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Translation 2007 by Mark Bigney aka Gyges.

[Translators notes: My comments are found in square brackets and the footnotes. This is
a faithful translation; I have taken pains to be literal and consistent. I could have
translated things to make them smoother or more concise, but I instead preserved the
original presentation. I might re-write and re-organize the rules at a later date if they
continue to annoy me as they have thus far.]
[I highly recommend you download the rules at http://www.Tannhauserthegame.com/databank/File/Tannhauser-version-abregee.pdf to follow along]
[pages 1-4 skipped]
[page 5]
I.
Presentation
You have in your hands the instruction manual for Tannhuser. This work will allow you
to familiarize yourself with its universe and its rules so as to allow you to quickly be able
to start playing with your friends.
The most important game terms will be written in italics when first mentioned in this
book, and this indicates that they will be found in the glossary on page 47.
A word or phrase written in bold indicates an essential rule that ought to be memorized.
During the following pages, you will also find memos which will serve as reminders and
helpful hints.
A. Personnel File
In Tannhuser, you will control two kinds of characters who will be your avatars during
your games: Heroes, who are emblematic figures of the army, and Troopers, who
represent simple soldiers. You will be able to recognize the heroes because they have
their own name whereas troopers have a military designation.
These units are represented by Figures which you will move on the game board.
The Personnel Files serve to present their characteristics and you will find all their
necessary information therein. You will also put their Equipment Tokens there.
[see illustration on page 5]
1. Illustration: Graphical representation of the character (doesnt necessarily reflect
their equipment)
2. Attributes: The four attributes are (from left to right): Combat, Physical, Mental,
and Movement.
3. Values: Each character has several Values corresponding to a level of health.
4. Space for Pointer Token: The Pointer Token will be placed there to show the level
of health of the character; that will also show the Values for that state.

5. Affiliation Icons: These military stamps indicate with what unit the character may
be played.
6. Proficiencies: The Proficiencies that the character has.
7. [Equipment] Slots: Space reserved for Equipment Tokens.
8. Name, Serial, and Enrolment: Shows the name (Hero or Trooper), its code, and
the first appearance of the character in the Tannhuser system.
[page 6]
1. What are the Attributes?
Each character has four attributes:
Combat: represents the ability to fight, either at a distance with firearms, or in
melee with hand-to-hand weapons.
Physical: Represents endurance, coordination and resistance to pain.
Mental: Lumps together all that concerns the intellect, such as mastery over fear,
extra-sensory perception, or willpower.
Movement: Indicates movement speed, namely the number of spaces a character
may move during its turn.
2. What is a Value?
The term Value means the number of an attribute.
Example: The first Value for Movement of John is 7, the second 6, the third 5 and the
fourth 4.
3. What good are the [Equipment] Slots?
The [Equipment] Slots exist so that you can put Equipment Tokens on the Personnel File.
This equipment could be military ranks, weapons, ammunition, and other capacities.
B. The Game Tokens
Tannhuser uses tokens to aesthetically and accurately represent objectives, equipment,
and Proficiencies. In this chapter we will see how to recognize them and how to use
them.
1. How do you use a Pointer Token?
At the start of the game, place the Pointer Token on its dedicated space on the Personnel
File and point it towards the first Notch. When the character becomes wounded, its
general state of health will be diminished, so it will thus perform less well and its
attributes will lower.
At each wound, rotate the Pointer Token one notch lower to represent its new
attributes. New Values will thereby be indicated for each attributes, these are the Current
Values.
(In the example below John MacNeal has been wounded two times and the pointer token
has been lowered by two Notches. His Current Values are therefore 5,4,4,5.)
[see illustration on page 6]

2. What is an Equipment Token?


Your characters have at their disposal various pieces of equipment that collectively form
Packages.
Each Package is composed of three pieces of Equipment. This is one of the more
interesting elements of Tannhuser, because you personalize your team according to your
style of play. It is very rare to choose the same equipment twice, and thus the possibilities
are numerous.
Heroes have Combat, Physical, and Mental Packages. Troopers only have Combat and
Physical Packages.
3. What is Droppable equipment?
Certain equipment is Droppable, that is to say they can be given, exchanged, or even
placed on the Game Board, at such time as the characters wish to drop them or they are
killed. You will recognize Droppable equipment due to its dashed border on side A.
[page 7]
4. What is the Campaign Date?
Some equipment has a Campaign Date written on it that relates to Special Packages.
To learn more, visit our website at http://www.takeonyou.com [note:
http://www.tannhauser-thegame.com is the new website]
You will soon see details regarding the acquisition and use of these very rare Packages, as
well as other surprises!
Memo: The Pointer token simplifies keeping track of wounds. Finished are the days of
scrap paper and other notes to track victory points or a characters equipment With
Tannhuser everything is clearly kept track of by the game materials!
5. What is a Victory Point Indicator Token?
Each player has 5 Victory Point Indicator Tokens. They serve as reminders to keep track
of your number of Victory Points.
6. What is a Crate Token?
The Crate Tokens are placed on the Action Spaces on the game board. These crates
represent everything that can be scavenged by the characters in desks, archives or other
containers containing precious Equipment or Victory Points.
7. What are Objective Tokens?
Objective Tokens represent a mission that the characters must accomplish in the Story
game mode. There are Primary Objectives (gold border) and Secondary Objectives (silver
border). Primary Objectives require two Proficiencies to complete and Secondary
Objectives only require one.
On Primary Objective tokens, the larger Proficiency icon is called the Objective
Category. It determines where the token will be placed on the game board.

Objective Tokens are dedicated to an army or unit. You will see on side B their Affiliation
Icon.
8. What is a Flag Token?
The Flag Tokens are used in the Catch the Flag and Domination game modes. Each
army has its own flag.
9. What is a Victory Point token?
Victory Point tokens are obtained is different Game Modes.
[page 8]
II.
The Game Boards
Interactive aids, the Game Boards have been designed to allow you to play while having
an aesthetic and unified representation of the locales where your characters will evolve.
A Game Board is composed of multiple Pathfindings.
A. How do I use a Pathfinding?
Pathfinding is a simple and intuitive graphical system that gives both your characters
field of vision and its surroundings. Pathfinding therefore shows both what your character
can see and on which spaces it may act.
A Pathfinding is a collection of connected spaces of the same colour.
[see illustration on page 8]
(in this example all the grey highlighted spaces are part of the same Pathfinding)
Memo: To keep the game board easily readable, some Pathfindings use the same colour
even though they are distinct and far apart. As they are separated by other Pathfindings,
they are evidently not the same.
Some spaces are of multiple colours, which indicate that they are part of several different
Pathfindings. A space made up of 2 or 3 colours signifies that it belongs to 2 or 3
Pathfindings. This is frequently the case of tactically significant locations such as
intersections in rooms or splits in corridors.
[see illustration on page 8]
The red and grey spaces are part of the red Pathfinding and the grey Pathfinding at the
same time.
[see illustration on page 8]
In this illustration, Tala is on a red and grey space, so she therefore sees all the characters
on the red spaces and the grey spaces; in this case, the Shocktruppen on the red space and
Eva on the grey space.

