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Cdg Solo Method Rules (paths Of Glory - V2.0)

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CDG SOLO METHOD RULES for Paths of Glory (v2.0) ACTION ROUND PROCEDURE Perform the following steps for each side during their respective Action Rounds: 1. 2. 3. Flip up all face-down cards in Spaces “A” through “E”. Nominate one card of those in Spaces “A” through “E” to be played (the “Nominated Card”). Roll one white die and one colored die and implement the result as follows: – – If no DOUBLES are rolled and the white die result is within the Nominated Card’s range, the Nominated card is played for any allowable purpose. (Ignore the colored die result.) If no DOUBLES are rolled and the white die result is greater than the Nominated Card’s range, refer to the colored die roll to determine the “Alternate Card”: • • – If DOUBLES are rolled, a Random Event occurs: • • 4. If the colored die result is “1”, “2”, “3”, “4” or “5”, the card in space “A”, “B”, “C”,”D” or “E”, respectively, is played for any allowable purpose, UNLESS the colored die result indicates the Nominated Card’s space, in which case you must conduct a 1-OPs Activation (without playing any card). If the colored die result is “6”, draw the topmost card from the Draw Pile and play it for any allowable purpose. On a “11”, “22”, “33”, “44” or “55”, the card in space “A”, “B”, “C”,”D” or “E”, respectively, is played for its Event. However, if the event’s requirements have not been met or said card is a Combat Event Card, then play the card for any other allowable purpose; On a “66”, an Unexpected Random Event occurs. Draw the top card from the Draw Pile and play it for its Event. If the event’s requirements have not been met or the card is a Combat Event Card, then play the card for any other allowable purpose; Discard the Played Card (if any was played), by placing it face up on the Discard Pile. If the card was played for its Event and the Event has an asterisk (*), remove the card permanently from the game. (Skip this step if a 1 Ops Activation resulted in Step 3.) CDG SOLO METHOD RULES for Paths of Glory (v2.0) SPECIFIC SITUATIONS • INITIAL STRATEGY CARDS: Shuffle the initial Strategy card deck for each side (the Mobilization deck). For each side, deal five cards, and place them, face-down, one each in Spaces “A”, “B”, “C”, “D” and “E” of the display. (Remember to include the Guns of August card in the initial Central Powers hand.) At the start of the Central Powers’ first Action round, reveal all the face-down cards in the Central Powers’ card track (Spaces “A” through “E”), leaving all Strategy cards in the Allied side’s card track (Spaces “A” through “E”) face-down. • SKIP DRAW CARDS PHASE: Because of the fluid nature of card play in this CDG Solo Method where Strategy cards are constantly cycled through each side’s hands during the Action Phase, skip the Draw Strategy Cards Phase entirely in the Sequence of Play. • SPECIAL INITIAL HAND CARDS: In many CDGs, there are rules that require the placement of a particular card in a side’s initial hand, allowing play of the card’s event only during the first Action Round of the first turn. (Example: the Guns of August card in Paths of Glory). In this particular situation, if the Player desires to play such card for its event, no activation die roll is made and the card is played solely for its event. However, if the Player desires to play any other card, he must nominate the card and roll the dice to see if said card or any other card is eventually played. • PLAY OF COMBAT EVENT CARDS DURING COMBAT RESOLUTION: Some Strategy Cards show Combat Events (denoted by the notation “CC”). These cards may only be played for their event during combat resolution in the Action Phase, as follows: A maximum of one Combat Event card per side may be played per combat situation. (Note that this is a change from the game’s rules which allows multiple cards to be played per combat.) The Player freely selects any one eligible Combat Event Card for the Attacking side during the Play Combat Step of Combat Resolution. The Player then flips and reveals all face-down cards in the Defending side’s card track (Spaces “A” through “E”). Proceeding from left to right on Spaces “A” to “E”, for each eligible Combat Event Card, the Player rolls one die: • If the die roll is within the card’s space activation range, such card is played in defense. • If the die roll is outside of the card’s space activation range, the card is not played in defense and proceed to roll for any other eligible Combat Event Card(s) that may be present in the defender’s track. – If a Combat Event Card was played in defense, after the combat resolution, pick the topmost card from the Draw Pile and place it face-down on the space formerly occupied by the Combat Event card played. (This card is not revealed until the side’s next Action Round.) V2.0 Notes: 1-OPs Activations introduced. In keeping with the spirit of the game, this 2.0 version of the CDG Solo Method Rules incorporates a situation where a 1-OPs Activation may occur. The original 1.0 version of the rules had no such 1-OPs provisions and consequently, no 1-OPs Activations ever occurred.