Heroes of Normandie

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Overview

Heroes of Normandie is a tactical WWII board game using the Heroes System. Two players (US vs. German forces) command platoons of infantry, vehicles, and heroes on modular terrain boards. Players build armies using a recruitment point system, then alternate activating units via an order token mechanism. Combat uses dice with modifiers based on unit stats, terrain, and special abilities. The game emphasizes cinematic, fast-paced action inspired by war movies.

Components

Setup

  1. Choose a scenario or generate one using Player Generated Clashes (scenario booklet).
  2. Select units per scenario’s army composition or spend army points to recruit.
  3. Create your action card deck (at least 40 cards from your 76; faction-specific).
  4. Determine initiative (per scenario). Player with initiative deploys all troops first.
  5. Deploy infantry with white-name side face up in scenario-defined zones.
  6. Each player draws 4 cards from their deck.

Army Creation

  1. Buy Recruitment Tiles: Purchase recruitment tiles with army points. At least 1 required.
  2. Buy Recruitment Options: Fill tile slots with infantry, vehicles, equipment, character traits, or orders. Options must fit the tile slot and match colored bands.
  3. Heroes: Purchased separately; some require specific recruitment tile insignias.

Turn Structure

Each round has 3 phases:

1. Orders Phase

Players alternate placing Order tokens (numbered 1 to N, where N = total stars on your recruitment tiles, units, and options; max 10) on owned units. Initiative player places first. One Order token per unit. Also place your Bluff token to mislead opponents.

2. Activation Phase

Initiative player reveals Order #1 and activates that unit. Then opponent reveals their Order #1. Continue alternating in ascending order. Each activated unit takes ONE action: Move/Assault or Fire. When one player runs out of orders, the other activates remaining units in order.

3. Supply Phase

Remove suppressed tokens. All non-activated units may move (but not fire or assault). Draw cards back up to 4. Retrieve Order tokens.

Actions

Movement (Infantry)

Movement (Vehicles)

Assault (Melee)

Fire (Ranged Combat)

Suppression

Suppressed units (marked with token) cannot fire or move. Tokens removed during Supply Phase.

Scoring / Victory Conditions

Games last up to 8 rounds or as defined by the scenario. Victory is determined by:

Special Rules & Edge Cases

Player Reference

Unit Type Defense Color Notes
Infantry Yellow Affected by ZoC
Light Vehicle Purple Becomes wreck when destroyed
Heavy Vehicle Gray Damage location determines effect
Phase What Happens
Orders Alternate placing numbered Order tokens on units
Activation Reveal orders in ascending number; Move/Assault or Fire
Supply Remove suppression, non-activated units may move, draw cards to 4

Combat: Attacker rolls dice + combat bonus vs. target type. Result ≥ Defense = Hit.

Breaking Point: When destroyed units equal red squares on a recruitment tile, opponent earns VP.