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Introduction

Welcome to Up Front. This tutorial is designed for players new to the game. Its purpose is to present basic
mechanics of the game so players can start their own games without having to read the entire rulebook. This tutorial
introduces you to the concept of play and outlines the basic rules. Players using this tutorial should set up their game
and play along as they read the tutorial to get a better feel for the game mechanics.

The setups and Actions taken by the “players” in this tutorial should in no way be interpreted as sound decisions. In
fact, the example is set up to emphasize the rules, and sometimes players will make “bad” decisions to demonstrate a
concept.

This tutorial is presented in chapters. Players should work through a chapter and then play just using the rules in the
tutorial up to that point.

Chapter 1. The Basics.


This chapter introduces most basic concepts, including Wounds, Weapon Malfunction, and Entrenchments.

Setting Up

First select a scenario and Nationalities. We’re going to use a variation of A Meeting of Patrols, Scenario A, in order
to explain some concepts – note that this example uses a different set of men from the standard Scenario A. We’ll
use the Germans and Americans.

In Scenario A, the players will play through the Action Deck a maximum of three times if neither player wins before
then. There are no scenario special rules, but five Buildings cards will be removed from the Action deck during play.
The scenario victory conditions state that each player is trying to get four Men to Range Card 4. The Men must be
Unpinned, not Infiltrated (Chapter D.1. Infiltration), not moving, and in Terrain that provides the Group a defensive
benefit, that is a Terrain card with a negative Terrain Modifier.

The German player has drawn the higher-numbered card and, as the first player, sets up first. The German player’s
Group ID tokens are alphabetical from left to right, while American player, as the second player, sets his Group ID
tokens to mirror the first player. Each player then places a Distance 0 token next to each of his Group ID tokens.

The German player deploys his Men and assigns each man a single primary Weapon. When setting up, there are a
few rules to follow. A player must set up in 2, 3 or 4 Groups. Each Group must have between two and ten Men.
Groups must be constructed sequentially, that is A then B then C then D. A player cannot leave gaps, such as A then
C. Although it does not apply here, a player cannot set up with more than one BAR/LMG/MMG in the same Group.
Finally, all Men start the game on their unpinned side, i.e., the side without the word “Pinned” across the black bar.

Following these rules, the German player sets up in two Groups as shown below. Group A contains Men numbered
6 (Bernhoff, Bolt-Action Rifle or Rifle), 7 (Beck, Rifle), 9 (Streich, Rifle), 8 (Wollak, Rifle), 2 (Hessel, Machine
Pistol), and 3 (Schüssel, Light Machine Gun or LMG) in that order. They are laid out behind the Group A token
from left to right in that order. Similarly, Group B contains Men numbered 10 (Wolff, Rifle), 4 (Schumacher, Rifle),
5 (Schultz, Rifle), 1 (Diettinger, Machine Pistol).

The American Player now sets up following the same set up rules, although he isn’t obliged to set up in the same
number of Groups that the German player did. Instead, the American player sets up in three Groups. Group A
contains Men 12 (Edwards, Semi-Automatic Rifle or SAR), 24 (Crain, Machine Pistol or MP), and 6 (Smith, SAR).
Group B contains Men 15 (Nixon, Medium Machine Gun or MMG), 10 (Watson, SAR), 5 (Frattali, SAR), 1
(Burnett, MP). Group C contains Men 22 (Cantatore, MP), 7 (Anderson, SAR), 9 (Burke, SAR). In American Group
B, Man #10 (Watson) receives a Crew token and is designated as a crewman for the MMG possessed by man #15
(Nixon). The German player could have, but did not, designate a crewman in his Group A.

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A crewman provides some advantages. Under the Firepower column on Weapons assigned to the American Nixon
and the German Schussel there are two sets of firepower numbers, a higher number without brackets and a lower
number with brackets. The American MMG will use the (higher) numbers without brackets for its Firepower, while
the German LMG will use the bracketed (lower) numbers for its Firepower. At the top of each Weapon card there
are one or two sets of numbers in red. These are the breakdown numbers for each Weapon. The American MMG
will use the numbers without brackets, while the German LMG will use the bracketed numbers since it is not
crewed. Thus, in its current state, the German LMG will be more prone to breakdown during combat. Certain Men
cannot be a crewman, e.g., one who already has his own LMG.

Also note that the American Burnett and the German Diettinger are identified as SL or Squad Leaders. These are the
Men in overall charge of the troops. The German Hessel is identified as an ASL or Assistant Squad Leader, and can
take over leadership of the German squad if anything happens to Diettinger. The American squad does not have an
ASL, and so the American player will need to ensure the safety of Burnett.

Now that the troops are deployed, the Action deck is shuffled and the player hands are dealt. The remaining Action
cards become the Draw Pile. For this tutorial we’ll use a pre-constructed Action deck.

