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 1.0 INTRODUCTION Market-Garden: Race for the Rhine is a two-player game that simulates the first ten days of Operation Market-Garden, the  Allied airborne invasion of Holland, September 17 to September 26, 1944. Each turn represents one day of combat, and each hex is ab out 8 miles across. One player commands the defending German forces and the other player commands the invading Allied forces. 2.0 COMPONENTS 2.1 Counters Counters are either “units” representing combat forces or “markers” for keeping track of ga me conditions. The front of each combat unit is arranged in the following manner: Note:  British units with the “Leaping Boar” icon are the units of XXX Corps (5.1.1a, 5.5) 2.2 Charts The following charts, printed on the map, are used to regulate play of the game. 2.2.1 Combat Results Table (CRT). Odds columns across the top are crossed-indexed with results of a die roll along the left- hand side to obtain a combat result during combat resolution (6.1). 2.2.2 Terrain Effects Chart. Both playe rs should consult this chart when moving or resolving combat. 2.2.3  Airborne Landing Table. The Allied player consults this table whenever he attempts to move units from his Airborne  Approach Box to a hex on the map. 3.0 PREPARE FOR PLAY 3.1 German Setup Setup the German units in the hex listed on the front of each counter. 3.2 Allied Setup  Allied ground units are setup in the hex listed on the front of each counter. Allied Airborne units are placed in the Airborne  Approach Box. They move to the hex printed on the front of each counter during the Allied player’s first impulse. 3.3 Marker Setup Place the turn marker in the “1” box of the Game Turn Track. Place the impulse marker in the “A” box of the Impulse Track.  Units with a turn number rather than a hex number are reinforcements (10.0) and do not begin play on the map. Units labeled “SPECIAL” are optional units (12.8). 4.0 SEQUENCE OF PLAY The game consists of ten turns: September 17 through September 26. Starting with the September 19 turn Allied Airborne units that are out of supply must make a surrender die roll (9.5.1). 4.1 Impulses Each turn has four impulses. During each impulse the German player may perform actions with his units and then the Allied player may perform actions with his units. After both players have performed an action the Impulse marker is advanced to the next letter on the Impulse Track: “A” then “B” then “C” then “D”. 4.1.1 Tactical Actions. There are three types of tactical actions a u nit may perform each impulse: movement, combat, and pass. Movement always occurs first, after which any and all units that are adjacent to an enemy unit may have combat. Combat is always optional. Post-combat advance (6.4) i s considered a part of co mbat. A unit that begins its impulse adjacent to an enemy unit may engage in combat and post- combat advance b ut may not then move. A unit that do es not move or engage in combat is considered to have passed that impulse.

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1.0 INTRODUCTION

Market-Garden: Race for the Rhine is a two-player game thatimulates the first ten days of  Operation Market-Garden, the

Allied airborne invasion of Holland, September 17 to

September 26, 1944. Each turn represents one day of combat,nd each hex is about 8 miles across. One player commandshe defending German forces and the other player commandshe invading Allied forces.

2.0 COMPONENTS

2.1 Counters 

Counters are either “units” representing combat forces or markers” for keeping track of game conditions. The front of ach combat unit is arranged in the following manner:

Note: British units with the “Leaping Boar” icon are the units of XXX Corps (5.1.1a, 5.5)

2.2 Charts The following charts, printed on the map, are used to regulate

lay of the game.

2.2.1 Combat Results Table (CRT). Odds columns acrosstop are crossed-indexed with results of a die roll along thehand side to obtain a combat result during combat resolu(6.1).

2.2.2  Terrain Effects Chart. Both players should consultchart when moving or resolving combat.

2.2.3  Airborne Landing Table. The Allied player consults

table whenever he attempts to move units from his Airb Approach Box to a hex on the map.

3.0 PREPARE FOR PLAY

3.1 German SetupSetup the German units in the hex listed on the front of ecounter.

3.2 Allied Setup Allied ground units are setup in the hex listed on the froeach counter. Allied Airborne units are placed in the Airb

 Approach Box. They move to the hex printed on the froeach counter during the Allied player’s first impulse.

3.3 Marker SetupPlace the turn marker in the “1” box of the Game Turn TrPlace the impulse marker in the “A” box of the Impulse Trac

Units with a turn number rather than a hex number reinforcements (10.0) and do not begin play on the map. Ulabeled “SPECIAL” are optional units (12.8).

