Phase of play - Play alongside your command card - (the combat card is played at the same time you are playing your command card - Phase 1 Play a Command Card.
Advance Over The Top
Immediately after an ordered soldier unit moves, roll 2 dice. Unit may move 1 additional hex for each soldier symbol rolled. Unit may combat if its original movement made it eligible for the unit to battle. (3 Cards)
Box Barrage
Your ordered reserve artillery, this turn, will ignore all terrain battle die reduction. In addition, all deadly die side rolled in combat will also score hits and flags may not be ignored for any reason. (2 Cards)
Counter Intelligence
Take any discarded combat card into your hand. It may be played this turn, as it would normally be played by spending HQ, or held to be played on a later turn. (1 Card)
Combat Card Espionage
Draw up to 3 combat cards at random from opponent’s hand. Return 1 card to your opponent and discard the others. (1 Card)
Gas Attack
Enemy soldier units attacked in ranged combat this turn may not ignore flags rolled against them for any reason. (1 Card)
Machine Gun Barrage
All ordered units with machine guns may combat twice (ranged and/or close) and will roll 1 additional die this turn. Units ordered to combat twice may not move or take ground this turn. (3 Cards)
Mata Hari Spy
Draw 3 command cards at random from opponent’s hand. Choose 2 cards to discard and return 1 card to your opponent. Opponent will draw 1 additional command card each turn until back to starting hand number. (1 Card)
Messenger Pigeons
Order 1 additional battlefield unit in each of the other two sections when you play a Recon, Probe or Attack command card. (1 Card)
Physician
Target recovers 1 figure for each HQ token spent. A unit may not gain more figures than it originally had. (1 Card)
Trench Raid
Effects one ordered infantry unit’s movement and combat. A trench raid unit, if forced to retreat because the unit it is targeting causes the ordered trench raid unit to retreat, it may not battle. It may, however, remain in its hex or move back to its original hex. When the unit’s original hex is occupied it may not move back to the original hex. Reposition - An ordered machine gun unit and mortar unit may move 3 hexes during movement and not battle or move 2 hexes immediately after it battles. (1 Card)
Short Supply
Choose 1 enemy unit or friendly unit in any section. That unit’s player chooses a vacant hex on the player’s baseline in the same section as the unit and places the unit on that hex. If it is your unit it may not battle this turn. (1 Card)
Stretcher Bearer
Choose 1 enemy unit or friendly unit in any section. That unit is removed from the battlefield. If enemy unit is removed, the unit does not count as a victory medal. (1 Card)
Tactician
Change the section as listed on the command card you just played, to a section of your choice. (1 Card)
Three on a Match
Roll 1 die against target. A soldier symbol or burst will score 1 hit on target unit. (1 Card)
Mortar Barrage
All ordered units with mortars may range combat twice and roll 1 additional die this turn. (2 Cards)
Phase of play - Play after successful close combat
Battle Fury
After a successful close combat in which the enemy unit is either eliminated or retreats from its hex, target may gain ground and make a bonus close combat with 1 additional die. If the target unit has already made a bonus close combat, it may gain ground a second time and make a second bonus close combat. (1 Card)
Phase of play - Play after your opponent’s battlefield ranged combat roll
Body Armour
Target ignores all soldier hits on this combat roll. (1 Card)
Phase of play - Play after your opponent’s close combat roll is resolved
Butt & Bayonet
If your defending unit is not eliminated or forced to retreat during the close combat, your unit may battle back with 1 additional die against the enemy unit that just attacked. (5 Cards)
Phase of play - Play before your battlefield unit’s combat roll
Lice
Lice are also attacking target unit. Target unit may not ignore flags rolled against it for any reason on this combat. (1 Card)
Phase of play - Play before your unit’s close combat roll
Hand Grenade
Roll 2 additional dice in close combat. (1 Card)
Phase of play - Play in reaction to your opponent’s command card
Hold at All Costs
Target units may ignore all flags rolled against them this turn. (1 Card)
Phase of play - Play in reaction to your opponent’s command card
Lost Messenger
Opponent’s orders do not get through the lines. The number of battlefield units ordered this turn is reduced to 1 unit. Reserve artillery may not be ordered. If opponent, played a combat card alongside his command card, it is returned to his hand and HQ tokens are returned to his pool. (1 Card)
Phase of play - Play when you are gaining HQ at the end of the turn
Improved Logistics
Collect 4 HQ tokens at the end of your turn, instead of 2. (1 Card)
Phase of play - Play after opponent’s ranged combat roll is resolved
Return Fire
If your defending unit is not eliminated or forced to retreat during the ranged attack, your unit may do ranged combat against the enemy battlefield unit that just attacked with 2 additional dice. Your unit must have range, line of sight and not be adjacent to an enemy unit. (2 Cards)
Phase of play - Play before your opponent’s reserve artillery combat roll
Shell Shortage
Opponent’s reserve artillery targeting roll dice are reduced by 2 dice this turn. (1 Card)
Phase of play - Play before your opponent’s close combat roll
Surprise Ambush
The target unit will battle first in the close combat with 1 additional die. If the opponent’s unit is not eliminated or retreats, it may then battle as originally ordered. (1 Card)
Phase of play - Play when opponent is moving a soldier unit
Trench Foot
Enemy unit may not move or battle this turn. Return the unit to the hex it started on. (1 Card)
Phase of play - Play after movement
Wire Cutters
An infantry unit on a hex with wire may remove wire and still battle if eligible. (1 Card)