The Shocktruppen only sees Tala because that is the only other character on its
Pathfinding.
Similarly, Eva only sees Tala. They are both on the grey Pathfinding.
Because John MacNeal is on neither the red nor the grey Pathfinding, he neither sees nor
is seen by anyone.
[page 9]
A character is considered to have 360 degree vision and that other characters
(friendly or enemy) do not block its vision. A character therefore sees absolutely
every other character on its Pathfinding. The fluidity of action allows a character to
attack the enemy of your choice, if multiple enemies are present on its Pathfinding
(respecting the restrictions of the weapon used)no matter what its position, even behind
an enemy or an ally!
[see illustration on page 9]
In this illustration all the characters are located on the red Pathfinding. They therefore all
see each other, regardless of their position.
Note that places with limited visibility (dimly lit areas, stairways or doors) naturally mark
a transition between Pathfindings.
[see illustration on page 9]
Hermann von Hezinger started on the green and purple Pathfindings, but in going down
the stairs he finds himself only on the purple Pathfinding.
[see illustration on page 9]
Barry Daniel Brown, while on the yellow Pathfinding, moves to the adjacent room. He
changes Pathfindings to find himself on a red and grey space. He therefore no longer sees
the yellow Pathfinding on which he began.
Memo: Sometimes, certain liberties were taken regarding line of sight so as to intensify
the action!
B. How do I interpret a Space on the board?
Some spaces indicate certain game effects when a character is located on or adjacent to
that space.
1. What is an Attribute Space?
Some spaces on the game board are difficult to traverse (stairs, rubble), while others offer
characters some protection (a piece of furniture that gives cover) or a bonus to combat
thanks to available weapons.
These Attribute Spaces are identified by their attribute icons, which are identical to those
on the Personnel Files.

For each attribute shown in green on the space, the character gains a bonus of +1 to
the Current Value of the appropriate attribute. On the other hand, for each
attribute in red, the character suffers a penalty of -1.
[see illustration on page 9]
This space shows a green Combat attribute icon. A character on this space has a +1 bonus
to its Combat attribute.
[see illustration on page 9]
This Movement icon is in red, which indicates a -1 penalty. This penalty is not applied to
the Current Value but instead to the movement itself. A character must therefore spend 2
movement points (the normal point plus the penalty) to enter this space.
Some tokens (the rubble token, for example) show an attribute icon. When they are
placed on the board, their bonus or penalty applies immediately to the space.
Memo: Movement penalties are never cumulative. Only the biggest penalty counts.
[page 10]
1. What is an Objective Space?
In the Story game mode the Objective Spaces are the locations where your characters
must complete their missions.
The black spaces dont belong to any Pathfinding. No characters may stand on or traverse
through them. Each such space has a Proficiency icon showing what Objective
Category can be placed there.
If the Proficiency icon is gold, it is a Primary Objective. If it is silver, it is a Secondary
Objective.
2. What is an Action Space?
The Action Spaces are also black and dont belong to any Pathfinding. You characters
cannot enter such spaces. While on an adjacent space, however, an event happens.
Each game mode allows for different events to occur due to Action Spaces (see page 14).
3. What is an Entry Point?
Entry Points are spaces that are part of a Pathfinding. They indicate where characters
enter the Game Board.
Memo: Now the Pathfinding system ought to be clear to you. You will agree that it is a
simple and intuitive system. Gone are the complicated lines of sight that lead to
confusion. No more trick shots on a character hidden to one player but discovered by
another. Also gone are the endless disagreements between players after every movement.
With the Pathfinding system everything is clearly indicated on the game board, whether it
is a bonus or penalty, available movement or line or sight!

III.
The Dice
Tannhuser captures the fortune that allows for drama, turnabouts and heroic exploits by
using dice. Over the course of a game, this luck may be managed in many ways to allow
everyone to play as they choose.
1. Ten-sided dice
Tannhuser uses ten-sided dice called d10. 1 is the smallest result and 10 is the largest
(on certain dice, 10 is indicated by 0). Therefore, in increasing order, the available results
are 1,2,3,4,5,6,7,8,9 and 10 (or 0).
2. What is a Dice Pool?
In these rules, you will hear frequent mention of the expression Dice Pool. That
simply means a collection of dice. If you get to use 3 dice, you have a Pool of 3 dice.
3. What is a Difficulty Level?
Its the target to match or exceed on a die to succeed a roll.
The higher the Difficulty Level, the greater the risk of failure. On the other hand a low
Difficulty Level indicates a greater chance of success.
4. How do I succeed a Die Roll?
When you roll you roll all the dice of your Pool. Each die that is equal to or higher
than your Difficulty Level indicates a success. You then total your number of
successes.
5. What is a Natural 10?
A Natural 10 is a ten rolled on the die (without having added a bonus). No penalty may
be applied to a Natural 10. A 9 with a +1 bonus gives a 10, but not a Natural 10.
Example: You roll 3 dice with a -1 penalty (on each die). You get a 6, a 5, and a 10. The
Natural 10 cannot be modified, so you get final results of 5 (6-1), 4 (5-1) and 10.
6. What is a Natural 1?
A 1 rolled on a die is called a Natural 1. No bonus may be applied to this result.
Example: You have a +2 bonus on each result of the dice. You roll 2 dice and receive 5
and 1. The results are therefore 7 (5+2) and 1.
[page 11]
IV.
Game flow
A. In General

1. What makes up a game?


A game is composed of any number of Game Turns based on the game mode chosen.
A Game Turn is divided up into as many Sequences as there are characters left alive.
Each Sequence is made of an Action Phase and a Movement Phase. Collectively, these
phases make up all that a character is able to do.
2. What is a Deployment Roll?
To start the game, the Entry Point for each side must be determined. Each player rolls a
die. The player who rolls highest wins the Deployment Roll and can choose her Entry
Point for the game.
In case of tie, roll again.
3. What is the Initiative Roll?
At the beginning of each Turn (including the first) each player rolls a die with a +1
bonus for each of her dead Characters. Whoever gets the higher result wins the
Initiative Roll and can choose which player starts.
In case of a tie, roll again.
4. In what order are the characters activated?
There is no fixed order in which you must activate your characters. The only rules are
that each character may be activated once per turn and that the players alternate
activating characters.
The starting player selects and then activates whichever character she wishes. Then her
opponent activates one of her characters. Then its the starting players turn again and this
continues until all characters have been activated. Then a new turn begins with a new
initiative roll, and the characters may be activated in a completely different order
according to need.
B. A Sequence
A Sequence is composed of a single characters two different phases:
- The Movement Phase
- The Action Phase
1. What is the Movement Phase?
During its sequence, each character has a Movement Rate in spaces equal to its Current
Value of the Movement attribute.
A characters movement may be interrupted at any time for its Action Phase. After
finishing its Action Phase, it may complete its Movement Phase.

