How to play Strike of the Eagle Official Rules

By: Dennis B. B. Taylor

Strike of the Eagle Game Rules

Welcome to the thrilling world of Strike of the Eagle! In this game, you’ll take on the role of a fierce eagle, soaring through the skies, and embarking on daring quests. Get ready to spread your wings and explore this majestic world!

Game Objective

Your mission, should you choose to accept it, is to complete various challenges and tasks. You’ll face obstacles and adversaries along the way, but don’t be discouraged! With perseverance and skill, you can conquer anything that comes your way.

Controls

Controlling your eagle is as easy as riding the wind. Simply use the arrow keys on your keyboard to navigate through the skies. And when the time calls for it, press the spacebar to unleash your mighty eagle screech!

Quests

The world of Strike of the Eagle is full of exciting quests waiting to be completed. Each quest will test your flying skills, speed, and agility. Follow the quest markers and complete the objectives to earn rewards and unlock new challenges.

Adversaries

Beware, fellow eagle, for not all creatures in this world are as friendly as you are. As you soar through the skies, you may encounter adversaries who will try to stand in your way. Stay vigilant and use your quick reflexes to outmaneuver them.

Power-ups

Along your journey, you’ll discover various power-ups to aid you in your quests. These power-ups will give you temporary enhancements such as increased speed or invincibility. Use them wisely and strategically to overcome difficult obstacles and conquer your enemies.

Score and Rankings

With each completed quest, you’ll earn points that contribute to your overall score. The faster and more skillfully you complete a quest, the higher your score will be. Compare your scores with other players and strive to climb the rankings to become the top eagle in the land!

Conclusion

Now that you have a solid understanding of the Strike of the Eagle game rules, it’s time to embark on your epic journey. So spread your wings, let out a mighty screech, and soar through the skies as the majestic eagle you are. Good luck!

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How to play Strike of the Eagle Official Rules UltraFoodMess

  • You will receive a game board that is ready to be mounted.
  • There are 110 Wooden Blocks included in the game.
  • Two decks of Event cards, with 55 cards each, are provided.
  • One Counter Sheet of Order Markers is included.
  • Two Player summary sheets will help you keep track of important information.
  • There is a game track sheet that you will need to use.
  • The game comes with 8 Rule books for reference.
  • There is also a 20-page campaign book included.

Getting Started

Before you start playing Strike of the Eagle, there are a few setup steps that you need to follow:

  • Place the Track Sheet next to the map so that all players can see it.
  • Each scenario will tell you which round it starts and ends on. Use the Round Marker to keep track of the current round.
  • Put track counters on the Victory Points (VPs) track and the Northern and Southern Front Initiative tracks.

I have two important points to highlight before we start. One, both the Poles and the Soviets have their own unique card decks and order counters that are separated and shared by the allied players. The Poles have blue backs on their cards and order counters, while the Soviets have red backs. And two, the reinforcement cubes should be placed in a location that is accessible to all players.

Now that we’ve covered that, let’s move on to the next step. You need to choose which scenario you want to play. The scenario sheet will provide you with the necessary information about the map setup, block setup, and victory conditions.

Once you’ve chosen your scenario, it’s time to place a garrison counter on each Key City, making sure to have the controlling player side facing up.

After that, you can place the starting blocks on the map according to the scenario’s instructions. Remember to position the blocks with their stats facing you and the blank sides facing your opponent(s). The values of the blocks will only be revealed to your opponent during combat resolution, when you resolve a ‘Recon’ order, or when you use a leader’s special ability.

Now that we’ve gone through these steps, you’re ready to start playing! Enjoy the game and have fun exploring the unique features and strategies of each faction.

Why hello there! So here’s the deal. In this game, we have these things called blocks. They come into play at different times, and we place them on the Track Sheet’s Operation Phase spaces to help us remember when they come into the game. Make sense so far?

Now let’s talk about the Force Pool. This is where all the remaining blocks are kept, kind of like a pile next to the map. We can do a couple of things with these blocks. During the Reinforcement Phase, we can build new blocks, or we can use them to create detachments when we’re resolving moves. Pretty cool, right? Oh, and if any blocks get destroyed during battle, we just put them back into the force pool.

