Operation Overlord
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GAMES WITH MORE THAN TWO PLAYERS

Many have asked us for detailed rules to play games with more than two players and with a large number of points.
The following advice will let you play games up to 15,000 points with no problem. Obviously the size of the battlefield and the amount of time needed to finish the battle will be much greater.

Number of players
We advise not having more than 3 players per side. One player must take the role of being COMMANDER in chief. He carries out the Initiative phase and gives the cards to his officers.

Nember of units on the battlefield
No player can have more than 10 units. With 3 players the side can have up to 30 units. The commander prepares the army for himself and each of his officers respecting the maximum number of units each is allowed. You are allowed to buy batteries of mortars and artillery (they count as a unit). Before the game starts each player chooses from the models with the highest rank of the soldier they represent; this is the only model through which you can talk to the commander in chief during the game.

Number of points
Normally we advise 9,000 points per side (3 players) but some prefer 15,000.
It is not compulsory that players have the same number of points but a fair split will ensure that everyone enjoys the game.

Table size
These large games should be played on tables measuring at least 2m x 3m.

Deck
For each side you will need 2 packs of cards which will be shuffled for a total of 76 cards (remember to remove two Fire 6 cards from each pack).
Differently from normal games you will have one card for each active unit plus 10 cards; there is no difference between Axis and Allies. The initiative phase can be repeated up to 10 times before taking cards from the deck. Once initiative has been decided the Commander in chief gives cards, at his discretion, to his two junior officers on the basis of at least one card per unit. Once given the cards cannot be swapped and the officers and the commander in chief must only use the cards in their hand. In the card-replenishing phase, any left over cards are given back to the commander in chief. The junior officers can only talk to the commander in chief (and ask for specific cards) if they manage a successful communication. If the models that represent them are next to the commander in chief they can even look at the available cards in the commanders hand.

Execution of orders
After having decided the initiative, the sides alternate giving an order one player at a time. E.g.: Side A comprises Massimo, Marco and Mario; Side B comprises Emilio, Roberto and Aldo. Side A wins the initiative and Massimo gives the first order. Side B can react (any of the players). Side A can counter-react and so on. Once the orders have been executed according to the priority, it will be EmilioŐs turn to give an order and Side A can react... Then it will be MarcoŐs turn and so on until all units have been activated.

Number of turns
If we bear in mind the size of the table we can imagine 10/15 turns.

Objectives
Such big games assume historical reconstructions but if itŐs an imaginary scenario we advise the setting of objectives such as a bridge, a series of buildings, a hill etc. The variant attackers and defenders can also be good fun. Soon we will include some scenarios based on historical events.



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