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PRINT & PLAY KIT

The CDG Solo System Print & Play Kit includes: For the best play experience, it is recommended to
print pages 2-5 of this document on a heavier
• 2 Card Displays cardstock weight material.
• 6 Die Faces
• 4 Counters To construct the Card Displays, cut each half out
by cutting along the dashed line and then taping or
• 1 Rules Summary pasting the two halves together.
• 9 Playsheets
Additionally, print page 6 and affix the die faces to
This kit has been formatted to be printed on a spare die (for example, by printing on label
8.5”x11” letter-sized paper. If printed on A4 paper, paper) and if desired, the counters to the front side
pages 2-6 should be printed at 100% scale. of a spare 3/4" counter.

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2 Print & Play Kit

Overlay second half of card display and paste or tape

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Print & Play Kit 3

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4 Print & Play Kit

Overlay second half of card display and paste or tape

© 2022 GMT Games, LLC


Print & Play Kit 5

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6 Print & Play Kit

Die Faces for Fate Die

CDG SOLO
SYSTEM #2
Counters
Front

© 2023 GMT Games, LLC


Hanford, CA 93232-1308

© 2022 GMT Games, LLC


CDG Solo System 2

Pack
RULES SUMMARY By Stuka Joe and Ken Kuhn

Table of Contents

1.0 Introduction............................................... 2 4.0 Standard Turn Procedure........................... 3

2.0 Components............................................... 2 Definitions.......................................................... 4

3.0 Standard Setup.......................................... 2 Credits................................................................ 4

©2023 GMT Games, LLC


P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
2 CDG Solo System

1.0 Overview 2.3 Fate Die


The Fate Die is a custom six-sided die which is rolled to determine
The CDG Solo System is a revised implementation of Stuka Joe’s which cards from the Card Display are available for play. Each face
CDG solo method, and streamlines two-handed solitaire gameplay of the die depicts a combination of letters and symbols that pertains
by decreasing turn-to-turn overhead and maintenance. At the be- to one of the six options noted on the Results Chart found on each
ginning of each Side’s turn, you will roll a Fate Die to determine Playsheet. Only the symbols on the top face are considered after
which of the five cards are available for play. Typically two or each roll. The !! result on the C< face of the Fate die isn’t used in
three cards are available, but the final decision of which card to every Playsheet, but features in the 1960: Making of the President,
play is ultimately yours. This method of play increases narrative C&C: Medieval, and Wildernes War Playsheets in this pack.
immersion as the great battles of history unfold on your tabletop.
The CDG Solo System is not a bot and cannot be played against.
2.4 Playsheets
Playsheets are single sheets of rules, front and back, that contain all
Instead, it provides two Card Displays to help organize your play
of the game-specific rules needed to use this system. These include
space and limit your decision space as you control both Sides.
a listing of die result rulings and modifications to the CDG Solo
Therefore, it is compatible with most two-player card-driven strategy
System that are necessary to meet the demands of unique game rules.
games. The following rules summary provides an introduction to the
Rule references in the playsheets refer to the game’s rulebook, not
system, general guidelines for play, and game-specific Playsheets
to the CDG Solo System rules, unless otherwise noted. Rules and
covering a handful of GMT’s most popular titles. If desired, the rules
explanations provided in a Playsheet supersede this rules summary
and principles in this rulebook can be applied to nearly any CDG.
in situations where the two are in conflict.

2.0 Components 3.0 Standard Setup


The CDG Solo System includes:
Set up the game normally, but before drawing cards for the two
• 2 Card Displays Sides, find the corresponding Playsheet and place it near the game
• 1 Six-Sided Custom Die board for frequent reference during play. Consult the Playsheet for
• 4 Markers for the Cards Remaining Track setup instructions. Most CDGs follow the standard setup explained
• This Rules Summary below. But, some CDGs require additional setup modifications and
are designated as Standard+. Playsheets with a Standard+ setup have
• 9 Playsheets
a “modified setup” section that explains the differences.
2.1 Card Displays
Each Side’s hand is managed via their Card Display. The displays 3.1 Setup Card Displays
are designed to reveal a limited number of options at any given Set up the two card displays near the game board.
time. Each display has five card slots that are labeled with the letters Then, check the Playsheet for Max Hand Size. Place
A-E and a Cards Remaining track that monitors the maximum hand the Max Hand Size marker above the corresponding
size and remaining card plays available. number on each Side’s Cards Remaining track. Place
the Cards Remaining marker on the
track below the other marker. In cases where Max
Hand Size changes throughout a game, further in-
structions will be included in the Playsheet.

3.2 Setup First Hand


This step is handled differently depending on whether the CDG
you are playing has a single or shared draw deck OR a Side-specific
draw deck, referred to below as a dual deck CDG.
3.2.1 Single Deck CDG
2.2 Cards Remaining Track Place the shared draw deck off-board near the card displays. Then
The Cards Remaining track is centered at the top of the Card deal a single card to each card slot face-down alternating between
Display. The marker with a down arrow, which reads “Max Hand the two card displays. No matter the hand size, only five cards are
Size,” represents the number of cards that a Side draws at the top placed in each card display, one card in each slot.
of the game’s Strategy Phase. The marker, which reads “Cards 3.2.2 Dual Deck CDG
Remaining,” represents the current number of cards that each Side Place the Side-specific draw deck in the C slot of the corresponding
has available for play. At the beginning of each Strategy Phase, the card display. Then deal one card face-down to each open card slot
Cards Remaining marker is reset to the Max Hand Limit. (A, B, D, and E) from the draw deck in slot C. No matter the hand
If a card is played for any reason, slide the Cards Remaining size, only one card is placed in slots A, B, D, and E.
marker one step to the left on the track. If playing a card leads to
an immediate card draw, do not slide the marker.

© 2023 GMT Games, LLC


CDG Solo System 3

3.2.3 Flip Cards in Slots A and B 4.2 Consult Result Chart


Finally, no matter whether the game is a single or dual deck CDG, After rolling the Fate Die, consult the Result Chart on the corre-
the cards in slot A and slot B are flipped face-up on each Card sponding Playsheet to see which cards are available for selection.
Display. The background color of A and B’s labels are white to When multiple face-up cards are available for selection, the deci-
help you remember that the cards in these two slots start face-up sion of which to play is made by the player. Face-up cards in both
at the beginning of the game. displays can be legally considered for strategic deliberation, but,
unless otherwise noted in the Playsheet, only face-up cards from

4.0 Standard Turn Procedure


the Active Side’s card display may be selected to play.

In all CDGs, the normal sequence of play is followed. In the phase 4.3 Play Selected Card
where cards are played, often called the Strategy phase or similar, After selecting a face-up card from the display, play the card fol-
determine which Side will start the round (consult the Playsheet lowing the guidelines given by the Result Chart on the Playsheet.
if necessary) and then alternate between Sides following the turn Typically, this means playing the card for any allowable purpose
procedure below. The following turn procedure explains how to according to the game’s rules of play. Generally, a single card is
determine which options are available for the Active Side, but does played each turn.
not tell you which card to select. When more than one option is When the result of the Fate Die roll is associated with one or more
allowed, the final decision is yours. As the player, it should be your of the card slots labeled A-E, you may play any one of the permitted
goal to play each Side as best as possible. face-up cards for the Active Side’s event or for any other allowable
DESIGN NOTE: The CDG Solo System is not a solitaire bot and purpose dictated by the game’s rules of play.
will not explicitly select a card for you. Instead, the Fate Die limits When the result of the Fate Die roll directs the player to play a
the allowable options, but two or more cards are often available for face-up event card, the event card must be a legally playable event
selection. When there are multiple valid options, the final decision for the Active Side and may not be played for the operations value
must be made by you. unless it is also the lowest valued operations card face-up on the
Card Display.
When the result of the Fate Die roll directs the player to play the
lowest valued face-up operations card, the player consults the
operations value on each of the face-up cards and must select the
lowest. In cases where there are two or more cards tied for the lowest
4.1 Roll Fate Die operations value, the player may choose between them.
If a Side has one or more Cards Remaining, roll the Fate Die and
consult the Result Chart on the Playsheet. If the Cards Remaining After playing a card, move the Cards Remaining marker one space
marker has reached zero, then the Side has exhausted their hand down the Cards Remaining track for that Side.
for the round, and play proceeds to the other Side. If neither Side
has Cards Remaining, the Strategy Phase is over. Proceed to the
next phase in the sequence of play.

Example of Setup for Washington’s War. Setup: Standard


Max Hand Size: 7
Draw Pile: Single Deck

© 2023 GMT Games, LLC


4 CDG Solo System
4.4 Discard Card 4.5 Refill Card Slot
After playing the card, check for any text on the card that may The final step in the standard turn procedure is to refill the now
dictate an alternative action (e.g., that the card should be removed empty card slot. To do so, draw a card from the draw deck and
from the game or that the draw deck might need to be reshuffled). place the card face-down in the slot. Note: Be sure to consult the
If there are no further instructions printed on the card, discard the die Result Chart on the Playsheet. Whether you play the card face-
card to an off-board discard pile. If playing a dual deck CDG, be up or face-down to the empty card slot can vary across games.
sure to keep the discard piles separate. If a card’s text requires a
reshuffle of the draw deck, be sure to complete the reshuffle before After refilling the empty card slot, play alternates to the other Side
proceeding to the next step. and begins with rolling the Fate Die (4.1).