Example: Tala has a Movement Rate of 7 spaces. After moving 4 spaces, she performs her
Action Phase, and then moves her final 3 spaces.
Memo: Take note! It can happen that a characters value in movement is changed after its
Action Phase (being wounded, being healed, etc.)
Nothing forces a character to move during its Sequence.
Example #1: Barry Daniel Brown has a Current Value of 6 in Movement. He can
therefore move from 1 to 6 spaces.
Example #2: Wounded 3 times, his Current Value is 4. He can only move between 1 and
4 spaces.
Example #3: If he heals one wound with first aid, he returns to 5 in Movement.
2. How do I move a character?
A character always moves to a nearby adjacent space. Each space costs 1 Point from
its Movement Rate.
Movements take place along a logical path. It is therefore impossible to walk through a
wall or similar obstacle.
Doors may be walked through normally (so long as it is understood that doors block line
of sight and indicate a change of Pathfinding).
A character can pass through another character (forcing passage). If the character moved
through is an ally, count the occupied space normally for calculating movement. If the
space is occupied by an enemy, your character must stop in an adjacent space and use its
Action Phase to conduct a Physical Duel (see page 13). If the Duel is a success continue
movement as normal.
A character must stop on an unoccupied space (not containing another character).
Action Spaces and Objective Spaces arent part of any Pathfinding, and your characters
may not enter these spaces.
It is forbidden to end movement on an Entry Point. Like all spaces, Entry Points require 1
point of Movement.
Equipment dropped on the ground does not impede or block movement.
[page 12]
[see illustration on page 12]
Tala Aponi may move to any adjacent space.
[see illustration on page 12]

Eva enters the game board via the Entry Point (for 1 point of movement) and then enters
a space with a movement penalty (which costs 2 points of movement). She continues,
spending another 2 points of movement (another penalty). She decides to end her
movement on the space on the right. Her movement cost a total of 6 points.
Karl Zermann wants to move towards Eva but an enemy character blocks his path. Karl
must win a Physical Duel against his enemy if he wishes to force passage.
Von Heizinger wants to go to the corridor above but can only move to the nearby adjacent
spaces. He therefore cant go directly but must go around the wall. He passes freely
through an allied character (it has the same affiliation icon). Dont forget to count the
occupied space normally.
3. What is an Action Phase?
A character can only perform one action during its phase. It can choose between:
-Performing an action (see the game modes on page 14)
-Forcing passage against an adversary
-Using, dropping, giving or picking up equipment
-Searching a chest
-Attacking an enemy
4. How do I Force Passage?
If your character wants to Force Passage against an enemy (passing through it), you must
perform a Physical Duel against it. A failure indicates that your character may not
Force Passage, but it may move elsewhere.
If the duel is a success, your character may freely pass through the occupied space
(counting it normally for movement) and continue its movement.
It is impossible for Force Passage against two enemies during the same Sequence.
If multiple enemies are side by side, only one Physical Duel against the first enemy must
be performed. A success means that your character can Force Passage against all the
adjacent enemies.
Memo: Since you only get one action per phase, you can never force passage to
subsequently perform an action on the other side.
5. How do I use equipment?
Each piece of equipment has its effects, restrictions and rules for use. A section of the
rules is dedicated to the characters and their equipment.
You will note that certain objects follow the same general rules. These Weapon Types are
discussed on page 22.

6. How do I drop equipment?


You can only drop equipment if it has a dashed border. Place it on a free adjacent space
of the same Pathfinding as your character. If no adjacent space is unoccupied (without
enemy or allied characters), the object cannot be dropped.
If your character dies, place all its droppable objects (by piling them up) in its last
occupied space.
Memo: Once an object has been dropped, it may be picked up by character (so long as it
has a free slot) during a subsequent activation.
[page 13]
7. How do I give away equipment?
During its sequence, your character may give away as much equipment as you want, but
only to one or more character(s) on the same Pathfinding and adjacent to the
character.
Only droppable equipment can be given away and the receiver must have enough slots to
hold the given items. The character who received equipment may act normally
during its own Sequence.
8. How do I pick up equipment?
A character can only pick up equipment if it is on the same Pathfinding, and on
either the same space or an adjacent space. In addition, no character (either enemy or
ally) may be on the same space as the object.
The token is simply taken off the board and placed in one of your characters slots. If
there are no free slots, the equipment may not be picked up.
A character may pick up multiple items located on the same space during a single Action
Phase. There is thus no limit to the number of pieces of equipment that a character
may acquire during its Sequence.
9. How do I search a chest?
A character may search a chest only if it is on an adjacent space. No enemies may be
adjacent to that chest.
When you search a chest, you show the token face up and reveal what equipment or
Victory Points it contained.
Once revealed, the equipment may be placed in any free slot on your Personnel File.
A character may place multiple pieces of equipment of the same type (grenades, firearms,
etc.) one on top of each other on the same equipment slot.

A character may also freely exchange its old equipment with the new. It puts its old
equipment in the chest. That equipment may then be retrieved by another character.
10. How do I attack an enemy?
You may attack an enemy during the Action Phase (see chapter VI. Combat, page 16).
11. How do I perform a duel?
Certain circumstances during the game will result in characters performing Mental or
Physical Duels.
Look at the Current Value of your character in the Attribute used in the duel; this will
give you both your Dice Pool and the Difficulty Level of your opponent. Your opponent
does the same and the duel begins.
Each player rolls her Dice Pool and checks her number of successes based on the
Difficulty Level. The player with the most successes wins the duel.
In case of a tie, the character that started the duel loses.
[page 14]
V.
Game Preparation
Before starting a game you have to gather all the elements that you require. This chapter
will help you and explain how to proceed.
A. Are there multiple Difficulty Ranks?
Tannhuser offers three Difficulty Ranks which allows you to play your first games with
characters that will arrive as Reinforcements. You can subsequently play with higher
Difficulty Ranks where each death on the field will be harshly felt.
1. What are the Difficulty Ranks?
Before the game starts, you and your opponent should agree on what Difficulty Rank you
will use to play:
On the Easy Rank, you will receive up to 2 Troopers as Reinforcements.
On the Normal Rank, you will receive only 1 Trooper as Reinforcements.
On the Hard Rank, you will receive no Reinforcements.
2. What are Reinforcements?
When a Trooper is killed, its figure is removed from the game. Based on the Difficulty
Rank, you will have a certain number of Reinforcements. That is to say that your
Troopers who were just eliminated (the same or different as was just killed) can arrive via
your Entry Point the next turn. This new Trooper is not wounded and its equipment
Package is intact.

Memo: Only Troopers and not Heroes may arrive as Reinforcements.


