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	<title>Board Game Arena - Benutzerbeiträge [de]</title>
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	<updated>2026-11-10T00:24:23Z</updated>
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		<id>https://de.doc.boardgamearena.com/index.php?title=Gamehelpquartermastergeneralsouthfront&amp;diff=2938</id>
		<title>Gamehelpquartermastergeneralsouthfront</title>
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		<updated>2026-09-15T05:54:27Z</updated>

		<summary type="html">&lt;p&gt;0PiedPiper0: New Gamehelp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Quartermaster General: South Front – Game Help=&lt;br /&gt;
&lt;br /&gt;
==Objective==&lt;br /&gt;
&lt;br /&gt;
The game lasts up to &#039;&#039;&#039;16 rounds&#039;&#039;&#039;. Axis plays first each round, followed by Allies.&lt;br /&gt;
&lt;br /&gt;
Victory Points (VP) are gained from cards and during the four scoring rounds. During scoring, gain &#039;&#039;&#039;1 VP per Victory Star you control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If one side leads by &#039;&#039;&#039;10+ VP after a scoring round&#039;&#039;&#039;, it wins immediately. After the final scoring round, the player with more VP wins. &#039;&#039;&#039;Ties go to the Axis.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence==&lt;br /&gt;
&lt;br /&gt;
Each turn consists of:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;First Movement&#039;&#039;&#039; – Move any or all of your pieces.&lt;br /&gt;
#&#039;&#039;&#039;Action&#039;&#039;&#039; – Take &#039;&#039;&#039;1 action&#039;&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Second Movement&#039;&#039;&#039; – Move tanks, fleets and carriers. Infantry and airplanes may only move to unload from fleets.&lt;br /&gt;
#&#039;&#039;&#039;Supply&#039;&#039;&#039; – Eliminate all of your unsupplied pieces.&lt;br /&gt;
#&#039;&#039;&#039;Draw&#039;&#039;&#039; – Draw until you have 5 cards, but never draw more than 2 cards.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
&lt;br /&gt;
Choose one:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Play&#039;&#039;&#039; – Play a card and resolve its text.&lt;br /&gt;
*&#039;&#039;&#039;Conscription&#039;&#039;&#039; – Discard 1 card to deploy infantry, or 2 cards to deploy a tank, airplane, fleet or carrier. The piece must be deployed in or adjacent to its faction&#039;s Supply Flag.&lt;br /&gt;
*&#039;&#039;&#039;Forced March&#039;&#039;&#039; – Discard 1 card to move 1 piece.&lt;br /&gt;
*&#039;&#039;&#039;Desperate Attack&#039;&#039;&#039; – Discard 2 cards to attack.&lt;br /&gt;
*&#039;&#039;&#039;Production Initiative&#039;&#039;&#039; – Draw 1 card.&lt;br /&gt;
*&#039;&#039;&#039;Contingency&#039;&#039;&#039; – Use one of your Contingency cards.&lt;br /&gt;
*&#039;&#039;&#039;Pass&#039;&#039;&#039; – Do nothing.&lt;br /&gt;
&lt;br /&gt;
Cards discarded for Conscription, Forced March or Desperate Attack do not need to match the faction of the affected piece.&lt;br /&gt;
&lt;br /&gt;
==Control==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land:&#039;&#039;&#039; Infantry and tanks take control of the space they occupy. You retain control after they leave until the enemy takes the space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea:&#039;&#039;&#039; A fleet or carrier controls the sea space it occupies. An empty sea space is considered controlled by &#039;&#039;&#039;both players&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Opposing pieces may never occupy the same space.&lt;br /&gt;
&lt;br /&gt;
==Deployment and Recruitment==&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;deploy&#039;&#039;&#039; a piece:&lt;br /&gt;
&lt;br /&gt;
*the space must be controlled by you;&lt;br /&gt;
