

Front Line: Strategy Edition
Description
Front Line is a 2 player game, ages 12 & up, taking place in four rounds, from September to December. Rounds have six turns, three per player. To win: Have the most Occupation Points (OP) at the end of December or occupy opponent’s Capital to immediately win the game. Ties are possible.
ON Your Turn: 1st: Take (choose) unused supply chit/s (a stack of 1-4 chits), from your Available Supply, set them above your Items card (holds units/Leadership and used supply chits), they are now available for use (Actions). Now: Only the chits you chose can be used for Actions and/or if Leadership is available, you may also do a Maneuver, Relieve or Cache Task. Rally and Opportunity Fire Tasks are only used on an opponents turn.
Use any type of supply, for these Regular Actions:
Amphibious Move (optional): Move Active unit on either Port. To an empty Port or Beach.
Attack: Active Unit targets Unfriendly unit within its’ Range. Active Unit targets Unfriendly Empty City at a Range of one. Roll for Result.
Commission: Set on right side of Items card, your exhausted Leadership (under Items card). At end of turn, set it atop your “Active Leadership” area.
Move: Active unit travels up to 2 spaces (+1 if moving through one or more deserts).
Send Support (Allies Game ): May grant, one per turn, a regular action, your Allies choice, to be used at once, as if it’s their turn.
Allies Game (2-4 Players): You will need two copies of Front Line. Set two Battlefield beside each other. A player controls one or two countries. Pick who gets the 1st turn. Amphibious Move is not optional and it can now can move, an Active unit on any Port, to any empty beach/port on either battlefield. If you send a unit to your Allies Battlefield: it will no longer be under your control. Players with 2 Allied countries, can Send Support and Amphibious Move units to either country they controle.
Missions: Use 1-3 (Red/Blue/Green) supply, to do the Mission associated with its’ color. Built/Regrouped units, may do a 2nd action (if supplied) after mission is done. Unit doing Paratroop, may do another action (if supplied) before/after the mission. Unit doing missions, can be attacked via Opportunity Fire. Paratroop, Use 1 Air Supply: Take your active Infantry, on an Air Base, and set them up to two land spaces from a friendly City or friendly Active Unit. Build, Use 2-3 Industry Supply: Set as active, a unit from your reserve, on your countries empty Industry. 2 supply sets an Artillery/Infantry. 3 sets a Tank. Regroup, Use 1 Capital Supply: Pick one of your disrupted units. Make it Active by flipping the unit from its’ disrupted side, to its active side.
Game Ends after the December round or you win Immediately, upon entering an opponent’s Capital (“W” Hex in opponents' country). Once all six turns are completed in December, the player with the most OP (below) wins. If players tie for most OP; the player with most units (active or disrupted) wins, otherwise, game ends in a tie. Peace In Our Time!
Advice: Most fighting is in the mid section of board and around the Air Bases so... try to control the entire side of the board your Air Base is on. Use your Artillery for attacking disrupted units anywhere and active units on mountains. Tanks move best when near deserts and are deadly on higher ground. Infantry on Hills and Mountains are good at blocking opposing units. Use Leadership sparingly so your opponent will be more cautious.
Leadership: When your Leadership Card is on the “Leadership Available” space, you may do one of its' five Tasks. After use, tuck it under the bottom of your Items card showing it’s Exhausted. Commission Action sets it to the right of your Items card (fig 5) and when your turn ends, set it on “Leadership Available”.
A Task on your Leadership card is available if, your Leadership card is active and you fulfill all the Tasks qualifications. The Maneuver and Relive tasks can be used on any players turn. Cache can only be used on your own turn. Rally and Opportunity Fire tasks are only used on your opponents turn. Remember: A Task is not an action. It does not cost supply but it does Exhaust Leadership when used.
—description from designer