When the Action deck Draw Pile is empty, the Discard Pile and any Action cards drawn to resolve the current
Action are shuffled to create a new Draw Pile. Unless the game ends sooner, the game must end at the conclusion of
the specified number of decks, although an Action that was already being resolved when the Draw Pile is empty is
completed by shuffling another Draw Pile and drawing sufficient cards to complete the Action. At that point, the
game ends, even if player hold cards they could still normally play.

The German player gets five cards and the American player gets six cards, representing the nationality differences.
The German player has the following cards: Brush (#131), Buildings –2 (#77), Movement (#26), Fire 1(1) (#152),
and Fire 1(2) (#87). The Fire cards are listed as the Fire Strength of the card and the (Firepower required to make the
attack). The American player holds a Concealed –1 (for a Soviet player, only) (#57), a Concealed –1 (#62), Rally 1
(for a Soviet and German player) (#41), Movement (#18), Building -3 (#143) and Concealed -1 (#54). During a
regular game players do not know what cards the opponent holds until they are played.

Before starting, both players have the opportunity to play terrain on their own Groups or their opponent’s Groups
prior to beginning play. Only the German player has a Terrain card, his Brush card (#131), and he elects to play it on
his Group B. The –1 at the top of the Brush card indicates the effect on incoming attacks. A –1 terrain isn’t
outstanding, but it is better than no terrain at all. After the German player has played one Terrain card, the American
player has the opportunity to do the same. Players get alternating opportunities to play a Terrain card until both
players have declined consecutively.

Groups that do not occupy a Terrain card are considered to be in Open Ground. All three American Groups and
German Group A are all in Open Ground.

The German player could not play the Buildings card because the scenario instructions state that the first five
Buildings cards to appear in play are “cower” cards and are removed from the game. Cower cards are worthless, but
occupy a space in a player’s hand. Cower cards need to be discarded during play to get them out of a player’s hand.

The German player now draws one card from the Action deck to bring his hand up to five cards, getting Sniper
(#156). The game is ready to begin.

The scenario card describes what the players are trying to accomplish. The victory conditions stated are: “A player
must have four Men at Distance token 4.” A player cannot win by having four Men at Distance token 5, they must
be at Distance token 4, but the four Men could be in more than one Group. Either player could also win by
“breaking” the enemy squad or by Victory Points as previously described.

Players take alternate turns. In a turn, a player takes Actions, and each Group can take one Action per turn. Not
every Group has to take an Action each turn. Instead of taking Actions, a player may discard cards as allowed by the
nation he is playing or he may simply pass.

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German Turn 1

The German player decides to move his Group B forward and plays his Movement card (#26) face up on the table in
from of the Men that comprise Group B. He then flips his Distance 0 token over to the Distance 1 side. By doing so,
he is closing the range between his Group B and the American Groups. The Movement card will remain in play until
this Group plays a Terrain card.

A player may take and complete Actions in any order desired, seeing the results of one Action before taking another.

For his second Action, the German player elects to conduct a Fire attack with German Group A firing at American
Group B. He has two Fire cards, but cannot use them both. The Range between German Group A and the American
Group B is 5.

Now determine the Firepower German Group A has at Range 5. Looking at the individual units, each of the four
Riflemen has 0 Firepower at Range 5. The LMG doesn’t have a crewman, so it has 2 Firepower, from the bracketed
line of the Weapon card. The assistant squad leader has a machine pistol, and this has 0 Firepower. Thus, German
Group A has 2 Firepower. As the Range decreases between opposing Groups, the Firepower of Weapons increases.

The German player has two Fire cards. One card (#152) has a Fire Strength of 1 and requires 1 Firepower to use.
The other card (#87) has is a Fire Strength of 1 but requires 2 Firepower to use. He selects the Fire card (#87)
needing 2 Firepower, and plays this card face up on the table, and declares, “Group A is firing at Group B.”

This Fire Strength is modified by the Terrain of the Defending Group, certain Terrain types on the Attacking Group,
and any Smoke or Wire on either Group. Since none of these applies here, the Fire Strength is not modified.

Movement cards on the firing or target Group would also affect the Fire Strength as well. A Movement card on the
Firing Group would be Moving Fire. Movement cards on the defender result in an increase to the attack. Neither
case applies to this attack.

The American player has a last chance to affect the attack. In his hand are three Concealed cards (#54, #57 and #62).
All have a –1 value, but #57 may only be used by a Soviet player. Although the American player still has two usable
Concealed cards, he may only play one Concealed card in any Fire Attack. He plays a Concealed –1 card (#62),
reducing the final Fire Strength of the attack to 0 (1 – 1).