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How to Play the Game

When you play the game, there are different parts that make up a round. Each round has a Replenish Cards Phase, five Operation Phases, and a Reinforcements Phase.

  • Replenish Cards Phase: At the start of each round, you get to draw 6 new cards. Once you have your new cards, the round marker moves to the first Operation Phase.
  • Operation Phases 1 – 5: Each round has 5 Operation Phases. During each phase, you can give commands, carry them out, and resolve battles. After that, you need to check if you have enough supplies, earn victory points, and move the round marker to the next Operation Phase. You repeat this process five times, and then move on to the Reinforcement Phase.

During the Reinforcement Phase, I can reinforce existing blocks on the map or build new ones using the reinforcement cubes I’ve collected. This gives me the opportunity to strengthen my position and expand my control over Strategic Cities. It’s a crucial moment to plan my moves strategically.

Once the Reinforcement Phase is completed, we move on to the next round’s Replenish Cards Phase. Here, each player replenishes their card hand by drawing 6 new cards from their own deck. If I still have cards left from the previous round, I need to discard down to a maximum of 7 cards. This ensures that my hand stays manageable and doesn’t become overwhelming.

The round marker is then advanced, and we repeat these phases until the scenario comes to an end. The ultimate goal is to meet the victory conditions specific to the scenario. The player or players who achieve these conditions emerge as the winners, celebrating their strategic prowess and careful planning.

So remember, during the Reinforcement Phase, I have the chance to strengthen my position and build new blocks. Then, during the Replenish Cards Phase, I get new cards to add to my hand. By following this cycle and making smart decisions, I can pave my path to victory. So, let’s dive into the game and seize the chance to conquer the map!

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When playing a game, the order of actions is determined by the player or players who have the initiative. Each front in the game has its own initiative track, which keeps track of who has the initiative at any given time.

At the start of each scenario, the initiative values are listed, and they are represented by two-sided counters. The counter is placed face up, showing the emblem of the player who has the initiative.

The player with the initiative gets to decide who places the first order during each Operation Phase, as well as who executes each order type first.

The initiative can change throughout the game, and this happens when:

  • Certain Event Cards are played.
  • Battles are fought. If the player with the initiative wins a battle and inflicts more losses on their opponent than their current initiative level, they gain an initiative point.

When I play a game and lose a battle, I lose something called initiative points. The amount of initiative points I lose doesn’t matter – whether it’s a big loss or a small one, I still lose some points. It’s a bit frustrating, but that’s how the game works.

After each battle, my initiative level can go up or down, but it can only change by 1 point. So even if I have a really bad loss, my initiative level won’t take a huge hit. It’s kind of a relief to know that I won’t completely lose my advantage.

Oh, and there’s another thing I noticed. On the initiative tracks, there aren’t any ‘0’ values. So even if I have the lowest initiative level, it’s still a ‘1’. If I lose a battle with an initiative level of ‘1’, all I have to do is flip my marker to the opponent’s emblem. It’s a small consolation, but at least I don’t have to start from zero.

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Operation Phases 1-5

Okay, let me break down the different phases of the operation for you. There are five phases in total, and we go through them five times in each round. After completing a phase, we move on to the next one by advancing the round marker.

Increase Orders or Collect Reinforcement Cubes

When we start each Operation Phase, you have the option to play a card from your hand for each front you control. You can use this card in a few different ways. One, you can increase the number of orders you can give during that phase. Two, you can collect reinforcement cubes. Or three, you can play the card’s Historical Event. But remember, playing a card is not mandatory.

  1. First, the non-initiative player gets to decide if they want to play a card. If they do, they play it face down.
  2. Then, it’s the Initiative player’s turn to do the same.
  3. After that, the non-initiative player reveals their card and announces which section of the card they will use – whether it’s reinforcements, orders, events, or something else.

Let’s talk about how the game works. You and the other players take turns making moves. If I go first this round, you’ll go first next round.

During your turn, you can do one of three things with your card:

1. Increase the number of orders.

2. Collect reinforcement cubes.

3. Play a historical event.

Once you’ve used your card, it goes to the discard pile, unless you played it as an event card, in which case it’s removed from the game.

It’s important to note that you only start with 6 cards at the beginning of each round, so you need to make them last for all 5 Operation Phases. If you’re not careful, you could run out of cards too soon and be left without any for later in the round.