B. Are there multiple game Modes?
Tannhuser offers 4 different game Modes which offer several ways to play. Each has its
own game-end conditions.
At any time, with the agreement of your opponent, you can stop the game. You can
mutually decide the result (draw or victory for one of the players).
1. What is the Story Mode?
This game Mode is a scenario where your characters must complete their mission
objectives.
The game ends when a player has completed 2 of her Primary Objectives, or 1 Primary
Objective and 2 Secondary Objectives.1 The player who then has the most Victory Points
is the winner.
Required tokens:
Place the Objective Tokens on the Objective Spaces according to the rules of the
Placement Roll.
Mix up only those Crate Tokens with Victory Points and, without looking at their
contents, place one on each Action Space.
Special Rules:
Your characters may not complete the objectives of your opponent.
To complete an objective, your character must be on a space adjacent to the Objective
Token. No enemy may be adjacent to the token.
A Secondary Objective only requires one Proficiency. If your character has it, take the
Objective Token. You win 1 Victory Point.
If it does not have the Proficiency, it can acquire it temporarily by spending 1 Victory
Point. The objective is completed, but you do not receive a net gain in Victory Points.
A Primary Objective requires two Proficiencies, and a character can only satisfy one per
Sequence.
If your character has one of the two Proficiencies, you win 2 Victory Points.
On a subsequent Sequence, if that character or one if its allies satisfies the second
Proficiency (and completes the objective) you win another 2 Victory Points.

It is impossible, according to the rules as written and with the maps supplied with the game, for any player
to complete 2 secondary objectives. If you can figure this out, please fill me in.

A Hero can buy a missing Proficiency for 2 Victory Points. The Proficiency will be
fulfilled but you will not have a net gain of any Victory Points.
When the two Proficiencies have been fulfilled, the Primary Objective Token is
discarded.
2. What is the Death Match Mode?
As the name Death Match implies, this game Mode is particularly bloodthirsty, because
the game is over when all of the characters of one player are eliminated. That players
opponent wins the game.
Required tokens:
Mix up all the Crate Tokens and, without looking at their contents, place one on each
Action Space and each Objective Space.
3. What is the Catch the Flag Mode?
In this game Mode the first player to deposit 2 enemy flags on either her Entry Point or
on an Objective Space (which contained one of her flags at the beginning of the game)
immediately wins the game.
[page 15]
Required tokens:
Place the Flag Tokens on the Objective Spaces according to the rules of the Placement
Roll.
Mix up only those Crate Tokens containing equipment and, without looking at their
contents, place one in each Action Space.
Special rules:
To pick up a flag your character must be on an adjacent space and spend its Action Phase
doing so (it can perform no other action during that phase). Furthermore, no enemy
characters can be adjacent to the flag.
A flag is a droppable item, and thus may be given, dropped, and left on the game board if
its carrier dies (following to normal rules for droppable items).
To deposit an enemy flag, a character with a flag must spend its Action Phase while on a
space adjacent to its Entry Point or one of its Objective Cases.
It is forbidden to pick up your own flags.
A character may pick up multiple flags as they do not require a free slot to be picked up.
4. What is the Domination Mode?

To win this game Mode, a player must control at least 4 zones at once. That is
accomplished by have 4 of her Flag Tokens on any 4 Objective Spaces. She immediately
wins the game.
Required tokens:
Each player places her Flag Tokens in front of her. They will be placed over the course of
the game on the Objective Spaces.
Mix up all the Crate Tokens and, without looking at their contents, place one in each
Action Space.
Special rules:
When a character arrives at a space that is adjacent to an Objective Space, it can drop one
of your flags there by spending its Action Phase. If an enemy flag was there, it is
automatically replaced.
There can be no enemies adjacent to the objective.
Memo: Note that in this game Mode, the characters do not physically hold the flags.
Therefore, no Flag Tokens can be exchanged, given, picked up or dropped.
C. How do I setup the game?
1. What Objective Tokens do I choose?
When playing the Story Mode, sort the Objective Tokens of your unit based on their
Affiliation Icon.
Further sort them based on Objective Category, and then subdivide them into Primary and
Secondary Objectives.
If there are too may Objective Tokens in a particular Category, make a hidden selection of
4 of your choice.
2. How do I make a Placement Roll?
The Placement Roll serves to place the Objective Tokens in Story Mode, or the Flag
Tokens in Catch the Flag Mode.
a) Each player rolls a die.
b) The player with the higher result chooses one Primary Objective Space on the
game board.
In Story Mode, this player takes one of her corresponding Primary Objective
Tokens at random and places it face-up on the game board (showing the required
Proficiencies).
In the Catch the Flag mode she places one of her flags.
c) The other player does the same.
d) If there are any Primary Objective Spaces remaining, the players start again at
step a). Otherwise they proceed to step e).

e) Proceed to placing Secondary Objectives or the last flags. Follow the same
procedure as before, starting with step a).
3. Which Personnel Files do I select?
Tannhuser plays with 5 Personnel Files per player.
They must be compatible with each other, that is to say the characters must have at least
one Affiliation Icon in common.
With new expansions, other characters will be available. It will be necessary to choose
your units such that you either have 2 Heroes and 3 Troopers, or 3 Heroes and 2
Troopers. Below are some examples of affiliation icons:
[see illustration on page 15]
[page 16]
4. How do I equip the characters?
Each character has equipment grouped together in Packages.
It is in choosing Combat, Physical and Mental Packages that you can decide to have
either a well-rounded team or one specialized in a given domain. Everyone has their own
chosen route to victory; some prefer offensive force, whereas others emphasize defence
and guile.
Select a Package for your character. You will receive the fourth piece of equipment
designated Special. Put your 4 Tokens on the Personnel File.
You can also design your own Package for a character. Choose 3 tokens from amongst
all its equipment with the exception of the Special Equipmentit is not available.
There will be one free slot during the game. This tactic may be very effective as it is an
excellent way to try your own unexpected game combos!
5. How do I place the Figures at the start of the game?
All your Figures will be placed on your side of the table.
Before the game begins, each player makes a Deployment Roll. The winner will choose
her Entry Point on the game Board and all of her characters will start the game by
entering there.
6. How many players can play Tannhuser?
Typically 2 players, but nothing is keeping you from playing with more!
Five Personnel Files per unit are available, so there can therefore be up to 10 players!
Each player controls one character; the most difficult thing is to agree on a strategy
during the game.
VI.

Combat

In Tannhuser, the battles are moments of great suspense that reveal the courage and
tactical skill of each player. During combat, numerous elements interact to determine the
success or failure of the attack.
Dont worry; with a good dose of adrenaline, some strategy and a little bit of luck, your
characters will be genuine killing machines!
1. How does combat work?
To attack an enemy your character must be in its Action Phase.
You make a Combat Roll and your opponent makes a Physical Roll.
2. How do I make a Combat Roll?
In all combat other than Hand-to-Hand:
Your characters Current Value in Combat indicates your Dice Pool.
The enemy targets Current Value in Combat indicates your Difficulty Level.
In Hand-to-Hand Combat:
If your character does not have a Hand-to-Hand Type weapon, it is its lowest
Value in Combat that indicates your Dice Pool.
If your enemy has such a weapon, your Difficulty Level is the targets Current Value
in Combat. Otherwise, it is the targets lowest Combat Value.
To perform a Combat Roll, you roll all the dice of your Pool and each result equal to or
greater than your Difficulty Level gives you a success.
3. How do I make a Physical Roll?
If you get at least one success during your Combat Roll against an enemy, your opponent
must make a Physical Roll.
Regardless of whether or not it was a Hand-to-Hand attack, your opponents Dice
Pool is the Current Value of her character.
The Combat Value of your character used during your Combat Roll gives her
Difficulty Level.
Each result on this roll cancels one of your successes during your Combat Roll.
4. What do I do when a character is wounded?
Each success obtained during a Combat Roll that was not cancelled by the Physical Roll
causes a wound. For each wound rotate the Pointer Icon on the wounded Characters
personnel file one notch downwards.
A character that loses its last notch is dead. It is thus removed from the game Board.
Memo: The examples below are with characters at the beginning of the game that
are not wounded. The rolls are made without any effects from equipment or
weapons so as to concentrate exclusively on the combat mechanisms. Similarly, the
characters movement after their Action Phase is not shown.

