How to Play

D-Day at Omaha Beach

1-1 players 120-480 min 8.3 Board Game Geek Rating

This solitaire WWII game recreates the D-Day landings at Omaha Beach, where players command US forces attempting to establish a beachhead. The AI-driven system controls hidden German defenders who reveal themselves as Americans advance inland. Victory requires surviving the bloody initial assault and securing viable positions. A card-driven mechanism handles landings, events, and enemy actions throughout the first day.

Published 2009

D-Day at Omaha Beach

Get Ready

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

1
Position the map
Lay out the map with beach landing boxes facing you (north at bottom edge)
2
Choose a scenario
Select Easy Fox (introductory), The First Waves (turns 1-16), D-Day at Omaha Beach (turns 1-32), or Beyond the Beach (turns 17-32)
3
Prepare WN depth markers
Mix the 18 WN depth markers face down and place unrevealed depth markers in designated WN positions per scenario
4
Place remaining WN depth markers
Put leftover WN depth markers face down in the WN depth box
5
Set up WN units
Mix WN units face down and place unrevealed on WN positions, with "88" units on designated positions, artillery units on artillery positions, and remaining units on other WN positions
6
Position German artillery
Place German artillery units in their spaces in the German Artillery boxes
7
Prepare reinforcement pools
Mix tactical reinforcement units (T), divisional reinforcement units (D), Kampfgruppe Meyer units (M), mobile depth markers, and building depth markers separately, placing them face down in matching boxes
8
Place US tank units
Position tank units without a listed entry turn in their designated Beach Landing Boxes
9
Arrange US reinforcements
Place all other US units on the Turn Track spaces matching their entry turn
10
Set turn marker
Place the Turn marker on Turn 1 of the Time Track and the Phase marker on the first Card/Phase track space
11
Prepare the deck
Shuffle all cards and place face down beside the map with space for a discard pile
12
Set aside markers
Keep remaining markers accessible for use during play

On Your Turn

What you can do during your turn.

