NUTS! Questions, Clarifications, and Discussions ------------------------------------------------ Compiled by Walter O'Hara (hotspur@rocketmail.com) The following is a list of Questions, Answers, Clarifications, and Discussion Points for the game NUTS! by Decision Games. Key: Q# = Question, A# = Answer, CL# = Request Clarification, CL#a = Clarification, DP# = Discussion Point, DP#a = Discussion Point answered, XX#fu = Followup to earlier question/clarification. ALL answers, replies and clarifications are from Decision Games, appearing on the CONSIM-L mailing list, and in private email transactions. With the exception of combining some answers for brevity, the questions and answers are exactly as quoted in these sources. Q1. During your first turn, what happens when you draw a terrain card in your initial hand (NOT your initial setup)? Must you place the terrain card IMMEDIATELY or what for your first movment phase? A1. Place immediately. Q2. Does moving into the START Row from Reserve count as One Movement expended? A2. German units start in the "0" row. Allied units start next to the area they enter. Q3. The Sentence: "All units in an AREA must take at least one hit before any may take a second hit" (Rule 11.0) would indicate that attacks are aimed at *areas* vice specific *units.* Can you select which units in the areas you are aiming at? This comes in handy when some units are skulking in towns and some are not. A3. No, the defender chooses which units will take hits within the one hit rule. Q4. Rule 10.2 states "The defender chooses any combination of terrain cards to utilize".. if I have one defending unit in a city (i.e., UNDER a card), and one outside a city (OVER a card), can BOTH use city terrain in case of attack? A4. Yes. Note that if the unit inside the city is eliminated, the remaining rounds will be without the city defense effects. If the unit outside the city is eliminated, the attacker will be able to advance and encircle the city. Q5. Rule B2 (Counter Battery fire) states "Units in the area may fire, scoring a hit on a 5 or 6".. does this mean units in the area firing OUT of or IN To? A5. "Out of..." referring to the defending units. Attacking units would be either a 5/6 or 6 to hit depending on defender's terrain. Q6. Speaking of counterbattery fire, What if the area you are firing into has a terrain feature card that states "German artillery units hit on a 6--", which takes precedence, rule B2 or the card? A6. See above. Q7. The Malmedy Massacre card: Does this generate TWO cohesion checks, or is just a supplement to your regular cohesion check? Does it affect Air Strike cards? A7. +1 to any units checking morale, i.e. this helps them. Does not effect units without hits. Air Strike cards don't check morale. Q8. In general, How much "area" is in an "area?" Couldn't some of the artillery pieces be able to do some form of long range bombardment from two areas away? A8. Not according to the rules. I am sure that David wanted to keep it simple. Q9. Is moving diagonally specifically prohibited during the Movement Phase? A9. Specifically prohibited at all times. Q10. Weather Clears Card: Is this permanent? A10. Permanent until the next Foul Weather Card is played. Q11. If you have a 1D6 attack value, and you have to half the attack due to some condition in play (usually terrain), how do you roll half a 1d6? Rounding isn't specified in the rules. A11. Round fractions up. Q12. If I play a Engineering Combat Group on a group of all infantry who are attempting to move into my area, what happens? I presume the all-infantry attack force cannot attack because it *moves.* Yet the card says "combat proceeds normally." Well, the ECG can't attack someone that didn't attack it, so what happens? A12. The infantry can not attack because it just moved. Conceptually, think of the ECG as a road block. The Germans have to stop, and deploy from column to attack. Playwise, I doubt the Allies would ever attack with an ECG unless there was some unusual opportunity to hit or elim a mech unit. Q13. Say an ECG has been activated and is encircled. Can I move units into the area from an adjacent area? A13. Yes, but only as an advance after combat. After all, the Germans now occupy the grid. Q14. The Our river terrain on column 1 isn't color coded red for initial setup. Presumably this is an error, as the rules text describe all column 1 terrain as being in play and refer to their presence. A14. The rules are correct. The South deck card missed their set-up dots for the three terrain cards. The Our River is considered to be bridged in multiple locations at the start of the game (see 15.2) Q14fu: The problem here, at least as seen by the Pendantic Squad, is that the rules say "bridged by engineers" and there was some worry that these may have "moved on" after turn 1, or that they are still around so preventing play of Bridges Blown cards. A14fu: Blown Bridge cards have no effect on the Our River. Q15. The attack limit from an area is four units or two divisions. Do both conditions or just one have to be satisfied? In other words, could two full divisions (usually six units but seven if one were Panzer Lehr) attack at once or just four units from these divisions. The discussion on the extra artillery unit on turn one for a total of five strongly suggests the stricter limit. A15. Either two divisions or four cards. Two divisions means a potential of up to 7 cards (there is a 4 card German division). Q16. Are non-divisional units always considered as a separate division? The rules don't address the issue, though an event card whose exact text isn't handy makes this stipulation. If the strict limitation on the previous question were applied, this would impose an effective limit of two units attacking in many situations which seems rather harsh. A16. Correct, they can not be "attached" as in other games. Q17. When attacking units take casualty hits, are only those units in the actual attack eligible or can they be assigned to other units in the location from which the attack took place? If the latter, it seems a little easy (and odd) for junk infantry to absorb losses keeping panzer regiments healthy. On the other hand, it says that units in an area must take one hit before any takes a second, without reference to participation in attacks or otherwise. A17. Only the attacking units can take hits, not other units in the grid location. All defending units take hits because all are included in combat. Q18. Mech units can't move to unbridged rivers. Can they attack defenders on an unbridged river? If so, can they then advance after combat there? Can they blitz move to an unbridged river? Both the latter seem unlikely. The attack question is the main uncertainty. A18. Yes, No, and No (they could not move