NOT YET LOST Rule Book 1. SETUP 1.1. Place one Pionier on the SW Approach end space 1.2. Place one Police on the W, NW, NE, E, and SE Approaches assembly space 1.3. Place one Barricade at the 1 space of the Work Office 1.4. Place two Barricades, 5 Squads, Konrad Guderski, Alfons Flisykowski, and 3 Browning wz. 1928 within the Post Office (Browning must be placed with a squad or Leader) 1.5. Place all other German units in a cup 1.6. Set aside Fire and Barricade markers 1.7. Place Turn marker on 1 of Turn Track 2. THE MAP 2.1. THE POST OFFICE. The Post Office consists of 10 numbered spaces. 2.2. THE BASEMENT. The Basement consists of four numbered spaces (B1 through B4). They can only be entered from Post Office space 7. 2.3. THE WORK OFFICE. The Work Office consists of three spaces as part of the Southwest Approach. A Barricade starts at space 1 of the Work Office. German units on this approach cannot be attacked until this Barricade is removed. After it is removed, Polish units can also enter the Work Office. 2.4. THE COURTYARD. The Courtyard consists of four spaces of the Southeast Approach. Attacking German units and attempting Escape in the Courtyard incurs a -1 die roll modifier (DRM). German units moving through the Courtyard add one to their movement (except the ADGZ). 2.5. APPROACHES. There are six Approaches: Northwest (NW), Northeast (NE), East (E), Southeast (SE), Southwest (SW), and West (W). German units advance toward the Post Office through the Approaches. The last position (highest numbered) is also the assembly space. 2.6. GERMAN AND POLISH CASUALTIES. Casualties for both sides are placed in their respective boxes. These are used to calculate Victory Points. 2.7. ESCAPES. The Escapes box contains the Polish units that successfully escaped from the Post Office. 3. SEQUENCE OF PLAY 3.1. ASSEMBLY PHASE 3.1.1. Draw one German unit for each empty Approach assembly space
3.1.1.1. Conduct Cease Fire (if drawn) 3.1.1.2. Conduct 75mm, 105mm, or Mortar combat if drawn 3.1.2. Check for Fire expansion 3.2. ASSAULT PHASE 3.2.1. Move each German unit along its Approach according to its movement rate 3.2.1.1. Stop before a Barricade (except for Pioniers) until next turn 3.2.1.2. Remove Barricade if space occupied by German unit 3.2.1.3. ADGZ cannot enter buildings 3.2.2. Conduct melee attack immediately if German unit enters friendly occupied space 3.3. DEFENSE PHASE 3.3.1. Conduct one Action per unit (Leaders and Squads; Guderski can do two actions) 3.3.1.1. Move one space 3.3.1.2. Build Barricade 3.3.1.3. Combat (ranged or melee) 3.3.1.4. Attempt Escape 3.3.2. Advance Turn marker 3.3.2.1. If the end of Turn 15, the game is over. Any remaining Polish units attempt Escapes. 4. ASSEMBLY PHASE 4.1. GERMAN UNITS AND COUNTERS 4.1.1. Police, SA, SS. Each unit has a Defense (left) and Movement (right) Rating. Defense is the modified die roll (MDR) that must be rolled to inflict a Casualty. 4.1.2. ADGZ. The ADGZ also has a Defense and Movement rating. German units behind the ADGZ in the same Approach cannot be attacked during the Defense Phase. When stacked with other German units, the ADGZ must be attacked first. The ADGZ cannot enter the Post Office or Work Office. 4.1.3. Pioniers. The Pionier units also have a Defense and Movement rating. Pioniers ignore Barricades when moving. If a Pionier would move into B1, it instead creates a Fire in B1. 4.1.4. Mortar. When drawn, immediately conduct a Mortar attack on the Post Office. Roll 1D10 to determine where the Mortar hits. Roll for Fire if space is not already on fire. If Polish units are present, roll for Combat. Return to draw pile. 4.1.5. 75mm/105mm. When drawn, immediately conduct an attack. Roll 1D10. If the roll is one of the Post Office spaces facing the Approach where the 75mm or 105mm was drawn, roll for Fire. Roll for Combat if Polish units are present. If not Polish units are present in the facing, do not fire.