*the piece must be supplied;&lt;br /&gt;
*infantry, tanks and airplanes deploy on land;&lt;br /&gt;
*fleets and carriers deploy at sea.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Conscription&#039;&#039;&#039;, the destination must contain or be adjacent to the faction&#039;s Supply Flag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recruit&#039;&#039;&#039; is less restrictive:&lt;br /&gt;
&lt;br /&gt;
*a piece may be recruited into a controlled space;&lt;br /&gt;
*it may also be recruited into an unoccupied enemy-controlled space, taking control of it;&lt;br /&gt;
*it may be recruited unsupplied, but will be eliminated during the Supply step unless supply is restored.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
&lt;br /&gt;
A piece is supplied if it can trace a path through spaces controlled by its side to one of its faction&#039;s &#039;&#039;&#039;Supply Flags&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
An unoccupied space cannot be used for supply if an adjacent enemy piece can interdict it.&lt;br /&gt;
&lt;br /&gt;
*Infantry, tanks and airplanes interdict adjacent unoccupied &#039;&#039;&#039;land&#039;&#039;&#039; spaces.&lt;br /&gt;
*Fleets and airplanes interdict adjacent unoccupied &#039;&#039;&#039;sea&#039;&#039;&#039; spaces.&lt;br /&gt;
*A carrier without an airplane does not interdict adjacent spaces.&lt;br /&gt;
&lt;br /&gt;
Unsupplied pieces:&lt;br /&gt;
&lt;br /&gt;
*cannot attack;&lt;br /&gt;
*normally cannot move into another unsupplied space;&lt;br /&gt;
*are eliminated during their owner&#039;s Supply step.&lt;br /&gt;
&lt;br /&gt;
Supply is checked continuously as the board position changes.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
Normally:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!First Movement&lt;br /&gt;
!Second Movement&lt;br /&gt;
|-&lt;br /&gt;
|Infantry&lt;br /&gt;
|1 land space or load onto a fleet&lt;br /&gt;
|No movement, except unloading from a fleet&lt;br /&gt;
|-&lt;br /&gt;
|Tank&lt;br /&gt;
|1 land space or load onto a fleet&lt;br /&gt;
|1 land space; transported tanks must unload&lt;br /&gt;
|-&lt;br /&gt;
|Airplane&lt;br /&gt;
|Up to 2 spaces, or 1 space to load onto a fleet&lt;br /&gt;
|No movement, except unloading from a fleet&lt;br /&gt;
|-&lt;br /&gt;
|Fleet&lt;br /&gt;
|1 sea space&lt;br /&gt;
|1 sea space&lt;br /&gt;
|-&lt;br /&gt;
|Carrier&lt;br /&gt;
|1 sea space&lt;br /&gt;
|1 sea space&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A piece may not normally enter a space containing an enemy piece.&lt;br /&gt;
&lt;br /&gt;
===Airplanes===&lt;br /&gt;
&lt;br /&gt;
Airplanes moving on their own may move up to &#039;&#039;&#039;2 spaces&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When moving 2 spaces, they may jump over an intermediate space that is:&lt;br /&gt;
&lt;br /&gt;
*water;&lt;br /&gt;
*enemy-occupied;&lt;br /&gt;
*enemy-controlled;&lt;br /&gt;
*unsupplied.&lt;br /&gt;
&lt;br /&gt;
They &#039;&#039;&#039;cannot jump over a neutral space&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
An airplane may not finish movement in a land space you did not control at the &#039;&#039;&#039;beginning of that Movement step&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Naval Transport==&lt;br /&gt;
&lt;br /&gt;
A fleet may transport &#039;&#039;&#039;1 infantry, tank or airplane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*UK fleet: UK or French piece&lt;br /&gt;
*USA fleet: USA or French piece&lt;br /&gt;
*Pact fleet: Pact or German piece&lt;br /&gt;
&lt;br /&gt;
Pieces normally load during First Movement. The fleet may move before or after loading.&lt;br /&gt;
&lt;br /&gt;
A transported piece &#039;&#039;&#039;must unload before the end of the turn or it is eliminated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During Second Movement:&lt;br /&gt;
