Memoir ’44
2004
Experience the adrenaline of WWII battles in Memoir '44! Strategize, command troops, roll dice, and utilize your units' unique skills in this immersive, historically accurate game.
60
minutes
2 - 8
player(s)
8+
Medium


About the game
Memoir ’44 is a unique and immersive strategic board game that transports players back in time, specifically to the pivotal events of World War II. This game, designed by renowned game designer Richard Borg, offers an engaging and detailed historical experience, blending elements of strategy, chance, and team play.
The game unfolds on a hexagon-grid map that vividly portrays the key battlefields of World War II, from the beaches of Normandy to the snowy forests of Ardennes. Each player assumes the role of an Allied or Axis commander, making crucial tactical decisions that can sway the course of history.
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Setup and rules summary
Game components Unboxing the fun!
‘Memoir ’44′ is a richly detailed and engaging board game that superbly captures the feel and challenges of World War II strategy. The game comes with a variety of components, each serving a specific role in the gameplay. Here is a detailed list and description of all the components in ‘Memoir ’44′:
1. Game Board: The game board represents a battlefield, divided into three sections (left, center, and right) by dotted boundary lines. The battlefield layout changes depending on the scenario being played.
2. Scenario Booklet: This booklet provides the historical background and the victory conditions for each scenario, as well as the initial deployment of units and obstacles on the game board.
3. Command Cards: These cards allow players to order their troops to move, battle, or execute special actions. The number of command cards a player can hold at one time is determined by the scenario.
4. Combat Cards: These cards can alter the outcome of a battle. They can be played by a player after a battle dice roll, adding an extra layer of unpredictability and strategy to the game.
5. Army Figures: These figures represent infantry, artillery, and armored units. Each figure stands on a plastic base that matches the player’s army color (green for Allies, grey for Axis).
6. Obstacle Tiles: These tiles represent various types of terrain and obstacles, such as forests, towns, rivers, and bunkers. They affect movement and combat.
7. Special Force Tokens: These tokens are used to designate units with special abilities or characteristics. They are placed under the unit’s base.
8. Victory Medals: These medals are the players’ objective. Each scenario specifies the number of victory medals a player must earn to win the game. Medals are typically earned by eliminating enemy units.
9. Battle Dice: These dice determine the outcome of a battle. The different symbols on the dice represent hits on different types of units, a retreat, or a miss.
10. Terrain Summary Cards: These cards provide a quick reference to the rules for each type of terrain.
Each component of ‘Memoir ’44′ interacts with the game in a way that contributes significantly to its strategic depth and historical accuracy. The command and combat cards, for example, introduce an element of uncertainty that mirrors the unpredictability of real-world combat. Similarly, the variety of units and terrain types reflect the diverse challenges that armies faced on the World War II battlefield. All these elements combine to make ‘Memoir ’44′ a uniquely engaging and immersive board game experience.
Game setup Lay it out, line it up, let’s go
Memoir ’44 is a historical board game where 2 players command their army and strategize to win battles during World War II. Here is a step-by-step guide on how to set up the game:
Step 1: Select a Scenario
Select a scenario from the Scenario Book. Each scenario will indicate the layout of the battlefield, the specific armies, special rules and the victory conditions.
Step 2: Set Up the Game Board
Place the double-sided game board in the center of the play area. Arrange the terrain hexes and obstacles according to the chosen scenario. The Battlefield is divided into three sections: left flank, center, and right flank, which are important for command card play.
Step 3: Prepare the Armies
- Allied Player: The player who commands the Allied forces gets the olive drab-colored army units and places them on the board as indicated by the scenario’s set-up.
- Axis Player: The player who commands the Axis forces gets the gray-colored army units and places them on the board as per the scenario’s instructions.
Step 4: Prepare the Command Cards
Shuffle the Command cards and deal the number of cards indicated by the scenario to each player. Place the rest of the deck near the game board within reach of both players.
Step 5: Prepare the Order of Play
The player commanding the Axis forces goes first, followed by the Allied player.
Step 6: Set Up the Victory Medals
Place the number of Victory Medals indicated by the scenario on the game board. A player wins when they earn the number of Victory Medals designated by the scenario.
Step 7: Random Elements
Some scenarios include random elements like reinforcements or weather conditions. These are usually drawn from a deck of cards or determined by a roll of dice.
Now that everything is set up, you are ready to start playing Memoir ’44! Remember, strategy is key in this game. Good luck, and may the best commander win!
Game flow Round and round we go
Memoir ’44 is a two-player board game that simulates various battles of World War II. The game is divided into several rounds, each consisting of a command phase and a combat phase.
Command Phase:
- Card Play: At the beginning of the command phase, the active player plays a command card from their hand. The command card will dictate the number and location of units the player can order this turn.
