4Now shuffle the two sets <strong>of</strong> Overlord Command cardstogether and give each Commander-in-Chief th<strong>en</strong>umber <strong>of</strong> cards indicated for that camp on thesc<strong>en</strong>ario's briefing notes or Battle Map.The American C-in-C receives 8 Command cards; his camp plays 1st.Players from each camp should now feel free tohuddle together to discuss the sc<strong>en</strong>ario's SpecialRules, Objectives and Victory conditions, and theirown preferred strategies and tactics. Once the gamestarts, communications will be more restricted andwill have to follow the chain <strong>of</strong> command.The Game TurnA Memoir '44 Overlord turn consists <strong>of</strong> the followingsequ<strong>en</strong>ce:The Commander-in-Chief selects 1, 2 or 31. Command cards from his hand.He may give one card to each <strong>of</strong> his Field G<strong>en</strong>erals,or give two Section cards to one Field G<strong>en</strong>eral andone card to another, or just give one card to oneField G<strong>en</strong>eral and nothing to the others, keep a cardfor himself to play it directly, etc.If some <strong>of</strong> the cards a Commander-in-Chief selectsto play are Section cards, he must give these to thecorresponding Field G<strong>en</strong>eral(s), as indicated by thecards' upper corner arrows.If the card's arrow points to the left, only the LeftField G<strong>en</strong>eral may receive and play it; if it pointsup, only the C<strong>en</strong>ter Field G<strong>en</strong>eral, and to the right,only the Right Field G<strong>en</strong>eral. If the arrow points inmultiple directions, such as for the Recon in Forceor the Pincer Move card, it may th<strong>en</strong> be giv<strong>en</strong> to any<strong>of</strong> the Field G<strong>en</strong>erals the arrow points towards.The number inside the arrow states how many unitsthe receiving Field G<strong>en</strong>eral will be able to order,with "A" meaning "All".This Pincer Move card may be giv<strong>en</strong> toeither the Left or the Right Field G<strong>en</strong>eral.He may th<strong>en</strong> use it to order 2 units in one<strong>of</strong> the two sections under his Command.The text under the Section card's title and c<strong>en</strong>tralillustration spells this out again in greater detail;but using the upper arrows will help you quicklyorganize your hand <strong>of</strong> Command cards and see at aglance who they can be dispatched to.If some <strong>of</strong> the cards a Commander-in-Chief selectsto play are Tactic cards, he must:- play them himself if the icon in the upper corners<strong>of</strong> the card shows the C-in-C's silhouetteThis card must be playedby the Commander-in-Chief himself.- give them to the Field G<strong>en</strong>eral <strong>of</strong> his choice if theicon is 3 arrows with a "?" insideThis card must be giv<strong>en</strong> to any one<strong>of</strong> the Field G<strong>en</strong>erals.- or do either <strong>of</strong> the above if both icons are pres<strong>en</strong>t.This card may be used tocounter an oppon<strong>en</strong>t'sField G<strong>en</strong>eral orCommander-in-Chiefprevious turn's actionA Field G<strong>en</strong>eral who receives a Tactic card may neverreceive or play any other Command card during thesame turn.Likewise, a Commander-in-Chief who plays a Tacticcard directly can never play another Command cardduring the same turn (though he may still give twoother Command cards to his Field G<strong>en</strong>erals). The
5Commander-in-Chief's Tactic card action must becompleted first, before the Field G<strong>en</strong>erals startplaying the cards they just received.A Field G<strong>en</strong>eral must play the Command cards he2. receives, face up, in the section he is orderingtroops. If he receives two Section cards, he must playone in each <strong>of</strong> his two sections.As a courtesy, wh<strong>en</strong> playing a Command card, a FieldG<strong>en</strong>eral places it face up in the section under hiscommand in which he wishes to order units, so thathis oppon<strong>en</strong>t Field G<strong>en</strong>eral sitting across the tableknows what he is up to.If the card received is a Tactic card or a Section cardthat can order units in both sections under the FieldG<strong>en</strong>eral's command at once, he places the card astridehis two sections.As in standard Memoir '44, all unit movem<strong>en</strong>t mustbe completed before any battling. Field G<strong>en</strong>eralsshould make sure all movem<strong>en</strong>t is completed for allsections <strong>of</strong> the battlefield before any battling starts.A unit may only be giv<strong>en</strong> one order in a turn. A unitin a section may cross over into another section underthe command <strong>of</strong> a differ<strong>en</strong>t Field G<strong>en</strong>eral, but it maynot be immediately ordered again in this new section.If a Field G<strong>en</strong>eral does not receive a card from3. his Commander-in-Chief during a turn, he maydecide to act <strong>of</strong> his own initiative.A Field G<strong>en</strong>eral acting on his own initiative rolls onedie, with the following effect:INFANTRYARMORSTARFLAGGR<strong>EN</strong>ADEINITIATIVE ROLL1 Infantry unit <strong>of</strong> your choice is ordered.1 Armor unit <strong>of</strong> your choice is ordered.1 unit <strong>of</strong> your choice is ordered.1 unit <strong>of</strong> your choice must retreat 1 hex.The unit may not battle.If none <strong>of</strong> your units is able to retreat,th<strong>en</strong> one <strong>of</strong> them must lose 1 figure.1 unit <strong>of</strong> your choice must lose 1 figure.The unit may not battle.If the symbol rolled does not correspond to any unitunder the command <strong>of</strong> the Field G<strong>en</strong>eral taking theinitiative, no unit is ordered. The roll has no effect.Once all the actions (movem<strong>en</strong>ts and battles)4. <strong>of</strong> the Command cards giv<strong>en</strong> are completed,the Field G<strong>en</strong>erals return the used Command cardsto their Commander-in-Chief. He discards them,and draws two new Command cards, regardless <strong>of</strong>the number <strong>of</strong> cards he gave out and played duringthe turn.Wh<strong>en</strong> drawing new cards, the Commander-in-Chiefcan never hold more Command cards than allowedby the sc<strong>en</strong>ario’s briefing notes or Battle Map'sindications.A Commander-in-Chief can never give out all theCommand cards in his hand during a turn. He mustalways keep at least one in his hand, so that at the<strong>en</strong>d <strong>of</strong> his turn, after drawing two new replacem<strong>en</strong>tcards, he has at least three cards in his hand.The MilitaryChain <strong>of</strong> CommandWh<strong>en</strong> handing out Command cards, the Commanderin-Chiefmay talk in detail about the curr<strong>en</strong>t battlesituation, tactics and future strategy with one (andonly one) <strong>of</strong> his Field G<strong>en</strong>erals, but he may not show- nor should he state, at any time - what Commandcards he holds.Once the discussion is complete, the Field G<strong>en</strong>eralcarries out the Command card. However, he doesnot have to follow his Commander-in-Chief’s adviceor wishes.The other Field G<strong>en</strong>erals receive their orders by wireor courier. The Commander-in-Chief may not talkwith these Field G<strong>en</strong>erals. He simply passes them theCommand card(s) <strong>of</strong> his choice, hoping for the best.To keep the game moving briskly, first pass cardsto Field G<strong>en</strong>erals that receive them via wire orcourier, th<strong>en</strong> hand deliver orders to the Field G<strong>en</strong>eral<strong>of</strong> your choice and discuss strategy.