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)