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Memoir '44

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Memoir '44 is the official board game of the 60th commemoration of the D-Day landings and the liberation of France.
http://www.memoir44.com/
Keywords:
board game, card game, online game, web game, Brettspiele, Kartenspiele, Onlinespiele, Internetspiele, Jeu de société, Jeu de cartes, days of wonder, day of wonder, days of wonders, day of wonders, game publishing, game publisher, WWII, Richard Borg, Battle Cry, D-Day, World War II, Normandy Landing, Omaha Beach, wargame, strategy game, historical game, figures game, commemoration, ...

http://www.memoir44.com/

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Wikipedia-Article "Memoir '44"

Memoir '44
Box art for the US edition
Players 2 teams of up to 3
(or 2 teams of up to 4 for with two copies)
Age range 8 and up
Setup time 10 minutes
Playing time 30–60 minutes
Rules complexity Medium
Strategy depth Medium
Random chance Medium
Skills required Dice Rolling, Hand Management

Memoir '44 is a light strategy board game, created by Richard Borg, for two to six players. The game can also be played with up to eight players in the "Overlord" scenarios that require two copies of the game. It received the 2004 International Gamers Award in the General Strategy Games, 2-player category and the Wargamers' 2004 Award for Excellence. The game is published in English and French (as Mémoire 44) by Days of Wonder.

Memoir '44 simulates over a dozen of battles connected with the D-Day invasions in World War II.

Memoir '44 uses the same game system as Battle Cry.

Contents

About

From the press release:

Days of Wonder announces [...] Memoir ‘44 ™, a new historical boardgame where players face-off in stylized battles of some of the most historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes.

Memoir ‘44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units – infantry, paratrooper, tank, artillery, and even resistance fighters – to their greatest strength.

“By design, the game is not overly complex”, says Memoir ‘44 designer, Richard Borg. “The game mechanics, although simple, still require strategic card play, timely dice rolling and an aggressive yet flexible battle plan to achieve victory.” In addition to the large, double-sided gameboard, Memoir ‘44 includes 144 amazingly detailed army miniatures - including historically accurate infantry, tanks and artillery; 36 Obstacle pieces, 60 illustrated Command cards, 44, Special Terrain tiles and 8 Custom Wooden dice.

Memoir ‘44 is designed for 2 players but easily accommodates team play. And with Memoir’ 44 Overlord scenarios, players can use multiple boards and up to 8 players to conduct large scale operations, experiencing the challenges of troop coordination and military chain of command on a large scale battlefield. Average game length is between 30 and 60 minutes, encouraging match play where players can command first one side and then the other.

Rules

Setup

  1. Choose a scenario from the book.
  2. Place the board in the center of the table, with the proper face (countryside or beach landing) visible.
  3. Place the necessary Terrain hexes, as indicated by the battle scenario.
  4. Add the fixed (Bunkers and Bridges) and removable obstacles, if any.
  5. Now place the figures on the board, matching the various units’ positions to the scenario’s battle map.
    • Experience shows that dropping one figure per hex, for positioning purposes, then filling up the units as required, is the quickest way to set up.
    • An Artillery unit is usually made of 2 figures, an Armor unit - 3 and an Infantry unit - 4.
  6. Add the Special Unit badges to individual units and Victory Medals to specific, on-the-map objectives, if required per the scenario’s special rules.
  7. Place the Terrain summary cards that correspond to the terrain in the scenario, plus the

Obstacle and Units summary cards, to the board’s side, for in-game reference.

  1. Assemble the cardholder segments and place them on the board map’s edges.
    • The card holders are not necessary, but are particularly useful when playing in teams of multiple players to a side, or in a classroom/demonstration environment.
    • With them, players on a same side can point to and study various options.
  2. Now choose each player’s side and sit in front of the board accordingly.
    • Given the relatively short duration of a typical battle scenario, we recommend match play, with each player taking first one side, then the other in an immediate re-match.
    • This helps balance any historical advantage that one side may have in a particular scenario. #*The winner of the match is the player who scores the most Victory Medals after both battles.
  3. Shuffle the Command cards deck thoroughly, and deal Command cards to each side per the selected scenario’s briefing notes. Place those cards in your respective cardholder, keeping them secret from the opposing player.
  4. Place the remainder of the deck face down, alongside the board’s battlefield, within easy reach of both players.
  5. Each side takes four Battle dice.
  6. The starting player, as indicated in the scenario’s briefing notes, begins play.

