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Odds columns across the top are crossed-indexed with results of a die roll along the lefthand side to obtain a combat result during combat resolution (6.1). 2.2.2 Terrain Effects Chart. Both players should consult this chart when moving or resolving combat. 2.2.3 Airborne Landing Table. The Allied player consults this table whenever he attempts to move units from his Airborne Approach Box to a hex on the map.
1.0 INTRODUCTION
Market-Garden: Race for the Rhine is a two-player game that simulates the first ten days of Operation Market-Garden, the Allied airborne invasion of Holland, September 17 to September 26, 1944. Each turn represents one day of combat, and each hex is about 8 miles across. One player commands the defending German forces and the other player commands the invading Allied forces.
2.0 COMPONENTS
2.1 Counters
Counters are either units representing combat forces or markers for keeping track of game conditions. The front of each combat unit is arranged in the following manner:
4.1 Impulses
Each turn has four impulses. During each impulse the German player may perform actions with his units and then the Allied player may perform actions with his units. After both players have performed an action the Impulse marker is advanced to the next letter on the Impulse Track: A then B then C then D. 4.1.1 Tactical Actions. There are three types of tactical actions a unit may perform each impulse: movement, combat, and pass. Movement always occurs first, after which any and all units that are adjacent to an enemy unit may have combat. Combat is always optional. Post-combat advance (6.4) is considered a part of combat. A unit that begins its impulse adjacent to an enemy unit may engage in combat and postcombat advance but may not then move. A unit that does not move or engage in combat is considered to have passed that impulse.
Note: British units with the Leaping Boar icon are the units of XXX Corps (5.1.1a, 5.5)
2.2 Charts
The following charts, printed on the map, are used to regulate play of the game.
6.0 COMBAT
Units on the map may attack enemy units in adjacent hexes once per impulse. All enemy units in a hex must be attacked as a single group. A unit may only attack or be attacked once per impulse.
5.3 Stacking
Stacking occurs when there are multiple units in one hex. There may never be more than three units in one hex. If at the end of any player impulse a hex is overstacked the owning player must eliminate units (his choice) to reduce the number of units back to three. 5.3.1 Airborne Approach Box. The Airborne Approach Box is printed in the northwest corner of the map. Any number of Allied Airborne units may stack within the Airborne Approach Box.
6.3 Retreat
Whichever side has lost the combat must retreat all of their attacking units a number of hexes equal to the difference in damage points in the combat. The first hex of a treat must always be in the direction of a friendly supply source. If the number of damage points is equal neither side retreats.
6.3.1 Ignoring retreat. Units in forest and urban hexes may ignore a required retreat by suffering an additional point of damage. 6.3.2 Failure to Retreat. Retreating units may not retreat into a hex adjacent to an enemy unit, unless that hex contains a friendly combat unit or the hex is a mountain hex. Units that cannot retreat or ignore the retreat by absorbing an additional point of damage are eliminated instead. 6.3.3 Retreating Off-Map. Allied units may retreat off-map from any hex on the southern map edge. Allied units that retreat off the map in this manner may return to play as reinforcements during any following turn. Axis units may retreat off-map from any hex on the western, northern, or eastern map edge. Axis units that retreat off the map in this manner may return to play as reinforcements during the following turn.
8.3 Repair
Destroyed bridges are automatically repaired at the start of any game turn that there is an in-supply non-airborne Allied unit in the hex. The German player may not repair destroyed bridges.
9.0 SUPPLY
Supply status is checked during combat and during a players last impulse to determine if a unit can remove a damage point. Units not in supply are Out of Supply (9.6).
8.0 Bridges
8.1 Placement
Place all fourteen bridge markers on the map wherever there is a bridge symbol during opening setup (3.0). Note: the game includes a few spare bridge markers.