4.0 SEQUENCE OF PLAY

The game consists of ten turns: Septembethrough September 26. Starting with September 19 turn Allied Airborne units are out of supply must make a surrenderroll (9.5.1).

4.1 ImpulsesEach turn has four impulses. During eimpulse the German player may peractions with his units and then the Allied plmay perform actions with his units. After players have performed an action the Imp

marker is advanced to the next letter on the Impulse Trackthen “B” then “C” then “D”. 

4.1.1 Tactical Actions. There are three types of tactical aca unit may perform each impulse: movement, combat, pass. Movement always occurs first, after which any anunits that are adjacent to an enemy unit may have comCombat is always optional. Post-combat advance (6.4considered a part of combat. A unit that begins its impadjacent to an enemy unit may engage in combat and pcombat advance but may not then move. A unit that doesmove or engage in combat is considered to have passedimpulse.

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5.0 MOVEMENT & STACKING

5.1 Normal MovementUnits move a number of hexes equal to their movement factor.Units must stop immediately and move no further that impulse

pon entering a hex adjacent to an enemy unit. Exception:nits with a vehicle silhouette may ignore the presence of nemy units without a vehicle silhouette in adjacent hexes.

.1.1 Road Movement. Units with a vehicle silhouette printedn their counter may only enter and exit wet and forest hexes

ollowing the map’s road net.

5.1.1a Club Route. Allied units belonging to XXXCorps that begin their impulse in a hex with a redroad may double their movement rate so long asthey remain in a red road hex and do not at any

me move adjacent to a German unit.

.1.2 River Bridges. Units crossing the Maas, Waal, and Lower Rhine must use road movement and may only cross in hexeswith a face-up bridge marker.

.1.3  Ferry Crossing. Neither side may enter hex 1414 untilTurn 3.

5.2 Airborne Landings As the sole action of an Allied impulse the Allied player may

ctivate any number of glider and parachute units in theAirborne Approach Box for movement.

Each unit moves to the hex printed on the front of the counter nd each unit must make a die roll and consult the Airborneanding Table printed on the map. There are three possible

esults for each unit:

-2 Hot Reception:  flip counter to its 3-2-3 side 

-4 Warm Reception:  unit suffers a damage point (6.2)

-6 Clean Landing:  no effect on the unit

Modifiers:

1 No German units adjacent to hex1 Allied landings on September 171 Allied landings after September 172 If landing is north of Nijmegen (hex 1312)

5.3 Stacking Stacking occurs when there are multiple units in one hex.There may never be more than three units in one hex. If at the

nd of any player impulse a hex is overstacked the owninglayer must eliminate units (his choice) to reduce the number f units back to three.

.3.1  Airborne Approach Box. The Airborne Approach Box isrinted in the northwest corner of the map. Any number of 

Allied Airborne units may stack within the Airborne ApproachBox.

5.4 German Movement RestrictionsGerman units may not voluntarily move  until Impulse “DTurn 1. They may attack  any adjacent Allied unit, participate in post-combat advance (6.5), without restriction.

5.5 Allied Movement RestrictionsThe Allied player may activate only one in a simpulse: units with the “Leaping Boar” icon of 

Corps or  units without that icon, which reprethe units of VIII Corps and XII Corps. Airborne units not in Airborne Approach Box may also activate at the same timnon-Airborne units.

6.0 COMBAT

Units on the map may attack enemy units in adjacent heonce per impulse. All enemy units in a hex must be attaas a single group. A unit may only attack or be attacked oper impulse.

6.1 Combat Resolution Add up the Combat Strength of the units participating inattack, and then add up the Combat Strength of the units indefending hex. Figure the ratio using the Combat ReTable (CRT). Fractions are always rounded in the defendfavor, i.e. downwards. Odds of more than 5:1 are treate5:1 and odds less than 1:3 are treated as 1:3. After modithe ratio (see 6.1.1 and 6.1.2), the attacker makes a dieThe first of the numbers on the CRT is the number of dampoints inflicted on the attacker and the second is the numbdamage points inflicted on the defender. Excess damagignored.

6.1.1 Defensive Modifiers. If the defender is in a wet or fohex, shift the column used on the CRT one column to theIf the defender is in an urban hex shift the column used onCRT two columns to the left.

6.1.2 Offensive Modifiers. If an Allied or German Air Supmarker is in the hex shift the column used on the CRT column to the right (see 7.2). Any attack with an armoredparticipating against a hex not containing any armored unshifted one column to the right.

