Enemy Action: Kharkov

Compass Games · Board game · 2022
1–2 · best 1 Solo 15–300 min Weight 4.0/5
9.0 rating Ludopedia
8.6 rating BGG
STEP BY STEP

Game Objective

In Enemy Action: Kharkov, you take command of German forces in a desperate struggle against the Soviet advance. The primary objective is to withstand the enemy offensive, hold strategic positions, and, if possible, inflict significant losses on the adversary. Victory is determined by the accumulated score at the end of the game, reflecting success in achieving objectives and maintaining control of key areas.

Setup

Refer to the rulebook for details on this section.

Game Flow

The game progresses through a sequence of phases that make up a Game Turn. The order of phases is as follows:

Reserve Phase

Units are removed from the current turn's space and placed in their reserve boxes. For German forces, there is the option to Deploy delayed German reserves (7.3).

Card Preparation Phase

This phase involves preparing the German cards and drawing the initial hand:

  1. This turn's primary reinforcement cards are placed face down on the draw pile. Secondary reinforcement cards are placed face down on the available secondary card pile.
  2. The available secondary cards are shuffled. The quantity indicated for this turn is dealt and placed face down on the draw pile.
  3. Previous turn's discarded secondary cards are placed face down on the available secondary card pile.
  4. Previous turn's discarded primary cards are placed face down on the draw pile.
  5. The draw pile is shuffled, and you draw your initial hand, respecting the hand size limit for this turn.

The Soviet Deck is shuffled to form the Soviet draw pile, including any reinforcement cards entering this turn.

Supply Phase

This phase determines the supply status of units:

  1. Garrisons are placed on eligible Soviet hexes with VP and on villages.
  2. German unit supply status is determined, followed by Soviet units. Out of Supply and Isolated markers are removed from units in supply.
  3. Out of Supply markers are placed on units out of supply. If a unit is already Out of Supply, an Isolated marker is placed. If already isolated, surrender is checked.
  4. VPs are checked to determine the use of the Soviet support line.
  5. Front objective marker removal is checked.

Command Phase

This phase is conducted through alternating impulses, starting with the Soviets.

Soviet Impulse

  1. Two Soviet cards are drawn. One card is placed in the Command Card Box according to preference: a) primary card; b) card with the highest Command Rating; c) card with the lowest ID. The other card is placed in the Auxiliary Card box.
  2. If the auxiliary card has a valid Command Event (not a Special Event), it is implemented, and the card is discarded.
  3. The first listed command on the command card that applies is conducted. Commands may include:
    • Special event or command event.
    • Assignment of replacements.
    • Activation of units in a specified formation and conducting the following steps:
      1. Checking for formation objective marker relocation.
      2. Movement of active units on the map.
      3. Conducting attack checks and attacks with active units. For each non-overwhelming attack: eligible active reserve units are added; if the attack is on Soviet support, a card is drawn as a combat tactic; and application of the auxiliary card's combat tactic is checked. You may play German cards as combat tactics in response to Soviet attacks.
      4. Placement of eligible active reserve units on the map.
      5. Removal of eligible active units to the reserve box.
      6. Placement of an IP marker on an eligible active unit.
      7. Removal of Dispersed markers from active units.
  4. After completing the command, the command card is discarded. Then, if there is an auxiliary card, it is moved to the Command Card box, and another command is conducted. If there is no card in the Auxiliary Card box, the Soviet impulse ends.

German Impulse

  1. A card is played to initiate ONE command listed on the card:
    • Activation of all units in a specified formation.
    • Activation of a Kampfgruppe, if specified on the card.
    • Once per turn, activation of 1 unit capable of tracing supply, regardless of formation. This unit cannot attack.
    • Deployment of reserve units into a specified formation.
    • Assignment of replacements to units in a specified formation.
    • Implementation of a command event or special event on the card.
  2. You cannot activate a unit or formation that was activated in the immediately preceding German impulse.
  3. If conducting an activation command, do so in the following order:
    1. Removal of Soviet Garrison.
    2. Movement.
    3. Attacks. You may play cards as combat tactics.
    4. Placement of IP markers.
    5. Removal of Dispersed markers.
  4. You may pass if the German draw pile is empty and there is only 1 card in hand. After completing a command, draw cards up to your hand size limit, then begin the Soviet impulse.

Soviet and German impulses alternate. When one side runs out of cards, the other side takes consecutive impulses until both draw piles and card hands are depleted, ending the game turn.

Heavy Mud Game-Turn Sequence of Play

On heavy mud turns, the sequence of play is modified:

  1. Reserve Phase: As in the Standard Sequence of Play (SOP).
  2. Card Preparation Phase: Conduct step 3 only.
  3. Supply Phase: Skip entirely, except for removing OOS and Isolated markers from units now in supply.
  4. Command Phase: Skip entirely. Instead, assign each side two infantry replacement steps.
  5. End of Turn Phase: As in the SOP, but without a victory check.

End of Turn Phase

At the end of each game turn:

  • Victory levels are checked in the current turn's space.
  • All combat markers are returned to the urn.
  • Dispersed and Forward Support markers are removed.
  • Garrison marker removal from villages is checked.
  • All Soviet objective markers are removed from play.
  • The turn marker is advanced on the calendar, and the next turn begins.

Actions and How to Play

Refer to the rulebook for details on this section.

End of Game and Scoring

Refer to the rulebook for details on this section.

Tips for Winning

Refer to the rulebook for details on this section.

Rules videos

In English

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