The Squad Leader Card Game

Cards

There are two types of cards in the game:

  • Action cards
  • Personality (unit) cards

A short description for the Action Cards is provided below

Action cards provide the flow of play, are 162 and are split as follows:

  1. Terrain Cards (35 cards)
  2. Movement cards (24 cards)
  3. Fire cards (48 cards)
  4. Rally cards (17 cards)
  5. Concealed cards (11 cards)
  6. Wire cards (3 cards)
  7. Hero cards (2 cards)
  8. Sniper (4 cards)
  9. Split-Action cards (cards serving two actions) (18 cards)

Action cards depict the player’s “hand” and “hand” varies depending on nationality. For example a Russian player has a maximum “hand” of 4 action cards. A very brief description of their use can be found below. Please refer to the rules PDF or the tutorials for a more detailed info.

Terrain cards:

It’s the terrains that groups are stationed. Most of them provide cover, equal to the negative number printed on them. Some of them have no cover at all (instead of negative number, a 0 is written) and some can provide advantage or disadvantage when attacking from them. This is represented by a plus or minus modifier written on the card (the number is in circle). In order to place terrain on a group it has to be in the act of movement. Placing terrain counts as an action for the group

      

 This kind of building has

cover equaling 3

Groups stationed in Hill have

cover equaling 1 (see right

number). Also, a group has a

+1 advantage when firing from it.

 Stream has 0 cover (see

right number). A group in a

Stream has a -1 disadvantage

when firing from it

Movement cards:

 

Groups change their position and relative ranges between them by playing movement cards. Movement cards are placed above the terrain cards and remain there until a new terrain is placed. They have various functions but usually they are played in three modes:

  • To advance
  • To retreat
  • To move laterally

When groups change the relative range between them, there is an effect on the group's men weapon firepower, thus to the fire cards that a player can use. Playing movement cards counts as an action for the group.

 

 Fire cards:

  With fire cards we fire to the enemy groups. As a result, certain men in an enemy group may be killed, pinned, go rout or be wounded. Playing fire cards counts as an action for the group. 

Rally cards:

 

Rally cards are used to recover men from pinned status to normal. Playing rally cards counts as an action for the group

 

Concealed cards:

   Concealed cards are used during the opponents turn in order to reduce the fire strength of an attack. It does not count as an action for the group.

Smoke cards:

  Smoke cards provide extra cover to the group they are played to. In addition (due to low visibility as a result of the smoke), fire attacks from and to that group are also affected negatively. Playing smoke cards counts as an action for the group 

Wire Cards

  Wire cards are played to the opponent group/s in order to slow him down and/or reduce his fire and defense capabilities. Wire cards are always played as a discard. 

Hero cards:

  Hero cards can be used in various ways, usually to rally one pinned man or double his firepower. Please read the rules for more specifications. It does not count as an action for the group and can be played either on the player’s turn or the opponent’s turn. 

Sniper cards:

  Sniper cards are played to the opponent group/s and attack a certain individual. Sniper, if a hit is obtained, can pin, kill or wound a man. Sniper cards are always played as a discard. 

Split Action Cards

These cards usually have two actions and a player can choose which one to play. See examples below:

 This card is a Smoke card for

the American but it is a Cower

card for the German and Russian

 This card is a Rally card for

the American and German

but it is a Concealed

card for the Russian
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