The German player now has the option to cancel the attack, but decides to continue. If he decided to cancel the
attack, the Fire card and the Concealed card just played would be discarded, and Group A still would have
completed its Action for the turn. Instead, he resolves the attack against all members of American Group B. He
cannot voluntarily cancel the attack after resolving some of it.

To resolve an attack, take the final Fire Strength of the attack, in this case 0, and draw a separate card from the
Action deck for each Man in the Group being attacked. Each Man in the target Group is attacked sequentially. Each
Action card has a large number in its upper right corner, known as a Random Number. When resolving Fire Attacks,
if the Random Number is black, its value is added to the modified Fire Strength; if the Random Number is red, its
value is subtracted. This final number is compared to the exposed Morale or Panic value of the Man

The first card drawn is a Red 2 (#125 - Wall), and 0 –2 = -2. This value is compared to the Morale 4 of Nixon, the
first man in the Group. The final value is less than the Man’s Morale, so the attack is ineffective.

The second card drawn is a Black 3 (#47 – Rally 4), and 0 +3 = 3. The second Man in American Group B is #10
(Watson), and his Morale is 1. Because the final number is greater than or equal to his Morale, the attack pins
Watson, and his card is turned over so that the black and white “Pinned” bar is face up.

The third card drawn is a Black 4 (#53 – Rally 4/Concealed -1), and 0 + 4 = 4. Comparing 4 to the Morale 3 of
Frattali, we see this value is greater than his Morale, so he is Pinned. His card is turned over so that the black and
white “pinned” bar is face up.

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The fourth card (#58 – Buildings -2) is a Red 0, with the final value of 0 having no effect on Burnett’s Morale of 4.

The attack is now over. The Fire card, the Concealed –1 card, and three of the four cards drawn to resolve the attack
are now taken and put face down as a Discard Pile. Players are not allowed to look at cards in the Discard Pile and
can never count the cards remaining in the Action deck. The one card not put into the Discard Pile is the Buildings
card (#58). The special rules for the scenario state that the first five Buildings cards drawn or discarded unused are
removed from the Action deck. The Buildings card (#58) is placed face up beyond the Discard pile to indicate it has
been removed from the Action Deck.

American Group A has two Pinned Men. Pinned Men do not contribute firepower to any Firepower attack, but their
Weapons are still subject to breakdown. Further, because Watson is Pinned, Nixon's MMG must use its bracketed
numbers if American Group B conducts a Fire Attack. Pinned Men prevent their Group from attempting to Entrench
or from playing a Movement card. However, if a Group containing Pinned Men already has a Movement card in
play, it can usually play a Terrain card. Individual unpinned Men within a Group could still play Movement cards to
perform certain Actions. Pinned Men are prevented from taking individual Actions.

German player turn 1 is almost over. However, the German side is unique in that the player can take an Action and
discard on the same turn. Normally, a side can either take Actions or discard. The German side can always discard
one card, but never more, regardless of the number of Actions taken. Discarding for the German player is voluntary
if he takes an Action.

In this case, the German player decides to discard his Buildings –2 card (#77). This Buildings card is placed face up
with the other Buildings card (#58) to signify that two Buildings cards have been removed from the Action deck.

Finally, the German player draws three cards, Fire 2/1 (#154), Woods (#146), and Marsh (#137) from the Action
deck to fill his hand up to five cards.

American Turn 1

Note that the American player starts his turn with only 5 cards in his hand because he played a Concealed card
during the German player's turn. A player only refills his hand at the end of his own turn.

The American player’s first Action is to play his Rally 1 card (#41) on Group B. A Rally card allows a player to turn
Pinned Men over to their face-up side so they will be able to fight again. A Rally card can only be used on one
Group (the Rally All card is a special exception), and up to the number of Men listed can be rallied. If the American
player had a Rally card with a value of 2 or greater, that would allow him to rally both the Pinned Men in Group B,
but any extra unused rally ability would be lost. The American player recognizes that his MMG must currently use
its bracketed numbers because it has a Pinned crewman, so he rallies Watson, turning the man’s card face up. The
Rally card is placed into the Discard Pile.

The second Action taken by the American player is to move his Group C forward. He plays the Movement card
(#18) from his hand on Group C, and flips Group C’s Distance token to its Distance 1 side.

The range between American Group C and German Group B is now 3. The range between American Group C and
German Group A appears to be 4, but if Groups are neither opposite nor adjacent, the range between them is
increased by 1, in this case to 5. The maximum range between two Groups is 5, regardless of the positions they
actually occupy on the battlefield.

For his third and final Action, the American player attempts to Entrench his Group A. Entrench is one of the Actions
that does not require a card to perform, but this Action has prerequisites. In order for a Group to attempt to Entrench,
it must not contain any Pinned Men, it cannot be Moving, and it must occupy Terrain that allows Entrenchment -
specifically, Open Ground, Brush, Woods, and Hill.

