D-Day

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

Overview

D-Day is a two-player operational/strategic wargame published by Avalon Hill in 1961, designed by Charles S. Roberts. It simulates the Western Front of World War II from the Normandy Invasion through the crossing of the Rhine (June-September 1944). D-Day holds a unique place in wargaming history as the first board wargame to feature both a hexagonal grid map and cardboard counters – two innovations that became standard in the genre. The game was revised and republished in 1962, 1965, 1971, 1977, and 1991.

Components

Setup

  1. Lay out the hex map.
  2. The German player sets up their unit counters first, placing them in defensive positions across France and western Europe.
  3. The Allied player then plans their invasion. The invasion site is not predetermined – it can be anywhere from southern France to the North Sea coast.
  4. Place the turn marker on turn 1.
  5. Determine starting conditions per the chosen scenario.

Turn Structure

Each game turn represents a period of the 1944 campaign:

  1. Allied Player Turn: Movement phase, then combat phase.
  2. German Player Turn: Movement phase, then combat phase.
  3. Administrative Phase: Advance the turn marker, check supply and reinforcements.

Actions

Movement

Combat

Invasion

Supply

Scoring / Victory Conditions

Victory is determined by territorial control at the end of the game. The Allied player must capture key objectives (cities, ports, river crossings) to win. The German player wins by preventing the Allies from achieving their objectives within the time limit.

Special Rules & Edge Cases

Player Reference

Turn: Allied Move & Combat → German Move & Combat → Administrative

Allied Goal: Invade France, capture objectives, advance to the Rhine

German Goal: Contain the invasion, hold key terrain

Combat: Odds ratio + dice roll on CRT

Key Decision: Where to launch the amphibious invasion