Credits Definitions
Active Side: The faction whose turn is currently in progress.
Original Solo Method Designer: Jose Ruiz (Stuka Joe)
Card Display: The play mats that display each Side’s hand
CDG Solo System Designer: Ken Kuhn
(see 2.1).
Developer: Ken Kuhn
Cards Remaining: The number of card plays a Side has
P laysheet Contributors: Chris Crane, Ken Kuhn, and Luc Boyer available to them (see 2.2).
P roofreaders: Brent
Pollock, David Bauer, Michael Neubauer, CDG: Card-Driven Game
Peter Evans, Ronald Nickelson, and Ryszard Tokarczuk.
Fate Die: The custom six-sided die used to determine available
Playtesters: Andrew Cleary, Bobby Bhalla, Brandon Goeringer, options for play (see 2.3).
Bryan McNeely, David Kurtz, David Matchen Dominick Lau-
Maintain Facing: Maintain a card’s face-up or face-down
zon, Evan Walter, Guillaume Gallais, Jason Carr, Joe Leone,
orientation when moving it from one Slot on the Card Display
Justin Hasty, Luc Boyer, Luke Moellering, Marcel Meerkerk,
to another.
Tomáš Daniel, Tyler McGeorge, Warren Maruschak, and
Wooyoung Kim Result Chart: The chart printed on a Playsheet that provides
game specific instructions to resolve each face of the Fate Die.
P roduction Coordination: Kai Jensen
Side: Term used throughout these rules to refer to the factions
P roducers: Gene Billingsley, Tony Curtis, Rodger MacGowan,
typically played by different players.
Andy Lewis, and Mark Simonitch
Strategy Phase: This is the game phase, typically found in
a CDGs sequence of play, wherein play alternates between
Sides playing their hand of strategy cards. In some games it
is referred to as the “Action Phase”.
Playsheet: Game-specific rules addendum (see 2.4)

GMT Games, LLC


P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com

© 2023 GMT Games, LLC


CDG Solo System

D or E
Commands & Colors: EpicAncients II • Flip any face-down cards in slots D and E.
Original Playsheet by Luc Boyer & Ken Kuhn
• Play card D or E for any allowable purpose.
Setup: Standard+ • Fill in the played card’s slot from the draw deck (face-
down).
Max Hand Size: N/A
Draw Deck: Single Deck
Modified Setup
Fate Die Result Chart During scenario setup, set Max Hand Size marker to each Side’s
Command on the Cards Remaining track. The Cards Remaining
C or Lowest Face-up Order-Count Card or !! marker isn’t used for Commands & Colors: Epic Ancients.
• If not already face-up, flip the card in slot C.
• Play card C OR the lowest order-count card face-up Variable Hand Size
in slots A, B, D, or E for any allowable purpose. In scenarios where one Side has a larger hand of cards than the other
• If there are multiple lowest order-count face-up cards, choose Side, the difference is accounted for by adding a second card to
which one to play. some of the card slots. Use the table below to adjust accordingly.
• Fill in the played card’s slot from the draw deck (face-down). Determine the difference by subtracting the lesser Max Hand Size
from the greater and then add cards to the Card Display of the Side
• The !! result has no effect on this game. with the greater Max Hand Size. Cards added due to the adjustment
table below are added face-down.
Face-up Tactic Card or Lowest Face-up Order-Count Card
Hand Size
• If there is only one or no face-up card(s) in the display, Difference Adjustment
flip any one face-down card face-up until there are
two face-up cards. 1 card Add one card to Slot A.
• Play any face-upTactic card OR play the lowest 2 cards Add one card to Slots A and D.

PLAYBOOK
face-up Order-Count card for any allowable purpose. 3 cards Add one card to Slots A, B, and D
• If there are multiple lowest order-count face-up cards, choose 4+ cards Add one card to Slots A, B, D, and E
which one to play.
• Fill in the played card’s slot from the draw deck (face-down). When the Fate Die roll indicates a slot with multiple cards, any one
card may be selected for play. If one or more of the cards are
face-down, flip all cards in the slot face-up. After playing a card
TABLEOFCONTENTS
A, B or C
• If not already face-up, flip all face-down cards in from a slot that held more than one card, replace the card face-down
from the draw deck, so that it once again holds two cards.
slots A, B and C.
18.0 Strategy
14.0 Scenarios.........................................................2Game-Specific
• Play card A, B or C for any allowable purpose.
Guide.................................................
Modifications
• Fill in the played card’s slot from the draw deck (face-down).
15.0 Solitaire & < 4-Player Rules...........................11 19.0 Designer Notes................................................
Unplayable Results

16.0 for ANY20.0 Bibliography.


purpose, reroll...................................................
A or B Comprehensive Example of Play....................17 If the Fate Die roll results in a situation where no card can be played
allowable the Fate Die until a card can be
17.0 Card Personalities...........................................30
• Flip any face-down cards in slots A and B. played. If there are five unplayable face-up cards on the Card
• Play card A or B for any allowable purpose. Display, discard the card in slot A and draw cards from the draw
• Fill in the played card’s slot from the draw deck (face-down). deck until a playable card is revealed. Play the revealed card and
refill slot A with a face-down card from the draw deck.
C, D or E Play Cards
• If not already face-up, flip all face-down cards in An Epic battlefield is divided in three sections: Left, Center, and
slots C, D and E. Right. Each battlefield is supposed to be played by a Field General.
• Play card C, D or E for any allowable purpose.
All Epic II Cards fit into one of three main categories when played:
• Fill in the played card’s slot from the draw deck (face-down). Army Command, Field Command or Reaction. The major
difference between an Army and a Field Command card is that
© 2023 GMT Games, LLC
CDG Solo System
when playing an “Army Command” card, this is the only card the Card Modifications
Active Side can play on their turn; when the Active Side plays Lowest Order-Count
“Field Command” cards they may play as many as three Field
Command cards (though certain situations may reduce this In the Fate Die Results Chart, the term “Lowest Order-Count”
number). always refers to the Section, Troop, or Leadership card(s) on the
Card Display that will order the lowest number of units with the
Each section can only be activated once by each nation. The Active board in its current state. It does not mean the number of units the
Side, therefore, may play up to three Field Command cards on a card can potentially order. For example, an “Order Four Units
turn for each nation. Right” card could potentially order four units in the right section,
but if there are only two units available for order in that section,
Reaction cards can by played out-of-turn by the Inactive Side (First then the order count of the card is two for purposes of checking
Strike, for example) lowest order-count.
Inspired Field General Play Leadership Cards:
Normally, the Active Side may only play a single Command card to For the purpose of determining “Lowest Order-Count,” a leadership
any specific field. However, if the Fate Die allows the Active Side card’s order count is equal to the leader’s hex and the adjacent
to select a card, and there is an additional copy of that card face-up linked contiguous hexes that are currently under their command.
in the Card Display, the Active Side may activate those two same Same as above, order count accounts for current board state instead
cards in the same specified field section. This is called Inspired of automatically assuming that their potential command is equal to
Field General play. their current option.
An Inspired Field General play will count as two Field Command First Strike
cards issued, leaving only one additional Field Command card
available to play. If two Field Command cards have already been If the Inactive Side has First Strike face-up on their Card Display, it
played, an Inspired Field General play is not possible. can be played in reaction to any close combat attempt without the
roll of the Fate Die. Once the card is played by the Inactive Side,
The following Section cards qualify for an Inspired Field General replace the card with a face-down card from the draw deck.
Command card play:
I Am Spartacus
• Order One Unit Left, Center, and Right: you may order up to two
units in the same section. When required to reshuffle, discard all face-down cards from both
Card Displays, shuffle the draw deck and the discard pile and
• Order Two Units Left, Center, and Right: you may order up to replace every discarded card face-down.
four units in the same section.
Order One Unit Cards
• Order Three Units Left, Center, and Right: you may order up to
six units in the same section. These cards instruct the player to draw three cards, keep two and
discard the other. Instead, draw only one card to refill the empty slot
• Order Four Units Left, Center, and Right: you may order up to but place it face-up.
eight units in the same section.
Field General’s Initiative Counter-attack
If the Active Side played at least one Field Command card in the A counter-attack replicates any card played by the opposite Side.
turn, any unactivated section of the battlefield might have an army When playing a counter-attack card, you will decide which card
ordered. you wish to replicate.
For each unactivated section, the Active Side may roll one die with Drawing New Command cards
the following effect:
At the end of the Active Side’s turn, they will have played between
• Green Circle: one light unit (light infantry, light sling infantry, one to three cards leaving one to three vacancies on their Card
light bow infantry, auxilia infantry, light cavalry, light bow Display. Each vacancy is filled with a face-down per normal CDG
cavalry, or light barbarian chariot unit) of your choice is ordered. Solo System rules. If the Active Side only played one card during
• Blue Triangle: one medium unit (medium infantry, warrior, its turn, flip a single face-down card on its Card Display face-
medium cavalry, cataphract camel, or camel unit) of your choice up.
is ordered.
Random Card Selection Chart
• Red Square: one heavy unit (heavy infantry, heavy cavalry,
heavy cataphract cavalry, heavy chariot, elephant or heavy war # of Face-up Cards 1d6 Random Determination
machine unit) of your choice is ordered. 1 No Roll
• Leader Helmet: Any unit of your choice is ordered. In lieu of a 2 1-3, 4-6
unit, an attached leader may be detached and ordered, or an
unattached leader may be ordered. 3 1-2, 3-4, 5-6
• Banner: One unit of your choice must perform its standard 4 1-4 (re-roll 5 & 6)
retreat movement. The unit may not battle. If the unit cannot
retreat its full movement, standard block loss for each unused 5 1-5 (re-roll 6)
retreat movement applies.
• Crossed Swords: One unit of your choice in the designated
section may close combat. Unit may not move prior to combat,
but may Momentum
Note: If the symbol rolled does not correspond to any unit in the
Field General’s section making the initiative roll, no unit is ordered.