1
Draw landing cards
Draw one landing card for East sector units in Beach Landing Boxes, then one for West sector
2
Apply landing results
Cross-reference each unit's type and target symbol with the Landing Table to determine drift, delay, step loss, or elimination
3
Resolve drift
Move drifting units the indicated number of boxes left (east) or right (west) along Beach Landing Boxes
4
Check for submerged mines
During turns 7-22, if landing card shows exploding mine symbol, remove a step from one unit landing in uncleared beach obstacle hex
5
Land all units
Move every unit from Beach Landing Boxes to the waterline hex matching current tide level
6
Place arriving units
Take units from current turn's Turn Track space and place in designated Beach Landing Boxes
7
Draw event card
Implement the event listed for the current turn
8
Resolve reinforcements
Place German reinforcements in designated zones per event instructions, drawing from Tactical pool first, then Division pool (with depth markers)
9
Place depth markers
Add depth markers to German units as directed, prioritizing units closest to US units
10
Receive naval fire
Gain naval fire markers when events provide them
11
Create heroes
Place hero markers on designated division's infantry units when Hero events occur
12
Draw fire cards
Draw one fire card for East sector, then one for West sector
13
Identify firing positions
German positions matching colors on fire card may fire (single symbol = any unit; double symbol = unit with depth marker only)
14
Check each field of fire
For each firing position, examine all hexes with that position's fire dots for US units
15
Consult German Fire Chart
Cross-reference fire dot type (intense/steady/sporadic) with position type to determine hits
16
Apply hit limits
Each position may hit US units equal to number of German units and depth markers present (doubled in extended game)
17
Resolve hits
Hit US units lose steps and/or become disrupted as indicated on chart
18
Check concentrated targets
Hexes with 5+ US steps use the target symbol shown on fire card regardless of actual unit symbols
19
Resolve German artillery
If fire card shows artillery value, count eligible German artillery units; if equal to or exceeding value, hit one US unit per priority list
20
Remove German disruption
After resolving fire, remove disrupted markers from German units whose color appeared on the fire card
21
Clear beach obstacles
Place Cleared markers in one or two beach hexes per sector not in field of fire of German positions whose colors appeared on fire card
22
Respect tidal limits
Clear up to two hexes per sector during low tide (turns 2-6), one hex during mid tide (turns 7-15), none during high tide (turns 16-22)
23
Select units for actions
Choose two units or stacks per division to perform actions
24
Identify free actions
Rangers, units with heroes/inspired/climb/disrupted markers, HQs, Generals, and units in command of HQ/General act for free
25
Perform self-preservation moves
Infantry in beach hexes may move free toward protective hexsides
26
Execute movement actions
Move one hex in any direction per Terrain Effects Chart restrictions
27
Check infiltration
When moving between two hexes both adjacent to and in field of fire of same German position, draw fire card; lose step if position color and unit's target symbol appear
28
Climb bluffs
Infantry spend two actions over two turns to cross bluff hexsides (place Climb marker first turn, remove as free action next turn)
29
Climb cliffs
Infantry spend three actions over three turns to scale cliffs (place Climb Cliff marker, move across and flip to Climb, then remove)
30
Attack German positions
Declare attack with at least one adjacent infantry unit; other eligible units may join from adjacent or ranged positions
31
Calculate attack strength
Total attacking units' strengths and compare to German defense strength (modified by terrain)
32
Check weapon requirements
Verify attacking units possess weapons listed on German unit/depth marker
33
Apply hero benefits
Heroes provide one weapon wild card OR +1 attack strength when attacking from adjacent hex
34
Resolve attack results
Consult US Attack Table using strength comparison and German disposition columns
35
Conduct barrage actions
Tank units may barrage German positions in range but not adjacent, drawing fire card and consulting Barrage Table
36
Use naval fire
Expend naval fire marker to add strength 9 and meet naval fire/artillery/demolitions requirements, or conduct naval barrage against any German position
37
Remove US disruption
Disrupted US units may only perform free action to remove disruption marker
38
Discard cards
Move all cards from card track to discard pile
39
Reset phase marker
Return Phase marker to beginning of card track
40
Shuffle if indicated
If turn track shows shuffle symbol, shuffle all discards into deck
41
Advance turn marker
Move turn marker one space ahead on Turn Track
42
Draw two event cards
Conduct First Event Phase before German Fire and Second Event Phase after
43
Perform German actions
Check German positions for actions indicated by letters on fire cards (Re-Occupy, Re-Supply, Redeploy, Reinforce, Mortar, Patrol, Artillery Fire, Advance, Ambush)
44
Allow three actions
Each division may perform three actions instead of two
45
Enable two-hex movement
Infantry, HQs, and Generals may move two hexes unless entering bocage (not by road) or intense/steady fire
46
Permit tank road movement
Tanks may move up to two hexes on secondary roads or four hexes on major roads
47
Conduct artillery barrages
Artillery units in command of HQ/CP may barrage German positions with observer
48
Establish command posts
Convert HQ units to CPs in hexes without German fire dots; increase command range each eligible turn
49
Place engineer bases
Position in beach hexes without German fire; increase range to clear obstacles, provide garrisons, and enable free movement

Winning

How to claim victory.

1
Avoid catastrophic loss
If either US division has eight regular infantry units reduced to one-step or eliminated (turns 1-16) or fourteen units (turns 17-32), you lose immediately
2
Track infantry losses
Place full-strength counter in Infantry Loss box when unit loses second step
3
Calculate First Waves victory
At end of turn 16, earn 1 VP per controlled WN position, 1 VP per controlled reinforcement position, 5 VP per controlled draw; win with 19+ VPs
4
Determine control for victory
Hex must be occupied/controlled by US unit, in US communication, and not in German field of fire
5
Control draws
All draw hexes south of anti-tank barrier must be in US control
6
Check turn 16 in extended game
25+ VPs ends in decisive US victory; 11-24 VPs continues play; 10 or fewer VPs ends in decisive US defeat
7
Calculate turn 32 victory
Earn 1 VP per controlled VP reinforcement position, 4 VP per opened draw, 1 VP per non-infantry/non-HQ unit on high ground, 1 VP per armor/infantry step exited, 1 VP per ranger step exited from F/G exits
8
Apply turn 32 penalties
Subtract 1 VP per uncontrolled WN hex and 1 VP per German unit remaining in Kampfgruppe Meyer box
9
Assess final victory level
40+ VPs wins; 19 or fewer is decisive defeat; 20-29 is operational defeat; 30-39 is tactical defeat; 40-49 is tactical victory (historical); 50-59 is operational victory; 60+ is decisive victory

watch & Learn

Let the pros teach you with these top videos.

D Day at Omaha Beach - Parte 10 - Turnos 12/13

D Day at Omaha Beach - Parte 10 - Turnos 12/13

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D Day at Omaha Beach - Parte 11 - Turnos 14/15/16 Final

D Day at Omaha Beach - Parte 11 - Turnos 14/15/16 Final

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FULL rules

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