Axis & Allies: D-Day

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Axis & Allies: D-Day recreates Operation Overlord, the June 6, 1944 Allied invasion of Normandy. One player controls the Axis (Germany) defending the beaches, while one or two players control the Allies (United Kingdom and United States) landing their forces. The game is driven by a deck of 16 order cards that dictate the sequence of actions each turn. The Allies must capture and hold Cherbourg, St. Lo, and Caen for one complete turn to win; the Axis wins by preventing this through 10 turns.

Components

Setup

  1. One player takes the Axis; one or two players take the Allies. In a 2-player game, one player controls both UK and US (keeping units separate). Axis sits at the southern edge, Allies at the northern edge.
  2. Place the turn marker on space 1 of the turn track.
  3. Place the battle board and dice next to the game board.
  4. Sort order cards in numerical order (1 on top, 16 on bottom) and place face-down in the “Orders” box.
  5. Axis setup: Place gray pieces matching the silhouettes printed on the map zones. Place reinforcements on the German reinforcement chart.
  6. Allies setup: Place UK and US units on their respective beachhead boxes (Utah, Omaha for US; Gold, Juno, Sword for UK) and airborne boxes. Place reinforcements on the British and American charts. Place air units on the Airfield.

Turn Structure

A turn consists of one pass through all 16 order cards, followed by a victory check. Each order card specifies which side is active and what action to take. After completing all cards, check for victory, then flip the deck and begin the next turn.

Cards may be removed from the deck once their effects are no longer applicable (e.g., card 1 for the airborne assault is removed after turn 1).

Actions

Unit Types

Unit Attack Defense Move Special
Infantry 1 2 1 zone Basic land unit
Artillery 2 2 1 zone Can shoot down air units (roll 1 per artillery vs air unit; hit on 1)
Tank 3 2 (Axis: 3) 2 zones Must stop if first zone contains enemies
Blockhouse (Axis) 3 1 Cannot move Fire to Sea at beachheads within firing arc
Fighter (Allies) - - Unlimited Patrol zones; strafe enemy units that move in/out
Bomber (Allies) - - Unlimited Strike on entry; hit on 3 or less; cannot enter zones with Allied land units

Order Cards

Order cards drive all game actions. Each card specifies:

Movement

Combat Resolution

  1. Place units on battle board in appropriate columns matching unit type.
  2. Attacking units fire: Roll 1 die per unit. Hit if result is equal to or less than attack value. Defender chooses casualties and moves them to casualty zone.
  3. Defending units fire: Roll 1 die per unit (including casualties). Hit if result is equal to or less than defense value. Attacker moves casualties.
  4. Remove casualties: Clear both casualty zones; destroyed units return to inventory.
  5. Determine control: If only one side has land units remaining, that side controls the zone.

Each order card triggers one cycle of combat (one set of rolls). Units may fire multiple times per turn but only once per order card.

Special Combats

Reinforcements

Each power receives reinforcements as indicated on their reinforcement chart when directed by order cards. Reinforcements enter from specific board edges or sectors.

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Victory: Allies hold Cherbourg + St. Lo + Caen for 1 full turn, OR Axis survives 10 turns

Order of play: Follow 16 order cards sequentially each turn

Combat: Roll 1 die per unit; hit if roll <= attack/defense value. Casualties are simultaneous.

Unit costs (Attack/Defense/Move): Infantry 1/2/1 Artillery 2/2/1 Tank 3/2(3)/2 Blockhouse 3/1/0

Zone limit: 8 land units per side per zone

Air units: Allies only. Fighters patrol and strafe; Bombers strike (hit on 3 or less)