© 2023 GMT Games, LLC


CDG Solo System

Pursuit of Glory C, D or E
• If not already face-up, flip all face-down cards in
Original Playsheet by Ken Kuhn slots C, D and E.
Setup: Standard+ • Play card C, D or E for any allowable purpose.
Max Hand Size: Variable • If slot D or E are empty, fill from the draw deck (keep face-up).
Draw Deck: Dual Deck
D or E
Fate Die Result Chart • Flip any face-down cards in slots D and E.
C or Lowest Face-up Ops Card or !! • Play card D or E for any allowable purpose.
• If not already face-up, flip the top card of the deck • Fill in the played card’s slot from the draw deck
in slot C. (maintain facing).
• Play card C OR the lowest-valued face-up Ops Card
in slots A, B, D, or E for any allowable purpose. Modified Setup
• If there are multiple lowest-valued Ops cards cards, choose Allied Card #1: Russo-British Assault (4.1.3.a)
which one to play. During setup, Russo-British Assault may be chosen and placed to
• If there is an empty slot, fill from the draw deck (keep face-up). the side of the Allied Card Display. During the first Action Round,
you can forgo the Fate Die roll on the Allied Side’s turn to play the
• The !! result has no effect on this game. set aside card for its event. If the card isn’t used during Action
Round 1, it may no longer be used for its event. Use the card to refill
Face-up Event Card or Lowest Face-up Ops Card the slot of the card that was played during the first turn instead,
• If there is only one or no face-up card(s) in the display, leaving it face-up.
flip any one face-down card face-up until there are Central Powers 4 Ops Card (4.1.3.b)
two face-up cards. During setup, the Central Powers must choose a 4 Ops card to add
• Play any face-up Event card OR play the lowest-valued face-up to their “hand.” You may choose any 4 Ops Mobilization card for
Ops card for any allowable purpose. the Central Powers Side OR you may pick one at random by
shuffling the CP deck and drawing until a 4 Ops card is revealed.
• If there are multiple lowest-valued Ops cards, choose which one Once selected, place the 4 Ops card to the side of the Central
to play. Powers Card Display. Then reshuffle the CP draw deck and finish
• If slots A, B, D, or E are empty, fill from draw deck (maintain setup according to 3.2 in the Rules Summary. The 4 Ops card can
be used during the CPs first turn in lieu of rolling the Fate Die. If
facing). not used during the first turn, use the selected 4 Ops card to refill the
A, B or C slot of the card that was played during the first turn instead. Leave
the 4 Ops card face-up.
• If not already face-up, flip all face-down cards in
slots A, B and C. Optional Rule 19.5—Eight Card Hands
• Play card A, B or C for any allowable purpose. Whether for normal gameplay or as part of the optional Historical
Scenario rules, the optional eight card rule can be instituted by
• If slot A or B are empty, fill from the draw deck (keep face-up). simply setting the Max Hand Size marker to 8, instead of 7, during
setup. Be sure to reset the Cards Remaining marker to 8 during the
A or B Draw Strategy Card Phase.
• Flip any face-down cards in slots A and B.
• Play card A or B for any allowable purpose.
• Fill in the played card’s slot from the draw deck (maintain facing).

© 2023 GMT Games, LLC


CDG Solo System
Game-Specific Modifications Central Powers Card #3: Enver to Constantinople
Draw Strategy Card Phase (Modifies Rule 6.0H) The second part of this card’s event, “Draw up to 3 cards from the
In Pursuit of Glory, even though the Max Hand Size is 7, there are AP Player’s hand, examine them, and return them.” has no effect
only six Action Rounds. So, if a Side has Cards Remaining, as and is ignored. The first part of the event still takes effect.
signified by the Cards Remaining marker > 0, one face-up Combat
Card may be discarded for each card remaining. The player then Central Powers Card #15: Dejmal Crushes Secret Societies &
resets that Side’s Cards Remaining marker to 7. The player then fills Allied Powers Card #18: Lawrence
each empty slot in slots A, B, D and E with a card drawn from the
draw deck, left face-down. When played as an event, flip (face-up) all face-down cards in the
Inactive Side’s Card Display (including the top card of the draw
deck) and then conduct Operations using this card.
Draw Deck Empty
Occasionally, especially during the Mobilization phase, the draw Reaction Cards
deck for a Side may become exhausted and the discard pile may be
empty. If this happens, continue without refilling emptied card slots Allied Powers Card #45: Greece & Central Powers Card #16:
and, if the Cards Remaining marker is higher than four, lower it to King Constantine
4. In future turns, if the Fate Die result provides no playable cards Greece can be canceled immediately, at the discretion of the player,
while the draw deck is empty, the Active Side takes an Automatic if the King Constantine card is face-up in the CP Side’s Card
Operation with an OPS Value of one. Display. If this happens, both Cards Remaining markers are
reduced by one, empty Slots are refilled as usual, and then the AP
Card Modifications Side takes another turn.
Combat Event Cards
Combat Event cards are cards whose event is only playable during Central Powers Cards #31: Gorlice-Tarnow, #32: Verdun, #48:
combat resolution. The player, when conducting an attack with the Robinson, and #50: Kaiserschlacht:
Active Side, decides whether to play one or more eligible face-up Each of these cards presents an event with a derivative of the
Combat Event cards for the attacking Side. Then, the player does formula: +/-1 VP unless the other player removes a unit. Keep in
the same for the defending Side. If one or more combat event cards mind that if you play one of these cards for the Active Side it is up
are discarded after play, refill their slots with cards from the draw to you to make the best decision on behalf of the inactive Side in
deck maintaining the facing of the top card for each draw. regard to how they should react.

Central Powers Card #20: Jafar Pasha & Allied Powers Card
Reshuffle
#21: No Prisoners When required to reshuffle the discard pile back into a draw deck
due to deck exhaustion, discard all face-down cards from the
When these cards are played from the Card Display, they count as associated Card Display, shuffle the discard pile, and place a face-
a normal card play and the Cards Remaining marker is reduced by down card in each empty slot on the display.
one. After they are initially played, No Prisoners is passed to the
Opponent’s Side and Jafar Pasha may end up going to the AP Side. War Status Reshuffle (16.1.3/4)
When they are passed to the Opponent’s Side, they sit next to the When required to reshuffle while adding new war status cards,
card display and may be used during any combat without lowering discard all cards from the associated Card Display(s), shuffle the
the Cards Remaining marker. Like other Combat Event Cards, the discard pile, and replace cards in the same manner as setup (Rules
decision of whether it is played is up to your discretion. Summary 3.2).

© 2023 GMT Games, LLC


CDG Solo System

Empire of the Sun


Original Playsheet by Chris Crane
C, D or E or Future Offensive Card
• If not already face-up, flip all face-down cards in
slots C, D and E.
This playsheet is compatible with Empire of the Sun, Plan Orange
(C3i Nr. 29), South Pacific (C3i Nr. 30), and Burma (C3i Nr. 35). • Play card C, D or E for any allowable purpose OR a Future
Offensive Card.
Setup: Standard+ • If slot D or E are empty, fill from the draw deck (keep face-up).
Max Hand Size: Variable
Draw Deck: Dual Deck D or E
• Flip any face-down cards in slots D and E.
Fate Die Result Chart • Play card D or E for any allowable purpose.
C or Lowest Face-up Ops Card or Future Offensive • Fill in the played card’s slot from the draw deck
Card (maintain facing).
• If not already face-up, flip the top card of the deck
in slot C. Modified Setup (Scenario Specific)
• Play card C OR the lowest-valued face-up Ops Card in slots A, Variable Hand Sizes
B, D, or E for any allowable purpose OR a Future Offensives
Card. Each Side can have a Hand Size of between 4 and 7 cards based on
a number of game conditions and specific scenario setup
• If there are multiple lowest-valued Ops cards, choose which instructions. Because each Side’s Cards Remaining Marker will
one to play. need to be re-determined during phase 4.14 of each game turn, the
• If there is an empty slot, fill from the draw deck (keep face-up). Max Hand size Marker isn’t used while playing Empire of the Sun.
• The !! result has no effect on this game.
Full Campaign (17.1)
Face-up Event Card or Lowest Face-up Ops Card Play out the December 1941 Special Turn as per the rules in 17.11
• If there is only one or no face-up card(s) in the display, then carry out the rest of the Dual Deck setup as normal, using the
flip any one face-down card face-up until there are CDG Solo System rules as normal starting with Turn 2.
two face-up cards. To play with the Historical Variant (17.12), do the following:
• Play any face-up Event card OR play the lowest-valued face-up • If the Allies choose to keep the US#4: Arcadia Conference card
Ops card for any allowable purpose. (17.25.D), place that card face-up on top of the draw pile (Slot C).
• If there are multiple lowest-valued Ops cards, choose which one • Historical Japanese Opening Hand Option (17.25.F): Place JP#3:
to play. Col. Tsuji face-up in Slot A, JP#59: Central Force face-up in Slot
B, and JP#47: VADM Kondo face-up on the Draw Pile (Slot C).
• If slots A, B, D, or E are empty, fill from draw deck (maintain
facing).
1942 Scenario / The Shortened Campaign (1942-1945)
A, B or C or Future Offensive Card For 17.25.D and F (if chosen), follow the instructions for the
• If not already face-up, flip all face-down cards in Historical Variant above. For 17.25.E: Follow the rulebook, but
slots A, B and C. instead of discarding a card and replacing it with JP#47: VADM
Kondo, just place JP#47: VADM Kondo face up on the Draw Pile
• Play card A, B or C for any allowable purpose OR a Future (Slot C).
Offensive Card.
• If slot A or B are empty, fill from the draw deck (keep face-up). South Pacific Scenario
A or B Place the JP#17: Japanese Counterattack at Savo Island face-up on
• Flip any face-down cards in slots A and B. the Draw Pile (Slot C).
• Play card A or B for any allowable purpose.
• Fill in the played card’s slot from the draw deck (maintain facing).