4.1.6. Cease Fire. When drawn, retreat all German units back one space along their Approach. German units inside the Post Office or Work Office are placed on the 2 space of the nearest Approach. 4.2. Fire. If there is already a Fire marker in the Post Office, roll 1D10. If the result is a space adjacent to a space already on fire, place an additional Fire marker there. If the result is a space already with a Fire marker, remove it. 4.2.1. If there are two valid spaces where Fire can be placed or removed (on a D1 through D4 because of the Basement), then place or remove a Fire marker in both spaces. 4.2.2. If Fire is placed in a space occupied by a Polish unit, that unit is displaced into a space of the player s choice. If it is placed in a space occupied by a German unit, that unit is displaced one space towards the nearest Approach. If there are no valid spaces, the unit is removed to its respective casualties box. Also remove Barricades. 4.2.3. No unit, German or Polish, can move through Fire. 5. ASSAULT PHASE 5.1. MOVEMENT. German units move their Movement rate listed on their counter. Movement is the number of spaces the unit moves along the Approach. 5.1.1. Up to two German units can stack in a space. German units can pass through a stacked space if their movement rate allows. If a unit cannot pass through, it stops. 5.1.2. While inside the Post Office only, all German units move only one space. They always move towards the nearest Polish unit. If two or more Polish units are equi-distant, it moves towards a Leader. Otherwise, random. 5.2. MELEE. When a German unit enters a space with a Polish unit, conduct Combat. If the combat fails, the German unit is repulsed and returns to its last space. If successful, the Polish unit suffers a casualty and retreats one space or is removed to the casualty box. 5.3. BARRICADES. Barricades prevent a unit from entering it for one turn. Barricades are removed once a German unit or Fire enters its space. Barricades can be constructed by Squads. 6. DEFENSE PHASE 6.1. DEFENSE PHASE ACTIONS. All Polish units can conduct one action per turn, except Flisykowski, who can conduct two actions.
6.1.1. MOVE. A unit can move within the Post Office or the Work Office (after the Barricade is removed). A unit can move up to 2 spaces. Movement must be into an adjacent space (including diagonally). Polish Squads cannot stack. Polish Squads can move through each other. 6.1.2. BUILD. A Squad can build a Barricade in its space, an adjacent space, or the 1 space of an adjacent Approach. 6.1.3. COMBAT. A unit conducts Combat according to the Combat Table and DRMs. Combat is directed against only one unit at a time, even if stacked. A unit can attack the following: A unit in an Approach if adjacent to the Approach A unit in an Approach of the same facing with a DRM equal to the target s distance An adjacent unit, or in the same column or row, when in the Post Office, Basement, or Work Office ROLL RESULT NOTES 1 Hit + Retreat All units hit 2 Hit + Retreat SA, Police, & Polish units hit. SS retreats. 3 Hit + Retreat Police & Polish units hit. SA retreats. 4 Retreat Police units retreat. 5-10 Miss All units DIE ROLL MODIFIERS MODIFIER DIE ROLL MODIFICATION 105mm -1 Stacked units -1 per stacked unit Distance +1 per space between Polish unit & target [not including target space] Browning MG -1 Wounded Squad +1 Guderski -1 Basement Defense -1 for Polish attacker / +1 to German melee roll 6.1.3.1. When a German unit suffers a Hit, place a casualty marker in the German Casualties box. Retreat the unit two spaces. If the unit is stacked with other German units, all units retreat. An ADGZ that suffers a Hit is destroyed. If any other German unit suffers two Hits in the same turn, it is also destroyed. 6.1.3.2. A unit can retreat through stacks. If the unit cannot stop at the second retreat space because of stacking limits, continue retreating until there is a valid space in which it can stop.
6.1.3.3. When a Polish unit suffers a Hit, place a casualty marker in the Polish Casualties box. If a Squad, flip to its reverse. If already reverse, remove to casualty box. If a Leader, remove to casualty box. 6.1.3.4. Polish units only retreat when Hit during the resolution of melee combat. 6.1.4. ESCAPE. During the Defense Phase of any turn after the Cease Fire token has been drawn, and at the conclusion of Turn 15, any Polish unit may attempt to Escape. Select an Approach as an escape route. Roll 1D10. Add +1 for each space that must be travelled (including within the Post Office), and for each German unit in that Approach. That is the Escape Number. If the modified die roll is equal to or greater than the Escape Number, the unit successfully escapes. Place in the Escape Box. If the roll fails, move the unit to the casualty box. 6.1.4.1. At the end of Turn 15, if the unit cannot retreat because of Fire, move to the casualty box. 7. VICTORY POINTS 7.1. At the conclusion of the game, add up earned Victory Points (VP): +1 for each German casualty and destroyed Police unit +2 for each destroyed SA and Pionier unit +3 for each destroyed SS and ADGZ unit and for each escaped Polish Squad +4 for each escaped Leader 7.2. Use the below table to determine your results: VICTORY POINTS RESULT 0-10 Major Defeat 11-20 Marginal Defeat 21-30 Marginal Victory 31+ Major Victory