Fall of the Führer
Fall of the Führer
Description
Over the span of 12 months you are agents in germany tracing the whereabouts of hitler. He is currently moving from city to city within germany doing an inspection of forces. Your goal is to track him down and bring him in for trial.
Time Frame:
Jan 1, 1944 to Jan 1, 1945
Rule Set
The game can be played by 2 - 4 players. One player takes the role of Hitler. The remaining players command the Allied forces, and may choose to divide control of the Spy, Infantry, and Tank pieces between themselves.
Set Up
To begin the game, the allied players choose any 3 cities on the board in which to start their pieces. After they have made their choices, Hitler chooses a city in which to start. Play for the first round then proceeds with the allied player's moves.
Turn Order
After the first setup round, play follows the turn order of Hitler, Infantry, Tank, and finally Spy. After the Spy moves, the calendar advances and the next round begins.
Allied Movement and Special Abilities
All Allied pieces which are able to move during their turn must roll a die to determine their movement. Rolls of 1 and 2 allow a piece to make one movement to a connected city. Rolls of 3 and 4 allow 2 movements and rolls of 5 and 6 allow a piece to move up to 3 cities away. Players may choose to make fewer moves or to stay in place. Multiple Allied pieces may occupy the same city.
Each Allied piece has a special ability. The Tank has the ability to capture cities. To capture a city, the tank must spend two turns on a city without moving. After these two turns, the city is considered captured and the Tank may move to a new location. A captured city token may be used to indicate that a city is captured or being captured.
The Spy has the ability to investigate cities. Each turn after it moves, the Spy may select two cities to investigate. These two cities must be within one move of the Spy's current location, including the city that the Spy is in. When the Spy announces that a city is being investigated, Hitler must reveal whether or not he is in that city.
The Infantry has the ability to capture Hitler. If the Infantry ends its turn on the same city as Hitler, Hitler must reveal his location and the game ends with a victory for the Allied forces.
Hitler's Movement
Unlike the Allied forces, Hitler does not use a token. Instead, after choosing a starting city in the first round, Hitler writes down his movement each round on a separate sheet of paper. Hitler may choose to stay in his current city each round, or to move to any city that is one or two connections away. He may enter a city while it is being captured, and can safely be in the same city as the Spy. Hitler may not enter or pass through a captured city, and may not end his turn on the same city as the Infantry.
Airports
Three cities in the game contain airports: these are Flensburg, Innsbruck, and Bonn. Hitler may use a single move to travel from one airport to any of the other two airports, so long as they are not in captured cities.
End of Game
The game lasts for 12 rounds, one for each of the 12 months from May 1944 to April 1945. The Allies win if they can capture Hitler using their Infantry. Hitler wins if he can evade the Allies pursuit for the full year, or all 12 rounds.
BOARD GAME TEAM
Tim Adrianoff - Game Designer
Troy Effner - Game Designer
Rui Trindade - Graphic Designer
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