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Shipping not included

Mounted counters are available for an additional $5

Game Credits:
Game Design: Paul Rohrbaugh
Editing: Lisa Rohrbaugh
Graphics: Ilya Kudriashov
Playtesting:
Brian Brennan, John Burtt and Curtis Hudson
SOUND AND fURY
The Battle of Mechili

January 24-25, 1941

The British attack at Mechili went in piecemeal as the scattered units arrived on the battlefield. None of the British
attacks were aggressive or vigorous as it was expected the Italians, as before, would break and run when pushed
by British tanks. That would not be the case here, as the defenders gave as good as they got, allowing the bulk of
the Italian forces that were still under orders to continue their retreat to Tripoli.

 


Background

 

On December 9, 1940 the British launched their offensive, called Operation Compass, against the Italian 10th Army in the Egyptian frontier border with Libya. The British were vastly outnumbered, and the offensive’s goals were limited in scope (it was just supposed to be a “five day raid”). However, it wasn’t long before the surprised and poorly-led Italians were in headlong retreat. Following the capture of the Italian fortress at Bardia, the Italian retreat turned into a full-scale rout. All that stood between the British and complete victory were the remnants of the Italian Strategic Reserve, the Sabratha 60th Infantry Division and the Babini Armor Group (roughly a brigade) who were dug-in at the frontier village of Mechili. The war’s first major tank battle in North Africa occurred here as the British vanguard ran into an Italian force that was ready and primed for a fight.


The Game

The game has 8 Turns, 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 3 Activations (ACTs) 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 ACT(s) in the previous round can perform 2 ACTs. 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). If this is not the last turn of the game move the Turn Record marker up 1 Space on the Game Record Track. Both players then reshuffle their decks. The map shows the area in which the battle of Mechili was fought.

 

Cards designed exclusively for SOUND AND FURY are also available!

 



   
 
 
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