Lastly, let’s talk about placing order markers.

So here’s how it works: me and my opponent take turns putting markers on different parts of the map. I have to put my markers on the fronts I control, and I always have to use one of them to do a ‘Recon’ order. Oh, and I can only put 2 markers on each front.

When it’s time to place the markers, the player with initiative gets to decide who goes first. Usually, it’s my opponent who gets to choose.

By the way, the game comes with a specific number of markers for each country, and you can see how many you have right on the marker itself.

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Marching with Purpose (x5): You have the option to order your troops to march towards a specific location, even through unfamiliar terrain. This is known as a ‘Forced March To’ order, and it can be given to an empty area, a friendly occupied area, or even an enemy occupied area. Importantly, the area you choose must be within the marching range of at least one of your own blocks. You can march blocks from different directions to reach the target area. However, please note that a block can only execute a ‘Forced March To’ order if the target area is within its regular movement range.

Marching to Freedom (x5): You also have the option to order your troops to break free from their current position and march to new areas. This is called a ‘Forced March Out’ order, and it can only be given to friendly blocks. Each of these blocks can march out to a different area.

When troops are on a forced march, they receive a bonus move, which allows infantry to travel up to 2 areas and cavalry up to 3 areas. This added speed helps them cover more ground swiftly. However, it is important to note that all forced march blocks must start the phase in a supplied state. In other words, they need to have the necessary resources and support to sustain their movement.

It’s worth mentioning that blocks that engage in forced march combat at half-strength, rounded down. This means that while they may move faster, their combat effectiveness is reduced due to fatigue.

Here’s a helpful tip: to aid in remembering which blocks have forced marched, you can place a blank yellow marker next to these blocks. This visual cue serves as a reminder throughout the game.

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Let’s Scout It Out: You can choose any area close to your troops, up to 3 areas away (even if there are enemies in between). This is called the ‘Recon’ order. And when you give the command, you get to see what’s hiding in those enemy blocks that are in the area you picked.

But there’s a catch for Polish players – you can’t use the Recon order on certain cities in the Soviet Eastern Link like Yartsevo, Klintsy, or Elizavetgrad.

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Move To (x5): You can use this order when you want to move your block. The order can be placed on any empty area, an area occupied by a friendly block, or an area occupied by an enemy block. The only condition is that there must be at least one friendly block’s movement range that includes the target area.

To execute a ‘Move To’ order, your block must start the phase in-supply, which means it has the necessary resources to move. Additionally, the target area must be within the movement range of your block.

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I’m Moving Out (x5): Okay, folks, listen up! I need you to follow my lead and move out to some friendly spaces. We gotta spread out and cover more ground.

Now, when I say “Move Out,” it doesn’t matter if you’re in the supply zone or not. Infantry, you can march one area, and cavalry, you get a bit of a boost and can go up to two areas. And here’s the thing – when you get to those areas, you fight at full strength. No holding back!

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Retreat Under Fire: If you find yourself in a precarious situation and enemy blocks are closing in on your territory, you have the option to initiate a withdrawal. However, there are some important guidelines you must follow to successfully execute this maneuver.

First and foremost, this order can only be carried out if enemy blocks have entered your area. It is not something you can do preemptively. Once the enemy is present, you can activate the withdrawal order, and all your friendly blocks must retreat. It is crucial to note that this withdrawal must be done without engaging in a battle. It’s a swift and strategic exit.

However, this hasty retreat comes at a price. Each of your friendly blocks will lose 1SP in the process. This is a necessary sacrifice to ensure a smooth escape. Keep in mind that the loss of 1SP applies to any one block you choose.

Retreating blocks must locate a Friendly Area where there are no enemy units present. This area must also offer a clear path to a Supply Depot. If you can find such a haven, your blocks can safely retreat and regroup for future engagements. However, if there is no suitable Friendly Area available, your blocks will have no choice but to stand their ground and face the enemy head-on. In this scenario, they will still lose 1SP on top of any normal combat losses.

In cases where cavalry blocks are attacked solely by infantry blocks, they have the advantage of ignoring the 1SP withdrawal penalty. This exemption highlights their superior mobility and ability to evade unfavorable situations. It’s a small silver lining amidst the chaos of battle.