[page 17]
[see illustration on page 17]
Example 1
From its starting position, your Commando can attack Eva and the Stosstruppen, as they
are on the same Pathfinding (yellow spaces). You decide to attack Karl Zermann and
must therefore position your Commando on the red Pathfinding. You move him one
space, which puts him on both the yellow and red Pathfindings.
Combat roll:
The Current Value of your Commando is 5, which gives you a Pool of 5 dice for the
Combat Roll.
Karl has a Current Value in Combat of 6. Your Difficulty Level is therefore 6.
You roll your 5 dice with a Difficulty Level of 6. You get 2,9,7,3, and 6, which gives you
three successes (the 9, 7 and the 6).
Physical Roll:
Your Commando has a Current Value of 5 in Combat and Karl has 5 in Physical. Your
opponent therefore has a Pool of 5 dice with a Difficulty Level of 5.
Your opponent gets 6,9,2,6 and 3, which gives him 3 successes (6,9 and 6). That cancels
your three successes and Karl isnt wounded!
[see illustration on page 17]
Example 2
It is your opponents turn to play. He decides to attack your Commando with his
Stosstruppen. This Trooper doesnt have any ranged weapons, so it must attack via Handto-Hand. It moves two spaces to place itself on one of the spaces adjacent to its target.
Combat Roll:
Careful, because it is a Hand-to-Hand attack the lowest Combat Value is used. It is both 4
for both the Stosstruppen and your Commando.
He rolls 4 dice with a Difficulty Level of 4. His results are 7,8,10 and 5 which gives him
4 successes (the 7,8,10 and 5).
Physical Roll:

Your Commando has a Current Value in Physical of 5, so you have a Pool of 5 dice for
the Physical Roll. You get 1,1,3,8 and 9 which means two successes (the 8 and the 9)
given a Difficulty Level of 4. These two are taken away from the four successes obtained
on the Combat Roll of your opponent. Your Commando is thus wounded twice.
[page 18]
[see illustration on page 18]
Example 3
Its your turn again and you activate John MacNeal. At the moment he is not on the
yellow Pathfinding and is thus unable to see or attack his enemies. He moves one space
and enters the room and may now attack Eva or the Stosstruppen. Because all the spaces
of a Pathfinding are visible for anyone standing on it, John targets the Stosstruppen and is
not blocked by Eva (even though she is between them).
Combat Roll:
The Current Values in Combat for both John and the Stosstruppen are 6.
You roll 6 dice (Difficulty Level 6) and get 10,7,8,9,1 and 6, thus five successes.
Physical Roll:
The Current Value in Physical of the Stosstruppen is 5. Your opponent gets 6,3,4,7 and 1
which results in two successes (the 6 and the 7). His character is therefore wounded three
times (your five successes minus his two). Because his character only has three levels of
health, it dies and its figure is removed from the Game Board.
[see illustration on page 18]
Example 4
Karl Zermann wants to attack John MacNeal and thus must move one space to the yellow
Pathfinding. He throws a grenade (see instructions on its use on page 22) to the empty
space next to John. A rubble token is placed on the space of the explosion and all adjacent
characters must make a Physical Roll.
Combat Roll:
The Current Value in Combat of John is 6 and Eva 5. Karl has a Pool of 6 dice due to his
6 in Combat.
Your opponent makes a Combat Roll against John, getting 7,7,9,6,8, and 10, thus six
successes.
Physical Roll:
Johns Physical is 5 and your Physical Roll gets 10,10,6,8 and 8, thus five successes.

Even though he got a perfect result on his Physical Roll, John can only cancel 5 of Karls
6 successes. Your character therefore suffers a wound.
Combat Roll:
A Combat Roll must now be made against Eva and your opponent hopes to receive bad
results.
He rolls and gets 4,1,4,1,3 and 2. He very luckily received no successes and as a result
Eva doesnt have to make a Physical Roll.
[page 19]
VII. Victory Points
1. Overview
Victory Points can determine the winner of the game based on the game Mode chosen.
They can also be used over the course of a game as a bonus. Use them with discretion,
because each point is of paramount importance.
At the beginning of the game, each player has 2 Victory Points.
Take note that Victory Points do not belong to one character but are available to the
entirety of your unit!
2. How do I use Victory Points?
Before the start of the action, announce that you will be using Victory Points.
Immediately adjust your total with the Victory Point Indicator Tokens. Whether the action
succeeds or not, the Victory Points are used up.
During its Sequence, a Hero may spend up to 2 Victory Points whereas a Trooper
may only spend 1.
3. What can Victory Points do?
Temporarily increase Movement:
In some circumstances, your character may need to move farther than it normally can.
Each point spent can allow the character to increase its Movement Rate by 1, but only for
that Sequence!
Example: Your Hero normally moves 7 spaces. By spending 1 Victory Point, its
Movement Rate increases to 8 spaces; by spending 2 points, it increases to 9.
Execute a Counter-attack:
After an attack from an enemy, if your character is still alive it may execute a Counterattack by spending 1 Victory Point.
This attack can only target the enemy that just attacked.

A Counter-attack is resolved just like a normal attack except that neither character may
use Victory Points and the Counter-attacking character uses its lowest Value in Combat.
You cannot Counter-attack a Counter-attack and no ammunition may be used. All other
rules of combat are followed.
Once the Counter-attack is completed, if the enemy is still alive, it may finish its
Sequence normally.
Memo: Make sure that the circumstances of the game allow your character to Counterattack. For example, if your character doesnt have any ranged weapons and your enemy
isnt within reach of hand-to-hand, your character may not Counter-attack.
Re-roll an Initiative Roll:
The player who just lost an initiative roll (and only that player) may spend 1 Victory
Point to re-roll. It is never possible to re-roll more than one such roll per turn.
Cancel a wound:
After having made a Physical Roll for your character, if its still alive you can cancel one
or more of its wounds. Each Victory Point spent cancels one wound.
It is never possible to execute a Counter-attack after having cancelled a wound.
Obtaining a Proficiency:
In Story Mode, a character may spend 1 Victory Point to temporarily buy a Proficiency
for a Secondary Objective.
For 2 Victory Points, a Hero can temporarily buy the second Proficiency of a Primary
Objective. In other words, only one of the two Proficiencies can be bought with Victory
Points. The other Proficiency must be satisfied by a Hero who has it.
4. How do I win Victory Points?
The different game Modes allow for different ways of winning Victory Points (see page
14).
You also win points for eliminating certain categories of enemies:
Eliminating all enemy Heroes is worth 2 Victory Points.
Eliminating 2 enemy Troopers (reinforcements or not) is worth 1 Victory Point.
5. How do I keep track of Victory Points?