6.2 Damage PointsMark any damage points suffered by

attacker and/or the defender using the marprovided. Points may be divided among in the hex as the player sees fit. If a unit

sustained a number of damage points equal to its EnduraValue that unit is eliminated and permanently removed play. Eliminated units never return to play. ExcepGerman Battlegroups (10.4).

6.3 Retreat Whichever side has lost the combat must retreat all of attacking units a number of hexes equal to the differencdamage points in the combat. The first hex of a treat malways be in the direction of a friendly supply source. If

number of damage points is equal neither side retreats.

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.3.1  Ignoring retreat. Units in forest and urban hexes maygnore a required retreat by suffering an additional point of amage.

.3.2 Failure to Retreat. Retreating units may not retreat into aex adjacent to an enemy unit, unless that hex contains a

riendly combat unit or the hex is a mountain hex. Units thatannot retreat or ignore the retreat by absorbing an additionaloint of damage are eliminated instead.

.3.3 Retreating Off-Map. Allied units may retreat off-map fromny hex on the southern map edge. Allied units that retreat off 

he map in this manner may return to play as reinforcementsuring any following turn. Axis units may retreat off-map fromny hex on the western, northern, or eastern map edge. Axisnits that retreat off the map in this manner may return to plays reinforcements during the following turn.

6.4 Post-Combat AdvanceWhichever side has won the combat may advance a number of 

exes equal to the difference in losses in combat. The first hexf an advance must always be a hex formerly occupied by anpposing attacking/defending unit. Advancing units must stop

mmediately upon entering a wet or forest hex, or adjacent ton enemy unit.

7.0 Air Support

The Allied player has two air support markers, one Americannd one British. The German player has one air support

marker.

7.1 Placement and RemovalThe Allied player may place their air support markers before

very impulse. The German player may place their air supportmarker once per Turn. A marker is placed in a hex with at leastne friendly attacking unit. Air support markers are removed

rom the map after combat is resolved.

7.2 Ground SupportAttacking units under an air support marker receive a one-olumn shift to the right.

8.0 Bridges

8.1 Placement

Place all fourteen bridge markers on the mapwherever there is a bridge symbol duringopening setup (3.0). Note: the game includesa few spare bridge markers.

8.2 DemolitionThe German player, as the sole action of hisimpulse, may attempt to blow up any bridge or bridges on the map with an Allied unit adjacentto it. Make a die roll for each bridge. A die rollof 1-2 fails. A die roll of 3-6 succeeds. Flip the

marker over to its “Destroyed” side.  Note: Bridges over theMaas, Waal, and Rhine may not be the subject of demolition

ttempts. 

8.3 Repair Destroyed bridges are automatically repaired at the start ofgame turn that there is an in-supply non-airborne Allied unthe hex. The German player may not repair destroyed brid

9.0 SUPPLY

Supply status is checked during combat and during a pla

last impulse to determine if a unit can remove a damage pUnits not in supply are Out of Supply (9.6).

9.1 Allied SuppliesHexes adjacent to a blue portion of the map edge are susources for Allied ground units. These are: 0101; 0104; 00106; 0110; 0111; 0112.

9.2 Allied Airborne SuppliesHexes with a supply symbol are supply sources for Aairborne units either in that hex or adjacent to it. These 0807; 1008; 1211; 1213; 1612.

9.3 Axis SuppliesHexes adjacent to a red portion of the map edge

German supply sources. These are: 0401; 0501; 0801; 01301; 1701; 2006; 1907; 2008; 2012; 1913; 2014; 1615; 11315; 1215; 1115; 0915; 0815; 0615; 0515; 0415; 0315.

9.4 Tracing SupplyUnits are in supply if they can trace a continuous line of heback to a supply source. The path may not enter a wforest hex without following a road, nor may the path pthrough a hex with a destroyed bridge marker.

9.5 Unit Refit After the last impulse of every game turn each player hasopportunity to remove a damage points. Neither player remove damage to an out of supply (9.6) unit. Refit points not accumulate and are lost if not spent.

9.5.1   Allied Turn 1 Refit. At the end of game turn 1 the Aplayer may remove one damage point on every in-supply Aunit on the map.

9.5.2  Allied Refit After Turn 1. The Allied player may remone point of damage to any one airborne unit, one poindamage to any one infantry unit and one point of damag

anyone one armor unit.

9.5.3 German Refit. At the end of each game turn the Gerplayer may remove one point of damage from any one infaunit and one point of damage from any one armor unit.