Lastly, it’s worth mentioning that blocks can execute three types of orders –’Forced March’, ‘Move’, and ‘Withdraw’ – by utilizing roads and/or railways. This allows for smoother and more efficient movement across the battlefield, giving you the flexibility to adapt to changing circumstances.

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Defend Area (x5): Hey there! This cool command is all about protecting our friendly block(s). We want them to stay strong and ready for any enemy attacks. So, how does it work?

Well, during a battle, it doesn’t matter which way the bad guys come from – our defender is always prepared. They have some superpowers that help them out:

  • They don’t lose any of their SP (that’s short for strength points)
  • They cancel out one penalty for an attack from the side

And here’s an extra bonus – these benefits stack with any fortifications printed on the map! So, if we give the ‘Defend Area’ order, our whole team gets these advantages, even if some of our friends just arrived in the area. The only condition is that at least one block started the operations phase there.

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Reorganization (x2): Only one block in an area can do this order. I must start there and stay still. Then I get 1SP.

If someone attacks me, they find out what I’m doing and I can only fight half as strong. If I win, I can still do the order and get 1SP.

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Rail Transport (x1): You can use this order when you have friendly block(s) in an area that has supplies and no other orders. If there are up to four blocks that haven’t moved this turn, each of them can move up to 8 areas, but only along rail lines. Remember, these areas must also have supplies and cannot have enemy blocks present. And here’s the exciting part – you can send each of the blocks to different locations!

Multiple Orders: You don’t have to limit yourself to just one order in an area. If you want, you can place more than one order, as long as they are not the same type of order. Just keep in mind that you don’t have to use up all of your available orders if you don’t want to. But be careful, any orders you don’t place will be wasted and won’t carry over to the next turn.

You can only place an order if there is at least one block that can execute it. So, for orders like ‘Forced March’, ‘Move’, and ‘Defend’, you need to have at least one block that can actually carry out the order. And once you place an order, you can’t just ignore it – you have to follow through with it.

Order Marker Limits: When playing the game, you have to be careful with the number of Order Markers you use. You can’t place more Order Markers than you have available.

Executing Orders

Orders are revealed and executed one after another.

  • First, both players reveal and execute any ‘Forced March To’ and ‘Forced March Out’ orders.
  • Next, one player reveals and executes the ‘Recon’ order, followed by the other player.
  • Then, both players reveal and execute any ‘Move To’ and ‘Move Out’ orders in any order they choose.
  • After that, both players reveal and execute any ‘Withdraw’ orders.
  • Once that is done, resolve Battles by revealing ‘Defend Area’ orders.
  • Lastly, both players reveal and execute any ‘Reorganization’ orders.

When it comes to rail transport in our game, there are a few important rules to understand. First, all orders related to rail transport are revealed and executed one player at a time. The player with initiative gets to decide the order in which the orders are executed.

Each placed order must be followed by at least one block, if possible. However, if a block is unable to follow a placed order, the order is considered unfulfilled and is removed from the map, returning to the order pool.

There are two specific orders, ‘Forced March To’ and ‘Move To’, that have restrictions. A block cannot execute these orders if it cannot fully complete them.

It is important to note that you cannot move towards an order and fail to reach it because there are enemy units in the area. This is not allowed in the game.

During each Operation Phase, a block can only execute one order. ‘Defend Area’ orders are not executed during this phase and are instead revealed at the beginning of the Battles stage.

Now let’s talk about executing movement and recon orders.

So, here’s the deal: blocks move around using roads or rails. Roads are pretty straightforward. Rails, on the other hand, are exclusive for blocks with ‘Rail Transport’ orders. But here’s the twist – all blocks can use roads and/or rails for any other kind of movement.

When it comes to infantry blocks, they can move 1 area when you tell them to ‘Move’. If you push them to do a ‘Forced March’, they can go up to 2 areas. Now, cavalry blocks are a bit more nimble. With a ‘Move’ order, they can cover 2 areas. But wait, there’s more! With a ‘Forced March’, they can gallop up to 3 areas.

Now, here’s something to keep in mind: if you want your blocks to attack an area occupied by the enemy, they have to engage in battle. And when that happens, they have to halt on the road or rail leading into that area. It’s a good way for us to remember where the blocks came from and where they’re going. Oh, and don’t forget about the ‘Recon’ orders – they come after ‘Forced March’ and before ‘Move’ orders.