To Entrench, draw a Random Number from the Action Deck and a 0 or a 0 means success. Any other Random
Number is a failed attempt and ends that Group’s Action for the turn. The Random Number is a 0 (#140 - Marsh), so
the Entrenchment attempt is successful. The American player takes an Entrenchment token and places it next to

Up Front Tutorial version 03/27/2013 page 4 of 11


Group A’s Group ID token. Attacks versus this Group will have their Fire Strength reduced by 1 due to the cover
afforded by the Entrenchment.

Once Entrenched, a Group cannot attempt to Entrench again. Further, if the Group plays a Movement card that
remains in play, the Entrenchment token is immediately discarded. Even if the Group were to return to that same
location of the battlefield, it would have to successfully attempt Entrenchment on another turn in order to regain that
benefit.

The American player has taken an Action with each of his Groups. Unlike the German player, the American player
cannot discard cards on a turn he has taken an Action. Thus, the American player draws three cards from the Action
deck to bring his hand to its six-card limit, drawing Hero (#151), Pillbox (#64), and Minefield (#141).

The American player could use the Hero card immediately, but elects not to (or forgets that he has the option!)

German Turn 2

The German player elects to conduct another Firepower Attack with his Group A. Unlike his first turn, the German
player holds two Fire cards (#152 – Fire 1/1 and #154 – Fire 2/1), and he can play both of them as one Action. The
Fire cards together require two Firepower factors, which is less than or equal to the Firepower of German Group A
at Range 5, which is 2 as we established before. The German player is still only allowed one attack. The Fire cards
could not be separated as two separate attacks unless it was over separate turns or by separate Groups. The Fire
Strength of the combined cards is 3. American Group B is declared to be the target Group.

There are no modifiers to the Fire Strength from Terrain or Movement. The American player takes the opportunity
to play a Concealed –1 card (#54), making the Final Fire Strength equal to 2.

The American player does not elect to use his Hero card to Rally his Pinned Man. The Hero card is equivalent to a
Rally 1 card but it does not count as an Action, and can be played anytime, even during the opponent’s turn. Hero
cards have other special uses. The other main benefit of a Hero card is playing it to double the Firepower of one
Man for one player’s turn.

The German elects to resolve the attack.

The first card drawn to resolve the attack is a –2 (#103 – Fire 5/10) and 2 – 2 = 0, and this has no effect on Nixon.

The second Random Number card drawn is a 6 (#32 – Rally 1). The final attack value is 2 + 6 = 8, equal to Watson's
KIA value.

Whenever a Man is to be removed from the game by an attack or Sniper with a result less than or equal to his
exposed KIA value we must check to see if he is Wounded. On the just drawn Random Number card, look at the
numbers on the bottom of the card. The 7w column is always used to check for a Wound. Because the value under
the 7w column is a 4, ignoring the color, and that is not equal to Watson’s Morale value (3), he is KIA.

Wounds have several effects. A Wounded Man is not removed from the game as KIA, and he remains in the state of
being Pinned or Unpinned as he was prior to the attack. His Firepower is halved, and he has 0 Firepower while
Moving. A Wounded Man can be a crewman with no negative effect. He cannot attempt to Infiltrate, but he can
keep his existing Infiltrator status. Further, at the start of every new Action Deck, he has to check to see if he dies
because of his wounds.

Since Watson has been killed, his card is handed over to the German player. The German player keeps Watson's
card face up, which is important for calculating victory points, if necessary, at the end of the game. Watson’s
Weapon is placed under the American Group ID B token for potential acquisition and his Crew token is removed.

The third card drawn is a –1 (#83 – Fire 3/9) and 2 – 1 = 1. Compare the result of 1 to Frattali’s Panic value, because
that side of his card is exposed. Since 1 is less than his Panic value of 4, the attack does not further affect him, but he
remains on his Pinned side.

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The fourth card (#92 – Fire 4/8) is a 0, resulting in no effect on Burnett.

The two Fire cards, the Concealed card, and the cards drawn to resolve this attack are all placed face down on the
Discard Pile.

The German player now plays his Woods card (#146) on Group B. After the setup, you are only allowed to play or
discard a Terrain card on a Group with a Movement card in play. Marsh and Minefields are Terrain card exceptions
that require two Movement cards to be played before a Group can play another Terrain card. The Movement card
(#26) that was in play and the Brush card (#131) on German Group B are placed into the Discard pile.

The Woods card has a modifier at the top of the card –2*. Normally, Woods will reduce the strength of attacks
against this Group by 2. The * indicates the –2 terrain modifier is not applicable to Artillery or Mortar attacks.

Generally, all terrain cards have a modifier below their name. This indicates the amount to reduce an attack against a
Group in that terrain. If the modifier is circled, it affects attacks made by a Group in that terrain. Mnemonics are
used to indicate the special rules applicable to a particular Terrain card.