Battlefield

Battles are fought over a hexagonal game board 13 hexes wide by 9 hexes deep. The battlefield is divided into three sections by two red dotted lines, giving each player a left flank, a center and a right flank section. Where a dotted line cuts through a hex, the hex is considered to be a part of both the flank and center section.

Command Cards

An example of some command cards

Army units may only move and/or battle when given an order. Command cards are used to order your troops to move, battle and/or execute a special command. There are two types of command cards: Section cards and Tactic cards.

  1. Section Cards
    • Section cards are used to order a move and/or battle in a specific section. These cards indicate in which section(s) of the battlefield you may order units and how many units you may order.
  2. Tactic Cards
    • Tactic cards allow you to make special moves, battle in a specific way or take special actions, as explained on the card.
    • Some cards allow you to order troops in just one section, while others order units in all sections.

Object of the Game

The object of the game is to be the first to win a set number of Victory Medals (usually 4 to 6, depending on the selected battle scenario’s victory conditions).

  • A Victory Medal is gained for each enemy unit entirely eliminated from the battlefield. Each Medal won is designated by placing the last figure of the eliminated unit on any of the available Medal Stands located on your bottom left edge of the board.
  • In some scenarios, additional Medals may be gained from the board map itself, for capturing and holding certain terrain hexes or battlefield objectives.

