Game Objective
Prepare to dive into the chaos of World War II in Undaunted: Normandy! You and your opponent will take command of rifle platoons, one of the Allies and the other of the German forces, in a series of crucial missions following the Normandy landings in 1944. Your objective is simple yet challenging: lead your troops to capture and defend strategic objectives, turning the tide against enemy resistance.
Each scenario presents a unique terrain and objective setup. Victory will be yours if you fulfill the specific scenario victory condition, which may be to capture crucial objectives or to immobilize enemy forces. Prepare to make tactical decisions, manage your deck, and maintain the morale of your units, for Normandy shows no mercy to the undaunted!
Setup
Let's set up the table and prepare the battlefield for your first mission in Undaunted: Normandy! Follow these steps for a quick and efficient setup:
- Choose a scenario: Pick up the scenario book and select one. We recommend starting with "Scenario 1: La Rayé" to familiarize yourself with the game, but you can choose any.
- Lay out the terrain tiles: Find the terrain tiles listed in the scenario description and assemble them on the table exactly as indicated. Remember that each tile has an A side and a B side (e.g., 14A and 14B). Unused tiles return to the box.
- Position the Objective markers: Place the Objective markers on the terrain tiles according to the scenario instructions. Unused ones also return to the box.
- Position the Radio marker: If playing "Scenario 10: Vital Information," position the Radio marker. Otherwise, it stays in the box.
- Choose an army: Each player chooses an army (US or Germany) and takes all the cards, Combat tokens, Control markers, and Proliferation markers indicated for their side in the scenario book.
- Position the markers: Place all Combat tokens, Control markers, and Proliferation markers in the spaces indicated by the scenario, with the correct face up. Unused Proliferation markers return to the box.
- Determine initiative: The scenario book will indicate which army starts with the Initiative marker. Give it to the corresponding player.
- Assemble the decks: Consult the "Starting Cards" table for your army in the scenario book. Take all cards identified with "D," shuffle them well, and form your face-down personal deck on the table.
- Assemble the supply: Still in the table, take all cards for your army identified with "S" and organize them into separate piles by title, face up, near your play area. This is your supply, and its contents are public information for both players.
- Return remaining cards: Any cards left over and not used in the starting deck or supply return to the box.
The Game Turn
A game of Undaunted: Normandy unfolds in a series of dynamic rounds, each divided into three phases:
- Draw cards
- Determine initiative
- Player turns
1. Draw Cards
At the start of each round, both players draw four cards from their personal deck to form their hand. If your deck runs out, simply shuffle your discard pile to form a new deck. Remember: cards in your play area are never included in the deck when shuffling.
2. Determine Initiative
This is the time to bluff! Each player secretly chooses a card from their hand, and then both reveal simultaneously. The player who played the highest initiative card (the value in the top left corner of the card) wins the Initiative marker and will be the first to act this round. In case of a tie, the player who already possessed the Initiative marker keeps it. Cards used to determine initiative are discarded.
3. Player Turns
The player with the Initiative marker begins. During your turn, you play cards from your hand, one at a time, placing them in your play area. Each card played can be used for one of the following options:
- Card action: Choose one of the actions indicated on the card (such as Move, Attack, Bolster) and execute it completely.
- Shelter: Return the card to your supply. This is a way to temporarily remove unwanted cards from your deck, but be careful when sheltering Command cards, as it can be difficult to bring them back! You cannot shelter Fog of War cards.
If a Combat token corresponding to a Combat card you want to use is not on the board, it is immediately placed in the appropriate Proliferation marker space before the action is executed. This does not happen if you decide to shelter the card.
Attention to suppressed units: If a Combat token is face down ("suppressed" side), the unit cannot perform actions. If you try, flip the token face up ("ready" side), but the action is not performed. Suppressed unit cards can still be sheltered, but this does not make them "ready."
You cannot play Fog of War cards to perform actions during your turn. They normally remain in your hand until the end of the turn, when they are discarded. The only way to permanently remove them is with the Scout action of a Scout.
Your turn ends when you have no more cards in your hand that you can or want to play. All remaining cards in your hand and cards in your play area go to your discard pile. Then, the other player takes their turn in the same way. Remember: you cannot keep cards in your hand for future rounds!
Types of Actions:
Card actions are the heart of the game. They can have a numerical value (X) or a Combat Group (CG, such as A, B, or C).
- Movement Actions:
- Move X: Move the unit's Combat token up to X tiles. The destination tile must be scouted or controlled by your army. If moving a Mortar, remove its Target marker.
- Advance X: Move any Combat token up to X tiles. The destination tile must be scouted or controlled. If moving a Mortar, remove its Target marker. Cannot move suppressed units.
- Scout X: Move the unit's Combat token up to X tiles. For each tile you pass through or move to that does not have one of your Control markers, place a Control marker with the "scouted" side up. For each marker placed, take a Fog of War card from your supply and place it in your discard pile.