Having completed his Actions for the turn, the German player discards the Marsh card (#137) from his hand onto
American Group C. Don’t discard the Movement card yet! Any valid terrain card, except Open Ground, can be
discarded on an opponent’s Moving Group. At this point in the game, players could not discard a Buildings card on
an opponent’s Group, because it is still considered a Cower card.

The American player must now decide to accept or reject the Marsh card. This decision is not an Action. Although
the Marsh card provides a –1 modifier against incoming attacks, an attack a Group makes while in a Marsh card is
reduced by 1. A further handicap of Marsh is that it takes two Movement cards to exit. Finally, a player may not
attempt to repair malfunctioned weapons while in a Marsh.

Since the Marsh card was just discarded on his moving Group, the American player elects not to accept it. The
Marsh card is placed into the Discard pile. The cost for rejecting terrain is that the American player takes the
Movement card that is in play on his Group C, and turns it Sideways. Because his Group C is no longer Moving
forward, the Distance 1 token for American Group C is flipped back to the Distance 0 side, to reflect the Move
forward was changed. If the Movement card in play was in the sideways mode to begin with, then the Movement
card is discarded if a Terrain card is rejected.

The German player draws four cards from the Action Deck, Fire 2/2 (#88), Buildings (#95), Cower (#132), and
Movement (#19) and ends his turn.

American Turn 2

The American player decides to play the Hero card (#151) on Group B to Rally the one Pinned man in the Group.
Since he used a Hero card, Group B is still eligible to take an Action. The American could decide to attempt to
Entrench, since Group B is not moving and does not contain any Pinned Men and seems to be the favorite target of
the German troops. Group A cannot attempt to Entrench because it is already Entrenched. Group C cannot Entrench
because it is already moving. Note that not all Actions require the use of an Action card.

However, looking at the cards in his hand, the American player sees several cards that are not useful to him. Since
he has not taken an Action with ANY of his Groups (remember, the play of a Hero card is not an Action), the
American player is eligible to discard two cards from his hand. The American player selects two cards from his
hand: the Minefield card (#141) and the Pillbox card (#64). The scenario special rules state both these cards are
Cower cards, and are worthless, so the American player discards both cards into the Discard Pile. The fact that a
card is a Cower card is not reason alone to remove it from the Action Deck. The scenario special rules must indicate
a card is to be removed.

The American player draws four cards to refill his hand. He draws a Stream card (#139), a Wire card (#120), a
Sniper card (#148), and a Sniper card (#150).

Up Front Tutorial version 03/27/2013 page 6 of 11


German Turn 3

The German player chooses to play his Fire 2/2 card (#88) with Group A, and will shoot at American Group C. The
Range between German Group A and American Group C is 5. If we calculate the Range, we see that the two Groups
are at Range 5, and we increase the Range by 1 because the two Groups are not adjacent, giving a total Range of 6.
However, the maximum Range between two Groups is 5, regardless of the actual distance between the Groups, so
German Group A has the necessary 2 Firepower to use the Fire card.

The Fire Strength is not affected by any Terrain card, but the Fire Strength is +1 for the Movement card in play on
American Group C, for a total Fire Strength of 3. The American player does not have a Concealed card to play. The
German player decides to resolve the attack.

The first card is a 5 (#29 - Movement). The final attack value is –2, which has no effect on Cantatore, but it does
result in a Weapon Malfunction. At the top of each Weapon card are red numbers after the Weapon’s name. These
are the Weapon Malfunction numbers. The four rifles and the machine pistol each have a X6. The German LMG has
a [X5-6] X6. The German LMG is uncrewed and is using its bracketed Firepower, and also its bracketed
malfunction values. The Red 5 on the card (#29) indicates a malfunction, because at least one Weapon in German
Group A has that malfunction number. Since only the German LMG has a breakdown number equal to the Random
Number drawn, the German LMG automatically malfunctions. The German player takes the Weapon card for
Schüssel, and moves it down to expose the Malfunction! Bar. The German player can now read: Malfunction! RP 1-
6, EL 4-6.

The German player must continue to resolve the attack; he cannot cancel the remainder of the attack resolution.
Even though all the weapons in the Group are reduced to 0 Firepower, they are still firing, albeit with very little
effect. The remainder of the attack is reduced by 1 Fire Strength for every two Firepower the broken Weapon was
previously contributing. A Weapon Malfunction will always decrease the Fire Strength of remaining attacks by at
least 1 (as in the case of a Weapon with 0 Firepower). The LMG was contributing 2 Firepower, so the Fire Strength
is reduced by 1 down to a 2 Fire Strength.

The second card drawn is a 6 (#28 - Movement). The result 2 – 6 = -4 has no effect on Anderson, but there is
another Weapon Malfunction in German Group A. This time, every Weapon in German Group A has a malfunction
value of X6, so the Weapon that malfunctions is determined randomly.

