How to Play

Advanced Squad Leader

2-2 players 120-480 min 8.0 Board Game Geek Rating

Advanced Squad Leader is a tactical WWII combat system featuring infantry, vehicles, and specialized equipment across diverse scenarios. Players maneuver military units using detailed hex-based mechanics to achieve scenario-specific objectives like capturing buildings, inflicting casualties, or evacuating troops. Victory conditions vary by mission. Additional modules required for play.

Published 1985

Advanced Squad Leader

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Cave counters and their contents always set up Hidden; Cave Complexes and their contents always set up Hidden
2
Only Japanese Infantry (including Dummies), SW, and non-vehicular Guns may be set up in a cave
3
No Cave counter may be set up in a building, rubble, marsh, swamp, Water Obstacle hex, or in a non-dry stream
4
The hexside a Cave counter's arrow points to is its CA Hexside; only one Cave counter can point to each hexside of a hex
5
Up to 25% (FRD) of cave counters in the Japanese OB may be designated as Primary Caves for Cave Complexes
6
Cave stacking limit
one squad-equivalent OR one Gun with crew (overstacking may occur during play)
7
Cave Complex stacking limit equals twice the number of Cave counters within its boundaries
8
It takes three OB-given cave counters to set up one Upper-Cliff Cave
9
No Fortification may exist in a cave/Cave Complex; however, a tunnel may connect to a Cave Complex
10
Depression Caves
must be IN a gully, sunken road, hill depression, or dry stream; its own hex is its Entrance Hex
11
Non-Depression Caves
set up in a hex sharing a hill/cliff Crest Line hexside with an adjacent lower-Base-Level hex

On Your Turn

What you can do during your turn.

1
Rally Phase:
Caves and Cave Complexes are Rally-Bonus Terrain; Infantry in Cave Complex may not remain DM; Hidden actions possible within Caves/Cave Complexes
2
Fire Phases:
Cave TEM is +6 vs OBA/Area Target Type, +4 otherwise; DC placed/thrown into cave receives no drm (or -4 if no unconcealed Good Order Japanese unit present); must pre-designate cave as target to affect it; no LOS exists to/from Cave Complexes; neither mortar nor AA fire allowed from caves (except Japanese light mortar)
3
Movement Phase:
Japanese Infantry enter caves at cost of 2 MF; Infantry entering a cave/Cave Complex cannot enter another cave, Cave Complex, or tunnel that same phase; entry from Accessible cave in same non-Depression hex costs +1 MF per level change; a Search reveals all cave counters in hex and contents
4
Rout Phase:
Infantry may not Rout from a Cave Complex; broken units in caves not required to rout to nearest woods/building
5
Advance Phase:
Infantry may enter cave/Cave Complex from Accessible location if ≥2 MF available; Infantry may not advance from one Cave Complex to another
6
Close Combat Phase:
No CC attack allowed between unit in cave and one outside it; Caves are Concealment Terrain

Winning

How to claim victory.

1
*Note
This document is a rules reference/play-aid for cave mechanics in Advanced Squad Leader (ASL), not a complete standalone game. Victory conditions are determined by individual scenario objectives, not by the cave rules themselves.*
2
Caves can be eliminated by DC attack or HE Critical Hit of ≥100mm
3
Cave control and denial of cave positions contribute to scenario-specific victory conditions

watch & Learn

Let the pros teach you with these top videos.

 My Defense Sux! Dialog with Doug - Doctor of Defense

My Defense Sux! Dialog with Doug - Doctor of Defense

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Advanced Squad Leader Chat GPT Generated Tables

Advanced Squad Leader Chat GPT Generated Tables

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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