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Manual — The Grizzled: At Your Orders!

CMON Global Limited, Cool Mini Or Not, Lavka Games · Jogo de tabuleiro · 2016
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The Grizzled
At Your Orders!

Game by
Fabien Riffaud
and Juan Rodriguez
Art by
Tignous

Can Friendship
Be Stronger
Than War?

April 4, 1916 - "The war goes on. The trenches have become our new home. Each day brings
more bad news. In spite of everything, our group still resists. We will be united until the end!
However, from some weeks now, the general staff has been up to something. There is no end to
these absurd missions... Just like this war. Some rumors about the Armistice give us hope. I wish we
are still alive when it happens."

---

Contents

13 easy Missions
cards

13 normal Missions
cards

13 hard Missions
cards

1 Final Assault /
Last Stand card

the Novice
card, for the
"Duo !" version

4 Support
tiles for the
"Solo !" version

The 6 cutouts
of our Grizzled

The rules of
"At Your Orders!"

The Grizzled
At Your Orders!

In the expansion "At Your Orders!", the players are assig-
ned Mission cards. These Missions provide new obstacles for
the game, or sometimes some assistance.

This expansion brings new challenges to expert players, but
also a more forgiving approach for beginners, thanks to the
easy Missions.

Good luck!

Special Thanks

We want to thank all players who have happily shared the hardships
of our Grizzled and their supporting feedback. A special mention goes
to the festivals and the volunteers that make them possible, espe-
cially Flip, Ludimania and Double-Six.
A big thanks to our patient testers: Catherine Riffaud, Corinne Blis,
Muriel Lemay, Jérémy Jallet, Benoît Houivet, François Hotton, Sylvain,
Julien, Thomas, Nico and PH, the members of the
Maison des Jeux de Touraine, the Mipeul of Poitiers and all others.
We thank Cool Mini Or Not for having supported the game.
And Tignous, you will always be in our hearts... Hasta siempre!

Description of Mission cards

Immune
The Mission cannot fail
because of the Rain.

3
2 or 3 players

4/5
4 or 5 players

2

Difficulty Level

Before beginning the game, choose the
difficulty level and prepare the Mission
pile (12 Mission cards) accordingly.
The following table shows the amount
of Mission cards of each type that
make up the Mission pile (Easy, Normal
or Difficult).
Shuffle these 12 cards to make the
Mission pile.

Cutouts of the Grizzled

At the beginning of a Mission, the players
place the cutout of their Grizzled near No
Man's Land to show they are joining this Mis-
sion.

Difficulty and Name
of the Mission

Bonus or
Penalty

Condition
of resolution

Minimum
Intensity of the
Mission
(Number of Trial cards
each player receives)

Tank

Every time a Hard Knock is played,
Immediate Moral Drop of 1.

or

x5

Same number no matter
the amount of players

The Classes
To learn how to play
The Grizzled
For experienced players
The Veteran
For daredevils

Easy
Missions
Normal
Missions
Hard
Missions
4
8
0
4
4
4
2
4
6

When a player withdraws, remove the
appropriate cutout from No Man's
Land and place it on its Hard Knocks
to remind the other players that its
Hard Knocks no longer have effect
(neither on the team, nor on the cur-
rent Mission).

---

The Traps
We suggest to use the Traps,
however you may decide to
deactivate them to make the
game easier (although this will
reduce a bit your heroism).
If you decide not to use the
Traps, the "Strategic Withdrawal" action
(see page 6) will not be available.

Preparation
The Trials pile always starts at 25 cards.
Place the 5 Speech tokens.
Place the "Final Assault / Last Stand" card near
the Missions pile.

Overview of an "At Your Orders!" Mission
The Missions play out as in the standard game.
The modifications for each step are described below.

may choose to increase this value to distribute
more cards. It also describes an ongoing effect
for the Mission.