- Order Units: The player then orders the units as per the instructions on the command card. Only the units that are ordered can move and/or battle during the combat phase.
Combat Phase:
- Movement: In the combat phase, the ordered units are moved. A unit may move before or after it battles, but not both. The terrain and unit type will affect the movement.
- Battle: After or before the movement, the unit may battle against enemy units. The player rolls as many dice as the number of figures in his unit, and the results determine the outcome. Hits, retreats, and special actions are resolved at this time.
After the combat phase, play passes to the other player who will then conduct their command phase and combat phase. The game continues in this manner until one player reaches the victory condition set by the scenario, such as capturing a certain number of objectives or eliminating a specific number of enemy units.
As a side note, Memoir ’44 also offers a variety of scenarios, each with its own unique map, unit placement, and objectives. This feature provides a vast replayability and strategic depth to the game.
Players'turn One turn to rule them all
Memoir ’44 is a war-themed strategy board game that requires players to make tactical decisions and employ strategic maneuvers. During a player’s turn, the following actions can be undertaken:
1. Playing a Command Card:
- The player begins their turn by playing a Command Card from their hand. These cards dictate the number and location of the units that can be ordered.
- The Command Card is placed face up in front of the player, and its instructions are executed immediately.
- Strategic Choice: Choosing which Command Card to play is a key strategic decision. The player must consider their overall battle plan, the current state of the battlefield, and the potential moves of their opponent.
2. Ordering Units:
- After playing a Command Card, the player can order some or all of the units specified by the card.
- Units that are ordered can either move, battle, or do both in a specific order: any ordered unit may move and then battle.
- Strategic Choice: The player must decide which units to order and how to use them – whether to advance, retreat, or stay put and fight. This involves evaluating the risks and rewards of different courses of action.
3. Moving Units:
- Each type of unit (infantry, armor, artillery) has different movement capabilities, as specified on the unit’s reference card. Units can move to any adjacent (not diagonal) hex, subject to terrain and other restrictions.
- Strategic Choice: The player must decide where to move their units, taking into account the layout of the battlefield, the positions of enemy units, and the unit’s own combat capabilities. A well-planned movement can put the player in a position to attack or defend effectively on subsequent turns.
4. Battling:
- An ordered unit that is in range and line of sight of an enemy unit can battle that unit.
- Battles are resolved by rolling a number of dice equal to the unit’s battle dice, and comparing the results with the target unit’s symbols. Hits remove figures from the target unit, while retreats force it to move back towards its own side of the board.
- Strategic Choice: The player must decide which enemy units to target, and in what order to conduct their battles. This involves assessing the potential damage to the enemy, the risks to their own units, and the possibility of forcing the enemy to retreat.
5. Drawing a Command Card:
- At the end of their turn, the player draws a new Command Card to replace the one they played at the start of the turn.
- Strategic Choice: While the player doesn’t control which card they draw, the new card may open up new strategic possibilities for future turns.
Through these actions and strategic choices, players attempt to outmaneuver and outfight their opponent, with the goal of achieving the victory conditions specified in the game’s scenario.
End of the game All good games must come to an end
Memoir ’44 is a strategic board game where the end of the game is dictated by specific victory conditions. The game concludes when one player reaches the required number of victory medals. The number of medals required for victory varies depending on the scenario being played.
Victory medals are earned by eliminating enemy units. A unit is considered eliminated when all its figures have been removed from the battlefield. For each enemy unit completely removed, the player earns one victory medal. Certain scenarios may also provide additional victory conditions such as capturing specific objectives or territories on the battlefield.
Actions before final scoring:
- Count Victory Medals: At the end of a player’s turn, if they have reached the number of victory medals required for that scenario, they can declare the end of the game. They must count their victory medals to confirm.
- Check Additional Victory Conditions: If the scenario includes additional victory conditions, such as the capture of specific objectives or territories, these must also be checked. If the player has met these conditions, they can declare the end of the game and count their victory medals.
- Finalize the Game: If the player has met the victory conditions and confirmed their victory medals, they declare the end of the game. The other player has no chance to respond or take another turn. The game ends immediately.
It’s important to note that the game can also end prematurely if players agree to end it, or if a player forfeits. In these cases, the player with the most victory medals at that point is declared the winner.
Scoring Did you outsmart your rivals?
The scoring system in ‘Memoir ’44′ is based on the acquisition of Medals. Medals are essentially victory points that players earn throughout the game. The objective of the game is to be the first player to win a predetermined number of these Medals.