&lt;br /&gt;
*tanks may unload into an unoccupied enemy-controlled space;&lt;br /&gt;
*infantry may only unload into a space you currently control;&lt;br /&gt;
*airplanes may only unload into a space you controlled at the beginning of the step.&lt;br /&gt;
&lt;br /&gt;
Transported infantry and tanks may form an attacking land force.&lt;br /&gt;
&lt;br /&gt;
Transported airplanes &#039;&#039;&#039;cannot participate in combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Carriers==&lt;br /&gt;
&lt;br /&gt;
A carrier may carry &#039;&#039;&#039;1 airplane of the same faction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The airplane may remain on the carrier between turns.&lt;br /&gt;
&lt;br /&gt;
If a carrier carrying an airplane would be removed, the &#039;&#039;&#039;airplane is removed instead&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
An airplane on a carrier is considered &#039;&#039;&#039;carried&#039;&#039;&#039;, not transported.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
Combat takes place between opposing forces in adjacent spaces.&lt;br /&gt;
&lt;br /&gt;
The type of combat is determined by the &#039;&#039;&#039;space being attacked&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Land Combat===&lt;br /&gt;
&lt;br /&gt;
A land attacking force consists of:&lt;br /&gt;
&lt;br /&gt;
*infantry;&lt;br /&gt;
*tanks.&lt;br /&gt;
&lt;br /&gt;
Airplanes and fleets may support land combat, but cannot form the attacking land force themselves.&lt;br /&gt;
&lt;br /&gt;
===Sea Combat===&lt;br /&gt;
&lt;br /&gt;
A sea attacking force may consist of:&lt;br /&gt;
&lt;br /&gt;
*fleets;&lt;br /&gt;
*airplanes;&lt;br /&gt;
*carriers.&lt;br /&gt;
&lt;br /&gt;
A carrier cannot initiate an attack by itself; the force must initially contain at least one fleet or airplane.&lt;br /&gt;
&lt;br /&gt;
===Attack Rounds===&lt;br /&gt;
&lt;br /&gt;
Each attack round normally forces the defender to remove:&lt;br /&gt;
&lt;br /&gt;
*1 piece from the attacked space; &#039;&#039;&#039;or&#039;&#039;&#039;&lt;br /&gt;
*an eligible adjacent airplane or fleet supporting the defense.&lt;br /&gt;
&lt;br /&gt;
The defender chooses the casualty.&lt;br /&gt;
&lt;br /&gt;
If defenders remain, the attacker may continue by:&lt;br /&gt;
&lt;br /&gt;
*removing a piece from the attacking force;&lt;br /&gt;
*removing an eligible adjacent supporting airplane or fleet; &#039;&#039;&#039;or&#039;&#039;&#039;&lt;br /&gt;
*using an appropriate Reaction.&lt;br /&gt;
&lt;br /&gt;
The piece or Reaction used to continue must have at least the same &#039;&#039;&#039;combat rank&#039;&#039;&#039; as the defender&#039;s previous loss or Reaction.&lt;br /&gt;
&lt;br /&gt;
The attacker may not remove the &#039;&#039;&#039;last piece of the attacking force&#039;&#039;&#039; to continue an attack.&lt;br /&gt;
&lt;br /&gt;
===Combat Rank===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land, highest to lowest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#Sustain Attack / Stand Fast&lt;br /&gt;
#Airplane / Fleet&lt;br /&gt;
#Tank&lt;br /&gt;
#Infantry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea, highest to lowest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#Naval Combat&lt;br /&gt;
#Fleet&lt;br /&gt;
#Airplane / Anti-Air&lt;br /&gt;
#Carrier &#039;&#039;(defense only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Reactions==&lt;br /&gt;
&lt;br /&gt;
Reaction cards are discarded when used and normally must belong to a faction involved in the combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reaction&lt;br /&gt;
!Use&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sustain Attack&#039;&#039;&#039;&lt;br /&gt;