9.6 Out of SupplyUnits unable to trace supply (9.4) are out of supply. Ducombat, out of supply units subtract one from their dieduring combat resolution (6.1).

9.6.1  Surrender. Starting with the September 20 turn osupply Allied Airborne units must make a surrender die roll.

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There are three possible results:

-2 The unit is eliminated and removed from play

-4 The unit suffers a damage point

-6 No effect

10.0 REINFORCEMENTS

Reinforcements arrive during Impulse “A” of the attack phase of ach game turn.

0.1 Allied Ground ReinforcementsAllied non-airborne reinforcements may be placed in any of the

exes along the southern edge of the map. These are: 0101,104, 0105, 0106, 0110, 0111, and 0112.

0.2 Allied Airborne ReinforcementsAllied airborne reinforcements are initially placed in theAirborne Approach Box printed in the northwestern corner of 

he map. Allied airborne reinforcement may perform anAirborne Landing (5.2). They may be placed in or adjacent to

n Allied supply source hex (9.2). 

0.3 German ReinforcementsGerman Reinforcements are placed in any hex along the map

dge indicated on the back of the counter: “W” for the westerndge, “N” for the northern edge, and “E” for the eastern edge.

0.3.1 Eliminated German Battlegroup Units. Any Germannit with a “battlegroup” ID printed across the top alwayseturns to play as a reinforcement. They may be placed in anyex along the western, northern, or eastern map edge, or any

n-supply German-controlled VP hex. A maximum of oneattlegroup counter may be placed in each eligible hex.

11.0 WINNING THE GAME

1.1 Victory ConditionsThere are two ways to win the game: an Automatic Victory11.1.1) and an Operational Victory (11.1.2).

1.1.1  Automatic Victory. If at the end of any attack phasehere is an Allied unit from XXX Corps in Arnhem that can traceupply to an Allied supply source on the southern map edge

he game ends immediately in an automatic Allied victory.

11.1.2 Operational Victory.   At the end of eachturn count the number of Victory Point (VP)hexes controlled by the Allied player. Pointsare indicated by using the VP marker on theVP Track. If at the end of any turn the AlliedPlayer has 10 or more VP that can trace supply

o an Allied supply source on the southern map edge he wins.Note: an out of supply but Allied-controlled Arnhem and/or Nijmegen still generate 1 Victory Point.

Any other result is a German victory.

12.0 OPTIONAL RULES

The following rules can be used for additional historical deas well as to balance play between opponents of diffeabilities.

12.1 Allied Combat Coordination To represent the difficulty of coordinating the comoperations of their multinational forces any Allied attacmore one nationality (British and American) suffers a -1 drm

12.2 Artillery SupportEach player has artillery support markers. Artillery supmarkers do not count towards the stacking of a hex. Plamay combine air support and artillery support in the same  A marker is placed in a hex with at least one friendly attacor defending unit.

12.2.1  Allied Marker Placement. The Aplayer may place their artillery support maonce  per impulse. The marker may onl

placed in a hex containing a British gro(not airborne) unit. The hex must be abtrace a supply line to an Allied-controlled

edge.

12.2.2  German Marker Placement. German player may place their artillery supmarker once per turn. The hex must be abtrace a supply line to a German-controlled edge hex.

12.2.3  Artillery Support and Combat. The Allied player alwplaces his artillery support first. If the Allied player has pl

his artillery support marker the German player may not coman artillery support marker to the same combat. If an artsupport marker is placed by the attacker, shift the column uon the CRT one column to the right. If the artillery supmarker is placed by the defender, shift the column used onCRT one column to the left. After combat resolution, remany artillery support markers from the map before post-comadvance.

12.3 Advanced Bridge RulesThese rules are used in conjunction with basic game r(8.0).

12.3.1  Last Minute Demolition. The German player attempt last minute demolition when an Allied unit enters awith a bridge marker. Make a die roll. A die roll of 1-4 faildie roll of 5-6 succeeds. Flip the marker over to its “Destroside. Note: Bridges over the Maas, Waal, and Rhine may be destroyed by a successful last-minute demolition.

12.3.2  Advanced Repair. The Allied playethe sole action of his impulse, may attemrepair a destroyed bridge. In order to mabridge repair attempt a non-airborne unit mbe present in the hex. Place the Allied “BrRepair” marker in the hex with the destro

bridge. Make a die roll. A die roll of 1-4 fails. A die roll o

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ucceeds. If the die roll fails flip the “Bridge Repair” marker ver to its “+2” side. Additional attempts to repair that bridge eceive a +2 die roll modifier. If the die roll succeeds removehe bridge repair marker and flip the bridge marker from itsDestroyed” side back to its intact side.