Attacking and Defending Blocks – A Showdown!

When I start with a block or have friendly troops in a contested area, I become the defender. If no one had claimed the area at the beginning, the first player to move a block there becomes the defender.

When blocks move into an area, they pin the same number of enemy blocks for battle. The blocks that aren’t pinned can still follow their own orders. However, they can’t move on a road or rail that’s occupied by incoming enemy blocks.

If there are multiple paths to reach an area within a block’s range, I can choose which one to take.

If a block has a ‘Forced March’ or ‘Move’ order but can’t move because it’s surrounded by enemy blocks, it has to stay in place.

If I force march my units into a Fortification or an area where units have “Defend Area” orders, they still fight at full strength.

Stacking

Only up to four friendly blocks can be in an area at the end of a turn. Garrison counters are not included in this limit.

An area can be attacked or defended by more than four blocks, but only a maximum of four blocks per side can occupy a battle area along a single road or rail.

Units can freely move through a friendly area with four blocks, as long as they end their movement somewhere else within the stacking limits. Stacking rules are only enforced at the end of each turn.

Soviet Eastern Links have no stacking limits and cannot be entered by enemy forces.

Flank Attacks

When enemy blocks attack an area from different directions, it is called a flank attack. The first enemy block(s) to enter an area from a new direction is considered part of the flank attack.

When multiple enemy attacks are launched from different directions in a battle, the primary attack area is the main one. The other attacks that come from different roads or rails are called flank attacks.

As the defender, I have a disadvantage in combat. For each flank attack, my Combat Value is reduced by -2SP. However, the attacker is not penalized if I have more directions of entry than they do.

To counter the flank attack penalties, I can use fortifications or give the order to “Defend Area.” Each of these measures cancels out one flank attack penalty. Additionally, if friendly blocks move into the defended area from different directions, they provide support and negate flank attack penalties.

About Battles

When you’re playing a strategy game like this, battles are bound to happen. They occur when two groups of soldiers meet in the same place after everyone has finished moving around. It’s like a clash of armies!

These battles can be pretty intense, but don’t worry, we’ll take care of them one by one. We’ll start with the battle that involves the fewest number of soldiers, and then move on to the bigger battles. This way, we can keep things organized.

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Battle Resolution

When a battle occurs in the game, both players act simultaneously. We each start by deciding if we want to play a Battle Event card. Remember, it’s optional – you don’t have to play one if you don’t want to. After that, we must both play a Combat Modifier card.

  1. Battle Card: Before the battle begins, you can choose to play a Battle Card from your hand. These cards have special effects that can influence the outcome of the battle. The text on the card will explain how it can change things. The attacker gets to decide first if they want to play a card, followed by the defender. Both players place their cards face down in front of them.
  2. Combat Modifier Card: When you’re in a battle, you have to play a card that changes how strong you are. You can either draw a card from your deck or use one from your hand. The number in the top right corner of the card shows how much it increases your strength. First, the attacker picks a card, then the defender picks one. Then, both players show their cards at the same time. If you use a card from your hand, the number on it goes up by one.
  3. Next, both players show their blocks, Battle Cards, and Combat Modifier cards. They figure out their total strength by adding up:

    When I’m in battle, there are a few things I need to keep in mind. First, I consider the Strength Points (SPs) of all the blocks involved. The Forced Marched and Reorganizing blocks fight at half strength, so I have to take that into account. If there’s a garrison counter in the area, that adds an extra SP to my side.

    The combat card I play or draw also plays a role. It gives me a combat modifier that can increase my chances of success. On the flip side, there’s the flanking penalty. I have to be careful because if I get flanked, it’ll cost me 2 SP.

    However, there are ways to counter the flanking penalty. Fortifications, “Defend” orders, and supporting forces can each negate one flanking penalty. So I always make sure to have those in place.

    To figure out how well I did in the battle, I look at my Combat Value on the top row of the Combat Chart. The red number directly below my Combat Value tells me how many SP losses I inflicted on my opponent.