© 2023 GMT Games, LLC


CDG Solo System
Plan Orange (C3i Nr. 29) “Draw one strategy card” events
Reminder: Plan Orange uses its own decks of cards. Play cards #1 When a strategy card is played for an event and it allows a new card
& #2 then place the JP Cards Remaining Marker on the 1 space of draw, do the following:
their Cards Remaining Track and then place the US Card • If the card was played from the Card Display (meaning not an FO
Remaining Marker on the 2 space on their track. Carry out the rest card) as either the Active Side EC card play or the Inactive Side’s
of the Dual Deck setup as normal and proceed with the rest of the reaction card play, then do not decrease the Cards Remaining
turn, US goes first. Marker for that card play. Fill the empty slot from the draw pile
as per normal procedure.
Burma (C3i Nr. 35) • If the card played was a Future Offensives card, then increase the
Select a Japanese Future Offensive card (from among events #3, 8, Cards Remaining Marker by one on that Side’s Card Display.
16, 40, 48, 50) and place the JP Cards Remaining Marker on space • Reminder: Base game rules regarding card draw usage/limits per
3 of their Cards Remaining Track. Carry out the rest of the Dual turn (5.35) and Future Offensives card play limits (7.29.B) still
Deck setup as normal and proceed with the rest of the turn. apply.

Game-Specific Modifications Mandatory Cards


Offensive Segment Passing If the pre-conditions for the following cards have been met, then
During the Offensive Segment, a Side may have 1 or more passes they become Mandatory Cards. This means that the card must be
available to them. If so, after rolling the Fate Die and flipping face- played sometime during that Side’s turn. When there is greater than
up the cards associated with the result, the Active Side may pass 1 Card Remaining, the card can be played anytime its card Slot is
instead of playing one of the cards allowed by the Fate Die. If they allowed by the Fate Die roll. If there is only 1 Card Remaining, then
choose to pass, use one of the available Pass markers and then play the Mandatory card must be played and the Fate die roll is skipped.
shift to the other Side. Do not decrease the Cards Remaining Furthermore, Reaction card play cannot reduce the Cards
Marker for the Side who passed. Remaining Marker to less than 1 for that Side with a face-up
Mandatory card on the Card Display.
Designating Future Offensives • JP#43: Tojo Resigns, US#79: Soviets Invade Manchuria: If
played for OC or discarded, then this forces a Reshuffle: At the
• Just as in a 2-player game of Empire of the Sun, a card needs to end of turn, pick up the Draw pile in Slot C. If there is a face-up
be designated as a Future Offensive (FO). To designate a card as card on Slot C, set it aside. Combine the potential Mandatory
an FO, you roll the Fate Die and play an allowable face-up card, card, any face-down cards, and the discard pile back into the deck
as usual, except that, instead of carrying out the Card’s Ops or and reshuffle. Then place the Draw Deck back in Slot C and refill
Event, you save the card beside the Active Side’s Card Display. any other vacant Slots with a face-down card. Finally, put the
After designating a card as an FO, be sure to refill the Card Slot face-up card back on top (if applicable).
and decrease the Cards Remaining Marker, as usual.
• US#30: Operation Sandcrab-Cottage: Exception to the
• To play a Future Offensives card for EC or OC during a turn, a Mandatory rules with this card as it can be discarded instead of
“C” result must be rolled on the Method Die Roll. The played for an event at any time (this still counts as playing the
descriptions of the Method die roll results have been modified as card, so the Cards Remaining Marker is decreased). However, it
a reminder of when Future Offensives cards can be played. must either be played for an event or discarded before the end of
Actually playing a Future Offensives card for EC or OC does not the game turn if the card’s pre-conditions have been met. If the
decrease the Cards Remaining Marker but is the only play that the pre-conditions haven’t been met, then it is played normally. This
Active Side gets on their turn. card does not force a reshuffle.
• A Future Offensives card can always be played for Reaction (as
long as that Side has 1 or more Cards Remaining) or as an EC Card Exceptions
Offensive to win initiative (7.29.A).
JP#33: Imperial Intervention, JP#67/#68: Japanese Army/Navy
Card Modifications Central Agreement, US#52: Roosevelt-Nimitz-MacArthur
Reaction Cards • Bonus: Any face-up card in the Card Display can be swapped
with a card in the discard pile as the card stipulates. If there are
• Any face-up Reaction card in the Card Display or a Future no face-up cards, then any one face-down card can be swapped
Offensives card can be played in reaction. the same way (choose a card first, then flip it face-up and discard)
• The Inactive Side must have at least 1 or more Cards Remaining, US#60: 20th Bomber Command, US#67: Curtis LeMay, US#72:
as indicated by the marker, for every Reaction card that gets Halsey
played. Furthermore, if there is a face-up Mandatory card in the
Card display, then there must be at least 2 or more Cards • If the event (or Halsey’s Bonus) occurs, then decrease the JP
Remaining, so that 1 will remain for the Mandatory Card play. Side’s Cards Remaining Marker by one space. If the JP Side has
See the Mandatory Cards section for more details. no Cards Remaining, then there is no effect.
• Playing a Reaction card decreases the Cards Remaining Marker
by one space. Exception: If the Reaction card is a Future
Offensive card or the Reaction card specifies “Draw one strategy
card”, then it does not. See the “Draw one strategy card” section
for more details.

© 2023 GMT Games, LLC


CDG Solo System

Commands & Colors: Medieval


Original Playsheet by Ken Kuhn
D or E
• Flip any face-down cards in slots D and E.
• Play card D or E for any allowable purpose.
Setup: Standard+ • Fill in the played card’s slot from the draw deck (face-
down).
Max Hand Size: N/A
Draw Deck: Single Deck
Modified Setup
During scenario setup, set Max Hand Size marker to each Side’s
Fate Die Result Chart Command level on the Cards Remaining track. The Cards Remaining
C or Lowest Face-up Order-Count Card or !! marker is only used for the Solachon 586 AD and isn’t needed for
• If not already face-up, flip the card in slot C. the rest of the scenarios in Commands & Colors: Medieval.
• Play card C OR the lowest order-count card face-up
in slots A, B, D, or E for any allowable purpose. Variable Hand Size
• If there are multiple lowest order-count face-up cards, choose In scenarios where one Side has a larger hand of cards than the
other Side, the difference is accounted for by adding a second card
which one to play. to some of the card slots. Use the table below to adjust accordingly.
• Fill in the played card’s slot from the draw deck (face-down). Determine the difference by subtracting the lesser Max Hand Size
• The !! Triggers an Inspired Battlefield Action from the Inactive from the greater and then add cards to the Card Display of the Side
with the greater Max Hand Size. Cards added due to the adjustment
Side. table below are added face-down.
Face-up Tactic Card or Lowest Face-up Order-Count Card Hand Size
• If there is only one or no face-up card(s) in the display, Difference Adjustment
flip any one face-down card face-up until there are 1 card Add one card to Slot A.
two face-up cards. 2 cards Add one card to Slots A and D.
• Play any face-upTactic card OR play the lowest 3 cards Add one card to Slots A, B, and D
face-up Order-Count card for any allowable purpose. 4+ cards Add one card to Slots A, B, D, and E
• If there are multiple lowest order-count face-up cards, choose
which one to play. When the Fate Die roll indicates a slot with multiple cards, any
one card may be selected for play. If one or more of the cards are
• Fill in the played card’s slot from the draw deck (face-down). face-down, flip all cards in the slot face-up. After playing a card
from a slot which held more than one card, replace the card face-
A, B or C down from the draw deck, so that it once again holds two cards.
• If not already face-up, flip all face-down cards in
slots A, B and C. Game-Specific Modifications
• Play card A, B or C for any allowable purpose. Unplayable Results
• Fill in the played card’s slot from the draw deck (face-down). If the Fate Die roll results in a situation where no card can be played
for ANY allowable purpose, reroll the Fate Die until a card can
A or B be played. If there are five unplayable face-up cards on the Card
• Flip any face-down cards in slots A and B. Display, discard the card in slot A and draw cards from the draw
• Play card A or B for any allowable purpose. deck until a playable card is revealed. Play the revealed card and
• Fill in the played card’s slot from the draw deck (face-down). refill slot A with a face-down card from the draw deck.