Place your Victory Point Indicator Tokens in front of you in order to show how many you
have.
Example 1: if you have 5 Victory Points, put the Indicator Token 5 in front of you.
If over the course of the game you spend one Victory Point, you simply replace the token
with the 4.
Example 2: to indicate to your opponent that you have 11 Victory Points, use whatever
combination of tokens such that the total is 11 (such as the 8 and the 3 token or the 4 and
the 7).
[page 20]
VIII. The Proficiencies
Each character has Proficiencies indicated right on their Personnel File. These represent
skills and knowledge that allow them to complete Mission Objectives.
[remainder of page not translated; only serves as flavour text]
[page 21]
[page not translated; only serves as flavour text]
[page 22]
IX.
Weapon Types
Weapon Types group together weapons with similar effects. These generalisations are
further specified by the information specified in the Packages of the characters.
1. Hand-to-Hand Weapons:
Hand-to-Hand Weapons allow your character to attack a target on the same Pathfinding
on a space immediately adjacent to yours.
Their effectiveness allows the attacker to use its Current Value in Combat.
Some of these weapons are so effective that they allow you to add successes during a
Combat Roll.
2. Firearms:
Firearms allow you to attack a target at least one space away (occupied or not) and on the
same Pathfinding.2
The precision of some of these weapons allows you to add a bonus to your dice during a
combat roll (see the Packages of the characters).
3. Automatic Weapons:
Automatic Weapons allow you to attack a target at least two spaces away (occupied or
not) and on the same Pathfinding.
2

Note that (as the FAQ says) this means, in effect, a minimum range of two; there must be one space
between you and your target. Hence automatic weapons have a minimum range of three (two spaces
between) and heavy weapons and grenades four (three spaces between).

The rate of fire of some of these weapons allows you add a bonus to your Current Value
in Combat.3
4. Heavy Weapons:
Heavy Weapons allow you to attack a target at least three spaces away (occupied or not)
and on the same Pathfinding.
Characters that do not have the Athleticism Proficiency use their lowest Movement Rate
while carrying a Heavy Weapon.
It is impossible to Counter-attack or use ammunition with heavy weapons.
The power of some of these weapons allows you to add Automatic Wounds after the
Physical Roll.
5. Grenades:
Grenades are thrown on an empty space (no characters in it) at least three spaces away on
the same Pathfinding.
Put a Rubble Token showing a movement penalty of 1 on the target space and discard the
Grenade token from the Personnel File.
You make a Combat Roll against each character (ally or enemy) on the spaces adjacent to
the explosion (even if they are on a different Pathfinding).
No matter what the results of the Physical Roll, all characters targeted suffer an
Automatic Wound.
You cannot Counter-attack a grenade.
6. Hermetica:
Hermeticas are occult artefacts that create strange and demonic effects. They are used
during the action phase.
Choose a free space (no characters in it) on the same pathfinding as the character
invoking the Hermetica. Simply take the Hermetica token and place it on the space, and
the effects take place immediately.
The Hermetica token does not impede movement and a character can later end its
movement on it. The Hermetica corrupts the Pathfinding on which it is placed and it
affects all of the spaces of that Pathfinding.
If the user of the Hermetica dies, it is immediately cancelled and the token is discarded.
It is impossible to have multiple Hermeticas on the same Pathfinding.
7. Smoke Grenades:
Smoke grenades are used during the Action Phase. Choose a free space (no characters on
it) on the same Pathfinding as the thrower and put a Smoke token on it. All the spaces of
3

But (as the FAQ says) only when attacking, never when defending.

that Pathfinding are now enveloped in smoke. Discard the smoke grenade from the
Personnel File.
Once thrown, the smoke grenade cannot be recovered or picked up.
The effects of multiple smoke grenades on the same Pathfinding are not cumulative.
All characters on the affected Pathfinding suffer penalties to their Combat and Physical
attributes (subject to a minimum of 1 point):
-Those on or adjacent to the smoke token have a -5 penalty.
-Those otherwise on the affected Pathfinding suffer a -3 penalty.
[character profiles below only mention the game effects of their equipment]
[pages 24-25; Eva Krmer]
Special Equipment:
Strafe
Type: Hand-to-Hand Weapon
Its effectiveness adds 1 success when a hit is obtained in Hand-to-Hand Combat.
If Eva (and only Eva) gets a Natural 10 when using this weapon, the target is strangled
and cannot make a Physical Roll to cancel any wounds.
The target must be on the same Pathfinding as Eva and be at most 2 spaces away.
Combat Package:
Mauser C96
Type: Firearm.
When making a Combat Roll, the Mausers precision adds +2 to the result of each die
(except Natural 1s).
Iron Cross 1st Class
Because of her heroism, Eva gives 2 victory points to her unit, usable in whatever way
Victory Points may be used.
These points dont add to your score for determining victory.
If not used during the game, they are lost.
Critical blow
If necessary, Eva can re-roll her lowest die roll during a Combat Roll in Hand-to-Hand
combat.
You cannot re-roll a Natural 1.
Physical Package:
Luger P-08
Type: Firearm.
When making a Combat Roll, the Lugers precision adds +1 to the result of each die
(except Natural 1s).

Iron Cross 2nd Class


Because of her heroism, Eva gives 1 victory points to her unit, usable in whatever way
Victory Points may be used.
These points dont add to your score for determining victory.
If not used during the game, they are lost.
First aid
When you use 1 Victory Point to cancel a wound, use of First aid allows you to cancel 1
additional wound.
Discard the token after use.
Mental Package:
Luger P-08
SAME AS PHYSICAL PACKAGE
Iron Cross 2nd Class
SAME AS PHYSICAL PACKAGE
Infiltration
Eva can freely choose her Entry Point, regardless of the Deployment Roll. She can thus
enter via her opponents Entry Point.
On the first game turn, Eva does not block the movement of enemy characters, and they
do not block hers.
[pages 25-26; Marquis General Hermann von Hezinger]
Special Equipment:
Amulet of Patmos
The range of this object is the Marquis Current Value in Mental +1. The Amulet may
target any enemy within that range on the same Pathfinding as the General.
Engage in a Mental Duel with the target; if Hezinger wins, the victim is overcome by
terror. You may move the victim as many spaces as you have successes. If the target has
not yet acted this turn, when it does, it uses its lowest values during its Sequence.
Someone under the effect of the amulet may not move past characters with the same
Affiliation Icon.
Combat Package:
Walther P.38
Type: Firearm.
Sha-Na-Ra