■ Completing a Mission
Most Mission cards last as long as the
Mission itself and are discarded after the
Support. However some Difficult Missions re-
main in game until some conditions are met.
Such conditions are shown in a box like this:

In this example, a player who withdraws may decide
to take 2 cards from the Trials deck to discard
the Mission card.

If there is no box, discard the Mission card
after the Support.
A new Mission card is drawn at the start of
every Mission, even if the previous one wasn't
discarded, accumulating their effects.

Refer to the last page of this booklet for some
details regarding most complex Missions.

---

Final Assault
Distribute all cards in the Trials pile.
There is no Morale Drop
or Strategic Withdrawal.

If the players do not get rid of
all their cards during this Mission,
the game is lost.

Final Assault / Last Stand
After drawing the 2 Mission cards, the Mission
Leader may choose none of them and begin a
Final Assault or a Last Stand. In this case, he
shows the corresponding face of the card: It
will be the last Mission of the game.

The faces of this card provide the necessary
details.

During this last turn there is no Morale Drop
(Hard Knocks and Mission cards in game do
not cause any).

Last Stand
This is a desperate Final Assault;
distribute all cards in the Trials pile.
This Mission can only last as the
end of the game of the same type.
There is no Morale Drop
nor Strategic Withdrawal.

If the players get rid of all their cards
during this Mission, they are declared
winners, but posthumously.

24 The Actions
Strategic Withdrawal
Note:
The Strategic Withdrawal applies only
to games with Traps.

Only the 1st player who withdraws from a Mis-
sion may decide to execute a Strategic With-
drawal: He chooses one card from his hand and
places it on top of the Trial deck.
The Strategic Withdrawal takes place first,
before any effect of Hard Knocks or Mission.

Endless Speech
Speeches are no longer
removed from the game
after their use. They
remain in game.

34 Support
Please note with this expansion,
Support always reactivates the
Good Luck Charms.

In case of a successful Support, the player
may discard 2 Hard Knock cards AND
reactivate the Good Luck Charm.

In case of a failed Support, the player may
discard 1 Hard Knock card AND reactivate
the Good Luck Charm.

44 Morale Drop
The minimum number of cards of the Morale
Drop is still 3, while the upper limit is now 6,
even in case the players have more cards in their
hands.

Note: A Hard Knock may cause a Morale Drop
that is higher than the upper limit of 6 cards

6
7

---

The Grizzled
Duo!

You may apply these rules to the standard rules
or to the expansion "At Your Orders!".

During a "Duo!" version of the game, add a 3rd
Grizzled: The Novice. The other players take
turns controlling him. Most rules of a 3 players
game are still valid.

Preparation

The 2 players choose one Grizzled card
each. A 3rd Grizzled represents the Novice.
Assign to him the specific Hard Knock card "The
Novice". This card can never be discarded (Sup-
ports and the Merry Christmas
card do not work in
this case).

The Trials pile begins
at 25 cards. Expert
players may begin
with a 30 cards pile.

Missions

The 2 players take in turns the role of Mis-
sion Leader. Place the Mission Leader token
between the Novice and the player to remind
who is going to decide the actions of the Novice.

The Novice receives cards just like other players
but in this case the cards are placed face up in
front of its Grizzled card. The Mission Leader
decides the actions of the Novice (without
consulting the other player): Play a card; Use its
Good Luck Charm; Or withdraw.

When the Mission Leader
decides the Novice with-
draws, he randomly picks
one of its Support tiles and
reveals it (face up). If the
Novice withdraws first, it
will be much easier for the
other players to have a suc-
cessful Support.

Moreover, in "Duo!" games
there is no Strategic With-
drawal.

Note: Some Hard Knocks have almost no
effect on the Novice. That's a good thing
for the team. For example, if the Novice
becomes Tyrannical, the effect of this sta-
tus will not apply, since the previous Hard
Knock, "The Novice", takes priority and pre-
vents it from becoming Mission Leader.

