Ludexv2026.11.11-ba1dcbe2Ambush!Official rulebook ↗

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Cards & Components

Every component of Ambush!: maps, Mission Cards and View Sleeve, German and US soldier cards, vehicle cards, Squad Record, counters and markers, with pictures from the rulebook.

The box holds two maps, the View Sleeve and 48 Mission Cards, the German and US soldier and vehicle cards, the Paragraph Booklet, the Chart Reference Screen, Squad Records, two ten-sided dice and the counters (rulebook pp. 3–6). Pictures below come from the rulebook; where it shows none, the entry says so.

Boards

Maps

Map A (Normandy bocage, used by Missions 1, 6, 7 and 8) and Map B (a village with a church and railway station, Missions 2, 3, 4 and 5). Hexes are lettered A–Y across and numbered 1–19 down; terrain, elevation levels 1–3, embankments, crests, streams and buildings with their doors and windows are all printed on them. See Line of Sight for the excerpts the rulebook uses.

To be added.

Squad Record

PictureWhat it shows
Squad Record sheetOne line per soldier A–H: cost, IN, PC, WS, DS, MPA, Port Boxes for weapons, Ammo Boxes, CP boxes, plus the VP gain and loss boxes and a Notes area (p. 7). See The Squad Record.

Chart Reference Screen

Weapon Chart, Movement Point Cost Chart, squad generation tables, Fire, Grenade and Assault modifier charts, Damage Table, Accident Table and Clear Jammed Weapon Chart (p. 6). The values are only on the screen itself.

To be added.

Paragraph Booklet

The indexed paragraphs that run the Germans and the story. Never read one unless a card or paragraph sends you there (p. 6). Its text is not reproduced here.

Cards

View Sleeve and Mission Cards

Each mission has six Mission Cards, one per Condition. A card slides into the View Sleeve, which shows one row of windows per hex letter; the window aligned with the hex number reveals the paragraph number for that hex, or nothing (rulebook p. 3). See The Mission System.

To be added.

German soldier cards

PictureWhat it shows
German soldier card GE 1/QThe sample card from p. 3: card number and identity letter (L–Z, no O), type (officer, sniper, driver…), activation VP and bracketed conditional VP, weapons, the ratings (and for drivers), and the Action Table: a die roll crossed with the Condition column, or with a Special Reaction or Self-Preservation letter column, gives the paragraph to follow. Notes add first-activation instructions.

Every German that can appear in any mission has such a card; it stays in front of you from activation until he is inactive (p. 3).

German vehicle cards

PictureWhat it shows
Jagdpanther card GE 45/YA tank card (p. 32): one row per crew size with the tank’s IN, PC, WS and DS, and an Action Table by die roll. Notes give its entry state.
Staff car card GE 13/WA car card (p. 32): the driver’s ratings, weapon, and a column of driving paragraphs used when other paragraphs order him to drive.

US soldier cards

PictureWhat it shows
US soldier card US 01/JSoldiers your squad may meet during a mission, laid out like a Squad Record line with identity number, letter and notes (p. 6).

Tiles

Ambush! has no tiles; the markers that change the map’s terrain are listed here.

Hazards and terrain markers

PictureWhat it shows
MinefieldMinefield, placed when a paragraph reveals it (p. 4).
BoobytrapThe marker’s boobytrap side.
Blast craterBlast crater: a non-building hex hit by artillery (p. 5).
RubbleRubble: a building hex hit by artillery or collapsed.
Burning buildingBurning building: may not be entered.
FordFord: the stream can be crossed on foot here (p. 5).
Second floorSecond floor marker, used where a paragraph puts a soldier upstairs.

Landmarks

Special objects not printed on the map, placed when a paragraph names them (p. 5).

PictureWhat it shows
StarshellStarshell.
Rocket gantryRocket gantry.
RocketRocket.
TrashTrash.
RadarRadar.
Crashed planeCrashed plane.
Fuel dumpFuel dump.
AntennaAntenna.

Tokens & pieces

Soldier counters

PictureWhat it shows
US soldier standingUS soldier A–H, standing side.
US soldier crouchingThe same counter’s back: crouching.
German soldier standingGerman soldier L–X, standing side.
German soldier crouchingCrouching side.
Prone markerPlaced on a soldier of either side to show he is prone (p. 4).

Action Round markers

PictureWhat it shows
AR marker IN 3A US soldier’s AR marker; each soldier has several, with different Initiative values on their sides, and uses the one matching his IN (p. 4).
AR marker IN 2The flip side with another Initiative value. Germans have one marker each, placed when activated.

Weapons and equipment

PictureWhat it shows
Heavy machinegun preparedHeavy weapon marker, prepared side: US medium and heavy machineguns, bazookas and German machineguns are placed on the map (p. 4).
Heavy machinegun unpreparedUnprepared side.
Light machinegunGerman light machinegun.
Medium machinegunMedium machinegun.
Heavy machinegunHeavy machinegun.
BazookaBazooka.
PistolPersonal weapon marker, placed only when a weapon is dropped or jams (p. 4).
Pistol jammedJammed side.
RadioRadio, carried by certain US and German soldiers (p. 4).
Satchel charge preparedSatchel charge, prepared side (p. 4).
Satchel charge unpreparedUnprepared side.

Vehicles

PictureWhat it shows
JeepJeep or Kübelwagen, operational side with its facing arrow (p. 5).
Jeep disabledDisabled side.
JagdpantherJagdpanther (identity letter Y or Z), operational side.
Jagdpanther disabledDisabled side.

Panzer IV, Sherman and staff car counters: To be added.

Status markers

PictureWhat it shows
WoundedWounded (p. 5).
IncapacitatedIncapacitated, the marker’s other side.
KilledKilled.
CapturedCaptured, the marker’s other side.
Event markerEvent marker, placed on a hex whose Paragraph Check has been made in the current Condition.
German Action markerGerman Action Number marker for the Action Track.

Dice

Two ten-sided dice, read 0–9. “One die” is 0–9, “two dice” 0–18, “percentile dice” 0–99 with one die declared as tens (p. 6).

Icons

This guide uses for Victory Points, Initiative, Perception, Weapon Skill, Driving Skill and Movement Point Allowance, the abbreviations of rulebook p. 6; marks Event Checks and the mission Condition. The game’s own components carry the abbreviations as text, not symbols.

Rules

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