The next card (#37 – Rally 1) is drawn from the Action deck. At the bottom of the card drawn, the players look
under the 6 column for the random number, because there are six Men in the firing Group, and all Men in that Group
have a Weapon with a malfunction number of X6. The random position number is a 1 (the color is immaterial in this
context), so it is Bernhoff who suffers the Weapon Malfunction. Bernhoff’s Weapon card is also shifted downward
to display the breakdown information. Although the Rifle contributed 0 FP the Fire Strength is reduced by 1, and the
remaining attacks is resolved at Fire Strength 1.

The next card (#31 – Rally 1) drawn, is another Red 6. The attack against Burke is ineffective, 1 – 6 = -5, and
another Weapon has malfunctioned. The German player rolls his eyes and sighs loudly – the Germans’ ammunition
must be running short. The next Action card (#25 - Woods) is drawn, and checking the random position number
under the 6 column, the result is a 1. Bernhoff’s Weapon malfunctions again, and it is removed from the game.
Bernhoff is without a Weapon and is Unarmed. While Unarmed Bernhoff's Morale and Panic are both modified by -
1. The Fire Strength of the attack would be reduced to 0 if there were any remaining attacks to be resolved against
Group C.

A man who is Unarmed is never counted when determining what Weapon is subject to malfunction. However, he
could serve as a crewman without any detriment.

Let's say, however, the card drawn for the attack against Burke had been a 5. This 5 would not affect the already
broken LMG, which currently has a Weapon Malfunction value of X6.

Up Front Tutorial version 03/27/2013 page 7 of 11


The cards used to declare and resolve the attack and the cards drawn to resolve the Weapon malfunctions are all
discarded.

Malfunctioned weapons can be repaired in subsequent turn, but we'll cover that in another Chapter.

The German player plays a Movement card (#19) on Group B, and declares it to be forward movement. He places a
Distance 2 token next to the German Group B.

Besides forward movement, a player can play a Movement card sideways. This does not change the Distance token
of the Group. A player can also declare Retreat to lower the Distance token of his Groups by playing the Movement
card with the “top” closer to himself and farther from his opponent. Retreat movement has a few restrictions. First, a
Group must be at Range 4 or less to at least one enemy Group. Second, even if a Group can Retreat, if it is already at
Distance 0 or less (that is a Distance token with a negative value), a Movement card played to Retreat must have a
Red RNC. The Movement card just played would qualify for this latter condition.

The German player discards another Buildings card (#95), which is removed from play. He draws three cards to fill
his hand, Movement (#158), Concealed (#68), and Smoke (#128) and ends his turn.

American Turn 3

The American player decides not to take any Actions, and will discard two cards he currently holds. He would like
to discard four, the Stream card (#139), the Wire card (#120) and the two Sniper cards (#148 and #150). Let's
explore the possibilities.

The American player could discard the Stream card only on German Group B, because it is the only enemy Group
that is moving. If he discards the Stream card on German Group B, it is ineligible to have the Wire discarded on it
during the same turn because the Stream is Unforded. Alternatively, the American player can discard the Wire card
on either German Group.

If the American player decides to discard one or both Sniper cards he may discard them on separate enemy Groups
or he may discard them on the same Group.

The American player decides to discard the Wire (#120) on German Group A, and the Sniper card (#148) on Group
B.

A Wire card functions similar to a Terrain card but it is not considered a Terrain card. Wire cannot be rejected by the
receiving Group. A Wire card causes outgoing attacks to suffer a Fire Strength reduction of 1. Incoming Fire
Attacks are increased by 1. These effects apply for each Wire card in play on a Group! A LMG such as the German
player has cannot fire out of the Wire while uncrewed.

Wire is removed by playing a Movement card, and as always, the Group cannot have any Pinned Men to play the
Movement card. Both the Movement card and the top Wire card on the Group are discarded. Thus, it would take two
Actions to remove two Wire cards from a single Group. The Group removing a Wire card cannot gain any other
benefit or declare any other Action from the play of the Movement card. However, a Group that is Entrenched does
not lose its Entrenchment just because it plays a Movement card to remove a Wire card, because the Movement card
does not remain in play.

If a Group is Moving and it has Wire discarded on it, that Group can’t play any Terrain card, except for Open
Ground for as long as the Wire card remains in play. If the Group decides to play a card as Open Ground, the Open
Ground is played beneath all Wire cards, leaving the Wire cards in play, but any other Terrain card and Movement
cards on that Group are discarded.