Game Turn

  1. Play a Command Card
    • At the start of your turn, play one Command card from your hand. Place it face up in front of you, and read it aloud. Command cards are normally used to order units to move and/or battle. The card you play will indicate in which section(s) of the battlefield you may issue orders, and how many units you may order.
  2. Order Units
    • After playing a command card, announce which corresponding unit(s) you choose to order.
    • Only those units that are issued an order may move, battle, or take a special action later in the turn.
    • Units on a hex with a red dotted line running through it may be ordered from either section.
    • You may not give more than one order to each unit. If the Command card allows you to issue more orders in a given section of the battlefield than you have units in that section, those additional orders are lost.
  3. Move Units
    • Movements are announced and made sequentially, one ordered unit at a time, in the sequence of your choice.
    • A unit may only move once per turn.
    • A unit that is ordered does not have to move.
    • You must complete one unit’s movement before beginning another.
    • In addition, you must complete all unit movements before proceeding to Battle (step 4).
    • Ordered units may move from one section of the battlefield into another.
    • Two units may not occupy the same hex. When moving a unit, you may not move onto or through a hex occupied by a friendly or enemy unit.
    • You may not split off individual figures from a unit; they must stay together and always move as a group.
    • Units that are reduced through casualties may not combine with other units.
    • Some terrain features affect movement and may prevent a unit from moving its full distance or battle.
    • Retreat movement rules vary slightly from regular movement.
    1. Infantry Movement
      • An ordered Infantry unit may move up to 1 hex and battle or 2 hexes and not battle.
      • Special Forces Infantry units may move up to two spaces and still battle.
    2. Armor Movement
      • An ordered Armor unit may move up to 3 hexes and battle.
    3. Artillery Movement
      • An ordered Artillery unit may move 1 hex or battle.
  4. Battle
    • Battles are checked and resolved sequentially, one ordered unit at a time, in the sequence of your choice.
    • You must announce and resolve one unit’s battle entirely before beginning the next one.
    • A unit may only battle once per turn. A unit that is ordered does not have to battle.
    • A unit may not split its Battle dice between several enemy targets.
    • The number of casualties a unit has suffered does not affect the number of Battle dice it will roll in combat. A unit with a single figure left retains the same firepower as a unit at full strength.
    • A unit attacking an adjacent enemy unit is said to be in "Close Assault" with that enemy.
    • A unit attacking an enemy unit more than 1 hex away is said to "Fire" at that enemy.
    • A unit adjacent to an enemy unit must Close Assault this unit if it chooses to battle. It may not fire on another, more distant, enemy unit instead.
    • Combat Procedure
      1. Announce the Ordered Unit you want to attack with.
        • Check Battle Range: verify that your target is within battle range or contact.
        • Check Line of Sight (Infantry and Armor only): verify that your target is within line of sight.
      2. Count down the number of Battle dice to roll, based on the type of unit you’re attacking with and its distance to target.
      3. Determine terrain Battle dice reduction, if any. Reduce the number of Battle dice rolled accordingly.
      4. Resolve Battle: Roll Battle dice and resolve resulting dice rolls.
    1. Infantry Battle Range
      • An ordered Infantry unit may battle any enemy target unit 3 or fewer hexes away. It rolls 3 dice in close assault (enemy on adjacent hex), 2 dice against a target at 2 hexes, and 1 die against a target at 3 hexes.
      • To determine the number of Battle dice to roll, simply “count down” the number of dice rolled: Position your finger on the first hex adjacent to your unit and move it, one hex at a time, in the direction of the target, counting down (“3”, “2”, “1”) as you reach new hexes. The last number you pronounce when your finger reaches the target is the number of dice you should roll.
    2. Armor Battle Range
      • An ordered Armor unit may battle any enemy target unit 3 or fewer hexes away. It always combats at 3 dice.
    3. Artillery Battle Range
      • An ordered Artillery unit may battle any enemy target unit 6 or fewer hexes away. It combats at 3,3,2,2,1,1. Use the "count down" method as per the infantry.
    • Line of Sight
      • To battle, an Infantry or Armor unit must be able to "see" the enemy unit it wants to target. This is known as having "line of sight".
        • An Artillery unit does not require line of sight to target an enemy unit.
      • Imagine a line drawn from the center of the hex containing the battling unit to the center of the hex containing the enemy target. The line of sight is considered blocked if any hex (or part of a hex) intercepting this imaginary line segment contains an obstruction.
        • Obstructions include units (friends or foes) or certain type of terrain features.
      • The terrain in the target hex does not block line of sight.
      • When the imaginary line runs along the edge of one or several hexes which contain obstructions, the line of sight is not blocked, unless the obstructions stand somewhere along both sides of the line segment.
    • Terrain Reductions
      • Each type of terrain and obstacle is described in the Terrain and Obstacles section. Please refer to that section or the corresponding summary cards, and deduct any potential terrain Battle dice reduction from the number of dice to be rolled in the attack.
    • Resolve Battle
      • Hits are resolved first, followed by retreats, stars are misses unless otherwise specified by a tactics card.
        1. Hits-
          • In battle, the attacker scores 1 hit for each dice symbol rolled that matches the unit type targeted. Each Grenade rolled is also 1 hit. For each hit scored, 1 figure is removed from the target unit. When the last piece in the opponent's unit is removed, place it on top of one of the empty Medal Stands on your side of the battlefield. If an attacking player rolls more hits than the number of figures in the defending unit, these additional hits have no effect.
        2. Retreats-
          • After all hits have been resolved and casualties removed, retreats are resolved. For each Flag rolled on the target unit, the unit must move one hex back toward its own side of the battlefield. Two flags push the unit back two hexes, etc.
          • The player controlling the unit decides which hex his unit retreats onto using the following rules:
            • A unit must always retreat toward its controlling player’s side of the board.
            • Terrain has no effect on retreat moves, therefore a retreating unit may move through a forest or village without stopping. However, impassable terrain may not be moved through during a retreat move.
            • A unit may not retreat onto, or through, a hex already containing another unit (regardless if friend or foe).
            • If a unit cannot retreat; is forced to retreat off the limits of the battlefield; or would be pushed back onto a sea hex, one figure must be removed from the unit for each retreat move that cannot be completed.
            • Some obstacles will allow certain units to ignore the first flag rolled against them.
    • Taking Ground
      • When an ordered Infantry unit in Close Assault combat eliminates the enemy unit or forces it to retreat, it may Take Ground by advancing into the vacated hex. An Artillery unit may not take ground. Terrain movement and battle restrictions still apply when units take ground.
    • Armor Overrun
      • When an ordered Armor unit in Close Assault combat eliminates the enemy unit or forces it to retreat, it may take the ground by advancing into the vacated hex and claim an Armor Overrun combat.
      • On an Armor Overrun, the armor unit may move into the vacated hex and may then battle again. If the ground you take during the Overrun puts you adjacent to an enemy unit, this second battle must once again be a Close Assault Combat. Otherwise, you may fire at a distant unit.
      • If the Ordered Amor unit eliminates the unit they have attacked on their Overrun, or force them to retreat they may once again overrun the ground that has been vacated.
        • At this point they are not allowed to battle again, however.
      • All Battles, Close Assault and Overrun Combats must be completed before the next unit may battle.
  5. Draw a Command Card
    • After resolving all hits and retreats, discard the Command card played and draw another card from the deck. Your turn is now over.
    • If the draw deck runs out of cards, the discards are shuffled to form a new draw deck.