12.4 Allied Boat CrossingThe Allied Boat Crossing marker may be usedonce per game turn. Play of the marker allows

the Allied player to negate a successful lastminute bridge demolition die roll by theGerman player (12.3.1). At least one of the

dvancing units must be a XXX Corps unit.

2.5 Weather Before the first Allied impulse of each turn the Allied player rolls

die. On 1-4 the weather is rain, on 5-6 weather is clear. Fliphe game turn marker to on the Game Turn Track to indicatehe correct weather.

2.5.1 Weather Effects. If the weather is clear play proceedsormally. If the weather is rain neither player may use their air 

upport markers, and the Allied player may not move units fromhe Airborne Approach Box to hexes on the map.

2.6 Oss Supply SourceOne friendly unit may remove a damage point if it is in the town

f Oss (hex 1208) during a player’s unit refit (9.5).

2.7 Driel Supply SourceDriel may be used as an airborne supply source (9.2).

12.8 Air Transport The units of the British 52nd Division (Air 

Transportable) are placed in the Allied Airborne Approach Box at the start of Turn 3. Theseunits may move from the Airborne ApproachBox to an Allied controlled airfield hex in Deelen

hex 1613) or Grave (hex 1210). They make a die roll andonsult the Airborne Landing Table just like Allied parachutend glider units.

2.9 Bidding Each player submits a secret, written, VP bid to command theAllies. The high bid receives the Allied side, with the winning

id becoming the number of points required for an OperationalVictory (11.1.2). Automatic Victory rules (11.1.1) remain

nchanged.

CREDITS

Game Design: Michael RinellaGameboard and Unit Art: Brandon PenningtonBox and Rule Design: Sean Cooke

© 2011 Worthington Gameswww.worthingtongames.com

CLARIFICATIONS

Terrain modifiers are not cumulative.Hexes with a dashed yellow line around their edge are ufor purposes of combat. Swamp in the same hex doesrestrict both movement and post-combat advance opthowever.

Retreat after a failed attack is mandatory. All units that participated in an attack that fails must retThere is no option. They all retreat the same number of he

Question #1On any impulse that Allied airborne units move from Airborne Approach Box to the map, no other Allied units move?

 Answer: yes. No other Allied units may move.

Question #2 Are airborne units allowed to attack the impulse that they la

 Answer: yes. It’s exactly the same as movement that begina hex.

Question #3If there are both British and American units attacking the sGerman hex, may I use both Allied air markers?

 Answer: yes. Nothing in rule 7 prohibits this.

Question #4Can a unit adjacent to an enemy unit move to directlanother hex adjacent to that enemy unit?

 Answer: No, but see the exception in rule 5.1. In that caseanswer is yes.

Question #5When advancing after combat into a forest or swamp hexthe units have to stop or would a road allow them to continu

 Answer: Per rule 6.4 they must stop. Rule 6.4 is noexception to rule 5.1.1.

Question #6Does a unit have to occupy a VP hex for the hex to c

towards victory?

 Answer: You do have to enter the hex at some point to control of it but, no, you don’t have to “garrison” the hex forcount for victory purposes.

Question #7Is it possible to enter hex 1313 (Bemmel) from hex 1213 Nijmegen?

 Answer: Yes.

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Question #8

Can armor units attack a wet or forest hex if there is no roadeading into that hex?

Answer: You may still attack. See rule 6.0. If there werexceptions they would have been here.

Question #9

f an airborne supply hex is occupied by a German unit doeshat prevent supply for Allied units adjacent to that hex?

Answer: Yes. Occupation by a German unit prevents Alliednits from being supplied by that hex.

Question #10

Are bridge hexes the only locations where an attack over amajor river is allowed?

Answer: Yes.

Question #10

Following on the previous question, does a destroyed bridge on major river prevent an attack?

Answer: Yes. With the bridge blown up all that remains is thever, i.e. the hex is a major river hex until such time as theridge is repaired.

Question #11

Do damage points reduce the combat strength of a unit?

Answer: No, damage does not affect strength.

Question #12

f an Allied airborne unit is flipped to its 3-2-3 side due to andverse result while landing, is there any way for it to flip back?

Answer: No. Flipping/reduction is permanent.