|Continue a land attack without removing a piece. Cannot be used in Winter except in Desert Climate spaces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advance!&#039;&#039;&#039;&lt;br /&gt;
|After clearing a land space, move one attacking infantry or tank into it. Cannot be used in Spring except in Desert Climate spaces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stand Fast&#039;&#039;&#039;&lt;br /&gt;
|Do not remove a defending piece in land combat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exchange&#039;&#039;&#039;&lt;br /&gt;
|When removing a defender, force the attacker to remove a piece as well.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Retreat&#039;&#039;&#039;&lt;br /&gt;
|Move one defending land piece 1 space before resolving the casualty.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Withdraw Navy&#039;&#039;&#039;&lt;br /&gt;
|Move one defending fleet or carrier 1 space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-Air&#039;&#039;&#039;&lt;br /&gt;
|Counters effects involving airplanes; may also protect against an air-containing sea attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Naval Combat&#039;&#039;&#039;&lt;br /&gt;
|Counters fleets in land combat; at sea it can continue an attack or prevent a defending loss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;one Reaction at a time&#039;&#039;&#039; may be used.&lt;br /&gt;
&lt;br /&gt;
==France==&lt;br /&gt;
&lt;br /&gt;
The French infantry:&lt;br /&gt;
&lt;br /&gt;
*may use any UK Supply Flag;&lt;br /&gt;
*may be transported by UK or USA fleets;&lt;br /&gt;
*may join a UK or USA attacking force in the same space;&lt;br /&gt;
*may only use &#039;&#039;&#039;French Reactions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the French infantry is the only remaining piece in the force, it cannot be supported by UK or USA fleets or airplanes.&lt;br /&gt;
&lt;br /&gt;
==Minor Countries==&lt;br /&gt;
&lt;br /&gt;
Yugoslavia, Bulgaria, Greece and Iraq begin neutral.&lt;br /&gt;
&lt;br /&gt;
You may &#039;&#039;&#039;declare war&#039;&#039;&#039; on a neutral minor country at any time during your turn. Doing so activates it for your opponent.&lt;br /&gt;
&lt;br /&gt;
A card may instead activate a minor country for your own side.&lt;br /&gt;
&lt;br /&gt;
You cannot move into, attack, or jump an airplane over a neutral minor country before it is activated.&lt;br /&gt;
&lt;br /&gt;
===Minor Country Forces (MCFs)===&lt;br /&gt;
&lt;br /&gt;
MCFs:&lt;br /&gt;
&lt;br /&gt;
*cannot move;&lt;br /&gt;
*cannot attack;&lt;br /&gt;
*are always supplied;&lt;br /&gt;
*defend like infantry;&lt;br /&gt;
*may use defensive Reactions from any faction controlled by their player;&lt;br /&gt;
*cannot Retreat;&lt;br /&gt;
*allow friendly supply to be traced through them;&lt;br /&gt;
*do not interdict enemy supply.&lt;br /&gt;
&lt;br /&gt;
==Round Reminders==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Late War cards:&#039;&#039;&#039; shuffled into the decks after Winter 1941.&lt;br /&gt;
*&#039;&#039;&#039;USA at War:&#039;&#039;&#039; before this round, USA pieces may be recruited but cannot move or be deployed.&lt;br /&gt;
*&#039;&#039;&#039;Scoring:&#039;&#039;&#039; after Winter 1940, Winter 1941, Winter 1942 and Spring 1944.&lt;br /&gt;
&lt;br /&gt;
==Victory==&lt;br /&gt;
&lt;br /&gt;
During each scoring round, gain &#039;&#039;&#039;1 VP for every Victory Star you control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you lead by &#039;&#039;&#039;10 or more VP&#039;&#039;&#039; after any scoring round, you win immediately.&lt;br /&gt;
&lt;br /&gt;
After the fourth and final scoring round:&lt;br /&gt;
&lt;br /&gt;
*highest VP wins;&lt;br /&gt;
*if tied, &#039;&#039;&#039;Axis wins&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>0PiedPiper0</name></author>
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