How Points Are Awarded:
- Eliminating Units: Each time a player eliminates an enemy unit, they earn a Medal. To eliminate a unit, a player must reduce its number of figures to zero. It’s important to note that the type of unit does not affect the number of Medals earned – eliminating a single-figure unit (e.g., a tank) earns the same number of Medals as eliminating a multi-figure unit (e.g., an infantry).
- Occupying Objectives: Some scenarios in the game feature specific objectives that, when occupied by a player’s unit, award Medals. These objectives are typically marked on the game board or described in the scenario’s briefing notes. A player continues to hold these Medals as long as they occupy the objective. If the unit is eliminated or forced to retreat, the Medal is returned.
Tie-Breaking Rules:
In the event of a tie, where both players reach the required number of Medals on the same turn, the player who has the Initiative wins the game. The Initiative is indicated by the Initiative Marker, which is passed between players each turn. If the Initiative Marker is in the middle of the board, the player who has the most figures left on the board is the winner. If there is still a tie, then the player with the most cards left in hand wins. If there is still no winner, the game is considered a draw.
Remember, the key to victory in ‘Memoir ’44′ is not just in eliminating enemy units, but also in strategic positioning and control of the battlefield.
Particular Cases and Exceptions Wait… is that legal?
Memoir ’44 is a historical board game where each player commands a horde of little plastic Army men facing-off in dozens of World War II battles on an oversized hex game board. Each battle scenario mimics the historical terrain, troop placements and objectives of each army. While the base rules are simple, there are several special rules, exceptions, and clarifications that players should be aware of.
1. Terrain:
- Forest: Forest spaces stop movement but do not block line of sight. Units on a forest space battle out with -1 die.
- Town and Village: Town and Village spaces do not stop movement but do block line of sight. Units on a Town and Village space ignore the first flag they draw.
2. Units:
- Infantry: They can move 1 hex and battle or 2 hexes and not battle.
- Armor: They can move up to 3 hexes and battle.
- Artillery: They can move 1 hex or battle, but not both.
3. Combat:
- Retreat: For each flag rolled against a unit, one figure from that unit must retreat one hex. If a unit cannot retreat, one figure from the unit is removed for each retreat flag rolled against it that cannot be completed.
- Melee Combat: If a unit moves onto a hex with an enemy unit, this is called melee combat. The attacking unit may battle the enemy unit with one additional die.
4. Special Personnel:
- Medic: In a unit with a Medic, one figure may be added to the unit before the unit battles.
- Mechanic: In a unit with a Mechanic, one figure may be added to the unit before the unit moves.
5. Special Rules for Scenario:
Always check the specific scenario for any additional rules or clarifications. Some scenarios have special rules that only apply to them. These can change the way units move, battle, or even how victory is achieved.
Note: These are not all of the rules, but they represent some of the more unique aspects of Memoir ’44. It is recommended that all players read the full rulebook before playing.
Tips and tricks Play smarter, not harder!
Memoir ’44 is a fun and strategic board game that requires careful planning and execution. Here are some advanced strategies, beginner tips, common mistakes to avoid, and ways to optimize gameplay.
Advanced Strategies:
- Use Terrain to Your Advantage: Different terrains have different effects on movement and combat. Use forests, towns, and hills to provide cover for your troops and hinder enemy movement.
- Keep Your Options Open: Don’t focus all your resources on one area of the battlefield. Keep some units in reserve so you can quickly respond to changes in the enemy’s strategy.
- Plan Ahead: Your cards are your most valuable resource. Always have a plan for your next few turns, and try to save your best cards for when they’ll have the most impact.
Beginner Tips:
- Learn the Basics: Before you start playing, read the rulebook carefully and make sure you understand the basics of movement, combat, and how the cards work.
- Practice: The best way to get better at Memoir ’44 is to play it. Start with the simpler scenarios and work your way up to the more complex ones.
- Be Flexible: Don’t get too attached to a single strategy. Be ready to adapt your plan based on the cards you draw and the actions of your opponent.
Common Mistakes to Avoid:
- Overextending Your Forces: It can be tempting to rush forward and try to take out the enemy as quickly as possible, but this can leave your forces spread too thin and vulnerable to counterattacks.
- Neglecting Your Flanks: Don’t forget to protect your flanks. A smart opponent will try to encircle your forces and attack from the sides or rear.
- Wasting Cards: Every card in your hand is a valuable resource. Don’t waste them on moves that won’t significantly impact the battle.
Ways to Optimize Gameplay:
- Communicate: If you’re playing in a team, communication is key. Share your plans and coordinate your moves with your teammates.
- Study the Scenario: Each scenario has its own unique layout and objectives. Study them carefully to understand how best to use your units and cards.
- Keep Track of Your Cards: Remember what cards you and your opponent have played. This can give you an idea of what cards might be coming up next.