Memoir '44

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Memoir ‘44

Overview

Memoir ‘44 is a two-player WWII-themed light wargame using the Commands & Colors system. Players deploy and command units of infantry, armor, and artillery on a hex-based battlefield, playing Command cards to order units in specific sections of the board. Battles are resolved with custom dice. The first player to collect the required number of Victory Medals (by eliminating enemy units or capturing objectives) wins. The game includes 16 historical D-Day and Western Front scenarios.

Components

Setup

  1. Select a battle scenario. Place the board with the correct face up (countryside or beach).
  2. Place terrain hexes as shown in the scenario map.
  3. Add fixed obstacles (bunkers, bridges) and removable obstacles (barbed wire, hedgehogs, sandbags).
  4. Place unit figures matching the scenario map. Standard unit sizes: Infantry = 4 figures, Armor = 3, Artillery = 2.
  5. Add Special Unit badges and Victory Medals per scenario special rules.
  6. Place relevant terrain and unit summary cards beside the board.
  7. Shuffle the Command card deck. Deal cards to each side per the scenario briefing (varies by scenario).
  8. Each side takes 4 Battle dice.
  9. The player indicated in the scenario briefing goes first.

Turn Structure

Players alternate turns. On your turn:

  1. Play a Command Card – Play one card from your hand face up and read it aloud.
  2. Order Units – Announce which units you order (within the card’s limits for section and count).
  3. Move Units – Move ordered units one at a time. Complete all movement before battling.
  4. Battle – Resolve battles one ordered unit at a time.
  5. Draw a Command Card – Discard played card, draw a new one from the deck.

Actions

Movement

Unit Type Movement Battle After Move?
Infantry 1 hex and battle, OR 2 hexes no battle Yes (if moved 1)
Special Forces Infantry Up to 2 hexes and battle Yes
Armor Up to 3 hexes Yes
Artillery 1 hex OR battle (not both) Only if stationary

Battle

Battle Range and Dice:

Unit Max Range Dice by Distance (1/2/3/4/5/6 hexes)
Infantry 3 hexes 3 / 2 / 1
Armor 3 hexes 3 / 3 / 3
Artillery 6 hexes 3 / 3 / 2 / 2 / 1 / 1

Line of Sight: Infantry and Armor must have line of sight to their target. Artillery does not need line of sight. Line of sight is blocked if any hex between attacker and target contains an obstruction (units or certain terrain). The target hex itself does not block line of sight.

Close Assault: A unit adjacent to an enemy must attack that unit (cannot fire at a more distant target).

Dice Results:

Hits: For each hit, remove 1 figure from the target unit. When the last figure is removed, place it on a Medal Stand (= 1 Victory Medal).

Retreat: After hits, the target retreats 1 hex per flag rolled toward its own board edge. If it cannot retreat (blocked or off-board), lose 1 figure per unfulfilled retreat move. Terrain has no effect on retreat movement, except impassable terrain.

Taking Ground

Terrain Effects (key types)

Terrain Movement Effect Battle Effect
Forest Must stop when entering -1 battle die; blocks LOS
Town/Village Must stop when entering -1 battle die; blocks LOS
Hill No movement penalty No battle penalty; blocks LOS
Hedgerow Must stop when entering -1 battle die; blocks LOS
River Impassable (use bridges) N/A
Beach No movement penalty No battle penalty

Obstacles

Obstacle Effect
Bunker -2 battle dice for attacker; ignore 1 flag
Sandbags -1 battle die; ignore 1 flag
Barbed Wire Must stop; no battle that turn
Hedgehog Must stop; no battle that turn

Scoring / Victory Conditions

The first player to collect the required number of Victory Medals wins (usually 4-6, varies by scenario).

Victory Medals are earned by:

For match play (recommended): play each scenario twice, switching sides. The player with the most total medals across both games wins the match.

Special Rules & Edge Cases

Player Reference

Turn sequence: Play card -> Order units -> Move (all) -> Battle (one at a time) -> Draw card

Unit types: Infantry (4 figs, move 1+battle or 2 no battle, range 3 at 3/2/1 dice), Armor (3 figs, move 3+battle, range 3 at 3/3/3 dice, Overrun), Artillery (2 figs, move 1 or battle not both, range 6 at 3/3/2/2/1/1 dice, no LOS needed)

Dice faces: Infantry hit, Infantry hit, Armor hit, Grenade (hits all), Flag (retreat), Star (special/miss)

Victory: First to required Victory Medals (per scenario)