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    When a defender is occupying a fortification, they will lose 1SP less. The same goes for when a defender is occupying an area with a ‘Defend Area’ order – they will also lose 1SP less. After the battle, the defender may play any Battle Card effects and any Reaction Cards they want. Just remember that players can play Reaction Cards at any time, as long as it is allowed in the event description.

    Now, let’s talk about retreating after a battle. If a defender loses a battle, they must retreat all their blocks together to an adjacent area that has the shortest clear path to a friendly Key City. It doesn’t matter which direction they entered the battle from. However, if there are enemy blocks present and it’s not possible to retreat to an adjacent area, they must move to the next closest area with a clear path to a friendly Key City. They keep doing this until they find a safe spot.

    In the game, when a road or rail is blocked by enemy blocks, they cannot retreat. If there are more blocks to retreat than can fit in the first retreat area, the extra blocks go to the next area that has the shortest path to a friendly key city.

    Encirclement: If blocks have no area to retreat to, they are eliminated, permanently removed from the game, and cannot be rebuilt later.

    If an attacker loses a battle, they must retreat their blocks to the areas adjacent to the battle area where the blocks originally came from. If a block(s) cannot retreat to its original area because it is occupied by the enemy or overstacked, that block is eliminated.

    You earn 1VP for each of your opponent’s blocks that are eliminated because they couldn’t retreat.

    Advancing after a Battle

    Once the defeated blocks have retreated from the battle area, you get to decide if any blocks that fought in the battle should stay or go back to the area they came from.

    At least one block must remain in the battle area, even if you win. If you have too many stacked blocks in an area, you need to pull some back to where they came from before the battle.

    The Sweet Taste of Victory

    If you manage to make your opponent lose 4 or more strength points (SPs) in a battle, you receive an immediate victory point (VP). Real losses are the actual SPs that are removed from your enemy’s blocks.

    Once all the battles have been resolved, it’s time to move on and execute the ‘Reorganize’ orders.

    Carry Out Your Reorganize Orders

    To execute a ‘Reorganize’ order, all you need to do is increase the strength of one of your blocks by 1SP. However, keep in mind that the block cannot have moved during this phase.

    Executing Rail Transport Orders

    Hey there! Did you know that in this game, we can move up to four blocks in an area that has a ‘Rail Transport’ order? How cool is that? But wait, there’s more! These blocks can travel up to 8 areas away, but only using the rails. No sneaky detours allowed!

    Now, here’s the catch: we can’t transport these blocks into areas that have enemy blocks or garrisons. Safety first, right? We want our guys to arrive in one piece!

    But that’s not all! When we’re choosing a destination for our rail transport, we need to make sure that the area we want to go to has a clear path of 3 areas leading to a friendly Supply Depot. It’s like connecting the dots!

    Oh, and guess what? Even if we’re starting from the same area, the blocks can travel to different destination areas. Talk about flexibility!

    Just a couple of more things to keep in mind: the blocks we want to transport should not have moved or been in a battle during this Operation Phase. We want them fresh and ready for action!

    Checking Supply

    Now let’s talk about supplies. At the end of each Operation Phase, it’s important to check if our blocks are in-supply. We don’t want any shortages, do we?

    To ensure that our blocks are well-supplied, we need to trace a clear path to a friendly Supply Depot. For infantry blocks, this path should be within 3 areas, and for cavalry blocks, it should be within 5 areas. And of course, we need to make sure there are no enemy blocks blocking our way. Safety first, remember?

    Out of Supply

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    If your units are out of supply, they are marked with an “Out of Supply” counter and lose 1 strength point (SP) each turn.

    When your units are out of supply, they have limited options. They can either move out of the area, withdraw, or defend the current area. If a 1SP unit is out of supply and takes a loss, it is permanently eliminated from the game and cannot be rebuilt later.

    As a player, you earn 1 victory point (VP) for each of your opponent’s units that are eliminated due to being out of supply.

    Note: When your opponent’s blocks are eliminated due to being ‘out of supply’ or having ‘no retreat’, you receive Victory Points (VPs). However, you do not receive VPs for blocks that are destroyed in battle.

    Why is this the case? Well, when a block is destroyed in battle, it means that the army has been defeated, but it is only temporarily unable to continue fighting. On the other hand, blocks that are eliminated due to being ‘out of supply’ or ‘no retreat’ have lost their equipment and represent a completely disbanded or captured army.