across an unbridged river). Q19. On turn 1 the River Our is bridged in several places and these cannot be blown. Do both conditions continue to apply after turn 1, or only the bridging, or neither ? A19. For the whole game. Q20. The rules say that attackers never benefit from terrain. Does this apply to artillery on, say a ridge, when it is subject to counterbattery? A20. Attackers never benefit from terrain. Q21. If two terrain cards are present (say City & Ridge) - do the ridge benefits apply to all the defenders and those of the city only to those under that card? Does the city card still take the first hit even if cards are outside on the ridge? Not quite sure how this works in combination... A21. The benefits of both cards apply to all defenders as long as defenders remain under the specific terrain card. If all defenders are eliminated in the arty or armor rounds from a specific terrain type, then those effects are lost for the following rounds. Q22. Reinforcements - are these allowed their full movement after placement on their turn of entry? A22. The first grid location they move into counts as one move. Thus leg remain there, but mech could move one additional grid or attack. Q23. Only attacking units take hits - does this mean an initial hit could be placed on a participating artillery unit before the frontline panzers? A23. Yes. The first hit could go to an arty unit. The allocation of hits is central to the game. Some prefer to allocate hits to the higher cohesion units. Some prefer to bring along an infantry unit to take the hits and minimize the Panzer hits. Depends on your strategy. Q24. Can the American player discard cards in his hand during his turn (thereby enabling him to cycle through his deck quicker)? A24. No. Q25. What's the disadvantage of being outside a city card? It would seem that this still takes the relevant hits if units are also inside and so indirectly protects the units outside. Is this wrong? A25. Perhaps. With the inside/outside city question, you're balancing the risk of losing the terrain modifier versus having the inside units encircled. If your situation is good enough to be able to count on a unit surviving outside, then you have the ability to do as you said. However, that is a less common case. Q26. If some units are under the ridge and some not how do you distinguish, for example, armor attacks which should be halved against the ridge units but not presumably against units on top. A26. The armor is halved as long as units are under the ridge card. Again, if you are able to survive the arty round, you could have units outside and under the ridge card with little difference. Note with terrain other that city/town, the outside vs. under question is moot; put all defenders under the terrain. With city/town placement, see the above note about what you are considering. Q27. Do rivers halve enemy infantry even if a city/town (with bridge) card is present in the same position? A27. Yes. Q28. When is supply checked? One assumes the cohesion phase. A28. Yes, at the beginning of the cohesion check phase. Effects carry through movement and combat phases. Units defend normally so no effect during other player's turn. Q29. Is it possible for a unit which has previously moved out of supply to attack an adjacent unit if other units restore its supply route by attacking earlier in the turn? A29. No. OOS units are OOS for the turn. Recheck at start of next turn. Q30. Can units ever occupy/move into the same location as non-encircled enemy units? A30. No. Q30fu: The von der Heydte Drop might cause this to happen. Can they only drop onto F2 if it is empty of enemies? A30fu. Treat as an exception. If F2 is occupied and Airdrop succeeds, this unit functions as an extra (i.e. fifth) attacking card. Q30fu2: Does an early successful Von der Heydte Drop in an empty F2 give the defenders of Monshau immunity to Bug Out fever? Or should units take a hit for failure to bug? Perhaps all this is balanced by the fact that the usefulness of the Von der Heydte card hangs on its proximity to the top of the deck. So in effect, if F2 is empty or German-controlled VdH goes in. If the area is US _occupied_, it effectively can ONLY go into the location of units attacking F2 as an extra attacker, and effectively mandatorily advances after combat if the area is cleared. But what happens if F2 isn't cleared [which is the most likely result]? Does it go to the attacker's location? A30fu2. Yes. Q31. In a similar vein, can Bypass Route allow leg units to move into the same location as non-encircled enemy units? Is Bypass Route usable only by mechanized units that can end their move in an location free of enemies? A32. No. Yes. Only mech may use the Bypass Route card. Q33. Just for the record, why do some North German units have an "R" on their entry area? Q34. Reinforcements that may be deployed in D0, E0, or F0 during the reinforcement phase. Q35. Can US reinforcements be placed in locations where they would be out of supply such as ones surrounded by the enemy? A35. No, those reinforcements that are placed on the map rather than entering the map are placed at the designated location or the next highest number if that location is enemy occupied or could not be reached due to OOS. Q36. Do rivers or blown bridges ever affect US mech movement or supply? [this implies the river/blown bridge is in a US-controlled location] A36. Blown bridges work both ways. Q37. One more question, again related to terrain. If units benefit from all terrain at a location then do units under a city card with also a ridge gain one cohesion bonus for the city and one for the ridge ie 2 in all? A37. No, each unit is assigned to one terrain card (or no card)and receives only one bonus for cohesion. Only the combat effects are cumulative. Q38. I'm not at all sure that the Mass Surrender card should really be playable on units of Her Majesty's Brigade of Guards. How would Monty have explained that at the press conference? A38: I'm sure he would have come up with something! CL1. The town/city rules are a little foggy but I think I see a way to interpret them so will leave them for now. CL1a. Strike the word "city" from 10.3.B1. While the effects of a city or town will effect combat as long as their are defenders under those cards, arty hits on 5 or 6 and is distributed as the defender sees fit. DP1. The idea of putting 1st/3rd etc. hits on the town/city card is useful. DP1a. Yes. Use another die to mark the city or town. Note the terrain card is not removed when it reaches its limit, and the hits are cumulative through the combat (i.e. not removed after each round, but would be removed before a second, seperate attack) --------------- Credits: Walt O'Hara, Steve Owen, Christopher Cummins, Tom Kassel, Andy Lewis