8.2 Demolition
The German player, as the sole action of his impulse, may attempt to blow up any bridge or bridges on the map with an Allied unit adjacent to it. Make a die roll for each bridge. A die roll of 1-2 fails. A die roll of 3-6 succeeds. Flip the marker over to its Destroyed side. Note: Bridges over the Maas, Waal, and Rhine may not be the subject of demolition attempts.
There are three possible results: 1-2 The unit is eliminated and removed from play 3-4 The unit suffers a damage point 5-6 No effect
10.0 REINFORCEMENTS
Reinforcements arrive during Impulse A of the attack phase of each game turn.
To represent the difficulty of coordinating the combat operations of their multinational forces any Allied attack of more one nationality (British and American) suffers a -1 drm.
12.2.2 German Marker Placement. The German player may place their artillery support marker once per turn. The hex must be able to trace a supply line to a German-controlled map edge hex. 12.2.3 Artillery Support and Combat. The Allied player always places his artillery support first. If the Allied player has placed his artillery support marker the German player may not commit an artillery support marker to the same combat. If an artillery support marker is placed by the attacker, shift the column used on the CRT one column to the right. If the artillery support marker is placed by the defender, shift the column used on the CRT one column to the left. After combat resolution, remove any artillery support markers from the map before post-combat advance.
succeeds. If the die roll fails flip the Bridge Repair marker over to its +2 side. Additional attempts to repair that bridge receive a +2 die roll modifier. If the die roll succeeds remove the bridge repair marker and flip the bridge marker from its Destroyed side back to its intact side.
CLARIFICATIONS
Terrain modifiers are not cumulative.
Hexes with a dashed yellow line around their edge are urban for purposes of combat. Swamp in the same hex does still restrict both movement and post-combat advance options, however.
Question #2
Are airborne units allowed to attack the impulse that they land? Answer: yes. Its exactly the same as movement that begins in a hex.
Question #3
If there are both British and American units attacking the same German hex, may I use both Allied air markers? Answer: yes. Nothing in rule 7 prohibits this.
Question #4
Can a unit adjacent to an enemy unit move to directly to another hex adjacent to that enemy unit? Answer: No, but see the exception in rule 5.1. In that case the answer is yes.
Question #5
When advancing after combat into a forest or swamp hex, do the units have to stop or would a road allow them to continue? Answer: Per rule 6.4 they must stop. exception to rule 5.1.1. Rule 6.4 is not an
12.9 Bidding
Each player submits a secret, written, VP bid to command the Allies. The high bid receives the Allied side, with the winning bid becoming the number of points required for an Operational Victory (11.1.2). Automatic Victory rules (11.1.1) remain unchanged.
Question #6
Does a unit have to occupy a VP hex for the hex to count towards victory? Answer: You do have to enter the hex at some point to gain control of it but, no, you dont have to garrison the hex for it to count for victory purposes.
CREDITS
Game Design: Michael Rinella Gameboard and Unit Art: Brandon Pennington Box and Rule Design: Sean Cooke 2011 Worthington Games www.worthingtongames.com
Question #7
Is it possible to enter hex 1313 (Bemmel) from hex 1213 near Nijmegen? Answer: Yes.
Question #8 Can armor units attack a wet or forest hex if there is no road leading into that hex? Answer: You may still attack. See rule 6.0. If there were exceptions they would have been here. Question #9 If an airborne supply hex is occupied by a German unit does that prevent supply for Allied units adjacent to that hex? Answer: Yes. Occupation by a German unit prevents Allied units from being supplied by that hex. Question #10 Are bridge hexes the only locations where an attack over a major river is allowed? Answer: Yes. Question #10 Following on the previous question, does a destroyed bridge on a major river prevent an attack? Answer: Yes. With the bridge blown up all that remains is the river, i.e. the hex is a major river hex until such time as the bridge is repaired. Question #11 Do damage points reduce the combat strength of a unit? Answer: No, damage does not affect strength. Question #12 If an Allied airborne unit is flipped to its 3-2-3 side due to an adverse result while landing, is there any way for it to flip back? Answer: No. Flipping/reduction is permanent.