C, D or E Inspired Action Tokens


• If not already face-up, flip all face-down cards in C&C: Medieval introduces Inspired Action tokens to play. Just
slots C, D and E. like in head to head play, Inspired Action tokens can be used
during the Active Side’s turn for any legal action, discretion of
• Play card C, D or E for any allowable purpose. when and how to use them is up to you the player.
• Fill in the played card’s slot from the draw deck (face-down).
© 2023 GMT Games, LLC
CDG Solo System
Use of Inspired Action tokens by the Inactive Side is limited to Scenarios
the !! Symbol on the fate die. When the !! is rolled the Inactive Melebasa 528 AD
Side will use an Inspired Action token as long as they have one
in their supply and there is a viable action to take. Discretion Alter “Scout” Rules: If the Byzantine Side, after playing a
regarding which action and how to use it is up to you the player. “Scout” Command card, chooses to take a Victory Banner, they
still draw only one command card to refill the empty slot but the
Card Modifications card is played face-down.
Lowest Order-Count
In the Fate Die Results Chart, the term “Lowest Order-Count” Decimum 533 AD
always refers to the Section, Troop, or Leadership card(s) on the In this scenario, the Vandal Side increases their hand size after
Card Display that will order the lowest number of units with the each play up to a hand of five cards. Use the Variable Hand Size
Chart on the front of this Playsheet to set up the game for a
board in its current state. It does not mean the number of units
difference of 3 cards, but instead of drawing extra cards after the
the card can potentially order. For example, an “Order Four Units Vandal Side plays a card, simply refill cards as normal. As play
Right” card could potentially order four units in the right section, progresses, do not refill the second card in any slots on the
but if there are only two units available for order in that section, Byzantine Side once they are played.
then the order count of the card is two for purposes of checking
lowest order-count. Solachon 586 AD
In this scenario, the Byzantine Side has to win in 11 or less card
Leadership Cards plays. Unlike the the head-to-head rules, the Byzantine Side will
For the purpose of determining “Lowest order-count,” a leadership draw cards because the Variable Hand Size rules allow us to
card’s order count is equal to the leader’s hex and the adjacent linked account for the hand differential. Use the Variable Hand Size Chart
contiguous hexes that are currently under their command. Same on the front of this Playsheet to set up the game for a difference of
as above, order count accounts for current board state instead of 4+ cards. To keep track of the number of cards the Byzantine Side
has played, use the Cards Remaining marker and set it to 11. At the
automatically assuming that their potential command is equal to end of each Byzantine turn, reduce the marker by one. If it reaches
their current option. 0 before the Byzantine Side wins, the Sassanid Side wins instead.
“Ambush”
Refill the Byzantine Card Display depending on the number of
If the inactive Side has Ambush face-up on their Card Display, it Cards Remaining as follows :
can be played immediately out of turn in reaction to any momentum
advance without the roll of the Fate Die. Once the card is played by 9-10: Refill the emptied spot with a face-down card.
the Inactive Side, replace the card with a face-down card from the 6-8: Do not draw.
draw deck. 5: Refill the emptied spot with a face-down card.
1-4: Refill the emptied spot with a face-down card AND add
“Cry Havoc” & “Rally” one card to Slot A, then B, then D, and then E,
When these cards refers to the number of Command cards you respectively as the Cards Remaining marker decreases.
have, refer to that Side’s Command Level which is represented Alter “Scout” Rules: If the Sassanid Side, after playing a “Scout”
by the number indicated by that Side’s Max Hand Size marker. Command card, chooses to take a Victory Banner, they still draw
only one command card to refill the empty slot but the card is
“First Strike” played face-down.
If the inactive side has First Strike face-up on their Card Display,
it can be played in reaction to any close combat attempt without Random Card Selection Chart
the roll of the Fate Die. Once the card is played by the Inactive
Side, replace the card with a face-down card from the draw deck. # of Face-up Cards 1d6 Random Determination
1 No Roll
Scout Cards
These cards instruct the player to draw two command cards, keep 2 1-3, 4-6
one, and discard the other. Instead, draw only one command card 3 1-2, 3-4, 5-6
to refill the empty slot but place it face-up. Gain one Inspired
Action token as usual. 4 1-4 (re-roll 5 & 6)
5 1-5 (re-roll 6)
Reshuffling
When required to reshuffle the discard pile back into a draw deck(s)
due to a game event or phase change, discard all face-down cards
from the associated Card Display(s), shuffle the discard pile to
form the refreshed draw deck, and place a face-down card in each
empty slot on the display.

© 2023 GMT Games, LLC


CDG Solo System

Commands & Colors: Napoleonics


Original Playsheet by Chris Crane
D or E
• Flip any face-down cards in slots D and E.
• Play card D or E for any allowable purpose.
Setup: Standard+ • Fill in the played card’s slot from the draw deck (face-
down).
Max Hand Size: N/A
Draw Deck: Single Deck
Modified Setup
Fate Die Result Chart During scenario setup, set Max Hand Size marker to each Side’s
Command on the Cards Remaining track. When cards refer to a
C or Lowest Face-up Order-Count Card or !! Side’s strength this is the number being referred to. The Cards
• If not already face-up, flip the card in slot C. Remaining marker isn’t used for Commands & Colors:
• Play card C OR the lowest order-count card face-up Napoleonics.
in slots A,B, D, or E for any allowable purpose.
• If there are multiple lowest order-count face-up cards, choose Variable Hand Size
which one to play. In scenarios where one Side has a larger hand of cards than the other
• Fill in the played card’s slot from the draw deck (face-down). Side, the difference is accounted for by adding a second card to
some of the card slots. Use the table below to adjust accordingly.
• The !! result has no effect on this game. Determine the difference by subtracting the lesser Max Hand Size
from the greater and then add cards to the Card Display of the Side
Face-up Tactic Card or Lowest Face-up Order-Count Card with the greater Max Hand Size. Cards added due to the adjustment
• If there is only one or no face-up card(s) in the display, table below are added face-down.
flip any one face-down card face-up until there are Hand Size
two face-up cards. Difference Adjustment
• Play any face-upTactic card OR play the lowest face-up 1 card Add one card to Slot A.
Order-Count card for any allowable purpose.
2 cards Add one card to Slots A and D.
• If there are multiple lowest order-count face-up cards, choose
which one to play. 3 cards Add one card to Slots A, B, and D
• Fill in the played card’s slot from the draw deck (face-down). 4+ cards Add one card to Slots A, B, D, and E

A, B or C When the Fate Die roll indicates a slot with multiple cards, any one
card may be selected for play. If one or more of the cards are
• If not already face-up, flip all face-down cards in face-down, flip all cards in the slot face-up. After playing a card
slots A, B and C. from a slot which held more than one card, replace the card face-
• Play card A, B or C for any allowable purpose. down from the draw deck, so that it once again holds two cards.
• Fill in the played card’s slot from the draw deck (face-down).
Game-Specific Modifications
A or B Unplayable Results
• Flip any face-down cards in slots A and B. If the Fate Die roll results in a situation where no card can be played
• Play card A or B for any allowable purpose. for ANY allowable purpose, reroll the Fate Die until a card can be
played. If there are five unplayable face-up cards on the Card
• Fill in the played card’s slot from the draw deck (face-down). Display, discard the card in slot A and draw cards from the draw
deck until a playable card is revealed. Play the revealed card and
C, D or E refill slot A with a face-down card from the draw deck.
• If not already face-up, flip all face-down cards in
slots C, D and E. Infantry Square
• Play card C, D or E for any allowable purpose. In C&C Napoleonics, the Defending Side has the option, when
legal, to form an Infantry Square. The decision of whether the
• Fill in the played card’s slot from the draw deck (face-down). defending Side forms an Infantry Square is up to your discretion.

© 2023 GMT Games, LLC


CDG Solo System
When the Defending Side chooses to form an Infantry Square, most “First Strike”
of the time, they must discard a random card to the Square track. To If the inactive Side has First Strike face-up on their Card Display, it
accomplish this, decrease the Defending Side’s Max Hand Size by can be played in reaction to any melee combat attempt without the
1 and then use the Random Card Selection Chart to decide which roll of the Fate Die. Once the card is played by the inactive Side,
card is moved to the square track. If more than one card is in the replace the card with a face-down card from the draw deck.
selected slot, randomly decide by another die roll.
While a Side has an Infantry Square on the board, its Max Hand
Size marker is decreased. This will often lead to one Side having a Scout Cards
larger Max Hand Size than the other. This is reconciled through the These cards instruct the player to draw two command cards, keep
use of the Variable Hand Size Rule (See Example below). one, and discard the other. Instead, draw only one command card to
When an Infantry Square dissolves, increase that Side’s Max Hand refill the empty slot but place it face-up. If gaining a Spanish
Size marker by 1. The card on the Square Track is then placed next Guerrilla Action counter, draw the single command card to refill the
to that Side’s Card Display and will refill the next empty Slot for empty slot but place it face-down.
that Side, instead of their normal draw from the Draw Pile.
Example: Assuming that both Side’s Command is the same when Reshuffling
the first Infantry Square is established, the Active Side adds a When required to reshuffle the discard pile back into a draw deck(s)
face-down card from the draw pile to Slot A. If the Infantry Square due to a game event or phase change, discard all face-down cards
dissolves or the Side with the extra card also forms an Infantry from the associated Card Display(s), shuffle the discard pile to form
Square, the Max Hand Sizes will once again be at Parity and the the refreshed draw deck, and place a face-down card in each empty
Side with the extra card will either play the extra card in Slot A and slot on the display.
not draw or will use the Card in Slot A to refill their next empty Slot
instead of drawing from the Draw Pile. Scenarios
Medellín - 28 March 1809 (Exp. 1)
Spanish Guerrilla Action Counters, Battalion Mass Counters, After the Spanish Side loses each of their first three banners, no
and Iron Will Counters face-up cards are discarded, instead the French Side adds an extra
Expansions #1, #3, and #4 add the above named counters to the card to their Display for the remainder of the game. Add cards to
C&C Napoleonics. These counters are used by the Non-French Slots A, B, and D, respective of whether it was the first, second, or
Side and may be used for any legal purpose by you as you see fit third banner lost.
and the use of which are completely up to your discretion.
Vitoria - 21 June 1813 (Exp. 1)
Card Modifications To decide which Side moves first, roll the Fate Die for each side and
Tactician Cards select the card that orders the lowest printed number of units. If one
If using the Tactician deck, follow the instructions in the scenario Side ends up not having an order count card or they are tied, the
setup for the initial draw per Side. New cards from these special British Side moves first. The selected card must be used first and, in
decks are only drawn when instructed by a played Command card the case where there wasn’t an order card to be played, the Side may
as per the regular rules. Keep these cards outside the card display choose to play any of the cards allowed by the Fate Die.
and always draw them face-up. There is no limit to the number of
Tactician Cards that a Side may have and the decision of how and Krasnoi - 17 November 1812 (Exp. 2)
when to play these cards is up to your discretion.
If the Russian Side must lose a random card, use the Random Card
Selection chart below.
Lowest Order-Count
In the Fate Die Results Chart, the term “Lowest Order-Count” Zehdenick - 26 October 1806 (Exp. 4)
always refers to the Section, Troop, or Leadership card(s) on the Roll 4 dice for each Side. The Side that rolls the most sabers will
Card Display that will order the lowest number of units with the move first.
board in its current state. It does not mean the number of units the
card can potentially order. For example, an “Order Four Units
Right” card could potentially order four units in the right section, Random Card Selection Chart
but if there are only two units available for order in that section, # of Face-up Cards 1d6 Random Determination
then the order count of the card is two for purposes of checking
lowest order-count. 1 No Roll
2 1-3, 4-6
Leadership 3 1-2, 3-4, 5-6
For the purpose of determining “Lowest order-count,” a leadership 4 1-4 (re-roll 5 & 6)
card’s order count is equal to the number of the Active Side’s
friendly Leaders on the board. Same as above, order count accounts 5 1-5 (re-roll 6)
for current board state instead of automatically assuming that their
potential command is equal to their current option.

