- 6 Grizzled cards
- 59 Trial cards
- 16 Support tiles
- 5 Speech tokens
- 1 Mission Leader token
- 1 Game Aid
- 1 peace card
- 1 Monument card
Each player chooses a Grizzled card, Good Luck Charm side up.
Each gets 3 Support tiles:
- 1 tile
- 1 tile - 1 tile randomly drawn from the rest.
With 2 or 3 players, the and tiles are not used.
25 cards are placed face down on top of the Peace card and form the Trials pile. The other 34 cards are placed face down on the Monument card, and make up the Reserve of Morale for the group.
Speech tokens are placed between the card piles, depending on the number of players:
- 5 tokens at 2 or 3 players
- 4 tokens at 4 players
- 3 tokens at 5 players
The Mission Leader token is given to the hairiest player. And the game can begin!
Object of the Game
Through a series of successive Missions the players will attempt to empty the Trials pile and make the Peace card visible.
The players win the game when the Peace card is visible and they have no cards left in hand.
At the end of each Mission, the Morale drops, and cards are transferred from the Morale Reserve to the Trials pile. The players lose the game as soon as the Monument card becomes visible.
Overview Of A Mission
A Mission is composed of 4 steps.
- The Mission
- Morale Drop
The Mission Leader evaluates the risks to take and chooses the Intensity of the Mission, which determines the number of cards each player will be dealt. The cards are dealt one at a time, starting with the Mission Leader him- self. The cards are taken from the Trials pile.
The intensity starts at a minimum of 1. If the Trials pile runs out when dealing cards, sim- ply stop dealing further cards. Some players may have less cards in hand than others.
The Flower in the Gun Barrel
The intensity of the game's first Mission is always a minimum of 3 cards.
II. The Mission
The players attempt to get rid of the Trial cards in their hand. The Threats will be placed in the middle of the table, in No Man's Land (see illus- tration), while the Hard Knocks will be assigned to players. For the Mission to continue, there must never be 3 identical active Threats at the same time.
Starting with the Mission Leader, the players play in turn, going clockwise, for as long as the Mission continues (see End of the Mission). On their turn, if they haven't withdrawn yet, each player chooses a single Action from among the following:
Play A Trials Card From Their Hand
If the card is a Threat it is added to No Man's Land, in the middle of the table. If it's a Hard Knock, it is assigned to the player and immediately takes effect.
Use A Good Luck Charm
The player discards one of the cards from No Man's Land bearing the same type of Threat as their Good Luck Charm.
The player's Grizzled card is then flipped over. To be able to reuse their Good Luck Charm, they'll have to recover it (see Support section).
Make A Speech
If a player has a Speech token, it allows them to encourage their comrades and protect them from one of the 6 Threats. The active player chooses a Threat and announces it to the other players. All other players can then discard a single card from their hand which contains that Threat.
If a player has more than one of those Threats, he can choose only one of them. Players who have already withdrawn do not benefit from the Speech. The Speech token is then removed from the game.
Withdraw And Play A Support Tile
By withdrawing, the player chooses to no longer take part in the Mission and will thus no longer be able to take actions. They must then choose to which player they will give Support. To do this, they secretly choose one of their Support tiles (if any remain) which they place face-down on their own Grizzled card. All of the played Support tiles will be revealed at the end of the Mission, when all players have withdrawn.
While a player is withdrawn, all Hard Knocks they possess have no effect for the current mission. The withdrawn player keeps the cards they still have in hand for the next round.
A player who no longer has any Support tiles can still withdraw. They simply won't play a Support tile. If the player still has cards in hand, they can place them face-down on their Grizzled card to represent their withdrawal.
When a player plays a Threats card from their hand which has a Trap symbol, they must draw another card from the Trials pile AND immediately play it. If a new Trap is revealed, it will be ignored. If it's a Hard Knock, the player places it next to their Grizzled card.
End Of The Mission
The Mission can end in one of two ways:
either all of the players have withdrawn, in which case the Mission is then successful. The cards in No Man's Land are discarded.
or 3 identical Threats are present in No Man's Land, including the Phobias and Traumas of the non-withdrawn players, in which case the Mission is a failure. The No Man's Land cards are shuffled into the Trials pile and will have to be faced again.
In both of these cases, the unplayed cards are kept in hand, and the Hard Knocks re- main assigned to each Grizzled. Play then proceeds to Support.
Once the Mission is over, the players reveal the Support tiles they played on their Grizzled cards when they withdrew, and give it to the chosen player.
Support given to the 2nd player to the left.
Support given to the 1st player to the right.
If one player has received more Support than any others, that player benefits from the help of the group and can then:
- get rid of 2 Hard Knocks cards affecting their character.
- or recover their Good Luck Charm.
In case of a tie, the effects of each cancel each other out and no one gets support. Players keep the Support tiles they have received.
If The Mission Was A Failure
Only the tiles from players who have already withdrawn are taken into account.
In this case, if a player received more Sup- port than any of the others, he may only get rid of a single Hard Knock card.
After the resolution of Support, a player with 4 or more Hard Knocks causes the group to fail and immediately ends the game.
The Armistice is signed when the Trials pile is exhausted, the Peace card is visible and the players no longer have any cards in hand, they've made it through the Great War together and win the game. Bravo!
IV. Morale Drop
As the war is still not over, the group's Morale drops:
Total the number of cards remaining in the players' hands. Transfer that number of cards from the Morale Reserve to the Trials Pile, with a minimum of 3 cards.
As soon as the group's Morale Reserve is exhausted, the Monument card is revealed, and the game is lost!
If the players have made it to the Morale Drop, the Mission Leader token moves on to the next player. The former Leader gets a Speech token, if any still remain.
A new round begins... ...and the war goes on!
- Some information in The Grizzled can't be shared among players. The contents of the cards in each player's hand cannot be re- vealed. Players should also keep secret the Support tile they choose when withdrawing.
- The players can, if they so desire, count the number of cards remaining in the Trials pile and in the Morale Reserve.
- When a card is discarded, it is removed from the game for the remainder of the game.
- When the Trials pile is empty (the dove from the Peace card is visible), any card which should be drawn from it is ignored (Trap, ef- fect from a Hard Knock, etc)..
- The Trauma, Phobia, and Fragile cards assigned to a withdrawn player no longer impact the current Mission.
- When a player no longer has any cards in hand, they can still withdraw, ignoring any active Hard Knocks that would keep them from withdrawing.
- In case of conflict between Hard Knocks on the same player, the priority goes to the oldest one.
- In case of conflict between Hard Knocks on different players, those from the player currently playing are applied first.
- Clumsy Hard Knock: if a Trap is drawn, it doesn't get activated.
- Mute Hard Knock: the player can't play a Speech token but can still play a Support.
- The effect of a Hard Knock can force a player to withdraw, preventing them from choosing other actions.
- A Speech has no effect on a withdrawn player.
- The Speeches allow other players to discard from their hand a Trauma or a Phobia with the corresponding Threat.
- The Speech tokens all have the same effect. The text is only used as inspiration, for ex- ample: "My friends, don't fear the shells, as according to our intelligence, no artillery fire will take place today".