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Shipping not included

Mounted counters are available for an additional $5

Game Credits:
Game Design: Paul Rohrbaugh
Graphics: Bruce Yearian
Playtesting: Brian Brennan and
Anton Federsal

NEMESIS
The Battle of Abbey Ardenne

June 7, 1944

Background

The battle of Abbey Ardenne was marked by a level of ferocity and savagery that would be continued for the rest of the war whenever these combatants met. The massacre of Canadian prisoners by the SS, who viewed such measures as rather common-place when they fought on the Eastern Front, was never forgotten or forgiven by the Canadians. The conduct of the fanatical 12th SS Hitlerjugend unit made it very clear what the war on the western front would become, and what the stakes were in this conflict.

 


The Game 

The heart of the game is card draws determines the number of activations a player may do in their round. The game has 8 Turns, but each with many Rounds.

Both players reveal top cards from their decks at the start of each round of play. The side with the highest Card Draw (CD) wins the Round. If the winning player’s CD is odd, that side can do 1 Activation (ACT) or pass. If the winning CD is even, that side can do up to 2 ACTs or pass. On ties, the side that did not get to perform any ACTs in the previous round can perform 1 ACT.

The side drawing the first joker gets no ACTS that Round and instead that player rolls a die to determine if a Random Event is in effect (see the Random Effects Chart). When the second joker is drawn, the turn ends immediately (with no ACTs performed).

Activations possible are: Artillery support combat (both Players); Air Support combat (Canadian); Move (both Players); Assault (MP only); Entrench (both Players);  f)        Rally (both)

 



 
 
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