    If a garrison is ‘out of supply’, it is removed from important cities.

    Victory Points (VPs)

    • You earn VPs by taking control of key cities.
    • Playing certain Event cards also grants you VPs.
    • If your opponent’s blocks have no routes of retreat after a battle, you earn VPs for eliminating them.
    • Achieving Great Victories awards you VPs.
    • If your opponent’s blocks are ‘out of supply’, you earn VPs for eliminating them.
    • Scenario-specific victory objectives can also earn you VPs.

    I have this tracking counter in the game that shows either a Polish or Soviet symbol. You see, only one side can have an advantage in victory points at a time. This advantage switches to the other side when their victory points drop below 1.

    Let’s Move to the Next Phase

    We move the round marker forward to the next Operation Phase. Once we complete 5 Operation Phases, it’s time for the Reinforcement Phase.

    In this scenario, we don’t use any reinforcements or leaders.

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    Overview of the Reinforcement Phase

    During this phase, I first replace garrisons that have been lost in battle.

    After that, I have the option to combine blocks and then strengthen them or build new ones. Just remember, I can’t detach any blocks during this phase.

    Replenishing Garrisons

    If I’m occupying a key city that’s in my supply and has no garrison, I can place a friendly garrison there for free.

    However, if a key city is unoccupied or not in my supply, it won’t be getting a garrison during this Reinforcement Phase.

    Combining Blocks

    If I have a Division block and there are other Brigade or Division blocks in the same area, I can absorb them. This means I remove the absorbed block(s) from the map and add their Strength Points (SPs) to the remaining Division block’s SPs.

    Just a quick reminder: I can detach blocks during a ‘Move’ or…

    The order known as the “Forced March” can only be combined with other orders during the Reinforcement Phase.

    Now, let’s talk about Strengthening Blocks. You have collected some Reinforcement Cubes during the Operation Phases, and now you can use them to increase the strength of your in-supply blocks. For each cube you spend, you can increase a block’s strength by 1SP, up to its maximum strength. Just rotate the block to show the increase in SPs.

    Next, we have Front Line Reinforcements. If a block is in a front line area, which is an area next to an enemy-held area, you can only increase one block’s strength by 1SP throughout the entire reinforcement phase.

    And finally, let’s discuss Building New Blocks.

    Hey there! Let’s talk about building blocks in the force pool and how you can use them to your advantage. When you have a friendly Supply Depot, you can build blocks and place them there. Here’s how it works:

    First, you spend 1 cube to build a 1SP Brigade. Pretty straightforward, right? But if you want something more powerful, like a 1SP Division, it’s gonna cost you 2 cubes. Divisions are more expensive because they’re better trained and equipped.

    Now, here’s something important to keep in mind. Once you’ve built a block, you can’t make it any stronger than 1SP during the same reinforcement phase. So make sure you reinforce it to full strength right off the bat!

    Oh, and one more thing. If a block gets eliminated due to “no retreat” or being “out of supply,” it’s gone for good. You can’t bring it back into the game by rebuilding it.

    But hey, don’t worry about those unused Reinforcement Cubes. You can save them for the next round. It’s always good to have some extras up your sleeve, right?

    Now, let’s talk about Strategic Reinforcements.

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    Hey there! Did you know that some cities on the map have squares printed above them? Those are called Strategic Reinforcement squares. If you control one of these cities and it’s in-supply, you can pull the number of cubes that are printed on it. But here’s the catch – you have to spend these Strategic Reinforcement cubes right away, you can’t save them for later.

    Now, remember, Strategic Reinforcements can only be used to reinforce blocks on the same front as the city they came from. So if you build new blocks, you have to place them on the key city where the Strategic Reinforcement cubes came from.

    Oh, and here’s something interesting – if the Lithuanians are allied with Russia, thanks to Historical Event card 23, the Soviet player can use the Kaunas Strategic Reinforcements, but only for Lithuanian blocks. Pretty neat, huh?

    Leader Blocks

    When it comes to battles, a Leader block is a force to be reckoned with. It serves as the headquarters and has 1SP for combat. But that’s not all! Leader blocks move and stack just like cavalry blocks.

    An important thing to keep in mind is that Leader blocks are always in supply. They never have to worry about running out.