Choose an enemy on the same Pathfinding as the General. Engage in a Mental Duel. If
Hezinger loses, there is no effect. If he wins, the victim is immolated and suffers as
many wounds as Hezinger received successes without recourse to a Physical Roll.
Sha-Na-Ra may be used only once per game (whether it wounds the target or not).
Hermetica Umbra
All characters with the Obscura Korps that are on the corrupted Pathfinding receive a +1
bonus to the Combat Attribute.
Physical Package:
Walther P.38
SAME AS COMBAT PACKAGE
The Eye of Tags
When you use 1 Victory Point to cancel a wound, the healing arts of the infernal beings
of Moss-Orggnoss allow you to cancel 2 additional wounds.
Hermetica Atra
All characters with the Obscura Korps that are on the corrupted Pathfinding receive a +1
bonus to the Physical Attribute.
Mental Package:
Walther P.38
SAME AS COMBAT PACKAGE
Generalleutnant
During the Deployment Roll, this rank allows for a +6 bonus to the die roll. This bonus is
cumulative with bonuses from other ranked characters.
Hermetica Occulta
All characters with the Obscura Korps that are on the corrupted Pathfinding receive a +1
bonus to the Mental Attribute.
[pages 28-29; Karl Zermann OZO]
Special Equipment:
Doom
Type: Firearm
This Borchardt C-93 gives +1 to each die during a Combat Roll. It fires spectral bullets
capable of reaching an enemy even if it is on a different Pathfinding.
This weapon cannot use ammunition.
The range of Doom in spaces is Karls Current Value in Mental +1 space. Take note
that the bullets cannot go through walls and so must travel along Pathfindings.

Combat Package:
Stielhandgranate
Type: Grenade.
Supernatural Strength
During combat, always use the characters highest Combat Value.
Only Hand-to-Hand attacks benefit from this bonus.
Immunity to Pain
During a Physical Roll always use the characters highest Physical Value.
Physical Package:
Stielhandgranate
SAME AS COMBAT PACKAGE
Swiftness
Always use the highest Movement value to determine Karl Zermanns Movement Rate,
regardless of his wounds.
First aid
When you use 1 Victory Point to cancel a wound, use of First aid allows you to cancel 1
additional wound.
Discard the token after use.
Mental Package:
Stielhandgranate
SAME AS COMBAT PACKAGE
Oberleutnant
During the Deployment Roll, the rank of Oberleutnant gives a +4 bonus to the die roll.
This bonus is not cumulative with other bonuses from ranked characters.
Ringkragen
A souvenir from his time in the Feldgendarmerie, the crest of the military police gives
officer Zermann authority and deference. His Mental Values are considered to be 6, 6, 5,
5.
[pages 30-31; Shocktruppen]
Special Equipment:
Mad Minute

The character receives a +2 bonus on its dice during a Combat Roll.


The bonuses of Keep Firing and Mad Minute are cumulative.
To use Mad Minute, a character must give up its Movement Phase and stay immobile.
Can only be used with Firearms or Automatic Weapons.
Combat Package:
MP 40
Type: Automatic Weapon.
Thanks to its high rate of fire, the MP 40 adds 1 to the Current Value in Combat of the
user.
Stielhandgranate
Type: Grenade.
Keep Firing
The character has a +1 to its dice during a Combat Roll.
Keep Firing and Mad Minutes bonuses are cumulative.
To use Keep Firing, the character must have made an attack with the same weapon on the
same Pathfinding during its last Sequence.
Physical Package:
MP 40
SAME AS COMBAT PACKAGE
Ammunition
After its Combat Roll, your character can quickly reload to attack a second time. Only the
results of the second attack count.
You cannot use Ammunition during a Counter-attack.
Discard the token after use.
First aid
When you use 1 Victory Point to cancel a wound, use of First aid allows you to cancel 1
additional wound.
Discard the token after use.
[pages 32-33; Stosstruppen]
Special Equipment:
Demons Burn
Type: Hand-to-Hand Weapon
Demons Burn adds one success after a hit on the Combat Roll.
Combat Package:

Combat Knife
Type: Hand-to-Hand Weapon
Its effectiveness adds one success after a hit on the Combat Roll.4
Supernatural Strength
During combat, always use the characters highest Combat Value.
Only Hand-to-Hand attacks benefit from this bonus.
Immunity to Pain
During a Physical Roll always use the characters highest Physical Value.
Physical Package:
Demonic Vengeance
Discard this token after the Stosstruppen receives a wound that kills it. It doesnt die but
its values are set to the lowest notch. If it hasnt already acted this turn, it may be
activated normally.
This power may only be used once per game.
Supernatural Strength, Immunity to pain and Swiftness are inactive after using Demonic
Vengeance.
Immunity to Pain
SAME AS COMBAT PACKAGE
Swiftness
Always use the highest Movement value to determine the Stosstruppens Movement Rate,
regardless of his wounds.
[pages 34-35; John MacNeal]
Special Equipment:
Nighteyes
Enhanced vision allows you to ignore penalties based on poor vision and to ignore
penalties due to smoke grenades.
Integrated zoom function adds 1 success to any hit achieved with a ranged weapon.
Combat Package:
Flash-gun Mk 1
Type: Automatic Weapon
During a Combat Roll, calculate the number of successes normally. If you get a Natural
10 on your Combat Roll and the enemy doesnt get a Natural 10 on its Physical Roll, the
enemy is instantly killed.
4

The FAQ points out that this bonus is cumulative with the bonus from Demons Burn.

Natural 10s on the Combat Roll are not cumulative. Only those obtained on the first roll
(before re-rolling) count.
Combat Infantry Badge
Thanks to this badge, John MacNeals Combat Values are 6, 6, 5, 5.
Medal of Honor
Announce use of this medal at any time. Until the end of the turn, John MacNeals
Combat, Mental and Movement Attributes are considered to have their initial Values.
The Medal of Honor can only be used once per game.
Physical Package:
Flash-gun Mk 1
SAME AS COMBAT PACKAGE
Expert Infantry Badge
Thanks to this badge, John MacNeals Physical Values are 5, 5, 5, 5.
Medal of Honor
SAME AS COMBAT PACKAGE
Mental Package:
Colt .45 1911 A1
Type: Firearm.
When making a Combat Roll, the Colts precision adds +2 to the result of each die
(except Natural 1s).
Captain
During the Deployment Roll, this rank allows for a +6 bonus to the die roll. This bonus is
cumulative with bonuses from other ranked characters.
Silver Star
Because of his heroism, John MacNeal gives 2 victory points to his unit, usable in
whatever way Victory Points may be used.
These points dont add to your score for determining victory.
If not used during the game, they are lost.
[pages 36-37; Barry Daniel Brown]
Special Equipment:
Flash-machinegun A6a
Type: Heavy Weapon

During a Combat Roll, calculate the number of successes normally. If you get a Natural
10 on your Combat Roll and the enemy doesnt get a Natural 10 on its Physical Roll, the
enemy is instantly killed.
No matter what the result of the Physical Roll, the target suffers one automatic wound.
Natural 10s on the Combat Roll are not cumulative. Only those obtained on the first roll
(before re-rolling) count.
Combat Package:
Knife
Type: Hand-to-Hand Weapon
EA-27
This battery, when used with his Flash-machinegun, allows Barry Daniel Brown to
instantly kill his target with a Natural 9 or 10if the target doesnt get a Natural 10 on its
Physical Roll.
MKII A1
Type: Grenade
Physical Package:
Physical Training
When rolling a Physical Roll, Barry Daniel Brown may re-roll the lowest result (except
Natural 1s).
EA-27
SAME AS COMBAT PACKAGE
First aid
When you use 1 Victory Point to cancel a wound, use of First aid allows you to cancel 1
additional wound.
Discard the token after use.
Mental Package:
Smith & Wesson 1917
Type: Firearm.
When making a Combat Roll, the S&Ws precision adds +1 to the result of each die
(except Natural 1s).
Sergeant
During the Deployment Roll, this rank allows for a +2 bonus to the die roll. This bonus is
cumulative with bonuses from other ranked characters.
MKII A1

