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Video: How to Play
Start here, then follow the written guide
Step by step
Game Objective
Combat Commander is a series of card-driven board games that simulate tactical infantry combat in World War II. In this volume, one player takes on the role of the Axis (Germany) while the other commands the Allies (America or Russia). Players take turns playing one or more
Players attempt to achieve victory by moving their
A player generally wins the game by having more
Setup
Refer to the rulebook for details on this section.
Game Flow
A game of Combat Commander begins with one of the players (as specified by the scenario) taking the first
A
- Performing one or more
Orders by playing cards from his hand; or - Discarding any number of
Fate cards .
At the end of each
Time Marker Advancement
The
- Whenever a
Time! trigger is rolled; or - Whenever a player reveals/draws the last card from his
draw pile : treat such an occurrence exactly as if aTime! trigger had been rolled.
Immediately upon the
- The player who triggered the
Time Advance (only) shuffles hisdeck anddiscard pile together to form a newdraw pile . - The player who triggered the
trigger makes aSudden Death Roll , if appropriate.
If the game has not ended due to
- The
Defender (only) gains 1VP . - The player who triggered the
trigger (only) must remove anySmoke marker from the map. - If there are one or more
units in the space now occupied by theTime marker , the owning player(s) place(s) them into play as reinforcements, positioning them in any hex(es) along theirfriendly map edge (theinactive player first).Stacking limits must be observed. Any reinforcingRadio is placed in that player’s (empty)Artillery Box . - Both players may play
Dig In Actions .
Upon the completion of these six steps, normal play resumes from where it left off.
Actions and How to Play
In Combat Commander, no
Fate Cards
There are three sets of
Golden Rule (1.0): Some card effects may conflict with one or more rules in the rulebook. When this occurs, the card effect always takes precedence.
Orders
Actions
Events
Random Hexes
This is the light-green "hex" in the lower-left corner of each
Die Rolls
This is the pair of six-sided dice in the lower-right corner of each
Die Triggers
Many
Event! Trigger : Whenever a player makes adie roll and that roll is surrounded by a red box with the word "Event! " within it, normal play is paused to execute thatEvent : The player who rolled theEvent! trigger reveals the top card of hisdraw pile and, ignoring everything else, reads aloud and executes theEvent on that card. Unless stated otherwise, any decisions required by theEvent are made by the player reading it.Jammed! Trigger : Whenever a player makes aFire Attack Roll (only; no other roll will trigger aJammed! , includingTargeting ) and that roll is surrounded by a red box with the word "Jammed! " within it, allfiring Weapons becomebroken .Sniper! Trigger : Whenever a player makes adie roll and that roll is surrounded by a red box with the word "Sniper! " within it, normal play is paused to resolve thatSniper : The player who rolled theSniper! trigger reveals the top card of hisdraw pile and, ignoring everything else, reads aloud theRandom Hex on that card. That player may then select aunit within or adjacent to that hex andbreak it.Time! Trigger : Whenever a player makes adie roll and that roll is surrounded by a red box with the word "Time! " within it, normal play is paused to perform aTime Marker Advancement .
Leaders
A
Command Radius : Normally, anOrder orOp Fire Action will activate only a singleunit . However, when aLeader is activated, he has the ability to activate all, some, or none of thefriendly non-Leader units within hisCommand Radius to perform the sameOrder /Op Fire . TheCommand Radius is counted in hexes radiating outward from theLeader ’s hex. ALeader withCommand "2" may activatefriendly units up to two hexes away – even through impassable terrain or past anenemy unit . ALeader withCommand "1" may activatefriendly units in his own hex or adjacent to it. ALeader withCommand "0" may activateunits in his own hex.Unit Command : ALeader ’sCommand number is added directly to theFP ,Range ,Movement , andMorale of allfriendly Squads andTeams (only) as long as thoseunits are in the same hex as theLeader – even if theLeader himself is not activated. This effect is cumulative if two or moreLeaders occupy the same hex.Leaders may never affect themselves or otherLeaders .Weapon Command : ALeader ’sCommand number is added directly to theFP andRange of eachfriendly Weapon without a white stripe that is being carried by anon-Leader unit as long as thatunit is in the same hex as theLeader – even if theLeader himself is not activated. This effect is cumulative if two or moreLeaders occupy the same hex.
Broken Units
A
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