© 2023 GMT Games, LLC


CDG Solo System

D or E
Commands & Colors: Napoleonics Epic Battles • Flip any face-down cards in slots D and E.
Original Playsheet by Luc Boyer & Ken Kuhn
• Play card D or E for any allowable purpose.
Setup: Standard+ • Fill in the played card’s slot from the draw deck (face-
down).
Max Hand Size: N/A
Draw Deck: Single Deck
Modified Setup
Fate Die Result Chart During scenario setup, set Max Hand Size marker to each Side’s
Command on the Cards Remaining track. The Cards Remaining
C or Lowest Face-up Order-Count Card or !! marker isn’t used for Commands & Colors: Napoleonics.
• If not already face-up, flip the card in slot C.
• Play card C OR the lowest order-count card face-up Variable Hand Size
in slots A, B, D, or E for any allowable purpose. In scenarios where one Side has a larger hand of cards than the other
• If there are multiple lowest order-count face-up cards, choose Side, the difference is accounted for by adding a second card to
which one to play. some of the card slots. Use the table below to adjust accordingly.
• Fill in the played card’s slot from the draw deck (face-down). Determine the difference by subtracting the lesser Max Hand Size
from the greater and then add cards to the Card Display of the Side
• The !! result has no effect on this game. with the greater Max Hand Size. Cards added due to the adjustment
table below are added face-down.
Face-up Tactic Card or Lowest Face-up Order-Count Card
Hand Size
• If there is only one or no face-up card(s) in the display, Difference Adjustment
flip any one face-down card face-up until there are
two face-up cards. 1 card Add one card to Slot A.
• Play any face-upTactic card OR play the lowest face-up 2 cards Add one card to Slots A and D.
Order-Count card for any allowable purpose. 3 cards Add one card to Slots A, B, and D
• If there are multiple lowest order-count face-up cards, choose 4+ cards Add one card to Slots A, B, D, and E
which one to play.
• Fill in the played card’s slot from the draw deck (face-down). When the Fate Die roll indicates a slot with multiple cards, any one
card may be selected for play. If one or more of the cards are
A, B or C face-down, flip all cards in the slot face-up. After playing a card
• If not already face-up, flip all face-down cards in from a slot which held more than one card, replace the card face-
slots A, B and C. down from the draw deck, so that it once again holds two cards.
• Play card A, B or C for any allowable purpose. Epic Courier Rack
• Fill in the played card’s slot from the draw deck (face-down). The Courier Rack is used for both the EPIC scenarios and for La
Grande Battles. The Courier Rack adheres to the standard rules
A or B while using the CDG Solo System. When selecting a card from the
• Flip any face-down cards in slots A and B. Courier Rack, the decision is up to your discretion.
• Play card A or B for any allowable purpose.
• Fill in the played card’s slot from the draw deck (face-down). Epic Battles Setup
During scenario setup, set Max Hand Size marker to each Side’s
C, D or E Command level on the Cards Remaining track. The Cards
• If not already face-up, flip all face-down cards in Remaining marker isn’t used for Commands & Colors:
slots C, D and E. Napoleonics. Follow the EPIC With Two Players game rules.
• Play card C, D or E for any allowable purpose.
• Fill in the played card’s slot from the draw deck (face-down).

© 2023 GMT Games, LLC


CDG Solo System
La Grande Battles Setup Counter-attack
You will need two Card Displays for each Side. One Card Display The cards played from the Card Display and from the Courier Rack
will be dedicated to the Commander in Chief (CIC), and the other are considered to be played simultaneously. When playing a
to the Corps Commander. The Variable Hand Size is established by counter-attack card, you will decide which card you wish to
comparing the hand size for each Side’s CIC Display and then in the replicate.
same fashion for the Corps Commander’s Displays using the
biggest hand size of each Corps Commander. If the number of cards Reshuffling
in a Display changes it is always adjusted according to the Variable
Hand Size Rule in comparison to the other Side’s Display of the When required to reshuffle the discard pile back into a draw deck(s)
same type. due to a game event or phase change, discard all face-down cards
from the associated Card Display(s), shuffle the draw deck, and
Draw as many tactician cards as required in the chosen Grande place a face-down card in each empty slot on the display.
Battles scenario and assign them face-up to their battlefield (right,
center and left). La Grande Battles Game Turn
Each turn, you will play a Command card from your CIC Display,
Game-Specific Modifications as allowed by the Fate Die, and you will also play one Command
card, of your choice from the Courier Rack. The two cards must be
Unplayable Results assigned to two different battlefields (left, center, right) and Section
If the Fate Die roll results in a situation where no card can be played command cards must be assigned to their respective battlefield.
for ANY allowable purpose, reroll the Fate Die until a card can be Tactic command cards (that do no refer to a specific section) may
played. If there are five unplayable face-up cards on the Card be assigned to any battlefield. Command cards will order units
Display, discard the card in slot A and draw cards from the draw across both of the sections of their respective battlefield.
deck until a playable card is revealed. Play the revealed card and Exception: Force March only orders infantry units in one section
refill slot A with a face-down card from the draw deck. of the battlefield.
Infantry Square Then, you will roll the Fate Die again and play one of the allowed
In C&C Napoleonics, the Defending Side has the option, when cards from the Corps Commander Display to the third battlefield in
legal, to form an Infantry Square. The decision of whether the accordance with the rules of the Corps Commander Command
defending Side forms an Infantry Square is up to your discretion. cards (La Grande Battles) section in the EPIC rulebook. Refer to
the Corps Commander Display Max Hand Size for any Command
When the Defending Side chooses to form an Infantry Square, most card that states Equal to Command.
of the time, they must discard a random card to the Square track. To
accomplish this, decrease the Defending Side’s Max Hand Size by Tactician Cards in La Grande Battles
1 and then use the Random Card Selection Chart to decide which Tactician Card effects are restricted to the battlefield they are
card is moved to the square track. If more than one card is in the dedicated (right, center, left). If a Tactic Card allows you to draw a
selected Slot, randomly decide by another die roll. Tactician Card, that Tactician Card will be assigned to the
While a Side has an Infantry Square on the board, its Max Hand battlefield for which the Tactic Card was played.
Size marker is decreased. This will often lead to one Side having a Infantry Square in La Grande Battles
larger Max Hand Size than the other. This is reconciled through the
use of the Variable Hand Size Rule (See Example below). When forming an Infantry Square, the CIC Card Displays are the
ones that are adjusted according to Infantry Square modification in
When an Infantry Square dissolves, increase that Side’s Max Hand the left column of these rules.
Size marker by 1. The card on the Square Track is then placed next
to that Side’s Card Display and will refill the next empty Slot for Epic Battles Scenarios
that Side, instead of their normal draw from the Draw Pile.
Raab – 14 June 1809. Epic #5
Example: Assuming that both Side’s Command is the same when
the first Infantry Square is established, the Active Side adds a The French are racing against time. When playing a Scout
face-down card from the draw pile to Slot A. If the Infantry Square Command card, the Austrians may take 1 Victory Banner and draw
dissolves or the Side with the extra card also forms an Infantry one card and place it face-down rather than face-up.
Square, the Max Hand Sizes will once again be at parity and the
Side with the extra card will either play the extra card in Slot A and Random Card Selection Chart
not draw or will use the Card in Slot A to refill their next empty Slot # of Face-up Cards 1d6 Random Determination
instead of drawing from the Draw Pile.
1 No Roll
Card Modifications 2 1-3, 4-6
Lowest Order-Count, Leadership, Scout, and “First Strike” 3 1-2, 3-4, 5-6
Card Modifications
4 1-4 (re-roll 5 & 6)
These modifications work the same way as they do on the C&C
Napoleonics Playsheet. Please refer to that Playsheet for 5 1-5 (re-roll 6)
clarifications.

© 2023 GMT Games, LLC


CDG Solo System

• Play card C, D or E for any allowable purpose.


Wilderness War
Original Playsheet by Chris Crane
• Fill in the played card’s slot from the draw deck (face-down).

D or E
Setup: Standard+
Max Hand Size: Variable • Flip any face-down cards in slots D and E.
Draw Deck: Single Deck • Play card D or E for any allowable purpose.
• Fill in the played card’s slot from the draw deck
Fate Die Result Chart (face-down).
C or Lowest Face-up Ops Card or !!
• If not already face-up, flip the card in slot C. Modified Setup
• Play card C OR the lowest-valued face-up Ops Card Variable Hand Size
in slots A, B, D, or E for any allowable purpose OR On any given Season, each Side can receive between 7 and 9 cards
discard an Event card. based on scenario setup and a number of other game conditions.
For each Side, place the Max Hand Size marker above the
• If there are multiple lowest-valued Ops cards or Event cards, matching number of cards that that Side receives for their first
choose which one to play. round according to scenario setup. Then place the Cards
• Fill in the played card’s slot from the draw deck (face-down). Remaining marker underneath it.
• !!: See Inactive Side and Battle Response Card Sections.
Game-Specific Modifications
Face-up Event Card or Lowest Face-up Ops Card Held Cards (A.2.Exception)
• If there is only one or no face-up card(s) in the display, Instead of the Held card rule in A.2.Exception, do the following:
flip any one face-down card face-up until there are
• If the Active Side has 1 Card Remaining at the end of a season,
two face-up cards. that Side can choose to Pass and not play a card. This can be
• Play or discard any face-up Event card OR play the lowest-valued decided after the Fate Die roll is made. If the Pass is used, place
face-up Ops card for any allowable purpose. the Card Held marker for the applicable Side on the Year track
• If there are multiple lowest-valued Ops cards, choose which one as a reminder that a Pass can’t be used next season for that Side.
to play. Card Modifications
• Fill in the played card’s slot from the draw deck (face-down). Active Side Response Cards
A, B or C The Active Side may play a face-up Response Card for any legal
purpose to supplement their main action as long as they have
• If not already face-up, flip all face-down cards in slots enough Cards Remaining to do so. Be sure to decrease the Cards
A, B and C. Remaining marker for every card played in a turn and refill each
• Play card A, B or C for any allowable purpose. empty card slot from the Draw Deck face-down.
• Fill in the played card’s slot from the draw deck (face-down).
Inactive Side Response Cards
A or B
If the Inactive Side has a face-up Response Card that they’d like to
• Flip any face-down cards in slots A and B. Play card play and the Cards Remaining to do so, there is a chance that Fate
A or B for any allowable purpose. might not allow it. When the Inactive Side would play a Response
• Fill in the played card’s slot from the draw deck Card, roll the Fate Die. If the !! Result is rolled, the Inactive Side’s
(face-down). Response is blocked by Fate. Otherwise, they may continue on in
playing their Response Card. Be sure to decrease the Cards
C, D or E Remaining marker for every Response Card played and refill each
empty card slot from the Draw Deck face-down.
• If not already face-up, flip all face-down cards in
slots C, D and E.