Snipers are special attacks that are directed against an enemy Group. If more than one Sniper was discarded on a
Group, the player who discarded the Sniper cards determines the order of resolution. Resolving the Sniper card
(#148 Pin 4-5, KIA 6): There is more than one Man in German Group B, so the position attacked is determined
randomly. The top card (#91 – Fire 4/11) is drawn from the Action deck, and looking under the four column,

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because there are four Men in German Group B, results in a 3, meaning Schultz is going to be attacked. The next
card (#24 - Movement) drawn from the Action deck gives a Random Number of 4. When resolving a Sniper attack,
the color of the Random Number is irrelevant. The 4 yields a Pin per the Sniper card, so Schultz is Pinned and his
card is turned over to its back side. The cards used to resolve the Sniper attack as well as the Sniper card are
discarded.

A player cannot use a Concealed card to affect the resolution of a Sniper Attack. Further, Terrain, Smoke, Wire, and
Movement cards have no effect on Sniper Attacks.

The American player draws two cards, a Movement card (#21), and a Fire 3/3 card (#86), and ends his turn.

German Turn 4

The German player plays a Movement card (#158) on Group A to remove the Wire card. Both the Wire card and the
Movement card are placed in the Discard pile. The black cross icon is on the Movement side of the card, so the
German player could use it for that purpose. The German player could not use the just played card to play Smoke, as
only a nationality that uses white stars could use the card to play Smoke, but such a player could not use the card as
a Movement card.

The German player could attempt to negate the American player’s Sniper ability with his own Group B, which was
just targeted by the enemy Sniper. This process is called a Sniper Check. The conditions for performing a Sniper
Check are that it must be done during the player turn immediately following when the Sniper attack was resolved.
The Group that was attacked by the Sniper performs the Sniper Check, and that Group must contain an unpinned
armed Man. Had the German player declared this Action, he would draw a Random Number from the Action Deck.
A Sniper Check is successful if the Random Number is black and greater than the Random Number of the Sniper
attack. If a Group was subject to more than one Sniper attack, we would use the lower of the two attacks. In this
case, the German player would be hoping for a Black Random Number greater than 4, which he correctly deems to
be unlikely. A successful Sniper Check results in the opponent losing the ability to use Sniper cards for the
remainder of the scenario, but it does not count as a casualty. A player who has been successfully Sniper Checked
has to treat Sniper cards as Cower cards. An unsuccessful Sniper Check still counts as an Action.

Instead of taking a Sniper Check, the German player plays a Smoke card (#128) on his Group B. The prerequisites
to place Smoke are that a Group cannot be in Marsh terrain, the Group must have an unpinned Squad Leader or
Assistant Squad Leader in the Group, and the player must have a usable Smoke card. Note that only one card (#128)
is a usable Smoke card for the German player. The “other” Smoke card (#132) is actually a Cower card for the
German player, and thus unusable except as Open Ground.

Smoke functions like a Terrain card, but like a Wire card, a Smoke card is not a Terrain card. Smoke cards are
cumulative, so a Group can have more than one Smoke card in play at one time. Each Smoke card reduces the Fire
Strength of attacks against that Group by 1 and also reduces the Fire Strength of all attacks made by the Group by 1.

Having taken an Action with both of his Groups, the German player discards the Sniper card (#156 Pin 3-5, KIA 6)
he was holding on American Group B.

The only discard to be resolved is the Sniper on American Group B. A Random Position card (#27 - Movement) is
drawn from the Action Deck indicating (RPC 3) Sgt Burnett is the target. The Random Number is a 4 (#67 -
Concealed) Pinning Sgt Burnett.

The German player draws three cards, Movement (#6), Movement (#16), and Fire 5/11 (#101) to fill his hand.

American Turn 4

Without a Rally card in his hand and his Squad Leader Pinned, the American player decides to discard cards again in
the hope of finding a Rally card. But he is a bit more desperate this time. He takes the Stream (#139) and Sniper
(#150) cards and discards them on German Group B.

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The Stream card is an exception to our previous rule, as the receiving Group cannot reject this type of card. The
Smoke, Movement, and Woods cards on German Group B are discarded.

The effect of a Stream card is that it provides no defensive benefit against incoming attacks. Outgoing attacks suffer
a Fire Strength reduction of 1 (indicated by the circled “1” on the Stream card). Certain weapons suffer penalties for
being in a Stream. A LMG cannot fire from a Stream if it is uncrewed. A player cannot attempt to repair a Weapon
while in a Stream card.

The Sniper card Pin 2-3, KIA 4-6 (#150) is resolved. The Random Position card (#55 – Concealed -1) drawn is a 3
(RPC 4), so Schultz is the target. The Random Number card is a 1 (#10 - Movement), which is no effect.

