Ludexv2026.11.11-ba1dcbe2Ambush!Official rulebook ↗

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How a Mission Works

The components of Ambush! and how the paragraph system runs a mission.

Ambush! is a solitaire game: you play the US squad, the game plays the Germans through hidden Mission Cards and a numbered Paragraph Booklet (rulebook p. 3). Each of the eight missions is designed to be played once, because its surprises are the game.

The maps and tracks

Map A shows a Normandy farm with hedgerows and a stream; Map B a village with a crossroads and a railway station. A hex is about 10 metres across. A hex with any woods in it is a woods hex; otherwise the terrain filling most of the hex counts (rulebook p. 4).

Each map carries two tracks:

Soldiers in a hex grid showing a commander's two-hex command radius

The rulebook’s command example: soldier D is a commander, so his Initiative reaches every hex within two of him (B, E, A), but not C (p. 13). See Command and commanders.

The View Sleeve and Mission Cards

Each mission has two or three Mission Cards, each side printed for one Condition (p. 3–4). Only the card for the current Condition sits in the View Sleeve, which hides everything except a grid of small windows: one per map hex, a row of Event windows and the German movement references.

The Paragraph Booklet

The booklet is the brain of the game. Every entry is a numbered paragraph: a statement to carry out, a die roll with branches, a Perception Check, an Activation Check, or a German’s behaviour for this turn (p. 6, 9). Options separated by bullets: pick the one that applies. Numbered options: take the first that applies. Never read a paragraph you were not sent to.

The Squad Record

One sheet per mission (p. 5):

SectionWhat goes there
Soldier boxes A–H IN, PC, WS, DS, MPA; Commander box; Cost in Squad Points
Port BoxesWeapons carried. A soldier carries at most two Port Boxes of weapons; a three-box weapon is split between two soldiers (p. 9).
Ammo BoxesClips, grenades, bazooka rounds and pistols, one per box, at most six. Cross out a box when it is spent.
Combat BoxesCombat Points earned in a campaign (p. 28).
Squad Points, Weapon PointsThe squad’s overall and equipment ratings.
VP gained / lostTally marks during the mission.
Condition track and Activation spacesWhich Conditions have happened, and the Activation Level of each.
Sightings 0–9Tick a sighting when its paragraph tells you it occurred.

Soldier ratings

Every US and German soldier has these characteristics (p. 6):

RatingRangeUse
Initiative0–5Column on the AR Track, command, Movement Point Allowance.
Perception0–9Perception Checks: roll one die, succeed at or below PC.
Weapon Skill−2 to +2Modifier to fire and assault.
Driving Skill0–8Driving checks.
Movement Point Allowance3–5Movement Points per turn during Rounds.

A commander has a Command Radius of two hexes (p. 6, 12). The rulebook defines a target as any active soldier or vehicle, and an active soldier as one who is neither incapacitated, killed, captured nor off the map (p. 6).

Dice

Two ten-sided dice (p. 6). One die reads 0–9. Two dice added read 0–18 (initiative, Event Checks). Two dice as a percentile read 00–99 (jams, duds, ammunition). On any check, 0 always succeeds and 9 always fails, whatever the modifiers (p. 6, 11).

Squad generation

Mission 1 can be played with the pre-generated squad in the rulebook. For any other mission, or a fresh campaign, build a squad (p. 8–9):

  1. Read the briefing for restrictions.
  2. Roll on the Squad Quality Table for your Squad Points.
  3. Roll on the Weapon Quality Table, adding the Squad Quality die, for your Weapon Points.
  4. Spend Squad Points on soldiers: each is a commander or a private with an from 0 to 5 at the cost on the Cost Table. Letter them A to H with the highest Initiative as A.
  5. For each soldier roll once on the Perception Table (by IN), once on the Weapon Skill Table (die + IN) and once on the Driving Skill Table (die + IN); read his off the Movement Point Allowance Chart.
  6. Spend Weapon Points on the Equipment Cost Chart. Each weapon comes with one free clip and fills one to three Port Boxes (a pistol fills an Ammo Box instead). One Weapon Point buys three grenades or five clips of any kind except bazooka; a bazooka round costs one Weapon Point. Ammunition is weapon-specific.

The tables live on the Chart Reference Screen. See Campaign play for how survivors improve.

Operations and Rounds

The mission alternates between two modes (p. 8):

The mission ends as the briefing describes; see Game End and Scoring.

Rules

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