    If a Leader block gets destroyed in battle, it’s game over for them. They get eliminated and are permanently removed from the game. But their sacrifice is not in vain, as they are worth 1VP.

    Things get even more intense when a Leader block loses a battle and has no way to retreat. In that case, they are considered captured and taken out of the game for good. Their capture is a big win for the opponent, as they are worth 2VPs.

    But what makes Leaders truly special is their unique ability to issue orders. Each Leader has their own special order that they can use once per round. When a player decides to use their Leader’s order, they reveal the Leader to their opponent, rotate the Leader block 1/4 turn to mark that the ability has been used, and then carry out the order.

    How to play Strike of the Eagle Official Rules UltraFoodMess

    Jozef Pilsudski: A Fearless Leader

    Guess what? I have something exciting to tell you today about Jozef Pilsudski! You know, he was a really important person in history. Are you interested to know why? Well, let me explain.

    So, Jozef Pilsudski had a really special role. He was in charge of leading the military in two areas. Can you imagine that? Being responsible for resolving battles! It’s pretty amazing, right?

    Jozef Pilsudski was a brave leader. He knew the importance of making important decisions, especially when it came to war. He understood that battles can be tough and dangerous, but he didn’t back down. Instead, he stood tall and faced those challenges head-on.

    Pilsudski’s leadership style was unique. He knew how to motivate his troops and inspire them to fight for their country. He was like a guiding light, leading them towards victory. His courage and determination were truly remarkable.

    It’s fascinating to think about the impact Pilsudski had on history. His leadership during difficult times helped shape the world we live in today. We should always remember his bravery and the sacrifices he made for his country.

    So, if you’re interested in learning about courageous leaders who have made a difference, Jozef Pilsudski is definitely someone to look up to. His story is an inspiration to us all, reminding us that with strong leadership, anything is possible.

    How to play Strike of the Eagle Official Rules UltraFoodMess

    About Mikhail Tukhachevsky

    Let me introduce you to Mikhail Tukhachevsky, a significant figure in history. He had a remarkable ability that allowed him to issue commands in two different areas under his command to successfully manage battles and bring about resolution.

    How to play Strike of the Eagle Official Rules UltraFoodMess

    Wladyslaw Sikorski

    I can explore any area within 2 areas of where I’m standing at any time during an Operation Phase. This exploration happens right away.

    How to play Strike of the Eagle Official Rules UltraFoodMess

    Hello there!

    Let me introduce you to a fascinating historical figure named Semyon Budyonny. He was a military leader known for his extraordinary ability to push his troops to their limits. In fact, he was so exceptional that he had the power to issue a ‘Forced March Out’ order to blocks in his area, enabling them to fight battles with full strength. Isn’t that amazing?

    How to play Strike of the Eagle Official Rules UltraFoodMess

    Jozef Haller is an interesting character in the game. He has a unique ability that allows me to give a free “Defend Area” order to any area within 2 areas of his position, up to Resolve Battles. This means that I have the power to strategically protect specific areas on the battlefield. It’s a powerful ability that can turn the tide of battle in my favor. I just need to be mindful of where I position Jozef and make the most of this special power.

    How to play Strike of the Eagle Official Rules UltraFoodMess

    Meet Josef Stalin

    Let me tell you about Josef Stalin, a key figure in history. Stalin had a distinctive power – he could immediately reorganize a block in his area on the southern front, boosting his control over the battlefield. It was a move that could really shake things up!

    Leaders like Stalin could give and execute orders during the Battle Resolutions phase, but there was a catch. Once the battles were being resolved, no new orders could be given (except for Sikorski’s special ‘Recon’ order).

    Now, here’s where it gets interesting. A Leader Order could be given to a block that didn’t have an order yet. Alternatively, it could be given to a block that already had an order, but that old order would have to be replaced by the new Leader Order. It was all about making the right decisions at the right time.

    But there was a twist – the execution of a Leader Order had to wait until that player had order execution initiative. Plus, the order could only be carried out by blocks that hadn’t executed any other orders in that phase. It required careful planning and strategy.

    So, as you can see, Stalin was a leader with immense power, capable of shifting the tide of battle. His ability to reorganize blocks and execute orders with precision made him a force to be reckoned with.

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