And remember, just like the other players, if the
Novice has 4 or more Hard Knocks (including
"The Novice" card) after the Support, the game
immediately ends.

The hand of the
Novice. Its cards
are visible.

The active
hard Knocks
of the Novice

Example of a
"Duo!" game
in progress.

---

The Grizzled
Solo!

In a "Solo!" game you have a single hand of
cards and you play 3 Grizzled (one at a time).
Note: This version of the game uses the stan-
dard rules.
In this version of the game, Speeches are not
used.
Discard the Support tiles of the base game and
take the 4 special "Solo!" version Support tiles.

Preparation
Choose 3 Grizzled and place them in front of
you, Good Luck Charm side up.
Shuffle the 4 "Solo!" Support tiles.
Remove the following Hard Knock cards:
Absent-Minded, Mute, Tyrannical, Panicked,
Selfish, Frenzied.
Then, prepare the Trials deck with 25 cards.
Assign the Mission Leader token to a Grizzled.
This Grizzled is the act-
ive one. Draw 3 cards
for your starting hand.
10
to the left
at the center
to the right
No Support

Actions
Play one action for the active Grizzled, then
move the Leader token to the following Grizzled
and so on, until all Grizzled have withdrawn or
the Mission failed. In order to represent the
withdrawal of a Grizzled, flip its card.
After playing a card, decide whether you want
to complete your hand (And have again 3 cards
in your hand), or not. If you do not, you will not
have this option again for the whole Mission,
which is going to end rapidly.

Support
During the Support, draw one of the "Solo!"
Support tiles which shows which Grizzled
is going to receive the Support, then discard
the tile. One of these tiles does not show any
Grizzled, which means the Support is lost.
After having drawn all 4 tiles, shuffle them
again. Since this version of the game uses the
base rules, you have
to choose whether to
recover the Good Luck
Charm or to get rid of 2
Hard Knock cards.

Morale Drop
The Morale Drop consists of 2 cards + the
amount of remaining cards in your hand. In
order to reduce the Morale Drop, you should
try to complete a Mission with no cards in your
hand.
Before starting a new Mission, you must have
again 3 cards in your hand.

Clarifications
Fragile: The single hand applies to all Grizzled,
also the Fragile one. If you have any card in your
hand, Fragile prevents the others from withdraw.
Hardheaded: If you have more than 1 card in
your hand, the affected Grizzled cannot with-
draw.
11

---

Clarifications regarding Mission Cards

Small Fort
Big Fort
These cards remain in
game from one Mission
to another, so they add
their Threat until the
players get rid of them. In order to do so, right
after withdrawing, a player has to draw 2
Trial cards (For a Small Fort), or 3 Trial cards
(For a Big Fort) and add them to his hand.

Relentlessness
Tank
Mustard Gas
As long as one of these Missions is active,
each time a player plays a Hard Knock
card (Note: Merry Christmas is not a Hard
Knock), immediately transfer one card from
the Morale Reserve to the Trials Pile (And
eventually end the game in this way).
At the end of a successful Mission, place
under such Mission card all Trial cards that
show at least one of the 2 selected symbols.
When 5 cards have been discarded in this
way, discard the Mission.

Good Luck Charm
They can never be used against
a Mission card or its effect (For
example: "Bogged Down").

Final Assault
Last Stand
When one Mission of
this kind is in progress,
there is no Morale
Drop.

www.lespoiluslejeu.fr

Graphic design : Juan Rodriguez
Production: Thiago Aranha, Guilherme Goulart, Carolina Negrão, Sergio Roma
Layout: Juan Rodriguez and Benjamin Treilhou - Translation: Fulvio Cattaneo - Publisher: David Preti
An expansion for the game designed and developed in FRANCE, from the SWEET GAMES collection,
by SWEET NOVEMBER, 4 rue des Comblais, 28200 - Châteaudun - France
© Sweet November 2016 - Made in the European Community - V1.1

---

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