum number of Formations that each player can move to a Building Card is
restricted to the Concentration Level printed on the Building Card.

3. BATTLE PHASE

• There will be one Battle Phase for each Building Card in which the German
player has moved at least one Formation to.
• The German player chooses the order in which the Battle Phases for the
different Building Cards will be resolved.
• If the Soviet player has no Formations in a Building Bard in which the
German player is assaulting, then he can only take Hold Actions, Reload
Actions, and play Hero Cards

3.1 Vanguards

3.1.1 The Soviet player carries out all Vanguard Effects from all the Formations at the
Building Card currently being contested.
3.1.2 After the Soviet player is finished, the German player does the same.
3.1.3 IF THE SOVIET PLAYER INFLICTS ANY NUMBER OF KILLS OR
PRECISION KILLS, AND THERE ARE NO GERMAN UNITS ON THE BUILDING
CARD, THE SOVIET PLAYER MAY CHOOSE TO INFLICT SPILLOVER DAMAGE
OR WAIT UNTIL THE GERMAN PLAYER HAS COMPLETED HIS VANGUARD
EFFECTS.

3.2 Battle Intensity

Flip the top Carnage Card and reference only the Battle Intensity column.
The number shown is the Intensity Level and tells where to place the Hold
Counter and how many Fires to add to the Fire Track.

3.3 Initiative

3.3.1 On the same Carnage Card as drawn in 3.2, the icon at the bottom of the Battle
Intensity column determines who wins Initiative.
3.3.2 If the icon is a RAT, the Soviets win Initiative. If the icon is a STUKA, the Germans
win Initiative. If the icon is a pair of BINOCULARS, then the player with the most
number of Recon Units on the Building Card wins Initiative. If the players are tied for
the number of Recon Units, then the Soviets win initiative.
3.3.3 THE PLAYER WHO WINS INITIATIVE GETS TO CARRY OUT THE
INITIATIVE EFFECT AS PRINTED ON THE BUILDING CARD.

3.4 Action Rounds

Beginning with the player who won Initiative, he may choose 1 of 3


possible actions:

3.4.1 Play a Combat Card on an eligible Formation; or


3.4.2 Take a Reload Hand Action

Potrebbero piacerti anche