CastleRules Medium
CastleRules Medium
2 APRIL 2016
PAGE 2
Introduction
PAGE 5
Setup
45 minutes ages: 12+ 1 player
PAGE 6
Counters and Cards In Castle Itter, you take control of a makeshift force that is defending a
medieval castle, nestled in the Austrian countryside from, a Waffen-SS
PAGE 7
assault. The force consists of an American tank crew and infantrymen,
Playing the Game
Wehrmacht infantrymen, a former SS officer, French prisoners, and an
PAGE 8 Austrian resistance fighter.
Defender Actions
Object of the Game
PAGE 14 The goal of Castle Itter is to last until reinforcements from the 142nd
Defender Attributes Infantry Regiment arrive. In the game, this is represented by playing
through a deck of SS cards.
PAGE 16
SS Cards
CREDITS
PAGE 21
Ending the Game, CREATED BY Game play examples in this rulebook are
Increasing Difficulty, David Thompson placed in gray tone boxes.
References
ART & GRAPHIC DESIGN
David Thompson Designer notes in this rulebook are placed
in light beige tone boxes.
PROOFREADING
Ted Davies
PLAYTESTERS
Compiling list…
Digital
Capricorn
Studios
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
Introduction
Castle Itter is a small castle situated on a hill near Gangl traveled to the nearby town of Kufstein
the village of Itter in Austria. After the Anschluss - where he met with a reconnaissance unit of four
the German annexation of Austria - the German Sherman tanks of the 23rd Tank Battalion of the
government officially leased the castle in late 1940 12th Armored Division of the US XXI Corps,
from its owner, Franz Grüner. under the command of Captain Jack Lee. Gangl
requested the Americans’ help in rescuing the
The castle was seized from Grüner by SS French prisoners, and Lee agreed.
Lieutenant General Oswald Pohl under the orders
of Heinrich Himmler on 7 February 1943. The After a reconnaissance of the Castle with Gangl in
transformation of the castle into a prison camp was the major's Kübelwagen, Lee conscripted five tanks
completed by 25 April 1943, and the facility was and supporting infantry from the recently arrived
placed under the administration of the Dachau 142nd Infantry Regiment of the 36th. En route,
concentration camp. Lee was forced to send part of the rescue force
back when a bridge proved too tenuous for the
The prison was established to contain high-profile entire column to cross. He also left a tank behind to
prisoners valuable to the Reich. Notable prisoners guard a key bridge. When the group finally reached
included tennis player Jean Borotra, former prime the castle, it consisted of ten American soldiers,
ministers Édouard Daladier and Paul Reynaud, eleven German soldiers, and a single tank.
former commanders-in-chief Maxime Weygand,
and Maurice Gamelin, and right-wing leader In the meanwhile, the French prisoners had
François de La Roque among many others. requested an SS officer they had befriended during
his convalescence from wounds in Itter, Kurt-
On 4 May 1945, in the last days of the European Siegfried Schrader, to take charge of their defense.
Theater of WW2, a Czech cook, Andreas Krobot, Upon Lee's arrival at the Castle, prisoners greeted
escaped from the castle and fled to the nearby city the rescuing force warmly but were disappointed at
of Wörgl in hopes of reaching help. He contacted its small size. Lee took charge of the defense of the
Austrian resistance in that town, which had castle, and positioned his tank, "Besotten Jenny", at
recently been abandoned by Wehrmacht forces but the main entrance.
reoccupied by roving SS. He was taken to Major
Josef Gangl, commander of the remains of a unit
of Wehrmacht soldiers who had defied an order to
retreat and instead thrown in with the local
resistance.
2
CASTLE ITTER PLAYTEST v0.1 MARCH 2016
3
CASTLE ITTER PLAYTEST v0.1 MARCH 2016
3
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
7 8
6 9
3 4 5
2 10
Defense Value
Name
SS Counter
Name
Deck
SS Card
6
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
Castle Itter is divided into turns. Each turn consists of the following:
• Take five actions with Defenders.
• Play three SS cards.
Line of Site
Design Note - Line of Sight: The
Line of Site is used to determine if a Defender can attack an SS
line of sight mechanism in Castle Itter is
Counter. Counters have line of sight to one another when they
one of the game’s greatest strengths, in
are in areas with the same color. For example, if a Defender is in
my opinion. It allows for a streamlined
a red colored combat position, the Defender can attack an SS
and simple, but also logical, system for
Counter in any red circle. Defenders in combat positions with
determining line of sight. At the same
two colors have line of sight to both correspondingly colored
time, it still provides for tactically
circles. The white colored combat positions do not have line of
relevant choices for positioning.
sight to any SS circles.