Finished with his discards, the American player draws one card, Hero (#30) to give himself five cards. The reason
the American player took one fewer card than normal is because Sgt Burnett, the Squad Leader, is Pinned. As long
as Sgt Burnett remains Pinned the American player will have his hand capacity reduced by 1. It would not matter if
the American player had an unpinned ASL, as the reduction in card hand capacity is based on the status of the senior
leader in the squad. If the Germans lose Sgt. Diettinger, Cpl. Hessel would take over after a one-turn delay. If the
American player loses Sgt Burnett, he will be down a card for the remainder of the game.

Note that a player may choose not to fill his hand (although there is rarely a good reason to do this), but if he does
draw he can't take fewer cards than it takes to refill his hand.

However, the American player realizes that the Hero card can be played anytime. He immediately plays the Hero
card, rallies Sgt Burnett, and discards the Hero card. Because it is still his hand refill phase, the American player
draws two more cards, Movement (#23) and Gully (#121), to bring his hand to six, because he no longer has a
Pinned Squad Leader.

German Turn 5

The German player is also in a bit of a bind and decides to take no Actions (although he could have attempted to
Entrench Group A or repair one of the malfunctioned weapons). He can still discard one card, and he does so,
discarding #132, which to him is a Cower card. He draws a Movement (#20) from the Draw Pile and ends his turn.

American Turn 5

Taking the Fire 3/3 card (#86) from his hand, the American plays it on Group C to declare an attack against German
Group B. However, the German player points out that American Group C doesn't have enough Firepower (at Range
3 the group of 2 Semi-Auto Rifles (SAR) and a Machine Pistol (MP) have Firepower 2). At least the American
SARs do not suffer from halved Firepower due to movement as Bolt-Action Rifles do – if they were Bolt-Action
Rifles each man’s FP would be halved and rounded down to zero. The American player picks up the Fire 3/3 card
and returns it to his hand, realizing that even if American Group C had enough Firepower, the Fire Strength of
Moving Fire is halved and in this case would be 1(rounded down).

Instead, the American player takes the Building card (#143) from his hand, and places it face down on the table by
his Group C, declaring it to be Open Ground, which is also considered a Terrain card. Note this is legal, even though
five Buildings cards have yet to be discarded. You can only play a card as Open Ground on one of your own
Groups; you cannot discard a card as Open Ground on a moving enemy Group. The Movement card is discarded. If
this Group later moves and then plays a Terrain card, the Buildings card will be put in the discard, even if five
Buildings cards had not yet been removed from play. This is true for any card used as Open Ground; it is always
discarded when play conditions dictate – players never look at such a card to see if it needs to be removed from play.

The American player uses Group B to play his Fire 3/3 card (#86) to conduct an attack against German Group B.
The Range between the Groups is 3, and American Group B has at least 3 Firepower Factors (MMG: 4; SAR: 1;
MP: 0 total 5. Note that since the MMG is uncrewed following Watson’s KIA, it fires using bracketed FP and is
more likely to malfunction. The American player could have taken the time to crew it but chose not to). The Stream
card does not provide a defensive benefit to the German player. The German player does have a Concealed –3 card
but opts not to play it.

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The first Random Number is a 0 (#42 – Rally 2), and a result of 3 has no effect on Wolff. The second card is a 1
(#35 – Rally 2) and the result of 2 has no effect on Schumacher. Note on the side of this card is the word “Breeze.”
Since this card was drawn as a Random Number or a Random Position, a Breeze has occurred and any Smoke card
in play (on any group on either side) would be immediately discarded, and the Firepower of any remaining attack
would be adjusted. However, since the German Smoke card on Group B was removed on entering the Stream there
is no effect on the current attack.

The third card drawn is a 0 (#144 - Sniper), and the result of 3 is equal to the pinned Schultz’s Panic value, causing
him to be a casualty. Checking for Wound, the 4 under the 7w column does not equal Schultz’s Morale of 2, so there
is no Wound. Checking the 10r column, the 4 means Schultz has Routed, the number being greater than his Panic
value of 3. If the number in the 10r column had been 3 or less, Schultz would have been removed as KIA. The
German player hands Schultz’s card, face down, to the American player – this orientation is important if Victory
Points are counted.

The German player regrets his decision not to play his Concealed card, but he cannot play it now because the attack
resolution has already begun.

The last card drawn is 6 (#1 - Movement), and a result of 9. Sgt Diettinger is KIA. The players don’t check for the
possibility of a Wound because the attack result is greater than Sgt Diettinger’s exposed KIA number. Had Sgt
Diettinger been Pinned when this attack was resolved, the players would have checked for a Wound, because his
KIA value is 9 on his Pinned side.

As a result, next turn the German player will draw one fewer card than normal, even though Cpl Hessel is unpinned.

This concludes our introduction to Up Front. At this point you would be able to play A Meeting of Patrols - Scenario
A using only the rules we described in this tutorial. Future tutorials will expand upon the rules in the Up Front
system.

Up Front Tutorial version 03/27/2013 page 11 of 11

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