Conflict of Heroes: Awakening the Bear! – Russia 1941-42

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

Overview

Conflict of Heroes: Awakening the Bear is a tactical WWII wargame covering Operation Barbarossa (1941-42) on the Eastern Front. Each counter represents a squad of infantry, a crewed gun, or a vehicle. The game uses a unique action point system where players alternate activating individual units. Engagements are presented as firefights with different objectives worth victory points.

Components

Setup

  1. Select a firefight (scenario) from the scenario book.
  2. Set up the map board per the scenario.
  3. Place units in their starting positions.
  4. Each player receives Command Action Points (CAPs) per scenario.
  5. Determine first player.

Turn Structure

The game uses alternating unit activation:

  1. Active Player selects one unit to activate (the “active unit”).
  2. The active unit spends Action Points (APs) to perform actions.
  3. Each unit has 7 APs per round. Players can also spend CAPs (shared pool).
  4. After the active unit completes actions (or the player passes), the opponent activates a unit.
  5. Continue alternating until both players pass consecutively.
  6. Round End: Refresh all units (remove spent markers), gain new CAPs.

Actions

Action AP Cost Effect
Move Varies by terrain Move the unit to an adjacent hex
Fire 1 AP Attack an enemy unit within range and line of sight
Assault Move 2 AP Move and fire in the same activation
Rally 1 AP Attempt to remove a hit marker
Opportunity Fire 0 AP (reaction) Fire at an enemy unit during the opponent’s activation
Group Move Varies Move multiple units in the same hex together

Fire Resolution

  1. Calculate the attacker’s attack value (printed on counter).
  2. Subtract the defender’s defense value and terrain modifiers.
  3. Roll 2d6 and add/subtract modifiers.
  4. Compare to the Hit Table: results range from no effect to eliminated.

Hits and Elimination

Scoring / Victory Conditions

Each firefight has specific VP objectives:

The player with more VP at the end of the firefight wins.

Special Rules & Edge Cases

Player Reference

Key Values on Counters
Attack Value (top left)
Defense Value (top right)
Movement (bottom right)
Range (bottom left)
VP value (if eliminated)
Action Point Budget
Each unit: 7 APs per round
CAPs: Shared pool (varies by scenario)