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Note: If all of the German aack tracks are occupied, the morale declines and the troops on
tracks show by the new card move. Then, the drawn card is placed on the boom of the German
aack pile.
B) Air raid card has two eects:
1) It declines the defenders’ morale by 1.
2) It destroys one brick wall on a space marked on that card. Then, the air raid card is placed on
the discard pile of the current day of defence.
C) Morale decline cards
Westerplae is under connuous re, the morale and combat capabilies of Polish forces
decline. Morale drops by 1, and the morale decline card is placed on the discard pile of the
current day of defence.
Morale decline:
When the morale drops below the neutral level:
On the rst level of low morale, the players loose either landmine/howitzer marker or
2 bricks from the appropriate acon le. The players decide together which of those
markers they want to lose (they have to have this marker).
On this level of low morale, the players share 4 limited movement tokens among
them. Each player receives equal number of those tokens. Those tokens should be
used as soon as possible, one in each round. Each token causes the loss of 1 movement point.
On the third level of low morale, the players together lose 5 ammunion markers
from their own stocks (the players decide which player loses more). If they have fewer
ammunion markers, they lose all of them. The lost ammunion markers are put to
the bank.
Note: When the morale marker drops to the lowest level, it is placed on .
Note: If the morale is on any of the low levels, increasing it (‘+1 Morale’ acon le) results in
placing it on the starng posion .
4. Troop movement
There are two tracks marked on the bottom of each such card, for example: . When
the card is played, the troops on those tracks move forward. The troops equipped with
heavy machine guns move by 1 or 3 spaces forward, this is marked on the bottom of the
6 7
Posive event cards:
Baleship bombardment The
players remove bricks, depending
on a card, from spaces B and D or
A, C and E.
German troops advanceGerman
troops (if any) move (depending
on the card), on tracks B, C, D (or
all of them), by as many spaces as
their movement values indicate.
Howitzer baeries do not move.
Burned path – The marked con-
necon between spaces is burned
and cannot be used for a whole
day. Those paths cannot be cross-
ed unl the next event card is
drawn. This can be marked by
placing 2 burned path tokens on
the spaces indicated on the card.
Strengthening the wall – The defen-
ders receive, depending on the
card, 2 or 3 extra bricks. Those
bricks have to be immediately
placed on spaces where the wall
is damaged. Each of those bricks,
contrary to ‘Rebuilding the wall’
acon le, may be placed on few
dierent walls. If the damage is
smaller than the numb-
er of bricks, put the extra
bricks into the box.
Extra ammunion – The players
receive 4 ammunion markers
from the ammunion bank. They
divide this ammunion among
them.
Extra mortar grenade The
players receive one extra mortar
grenade marker which is placed
on ‘Mortar’ acon le.
Extra landmine The players
receive one extra landmine marker
which is placed on ‘Landmine’
acon le.
Negave event cards:
Morale increases More countries
join the war the defenders’ morale
increases. Morale marker is moved
right by 1 space.
Note: If the morale marker was
on one of the lemost spaces
(poor morale), it is moved to
the .
EVENT CARDS
Example: The new card is a troop
which should be placed on track D.
Tracks A, D and E are occupied. The
new unit is placed on track B.
Example: The new card is a troop. The mark on the top le corner of the card indicates that it
should be placed on track D. The mark on the boom right corner indicates that aer playing
the card, the troops on tracks A and C move. The card on track A is a troop with a speed of 3,
therefore it moves by 3 spaces. The troop on track C is a howitzer, it does not move.
A new day
When a discard pile of the current day consists of 8 face up cards (air raid, morale decline and
troop cards), the day of defence ends. Before this happens, the acve player has to nish his/her
turn. Then, the 8 cards are turned to the other side to mark the beginning of the next day. Aer
that, the players take one event card from the top of the event card deck. The acon from the
event card is performed, and the card is put into the box. You can nd the descripon of the
event cards at the end of this manual.
Note: If in a turn in which the eight card has been placed on a discard pile of the current day a
player draws an ‘Air raid’ or ‘Morale decline’ card the player performs an acon from that card,
and places it on the discard pile of the following day.
The end of the third day
When the third day of defence ends (when the third event card is drawn), the players receive
supplies. The supplies on three acon les (mortar, landmines, rebuilding the wall), are renewed
to their maximum values.
THE END OF THE GAME
The game may end on one of the two following ways.
1. The wall on two acon les is destroyed. If the wall on one round space is destroyed, the
damage passes to one of the two acon les behind that space. If, at any moment of the game,
there are no bricks on any two acon les, the players lose (the defensive structures are in such
a bad condion that another German aack would result in defeat).
2. The seventh day ends. The players win the game if they place the last 8 German aack cards
on the discard pile of the last day of defence (7) and manage to survive unl the end of the
current player’s turn.
troop card. The troops moving by 1 space are slower and usually inflict more damage. The
troops moving by 3 spaces are usually weaker and easier to destroy.
Note: The troops with howitzers never move.
Aer the troops move, the players turn ends.
4

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