© 2023 GMT Games, LLC


CDG Solo System
Battle Response Cards Taking Opponent’s Card
During a Battle, whether or not there are any Response Cards #35:Courier Intercepted!
face-up, the Inactive Side may attempt to Respond if they have • If the 3-6 roll succeeds, only face up cards on the Inactive Side’s
Cards Remaining and Fate allows. When a Battle is declared the display are eligible to be taken. Reference the Random Card
Inactive Side may roll the Fate Die. If the !! Result is rolled, the Selection chart to determine which one. After determining the
Inactive Side’s Response is blocked by Fate. Otherwise, they may Inactive Side’s card, place it in the same place as Courier
flip face-down cards face-up that correspond to the Fate Die Result Intercepted! was played from, replace the space on the Inactive
and play a legal face-up Response Card. Any card turned face-up in Side with a card from the draw pile (face-down), decrease the
this way that was not played during the battle must be flipped Cards Remaining marker on the Inactive Side and do not
face-down after the battle is resolved. Be sure to decrease the Cards decrease the Active Side’s Remaining Card marker.
Remaining marker for every Response Card played and refill each
empty card slot from the Draw Deck face-down.
Reshuffling
When required to reshuffle the discard pile back into a draw deck due
Response Card #6: Surrender! to depleting the Strategy Card Deck or the play of #6: Surrender!,
At the end of any season when the Surrender! card has been played discard all face-down cards from both Card Displays, shuffle the
(whether or not for event) the deck must be reshuffled according to discard pile to refresh draw deck, and place a face-down card in
the reshuffling rule to the right. each empty slot on each display.
Random Card Selection Chart
Hand Size Manipulation
# of Face-up Cards 1d6 Random Determination
#62: Quiberon Bay, #67: William Pitt, #69: Diplomatic Revolution
1 No Roll
• These cards can change the number of cards available for either
Side starting next season. When one of these cards is played, 2 1-3, 4-6
adjust the Max Hand Size marker appropriately.
3 1-2, 3-4, 5-6
• When drawing a card from discard as stipulated by the event,
place that card face-up in the space where one of these cards was 4 1-4 (re-roll 5 & 6)
played. Do not decrease the Cards Remaining marker for that 5 1-5 (re-roll 6)
card play when this occurs.

Forced Discard Cards


#36: Francois Bigot, #37: British Ministerial Crises
• These cards can force the Inactive Side to discard a card (either
randomly or a specific type of card). When that occurs, discard
the card as the event instructs, reduce the Cards Remaining
marker on the Inactive Side and replace the empty space with a
card from the draw pile (face-down).
• If it is a random discard (or multiple cards to choose from), only
face-up cards on the display can be discarded. Depending on the
number of face-up cards, use the Random Card Selection chart to
determine which card gets discarded.

© 2023 GMT Games, LLC


CDG Solo System

WW2: Barbarossa to Berlin


Original Playsheet by Ken Kuhn
C, D or E
• If not already face-up, flip all face-down cards in
slots C, D and E.
Setup: Standard+ • Play card C, D or E for any allowable purpose.
Max Hand Size: Variable • If slot D or E are empty, fill from the draw deck (keep face-up).
Draw Deck: Dual Deck
D or E
Fate Die Result Chart • Flip any face-down cards in slots D and E.
C or Lowest Face-up Ops Card or !! • Play card D or E for any allowable purpose.
• If not already face-up, flip the top card of the deck • Fill in the played card’s slot from the draw deck
in slot C. (maintain facing).
• Play card C OR the lowest-valued face-up Ops Card in slots A,
B, D, or E for any allowable purpose. Modified Setup
• If there are multiple lowest-valued Ops cards, choose which Initial Strategy Cards (4.3)
one to play. • During setup you choose either the Axis Card #1: Barbarossa or Axis
• If there is an empty slot, fill from the draw deck (keep face-up). Card #2: Von Paulus Pause Event Strategy Card and set it to the side
of the Axis Side’s Card Display. Then set the Axis Side’s Max Hand
• The !! result has no effect on this game. Size and Cards Remaining marker to 7. Finally, shuffle the Event
Strategy Card that wasn’t selected into the Axis Blitzkrieg Deck and
Face-up Event Card or Lowest Face-up Ops Card setup their Card Display as normal (Rules Summary 3.2).
• If there is only one or no face-up card(s) in the display, • Set Allied Card #24: Soviet Reinforcements to the side of the Allied
flip any one face-down card face-up until there are Side’s Card Display. Then set the Allied Side’s Max Hand Size and
two face-up cards. Cards Remaining marker to 7. Finally, shuffle the Allied Blitzkrieg
cards and setup their Card Display as normal (Rules Summary 3.2).
• Play any face-up Event card OR play the lowest-valued face-up
Ops card for any allowable purpose. Turn 1 (4.4)
• If there are multiple lowest-valued Ops cards, choose which one • Follow the Turn 1 (June 1941) Special Rules with the following
to play. caveats:
• If slots A, B, D, or E are empty, fill from draw deck (maintain • During the Axis Side’s first turn they do not roll the Fate Die and
facing). instead play the set aside Event Strategy Card chosen during
setup and then decrease their Cards Remaining marker as normal
A, B or C (Rules Summary 4.3).
• If not already face-up, flip all face-down cards in • Soviet Reinforcements Mulligan: In the final paragraph of 4.4, there
slots A, B and C. are instructions on what to do if the Allied Player doesn’t draw one of
the two Soviet Reinforcement cards in their first hand. Disregard that
• Play card A, B or C for any allowable purpose. rule while using the CDG Solo System and instead the following rule
• If slot A or B are empty, fill from the draw deck (keep face-up). applies: At any time, in Game Turn 1 or 2, when a 3 Ops or better is
allowed to be played according to the Fate Die, Allied Card #24:
A or B Soviet Reinforcements may be used instead and the 3 Ops or better
• Flip any face-down cards in slots A and B. card is discarded. If this exchange option isn’t exercised by the end of
• Play card A or B for any allowable purpose. Game Turn 2, Card #24 is discarded with no effect.
• Fill in the played card’s slot from the draw deck (maintain facing).

© 2023 GMT Games, LLC


CDG Solo System
Game-Specific Modifications Resources (18)
Variable Max Hand Size In WW2: Barbarossa to Berlin, there are two types of Resources:
• In WW2: Barbarossa to Berlin, both game effects and strategy Iron and Oil. Control of these resource spaces affects the hand
card events can change a Side’s Hand Size. Therefore, even capacity of both the Axis and Allied players. When increasing or
though each Side always has six action rounds per turn, the decreasing Hand Size refer to the Variable Max Hand Size rule
number of times they are able to play a card is dependent on the above.
number of Cards Remaining they have which resets to their Max
Hand Size at the end of each turn during the Draw Strategy Card Card Modifications
phase. Combat Cards (7.64)
• Whenever an event card or game effect increases or reduces a Only face-up Combat Cards can be considered to be played during
Side’s Hand Size, immediately increase or decrease the Max a combat. The decision of whether a Side plays a Combat Card or
Hand Size marker above that Side’s Cards Remaining track, but not is up to you. However, to be eligible to play a Combat Card, the
do not change the Cards Remaining marker. The new Max Hand Cards Remaining marker must be ≥ 1. If a Combat Card is played
Size will come into effect in the next Draw Strategy Cards from either Side’s Card Display, reduce that Side’s Cards
Phase. Remaining marker by one and refill that Card Slot with the top card
in Slot C (maintain facing). If the card came from Slot C, do not
Automatic and Partisan Operations (7.2) flip the top card of the deck.
If the Allied Side performs a Place Partisan Operation or either Side
conducts an automatic Operation with an OPs Value of one, a Hand Size Manipulation Cards
Strategy Card is not played and the Cards Remaining marker is not Allied Card #12: Bomber Command, Allied Card #28: US 8th Air
decreased even though an Action marker is placed on the Action Force, Axis Card #52: Final Production Surge
Track. If a Side’s Cards Remaining marker is at zero, but they still
have actions left in the turn, one of these two options is all that is These three cards influence the Max Hand Size for the Axis Side
available to them. during their next Draw Strategy Card Phase. If one of these cards is
played for its event, adjust the Max Hand Size marker as stated in
the Variable Max Hand Size rule above.
Total War Cards (7.8)
• When the Total War portion of the deck is added to each Side, the Revealing Opponent’s Hand
Axis Side may choose to include #26: Totaler Krieg! in their
hand and the Allied Side may choose to include any one Allied Card #25: Enigma, Axis Card #50: Final Production Surge
Blitzkrieg card in their hand. You may choose whether you These two cards permit the active player to look at the hand of
want to make this decision on behalf of each Side or you can their opponent. These cards have no effect while using the CDG
leave it up to chance by not selecting a card. Solo System and cannot be played for their events.
• If you do choose to include the aforementioned cards in each
Side’s next hand, add that card face-up to the A Slot on each
Side’s Card Display. Then continue to the below bullet, Random Discard
skipping Slot A when discarding and replacing cards. If you Allied Card #48: Bomb Plot
choose not to include the aforementioned cards, continue to If the Fate Die roll allows the Allied Side to select this card, the
the below bullet. Allied Side may use the Random Card Selection chart to select a
• When it is time to reshuffle while adding Total War cards, discard face-up card from the Axis Side’s Card Display. Discard the card
all cards from the associated Card Display(s), shuffle the and replace it with a card from Slot C (maintain facing). If the card
Blitzkrieg deck, discard pile, and Total War cards together. Then was in Slot C, do not flip the top card of the deck. Finally, move the
replace cards in the same manner as setup (Rules Summary 3.2). Axis Cards Remaining marker one slot to the left.

