Objective of the Game
In Undaunted: Reinforcements, you play as either the Long Range Desert Group (LRDG) in North Africa or the US forces in Normandy. Your goal is to outmaneuver the enemy, secure objectives, and bring in reinforcements to turn the tide of battle. The exact condition of victory depends on the scenario you choose; consult the manual for the specific win/lose criteria.
Setup (Setup)
Follow the scenario‑specific instructions in the manual to assemble the board, place objective markers, rough terrain, and mine tokens (if applicable). Each player receives a supply of force cards and combat counters from the component list. The command token is given to the player whose Lieutenant or Platoon Sergeant is in their starting deck. For full details on card distribution, token placement, and initial positioning, see the setup section of the rulebook.
Game Flow
Play proceeds in a series of rounds, each consisting of three phases:
- Draw Cards – Commanders draw four cards; non‑commanders draw three.
- Determine Initiative – Only commanders bid for initiative. The winner takes actions first in the round.
- Player Turns – Players act in the following order:
- The commander of the team with initiative.
- The opposing commander.
- The remaining player on the team with initiative.
- The remaining player on the opposing team.
In Solo Mode, initiative is resolved by comparing a card from the player’s hand with the top card of the bot deck. The bot’s actions are drawn and resolved according to the Enemy Unknown rules.
Actions and How to Play
Each unit can perform a variety of actions. Below are the new actions introduced by Reinforcements and their basic use:
- Advance A – Choose any number of friendly combat counters on a single tile of the specified squad, then move them onto an adjacent tile that already contains at least one friendly counter. Suppressed counters cannot move.
- Antitank X – Functions like Attack X but can only target units with an armoured defence value. Total defence includes armoured defence, tile cover bonus, and range bonus.
- Attack YX – Same as Attack X but the target must be within Y tiles. Y = 0 restricts the attack to the same tile.
- Grenade YX – Choose a tile up to Y tiles away. All enemy units on that tile with a regular defence value are targeted; perform a separate Attack X for each.
- Mine X – Place or remove up to X mines. Placement is on an edge of the unit’s tile; removal is from a mine overlapping the unit’s tile. Only the mine‑controlling faction may place mines.
- Air Support X – Take X Recon Aircraft or Assault Aircraft cards from your supply into your hand. These cards can be played this turn.
- Bomb X – Choose any tile. All combat counters with a regular defence value (including your own) are targeted; perform a separate Attack X for each. Friendly fire rules apply.
- Control – Flip the control marker on the tile the unit occupies to its controlled side. If the opponent controls the tile, flip their marker back to scouted. You cannot control a tile that the opponent already controls and has a unit on.
Vehicles have no regular defence and cannot be targeted by normal attacks; they can only be hit by Antitank actions. Vehicles also cannot enter tiles containing a mine token and cannot be suppressed.
Specialists (US Grenadiers and German Submachine Gunners) replace two Rifleman cards in a unit’s supply after setup. When a unit bolsters a Rifleman, specialists may be added. Each specialist has a unique combat action that a standard Rifleman cannot perform.
End of Game and Scoring
The game ends when the scenario’s end trigger is met (for example, a set number of rounds, a specific objective captured, or a unit destroyed). Points are tallied based on objective control, units destroyed, and other scenario‑specific criteria. For the exact scoring rules and victory conditions, consult the manual’s end‑game section.
Tips to Win
- Use Antitank X to target enemy vehicles—they are immune to regular attacks.
- Deploy Mine X on edges that enemy units must cross; triggered mines can halt movement and trigger Attack 3 or Antitank 3 damage.
- Apply Control to secure objective tiles before the opponent can claim them; controlling an objective yields points and prevents enemy occupation.