Additional Rules

Special Units

  • Rounded corners at the top of a unit’s symbol are used to denote a Special Forces or Elite unit on the map.
  • Special Unit infantry are able to move up to 2 spaces and still battle.
    • This does not apply to the French Resistance. They are able to move into any terrain and still battle, and have special retreat abilities as laid out on the Special Units Summary card.
  • Elite Armor Units contain 1 extra tank.

Terrain

  • Forests
    • Unit moving in must stop.
    • Unit moving in may not battle.
    • When Battling a unit that is on a forest hex Infantry battle with 1 less die, and armor battle at 2 less die (Henceforth noted as I:-1, A:-2). Artillery units do not lose any die battling into any terrain.
    • Blocks line of sight.
  • Hedgerows
    • Unit moving in must stop.
    • Unit must moving in must have started their turn on the adjacent hex.
    • Unit moving out must stop on the adjacent hex.
    • Unit moving in may not battle.
    • I:-1, A:-2.
    • Blocks line of sight.
  • Hills
    • No movement or battle restrictions.
    • I:-1, A:-1.
    • Blocks line of sight unless target is at the same height as attacker.
    • When battling a unit at the same height, ie- on an adjacent hill, there is no Battle dice reduction.
  • Towns and villages
    • Unit moving in must stop.
    • Unit moving in may not battle.
    • I:-1, A:-2.
    • Armor units in a town battle out at -2 dice.
    • Blocks line of sight.
  • Rivers and Waterways
    • A river hex is impassable and can only be crossed at a bridge which is treated as normal terrain
    • Does not block line of sight.
  • Oceans
    • Maximum movement is 1 hex.
    • May not be retreated into.
    • May not be battled out of.
    • Does not block line of sight.
  • Beaches
    • Maximum movement is 2 hex.
    • No Battle restrictions.
    • May still Take Ground and Armor Overrun.
    • Does not block line of sight.
  • Fixed Obstacles
    • Bunkers
      • An Infantry unit may battle the turn it moves onto a Bunker hex. An Armor or Artillery unit may not move onto a Bunker hex. Artillery units that start on a Bunker hex may not move from the hex.
      • Only the side noted in the briefing notes may claim a Bunker as a defensive position.
      • I:-1, A:-2.
      • A unit in a bunker may ignore the first flag.
      • Block line of sight.
    • Hedgehogs
      • Impassable by Armor and Artillery
      • No movement or battle restrictions for infantry.
      • Infantry in the hedgehogs may ignore the first flag.
      • Does not block line of sight.
  • Removeable Obstacles
    • Sandbags
      • No movement restrictions.
      • When occupying force leaves sandbags they are removed.
      • Sandbags completely surround a hex, not just on the side where they are placed.
      • A unit in a sandbagged hex may ignore the first flag.
      • A sandbagged hex does not block line of sight.
    • Wire
      • A unit entering wire must stop.
      • Infantry battle out at -1.
      • Infantry may remove the wire instead of battling.
      • Armor may remove the wire and battle.
      • Wire does not block line of sight.

Expansions

There are now several expansions available for this game. They include the Eastern Front, a Terrain Pack, and a Winter/Desert board map. As previously stated there is also the possibility of putting 2 boards together and playing an Overlord scenario as a 4 on 4 game with particular rules, which can be located and downloaded at the official Memoir '44 website linked below. You can also download a number of scenarios there once you have purchased the game for yourself.

External links

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