Gazala: The Cauldron

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Overview

Gazala: The Cauldron simulates the fighting near Tobruk from May 27 through June 14, 1942, covering the mobile portions of the battle at the southern end of the Allied line. One player controls the Axis forces (German and Italian), the other the Allied forces (British, Indian, and French). Players draw chits from cups to activate formations for movement and combat, creating an unpredictable sequence of actions each turn. The game features minefields, supply lines, disruption, and tactical chits representing airpower, artillery, and other assets.

Components

Game Scale: Each hex is approximately 1 mile across. Units are battalions (Italian Brescia and Pavia units are regiments). Turn length varies per the Turn Record Track.

Unit Types: Italian units (green), German units (gray), British units (brown), Indian units (orange), French units (blue). Each unit has an unused side (full capability) and a used side (reduced capability after movement). Units have Hard and Soft combat values; white values can only be used in defense.

Setup

Setup varies by scenario. In the Campaign Game and Scenario One:

Allies set up first, one unit per hex, unused side up (unless noted). Units are placed within specified hexes of their formation.

Axis sets up second, may start stacked, unused side up, within specified hex ranges.

Both players place their Action Chits and Tactical Chits in separate cups. Place the Actions Available markers on the Actions Track.

Turn Structure

Each game turn follows this sequence:

  1. Chit Phase: Both players adjust Action Chits and Tactical Chits in their cups and reset Actions Available markers per the Turn Record Track.
  2. Minefield Phase: Starting May 28, the Axis player may place up to 2 minefield breach markers.
  3. Supply Phase: Both players check supply status of all units.
  4. Initiative Phase: Both players roll a die; higher roll decides who acts first. (Exception: May 27 AM, Axis goes first with 2 consecutive actions.)
  5. Action Phases: Players alternate performing Action Phases (draw chits, activate formations, move and fight) until both exhaust all available actions.
  6. Recovery Phase: Remove all Disrupted markers. Flip all units to unused sides.
  7. Victory Point Phase: Axis collects VPs for qualifying units at the north map edge and hex 2803.

Actions

Drawing Chits: Draw from your cup. Tactical Chits are set aside and draw continues until an Action Chit is drawn. The formation named on the Action Chit is activated for movement and combat. Alternatively, the player may activate one unit of any other formation instead.

Axis Two-Sided Chits: The Axis player may choose which side of a two-sided chit to use. The Brescia/Pavia chit activates both formations.

Allied Double Move Chit: Activates any two individual units (not formations), including reinforcements.

Activation Limits: No formation may be activated more than twice per turn. Individual units have no limit.

Movement: Activated units move individually, expending movement points per terrain cost. After completing movement, flip unit to used side. Units move hex-to-hex; roads reduce terrain costs. Three movement types: tracked (armor), wheeled, and foot (infantry with MA 6).

Combat: Combat is voluntary for the attacker. The active unit must have movement points remaining to attack. Both Hard and Soft combat values are used. The attacker selects a target hex, declares all attacking units, and resolves using the Combat Results Table (CRT). Die roll modifiers include supply status, terrain, minefields, and tactical chits.

Combat Results: Results on the CRT include step losses and retreats. Units have 1-2 steps. Losing a step means flipping a full-strength unit to reduced or eliminating a reduced unit.

Retreat: Units forced to retreat move 1-2 hexes away from the attacker. Units cannot retreat into enemy-occupied hexes or across prohibited terrain. Axis units may not retreat across unbreached minefields.

Advance After Combat: Attacking units may advance into a vacated hex after combat.

Disruption: Units may become Disrupted through combat results. Disrupted units have reduced movement and cannot attack. Disrupted markers are removed during the Recovery Phase.

Scoring / Victory Conditions

Axis VP Sources:

Allied VP Sources:

Steps that have been replaced do not count as eliminated for VPs. The player with the most VPs wins. Equal VPs = tie.

Scenario One (May 27 AM - June 1-2): Allies also score 1 VP per occupied fortified hex. Axis starts with 2 VPs. ~3.5 hours.

Campaign Game (May 27 AM - June 13-14): Allies score 2 VPs per hex for occupying 1504, 1605, 2705 and 3 VPs per hex for 1118, 1218, 1219, 1318. ~7 hours.

Special Rules & Edge Cases

Player Reference

Sequence of Play:

  1. Chit Phase
  2. Minefield Phase
  3. Supply Phase
  4. Initiative Phase
  5. Alternating Action Phases
  6. Recovery Phase
  7. Victory Point Phase

Supply Status Effects: | Status | Movement | Attack | Defense | |—|—|—|—| | In Supply | Normal | Normal | Normal | | Out of Supply | -1/3 MA | -2 modifier | Normal | | Isolated | -2/3 MA | Cannot attack | +2 to attacker’s roll |