@Tbl rule {yes} iv {ctr} #margin {0p} aformat { @StartVSpan @Cell 90d @Rotate A | @Cell B | @Cell C } bformat { @VSpan | @Cell A | @Cell B } { @Row format { @StartVSpan @Cell paint {@Xrgb lightcyan3} 90d @Rotate A | @Cell B | @Cell C } A{Event Phase} B{@Sun @Cloud @Snow} C{ @Snow @Sym arrowdblright @Red 1 (draw @HitBag if @Sym greater 5)} @Rowb A{Event} B{apply the event text} #@Rowc A{@AddDoubt} B{@DrawDefender} C{@Plane} D{@DrawHit} E{@German} #@Rowc A{@AddDoubt} B{Draw Defenders} C{add left most stack to @HitBag} D{@DrawBag} E{@German} @Rowb A{@AddDoubt} B{add @Sym numbersign @Doubt into @RecruitBag (@Sym numbersign : see @B Doubt track)} @Rowb A{@DrawDefender} B{draw @B Defenders from @RecruitBag } @Rowb A{@Plane} B{add the leftmost @AirSupply stack into @HitBag (5 @I Siege turns @Sym ampersand @I{Last Stand})} @Rowb A{@DrawHit} B{draw @Sym numbersign from @HitBag, if @Sym emptyset @B Surrender +1 (@Sym numbersign : rightmost @B Artillery track revealed number) @LP resolve order : @Damage (Injure @I Defender in Def. Pos.), @Miss (@I @Sym arrowdblright Reserve), @Air (@Sym arrowdblright @I Reserve), @LP @Artillery (@Sym arrowdblright @HitBag, @Sym arrowdblright {@Red 1}, place reached @ArtilleryPiece, fill left to right, @I yellow then @I green, if @Sym emptyset @B Surrender +1) } @Rowb A{@German} B{ @Bullet add @Sym numbersign @German to the @B Attack area, fill @I Sectors from bottom to top (ignore if all full) @LP @Bullet roll for each unsuppressed meeple, if @Sym emptyset @B Defenders @Sym arrowdblright @I Move @LP @Bullet resolve @I Actions by column from left to right, @I Move from top to bottom @I Sector @LP @Bullet recover suppressed meeples @LP @Bullet resolve @B Charge } @Row format { @StartVSpan @Cell paint {lightgrey} 90d @Rotate A | @Cell B | @Cell C } A{Moring Phase} B{@Defenders} C{ @Bullet Rest @Sym arrowdblright Ready @LP @Bullet spend @B Supply @Sym slash @B Morale : Tired @Sym arrowdblright Ready (see @B Supply track) @LP @Bullet max @B 2 : Tired @Sym arrowdblright Rest @LP @Bullet Ready @Sym arrowdblright Actions } @Row format { @StartVSpan @Cell paint {@Xrgb goldenrod2} 90d @Rotate A | @Cell B | @Cell C } A{Day Phase} B{Mobilisation} C{ #@Bullet Open new Supply route : @DelivSoldier @Sym slash @DelivMorale @Sym slash @DelivMiss @Sym slash @DelivGerman @Sym arrowdblright Board #@LP @Bullet Negociate : -1 @B Fear @Sym slash -1 @B Doubt (lose @Sym numbersign @I Defenders during the Coup @Sym slash add @Sym numbersign @Doubt discs) @Bullet @B Fear : lose @Sym numbersign @I Defenders from the @RecruitBag during the Coup } @Rowb A{Defend the Walls} B{ #@Bullet Field Telephone @Sym ampersand Machine Gun @Sym ampersand Fire at the Germans @Sym ampersand Reckless Defense @Bullet a replaced @I Defender in @I{Defense Position} moves to the @I Tired area } @Rowb A{Fire Artillery @LP 1 @Sym slash turn} B{ @Bullet JAM check : ok if {@Sym numbersign}+ else flip left most revealed @I Status @LP @Bullet Map Row : -1 @B Morale if @I Defender on same space @LP @Bullet V{@Char ae}rnes Airfield : each option 1 @Sym slash turn } @Rowb A{Supply Run} B{ @Bullet only 1 @I Defender @Sym slash space unless @I{Supply Depot} #@LP @Bullet Move all Supply Run : @LP @Bullet Returning Supply Runs : @I Tired area, +2 @B Supply + 1 @B Morale + 1 @B Suspicion + bonus } @Rowb A{Maintenance} B{ #@Bullet Shovel Snow @Bullet Repair : flip status @Sym slash @Sym arrowdblright @HitBag #@LP @Bullet Bolster : increase defense @Sym slash add @Miss into @HitBag @LP @Bullet Promote : @Hunter @Sym slash @Volunteer @Sym slash @Medic swap with @Soldier from Reserve #@LP @Bullet Inspire : #@LP @Bullet Map Room : #@LP @Bullet Radio : } @Rowb A{Infirmary} B{ @Bullet Relapse @Sym ampersand Recovery : down then up then move into beds @LP @Bullet cured @Sym arrowdblright Tired } @Rowb A{Morale} B{ @Bullet Morale modifiers, Morale track, Surrender @LP @Bullet check Turn track for German, Coup, Retreat, Last Stand @LP @Bullet Move Turn track } }