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Panzer Vor!» Forums » Variants

Subject: Simple Panzer Vor for Non-Japanese Speakers/Readers rss

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StevenE Smooth Sailing...
United States
Torrance
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My wife has helped me to decipher the basic rules.
There is much more to this game but if you are looking for how to play the basic combat rules this should suffice.


• Decide if game will be capture the flag or total elimination
• Decide on a point value for each team (15, 25, 75, 100…whatever)
• Each player draws a random School tile (there are 16, reverse side of smoke icon)
• Select desired tanks to make the platoon (point value is in the lower right)
• Shuffle the Action Deck (Pink border cards)
• Draw 5 cards
• Determine Initiative (first player, roll 1d6)
• Each side will alternate card play
• Only look at the Green Tank Icon at the top of the card
o - Explosion in front – Attack Card (One tank can target one enemy tank)
o - Explosion in back – Movement (move one tank its movement value)
o - Explosion in Front and Back – Move and/or Fire, apply -# in the bottom right to the Firing step
• Ignore the Binocular and ( tank image ) icons, draw a new card


Counter anatomy

Left Side
Range Modifier
Attack Modifier
Movement #→

Right Side
Size Modifier – Apply when being targeted
Front Armor
Side Armor
Rear Armor

LoS
• All terrain blocks LoS

Movement
• All terrain is impassable

Combat
Firing
• If counter has a white icon at the top (like Stg III) tank can only fire out the front hex, otherwise can shoot in 360 degrees
• Check LoS
• Count hexes/Range
• Roll 2d6 and apply firing tank’s range modifier
• If ≥ the Range shot hits, otherwise miss
• If a hit determine the location on target, Front, Side, Rear
Hit Resolution
• Roll 2d6
• Apply Attack modifier of firing tank
• +1 if 2 hexes away
• +2 if adjacent
• If ≥ to the armor value, the target is eliminated

Turn
Player 1
• Play Action card
• Move and/or Conduct combat
• Draw new card

Player 2
• Play Action card
• Move and/or Conduct combat
• Draw new card


Enjoy
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Scott Muldoon (silentdibs)
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Some corrections.

Quote:
• Decide if game will be capture the flag or total elimination

"Flag" matches end when one side's flag tank is destroyed.

Quote:
o - Explosion in Front and Back – Move and/or Fire, apply -# in the bottom right to the Firing step

Some of the modifiers affect Penetration (to kill) instead of Accuracy (to hit).

Quote:
• Ignore the Binocular and ( tank image ) icons, draw a new card

You're missing a lot of the game if you leave these out.

Quote:
Counter anatomy
Range Modifier

Just Range, actually.

Quote:
Firing
• Roll 2d6 and apply firing tank’s range modifier

No, the Range value just limits how far you can fire. The only persistent modifier to hit is the target's Size.

Do note that the game may end with a "time out" if you draw all four mandatory (red) event cards. Shuffle the last one drawn back into the deck; when it comes out, the match is over. The player who destroyed a higher point value of tanks wins.
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StevenE Smooth Sailing...
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Still waiting on your translation... ha ha

My wife is gone this week on a business trip so I am dead in the water...
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