SAME AS COMBAT PACKAGE


[pages 38-39; Tala Aponi]
Special Equipment:
TNT 440g
Type: Grenade.
At the point of explosion, place a Rubble Token with a penalty of 2 movement points.
The Physical Rolls made against this weapon have a -1 penalty on each die.
No matter what the results of the Physical Rolls of characters adjacent to the explosion,
they each suffer 2 automatic wounds.
The volatility of this bomb requires the Engineering Proficiency in order to use it.
Combat Package:
M3 Submachine Gun
Type: Automatic Weapon.
Thanks to its high rate of fire, the M3 adds 1 to the Current Value in Combat of the user.
M15
Type: Smoke grenade.
Ammunition
After its Combat Roll, your character can quickly reload to attack a second time. Only the
results of the second attack count.
You cannot use Ammunition during a Counter-attack.
Discard the token after use.
Physical Package:
Smith & Wesson 1917
Type: Firearm.
When making a Combat Roll, the S&Ws precision adds +1 to the result of each die
(except Natural 1s).
M15
SAME AS COMBAT PACKAGE
Morphine Syrette
When you use 1 Victory Point to cancel a wound, use of the syrette allows you to cancel
1 additional wound. Tala may spend her Action Phase to heal 2 wounds from an adjacent
character on the same Pathfinding.
Discard this token after use.
Mental Package:

Smith & Wesson 1917


Type: Firearm.
When making a Combat Roll, the S&Ws precision adds +1 to the result of each die
(except Natural 1s).
Corporal
During the Deployment Roll, this rank allows for a +1 bonus to the die roll. This bonus is
cumulative with bonuses from other ranked characters.
First aid
When you use 1 Victory Point to cancel a wound, use of First aid allows you to cancel 1
additional wound.
Discard the token after use.
[pages 40-41; Alpha Commando]
Special Equipment:
Keep Moving
Your commando always ignores 1 penalty from any spaces or tokens that give movement
penalties.
Example:
A rubble token that gives a 2 point penalty only gives 1.
A space giving a 1 point penalty doesnt affect the commando.
Combat Package:
Flash-gun Mk 1
Type: Automatic Weapon
During a Combat Roll, calculate the number of successes normally. If you get a Natural
10 on your Combat Roll and the enemy doesnt get a Natural 10 on its Physical Roll, the
enemy is instantly killed.
Natural 10s on the Combat Roll are not cumulative. Only those obtained on the first roll
(before re-rolling) count.
MKII A1
Type: Grenade
M15
Type: Smoke Grenade.
Physical Package:
Reising M50
Type: Automatic Weapon.
Thanks to its high rate of fire, the M50 adds 1 to the Current Value in Combat of the user.

MKII A1
SAME AS COMBAT PACKAGE
go, gO, GO!
Your commando increases his movement speed by stowing on his back all his weapons
and anything that might impede movement. He thereby gains 1 point to his Movement
attribute.
go, gO, GO! is used at the beginning of the characters Sequence.
The character may not take an Action Phase and it may not Counter-Attack.
[pages 42-43; Delta Commando]
Special Equipment:
Keep Moving
Your commando always ignores 1 penalty from any spaces or tokens that give movement
penalties.
Example:
A rubble token that gives a 2 point penalty only gives 1.
A space giving a 1 point penalty doesnt affect the commando.
Combat Package:
Smith & Wesson
Type: Firearm.
When making a Combat Roll, the S&Ws precision adds +1 to the result of each die
(except Natural 1s).
M15
Type: Smoke Grenade.
M15
SAME AS ABOVE
Physical Package:
Smith & Wesson
SAME AS COMBAT PACKAGE
BG-42
When the wearer gets a Natural 10 on a Physical Roll, no damage is received and all
wounds of the attack are cancelled.
This vest has no effect on Mental or Hand-to-Hand attacks.
go, gO, GO!

Your commando increases his movement speed by stowing on his back all his weapons
and anything that might impede movement. He thereby gains 1 point to his Movement
attribute.
go, gO, GO! is used at the beginning of the characters Sequence.
The character may not take an Action Phase and it may not Counter-Attack.
[pages 45-46 skipped]
[back cover]
XII. Quick Reference
Game flow
Choose the difficulty level.
Choose the game Mode: Story, Death Match, Catch the Flag and Domination.
Perform the Placement Roll for Story and Catch the Flag modes.
Choose characters and their Packages.
Perform the Deployment Roll to select each players Entry Point.
The game begins, each turn starting with an Initiative Roll.
Movement
A Pathfinding is a collection of connected spaces of the same colour.
A character sees all other characters on its Pathfinding regardless of their positions.
A character always moves to a nearby free adjacent space.
Each space costs 1 point from the Movement Rate. The Movement Phase may be
interrupted at any time for the Action Phase; movement may then resume.
A character may move past another character; this requires a Physical Duel if moving
past an enemy.
A character may shoot past any character to attack a target.
Rolls
A Dice Pool is a collection of dice rolled together.
Each die that is equal to or higher than the Difficulty Level is a success.
No penalty may be applied to a Natural 10.5
No bonus may be applied to a Natural 1.
Combat
The Current Value in Combat of the attacker indicates the Dice Pool; the Current Value in
Combat of the target indicates the Difficulty Level.
If at least one success is obtained, the opponent makes a Physical Roll.
The Current Value in Physical of the target indicates the Dice Pool; the Current Value in
Combat of the attacker indicates the Difficulty Level.
5

The actual coverin an evident typosays that no bonus may be applied to a 10, and no penalty to a 1.

Each success of the target cancels one success of the attacker.


Each success of the attacker that was not cancelled inflicts one wound. Each wound
rotates the Pointer Token one notch lower. A character who loses its last notch is dead at
the figure is removed from the board.
Victory Points
Victory Points do not belong to one character, but rather to the entire unit.
During its sequence, a Hero may spend 2 Victory Points; a Trooper only 1.
Each point spent allows a character to increase its Movement Rate by 1 for one Sequence.
After an enemy attack, a surviving character may Counter-Attack by spending 1 Victory
Point.
The loser of the Initiative Roll may re-roll by spending 1 Victory Point.
After making a Physical Roll, if a wounded character is still alive, you may cancel 1
wound per Victory Point spent.
In Story Mode, a character may temporarily buy a Proficiency required by a Secondary
Objective for 1 Victory Point. For 2 Victory Points, a hero that has one of the
Proficiencies required by a Primary Objective may temporarily buy the second.
Eliminating all enemy Heroes earns 2 Victory Points. Eliminating 2 enemy Troopers
(reinforcements or not) earns 1 Victory Point.

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