- Sneak X: Move the unit's Combat token up to X tiles. The destination tile does not need to be scouted or controlled by your army.
- Support Actions:
- Bolster XA: Take up to X cards from your supply and add them to your discard pile. If the action specifies a CG, you can only take cards from that CG.
- Command X: Draw up to X cards from your deck and add them to your hand, being able to use them in the current turn.
- Conceal: Take a Fog of War card from your opponent's supply and place it in their discard pile.
- Control: Take control of the tile where the unit's Combat token is, flipping the Control marker to the "controlled" side. If the opponent controlled it, flip their marker to "scouted." Cannot control a tile with an enemy Combat token.
- Inspire XA: Choose up to X cards from your play area and add them to your hand, being able to use them in the current turn. If it specifies a CG, you can only take cards from that CG.
- Reconnoitre: Choose a Fog of War card from your hand and remove it from the game. Then, draw a card from your deck.
- Aim: Place your Target marker on a tile three or more tiles away from your Mortar's Combat token. If you already have a marker, move it. If you move the Mortar, the Target marker is removed.
- Combat Actions (Attack X / Suppress X / Explode X):
- Choose the target:
- Attack or Suppress: Choose any enemy Combat token on the board.
- Explode: All Combat tokens on the tile with the Target marker are targeted (even yours!). Make a separate attack for each one. If the Target marker is not on the board, you cannot use Explode.
- Determine total defense: Add the basic defense of the Combat token, the cover bonus of the tile, and the distance bonus (number of tiles between attacker and defender, not counting the attacker's tile). There is no distance bonus for Explode. Hill tiles (3/1) have a bonus of 1 if attacked by another hill or by Explode, and 3 otherwise.
- Roll attack dice: Roll a number of ten-sided dice equal to the action's value (X). If any die has a result equal to or greater than the total defense, the attack is successful. A "0" result is always successful.
- Determine casualties: If the attack is successful, your opponent suffers casualties! They must remove one card of the attacked unit from the game, following this order:
- From hand.
- From discard pile.
- From deck (shuffling it afterward).
- If there are no more cards of the unit, the Combat token is removed from the board.
Suppress actions do not cause casualties, but they flip the attacked Combat token to the "suppressed" side. If it is already suppressed, the attack has no effect.
- Choose the target:
End of Game and Scoring
The game ends immediately as soon as one of the players fulfills the victory condition specified in the scenario, without the round needing to be completed. Victory conditions can be:
- Capture Objectives: Your army needs to control a specific number of objective points. The sum of points from all tiles you control must be equal to or greater than the required total.
- Immobilize the Enemy: You win if your opponent has no more Rifleman Combat tokens on the board.
Special Situations:
- Both armies immobilized: If both armies are immobilized and no one has won, the game ends. The winner is the player with the most objective points. In case of a tie, the player with the Initiative marker wins.
- Irremediable Situation: If a player can no longer win the scenario by the required objective points, they are considered immobilized.
- If the opponent's objective was to immobilize, they win immediately.
- If the opponent's objective was to capture objectives, they count their points. If they have more than you, they win. Otherwise, the game continues until they control more points or are immobilized, resolving as "both armies immobilized."
Tips for Winning
Being an undaunted commander in Undaunted: Normandy requires more than just luck with the dice. Here are some tactical tips to get you started on the right foot:
- Control the Battlefield with Scouts: Your Scout units are crucial! Use the Scout action to expand your reach on the board, allowing your other units to move to new tiles. Remember that scouting tiles adds Fog of War cards to your discard pile, so use their Reconnoitre action to clear your deck and make it more efficient.
- Focus on Riflemen for Objectives: Rifleman cards are the only ones capable of using the Control action and taking control of objectives. Keep your Riflemen alive and position them strategically to secure victory points. If they are eliminated, your ability to score will be severely compromised.
- Manage Your Deck and Supply: Deck building is vital! Use the Bolster action of your Command cards (like the Platoon Sergeant or CG Commander) to bring important cards from your supply to your discard pile, accelerating their arrival in your hand. Similarly, do not hesitate to use the Shelter action to remove cards that are not useful at the moment, but be careful not to shelter cards you will need later to bolster!
In English
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Undaunted: Normandy - How To Play
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Undaunted: Normandy Tutorial & Playthrough - JonGetsGames
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How to Solo Undaunted Normandy - Not Bored Gaming
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How to Play Undaunted Normandy Solo
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How to Play Undaunted Normandy
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A - Z of Board Games - U - Undaunted Normandy - Ludus Vulpes
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Rules Breakdown - Undaunted: Normandy
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How to Play Undaunted Normandy: Play Example
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Undaunted Normandy: Beyond All Hope Rule
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Undaunted Normandy: Overview
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How To Setup And Play Undaunted: Normandy
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Undaunted: Normany | Rules Overview & Solo Playthrough | Part 1 of 2