Discarding and Shuffling (7.9) Random Card Selection Chart


• During the Draw Strategy Card Phase, if a Side has Cards # of Face-up Cards 1d6 Random Determination
Remaining, as signified by the Cards Remaining marker > 0, one
face-up card may be discarded for each card remaining before 1 No Roll
resetting the Cards Remaining marker to the Max Hand Size value. 2 1-3, 4-6
• Aside from the addition of the Total War Cards, the draw
deck is reshuffled only when it is completely exhausted, 3 1-2, 3-4, 5-6
which means that the last card is played or moved from Slot 4 1-4 (re-roll 5 & 6)
C. When this happens, leave all cards on the Card Display in
their place, shuffle the discard pile, and then place the reshuffled 5 1-5 (re-roll 6)
deck face-down in Slot C.

© 2023 GMT Games, LLC


CDG Solo System

1960: Making of a President C, D or E


• If not already face-up, flip all face-down cards in
Original Playsheet by Ken Kuhn slots C, D and E.
Setup: Standard+ • Play card C, D or E for any allowable purpose.
Max Hand Size: See Modified Setup for Details • Fill in the played card’s slot from the draw deck (face-down).
Draw Deck: Single Deck
D or E
Fate Die Result Chart • Flip any face-down cards in slots D and E.
C or Lowest Face-up CP Card AND !! • Play card D or E for any allowable purpose.
• If not already face-up, flip the card in slot C. • Fill in the played card’s slot from the draw deck
• If the Active side has at least 1 momentum, the !! (face-down).
triggers and 1 momentum is played to activate the first
allowable face-up event in the discard pile. Modified Setup
• Play card C OR the lowest-valued face-up CP Card in slots A, 1960: Making of a President uses a unique Turn and Phase
B, D, or E for any allowable purpose. sequence that dictates when and how cards are allowed to be played
• If there are multiple lowest-valued CP cards, choose which one and supersedes the effectiveness of the Cards Remaining and Max
to play. Hand Size markers, which are not used for this game. Skip 3.1 in
the Standard Setup procedure. All other setup instructions apply.
• Fill in the played card’s slot from the draw deck (face-down).
Game-Specific Modifications
Face-up Event Card or Lowest Face-up CP Card Momentum Markers
• If there is only one or no face-up card(s) in the display, Momentum markers are accrued per the standard rules and can still
flip any one face-down card face-up until there are be spent to prevent an Event Card that was played for CP from
two face-up cards. being triggered.
• Play any face-up Event card OR play the lowest-valued Spending 2 Momentum to Preemptively Prevent an Event
face-up CP card for any allowable purpose.
As per the standard rules, if the Active Side has at least 2
• If there are multiple lowest-valued CP cards, choose which one momentum markers when a card is selected to be played for its CP,
to play. 2 momentum markers may be spent to discard the card face-down
• Fill in the played card’s slot from the draw deck (face-down). after the CP have been used. Discarding the card face-down will
keep the other side from being able to select this event when
A, B or C spending momentum to trigger an event.
• If not already face-up, flip all face-down cards in slots Spending 1 Momentum to Trigger an Event
A, B and C.
The !! result on the fate die provides the Active Side the opportunity
• Play card A, B or C for any allowable purpose. to trigger an event. When !! is rolled AND the Active Side has at
• Fill in the played card’s slot from the draw deck (face-down). least 1 momentum marker, they must spend 1 momentum marker
and play the top-most eligible event of the discard pile. The played
A or B card is then moved to the bottom of the discard pile. An event is
considered to be eligible if the Active Side’s Candidate Icon is
• Flip any face-down cards in slots A and B. Play card depicted on the card. Debate cards aren’t eligible after the debate
A or B for any allowable purpose. phase. It may not be the best move, but politics don’t always make
• Fill in the played card’s slot from the draw deck sense. If there isn’t an eligible event, the !! part of the die roll is not
(face-down). resolved.
On very rare occasions, due to the rules above, an Active Side may end
up triggering the event of a card that they played previously for the CP.
Not only is this legal, but required if it is the the top-most eligible card
in the discard.

© 2023 GMT Games, LLC


CDG Solo System
Momentum Phase - Issue Shift When the !! is part of the Fate Die result, it triggers before a card is
The Side with the most media support cubes will prioritize shifting played. Therefore, the !! can happen regardless of whether the
the left-most issue, that they are leading, left. Candidate Card is chosen to be played.
If they are already leading the left-most issue OR they are not Gathering Momentum Cards (#14-17)
leading in any issue, they will prioritize shifting the left-most A Gathering Momentum card may never be placed in the Campaign
opponent-led issue, with the most opponent support, right. In all Strategy Card Stack. Therefore, if it is face-up in the Card Display
other cases, no shift will occur. during the Campaign Strategy Phase, ignore it during selection. If it
is randomly revealed, roll again until you get an eligible card and
Campaign Strategy Phase then flip any randomly revealed Gathering Momentum card(s) face-
During the Campaign Strategy Phase, one or two cards are selected down.
to be added to each Side’s Campaign Strategy Card Stack on the
board from those that are face-up on their respective Side’s Card Discard and Redraw Cards
Display. Afterward, refill now empty Slots with face-down cards Campaign Headquarters (#53), “A New Frontier” (#57), A Low
from the Campaign deck. Blow (#94)
It is possible to have more cards face-up on the Card Display than When an event gives the option to discard and redraw cards, the
can be selected. If this is the case, choose one or two OR use the Active Side may discard, from left to right, any face-up card on
Random Card Selection Chart to select which card(s) move to the their Card Display and then replace each card with a face-up card
Campaign Strategy Card Stack from those that are face-up. from the Campaign Deck.

Alternatively, it is possible to have not enough cards face-up during Retrieve From the Discard Cards
this phase. If this is the case, automatically select any face-up Nelson Rockefeller (#27), The Great Seal Bug (#29), Tricky
cards—replacing them with face-down cards—and then use the last Dick (#58), Adlai Stevenson (#66)
row on the Random Card Selection Chart to select which card(s) When an event gives the option to retrieve a card from the discard
move to the Campaign Strategy Card Stack from those that are face- pile, both face-up and face-down cards in the discard pile may be
down. selected. The selected card fills the Slot just vacated by the played
The Debates - Turn 6 card face-up. Be sure to maintain facing for any card that isn’t
selected.
After determining initiative, take each Side’s Campaign Strategy
Card Stack, shuffle it, and place each card face-up in slots A-E on “Lazy Shave” (#34)
the Card Display covering the cards that are already there. These If played, this card allows the Kennedy Side to, once during the
top cards are the Debate Cards. debates, ignore the randomly selected card and pick a different card
During the Debate! step, the candidates take on a life of their own, from their display.
randomly establishing strong platforms or making weak arguments Kennedy’s Peace Corps (#81)
as they see fit. For each of the five-card play turns, roll on the
Random Card Selection Chart and then play the Debate Card in that When this card’s event is in play, each card played by the Kennedy
slot from each Side’s Card Displays to their appropriate spots on the Side is discarded face-down for the remainder of the turn.
debate display. Then, when necessary, slide the Debate Cards left on Political Capital (#91)
each Card Display before rolling for the next card play. When played, flip all cards in Nixon’s Card Display face-up, then
Once an issue is won, resolve the win as usual and then remove all discard up to two cards and replace the now empty Slots with
Debate Cards whose Debate Icons match that of the issue just face-down cards from the Campaign Deck.
resolved. Then, if necessary, slide the Debate Cards left on each
Card Display before rolling for the next card play this time using the Reshuffling
row corresponding to the highest number of Debate Cards in either
Card Display. If a slot without a Debate Card is rolled for one Side, When required to reshuffle the discard pile due to depleting the
then the right-most Debate Card on the Card Display is played. Campaign Deck, discard all face-down cards from both Card
Displays, shuffle the discard pile to form the refreshed Campaign
When the debate is over, shuffle the played cards and discard Deck, and place a face-down card in each empty slot on each
face-up. display.
Election Day - Turn 9 Random Card Selection Chart
The Election Day turn plays out as normal with one exception. The # of Face-up Cards 1d6 Random Determination
Election Day Events cards, if any, are shuffled and then randomly
resolved one at a time. 1 No Roll
2 1-3, 4-6
Card Modifications 3 1-2, 3-4, 5-6
Candidate Card
4 1-4 (re-roll 5 & 6)
The Candidate Card is special because it is always an additional
option as long as it isn’t exhausted, no matter which result was 5 1-5 (re-roll 6)
rolled on the Fate Die. In other words, after the Fate Die is rolled
and any cards associated with the result are flipped face-up, the
Candidate Card may be played instead of the options given by the
Fate Die result.

© 2023 GMT Games, LLC

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