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Playing Cards: A card with two effects can only be played for one or the other.
Cards can be played whenever the restrictions are fulfilled, which can be during your
opponents impulse.
You can play multiples of some cards: Improved Defenses (the first card doubles the defensive
value and the second card triples the value), Mortar Support, Night Assault, Mines, Debouchez
a Zero!, and Fighter Bombers.
Improved Defenses, Mortar Support, and Night Assault effects are cumulative.
Mines, Debouchez a Zero!, and Fighter Bombers are resolved individually.
Impulses: For your impulse, you can perform one of the following actions:
Unit Action select an area and either move or fire any number of your fresh units there.
The Viet Minh player has two additional Unit actions available: Sap and Assault.
The units must all perform the exact same action (e.g., fire at the same area or move into
the same area).
Once the action has been performed, flip the activated units to their spent side.
Card Action play a card that starts with For your impulse (even if the card is subsequently
negated).
Movement: Units pay a number of Movement Points (MPs) to enter an area.
It costs 1 MP to enter an adjacent area.
It costs an additional 1 MP to enter an area that is enemy-controlled and/or contains at
least one enemy unit and/or cross a river (if crossing at a bridge, the latter condition
does not apply).
It costs an additional 1 MP to move out of an area that is enemy-controlled and/or
contains at least one enemy unit.
Viet Minh units may not enter French-controlled areas that contain French units.
French units may not enter areas where the area number is printed in red (around most of the
map edges).
French armor may not cross a river except at a bridge.
If the moving units have differing Movement values, use the lowest value of any unit in the
stack.
Each player may have up to nine units in the same area at any time during movement.
Fire: Fire can be performed by units with Firepower values of 1 or more, or as directed by a
card.
Fire can be performed against enemy units in the same area or in an adjacent area.
Fire does not affect friendly units in the target area.
A Fired marker is placed in the firing units area when firing into an adjacent area.
1. Roll two dice and add the total to the Firepower values of all of the firing units. The
total is your Attack Points.
2. The Defense Points are equal to the largest Defense value of a single defender plus the
defensive value of the terrain in the target area (which may be modified by a Trench
marker).
If the Giap Demands Success card was played, an additional unit is eliminated for each
reroll. You may not reroll more times than the number of assaulting units.
If there are Viet Minh units in the area being assaulted, the number of assaulting units cannot
exceed the number that the assaulting area can hold (i.e., no potential overstacking).
An assault can be performed even if the area containing the assaulting units also contains
French units.
French Supply: During the End Phase, the French player rolls two dice and adds +2 for each
Viet Minh-controlled runway area (the three areas with blue area numbers) and +1 for each
Viet Minh-controlled area west of the river and adjacent to a runway area (the six areas with
green area numbers).
If the final value is 2-8, all French units are in supply and are flipped to their fresh side.
If the result is 9-15, one French area is out of supply.
If the result is 16 or more, two French areas are out of supply.
The Viet Minh player places Out of Supply markers in the appropriate number of areas (one,
two, or possibly three with the Heavy Flak card).
All French units in the Out of Supply areas are not flipped to their fresh side.
Replacements and Reinforcements: Each turn, except on turn 1 or during a turn when the
Emergency Replacements card is played, the Viet Minh player rolls a die during the End
Phase and receives half as many units as replacements (fractions rounded up). These are
drawn from the 1-7-2 replacement units in the Replacement Viet Minh Units box.
Reinforcements arrive on the turn number shown on their counters.
The Viet Minh player places his replacements and reinforcements first:
The units may be placed in any Viet Minh-controlled areas (even if French units are
present).
The units may also be placed in French-controlled areas containing no units provided
there is a continuous chain of Viet Minh-controlled areas that start adjacent to this area
and run to the edge of the map.
The stacking limit of nine units must be observed.
If the Viet Minh player has no valid areas to place his units, they are eliminated.
The French player places his reinforcements in any French-controlled areas (even if Viet Minh
units are present). If the French player has no valid areas to place his units, they are
eliminated.
Control of Areas: At any moment during the game, if the player controlling an area does not
have a unit in the area and his opponent has at least one unit in the area, control transfers
immediately to the opposing side.
Victory Conditions: At the end of turn 8, the Viet Minh player wins if he controls at least six
of the nine defensive level 3 areas (these areas each contain a Victory Area symbol).
Otherwise the French player wins.