SS Counter Placement SS Counter Advancement
Defender
Combat Position
7
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
Attack
9
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
11
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
Remove Suppression
When a Defender has a Suppressed token on it, it cannot take any action other than the Remove
Suppression action. When a Defender takes the Remove Suppression action, remove the Suppressed token
and place it back into the supply.
Reinforcements [R]
Three of the Defenders have the Reinforcements
attribute. These three Defenders should be kept
separate from the other Defenders at the
beginning of the game. When the SS Card titled
“Reinforcements” is revealed, the three
Defenders with the Reinforcements attribute are
placed in the Defenders supply. Unlike at the
beginning of the game, you do not have to place
these reinforcements before taking actions with
Defenders already on the board. They can stay
in the supply as long as you like.
14
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
76mm Cannon
When a Defender with the Tank Crew attribute is on the combat position marked 76mm Cannon and the
combat position has a load token, the Defender can use the listed Attack/Suppress values.
15
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
There are four different categories of SS Cards, based on the card effect:
• Attacking Defenders
• Attacking a Location
• Placing SS Counters
• Suppressing Defenders
Attacking Defenders
There is one SS Card with the Attacking Defender effect: the Sniper. When you
reveal a Sniper, roll a die and check the result against the numbers on the Sniper
card. The result indicates the color of combat positions that will be targeted. Once
the color has been determined, roll again to see which specific combat location is targeted by comparing the
result to the number on the board. If the result of the roll is a combat position that is empty, go to the next
highest number. If no higher number is occupied, the attack has no effect. Once the specific Defender has
been identified as a target, roll five dice and compare the result against the current Defense value of the
location. If at least one of the dice rolled is equal to or higher than the Defense value, the Defender becomes
a casualty and is removed from the board.
Attacking Defenders
16
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
18
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
Gameplay Example: A Riflemen Card is revealed with “Place: 2.” You roll two dice and the result is 11.
A Riflemen Counter should be placed in the “11” SS Counter Placement area. You decide not to suppress
the Riflemen and place it. For the second Riflemen, you roll the dice again and get a 9. You decide to try
to suppress the Riflemen because there are already Riflemen and Scouts on the track. You choose to use
two Suppression tokens from the gray colored suppression square. This allows you to roll two dice. Because
the Riflemen has a Defense value of 3, you need to roll a 3 or higher to suppress the Riflemen and keep
the counter from being placed. You roll two 1’s. You place the Riflemen counter and advance the Riflemen
and Scout Counters forward on the track.
19
CASTLE ITTER PLAYTEST v0.2 APRIL 2016
When you reveal the Flak 30, roll one die and compare the result to the
card. The result indicates the location that is affected. Now roll three
dice to suppress each Defender in the location individually. If at least
one of the dice rolled is equal to or higher than the location’s current
Defense value, place a Suppressed token on the Defender.
When you reveal an SS Squads card, you will work through each set of SS colored circles on the board,
determining whether groups of SS Counters in like-colored circles are able to suppress Defenders in
correspondingly colored squares. Work through the SS squads suppression in this sequence:
If a Defender already has a Suppressed token on it and is supposed to receive another Suppressed token, the
Defender has become a casualty. Remove it from the game.
You Win if the last SS Card is resolved and no SS Counter advanced beyond the end of the track into the
castle.
Score: The goal in Castle Itter is to score as few points as possible. For each French prisoner Defender that
became a casualty during the game, you score 3 points. For each other Defender that became a casualty, you
score 1 point.
Once you have beaten the normal version of Castle Itter, you can try the game with increased difficulty. To
play the game at the Veteran level, leave in the six SS cards marked “Veteran" when sorting the SS Cards
during setup. To play the game at the Elite level, leave in the six SS Cards marked "Veteran" and the six SS
Cards marked “Elite" when sorting the SS Cards during setup.
• The definitive book on the topic of the Battle of Castle Itter is "The Last Battle," by Stephen Harding.
• BBC article on the battle (includes a brief interview with Stephen Harding). The Austrian castle where
Nazis lost to German-US force
• French language article on the battle: “Le jour le plus dingue: comment des GIs se sont alliés à des soldats
de la Wehrmacht pour libérer des Français en mai 1945”
• German language article on the battle: “Als Wehrmacht und Amerikaner gemeinsam gegen die SS
kämpften”
21
CASTLE ITTER PLAYTEST v0.1 MARCH 2016
3
CASTLE ITTER PLAYTEST v0.1 MARCH 2016