Below is a list of new scenarios for COUP de GRâCE, in alphabetical order.

We welcome your input!
If you have a scenario that you would like to add to our list, click here.
We'll review your scenario and post it if it is worthy.


Name:Chain O' Command (Four-Player Version)
Author:Mark Hayes
Posted:November, 2005
Scenario:This is a four player game (two teams of two players each) with alternating turns. One team member is the General and the other is the Field Commander. The General is in charge of the HQ, Tanks, and Helicopters while the Field Commander is in charge of the remaining forces (Humvees, Artillery, Infantry, and Special Forces). Unfortunately, the lines of communication are down and the commanders cannot move each others pieces nor can they suggest moves to each other.
Mission:The General and Field Commander should attempt to locate troops under their command, organize a strike force and eliminate the opponent's troops.
Game Setup:Chain O' Command follows the same Game Setup as Battle 1: Scramble. Please refer to Battle 1: Scramble Game Setup (located in the manual) for more information.
Rules:1. Chain O' Command follows the same basic rules as Battle 10: Berserk. Refer to Battle 10: Berserk Rules (located in the manual) for more information.
2. Team members decide who will be the General and the Field Commander.
3. The General controls the HQ, Tanks, and Helicopters.
4. The Field Commander controls the Humvees, Artillery, Infantry, and Special Forces.
5. Teams alternate turns.
6. Team members alternate turns when it is their team's turn, i.e. the General takes the first turn, then the Field Commander takes the next, and so on. It is up to each team to decide which player will take the first turn.
7. During each team member's turn, players can flip over a piece, move a piece they control, or attack with a piece they control.
8. Generals and Field Commanders can not move or attack with the other's troops. They can flip over the other's troops, however.
9. Generals and Field Commanders can not suggest moves to each other.
10. If all of a player's troops are eliminated, that player loses their commission and can not continue the battle.
Victory:The first team to eliminate all of their opponents' troops wins.

Name:Churn & Burn
Author:Rowdy Games
Posted:October, 2003
Scenario:After carefully positioning your troops for battle, your Supreme Commanders have suddenly deemed it necessary to move your troops through hostile terrain and capture a key position. Supreme Commanders are relying on you to secure a vital plot of land so that they can help another division advance to reach a larger conflict. You have been ordered to spare no costs to cut through enemy lines and secure the plot of land.
Mission:Get at least one unit through enemy lines to the key plot of land. You must hold the plot for 1 full turn.
Game Setup:Churn & Burn follows the same Game Setup as Battle 7: Strike Force. Please refer to Battle 7: Strike Force Game Setup (located in the manual) for more information.
Rules:1. Churn & Burn follows the same basic rules as Battle 7: Strike Force except with the twist below. Refer to Battle 7: Strike Force Rules (located in the manual) for more information.
2. Both players must get one of their troops through their opponent's units and capture their opponent's COUP de GRâCE square for 1 full turn—one full turn means each player has completed their turn once. In other words, if Player One captures Player Two's COUP de GRâCE square on their turn and then Player Two completes their turn, this is one full turn.
Victory:The first player to capture the opposing team's COUP de GRâCE™ square for 1 full turn wins. E.G., The red player must get one of their players through the blue player's units and capture the blue COUP de GRâCE™ square for 1 full turn and vice versa.

Name:Friendly Fire 
Author:Rowdy Games
Posted:January, 2007
Scenario:Your troops are dug in and engaging the enemy when suddenly Supreme Commanders have ordered your forces to a rally point. It is critical that you get as many troops through enemy lines and to the rally point as quickly as possible.
Mission:Locate your troops, kill anything and everything. Be careful: avoid eliminating your own troops, if possible. Rescue as many troops as you can by getting them to the rally point.
Game Setup:Friendly Fire follows the same Game Setup as Battle 11: Rally Point. Please refer to Battle 11: Rally Point Game Setup (located in the manual) for more information.
Rules:1. Friendly Fire follows the same basic rules as Battle 1: Scramble except with the twist below. Refer to Battle 1: Scramble Rules (located in the manual) for more information.
2. Once a piece wins a battle it can continue attacking.
3. Players can attack unflipped units.
4. Players can eliminate their own troops.
5. If a player attacks one of their own units, general attacking rules apply, i.e., the unit with the highest rank wins and Special Forces Units defeat HQ Units. The losing piece is removed from the board. If the attacking piece loses, the piece is removed and the turn ends for the player who is attacking. If a defending piece wins a battle, the defending piece remains face up on the board in its original position.
6. Players can't move an unflipped piece until it has been flipped over.
7. Players can flip over their opponent's pieces, but cannot move their opponent's pieces.
8. Players can only use their own pieces to attack their opponent.
9. Players cannot attack with two separate pieces in one turn. I.E., players cannot attack with their Helicopter unit and then attack with their HQ in the same turn.
10. Once a player maneuvers one of their units onto their COUP de GRâCE™ square the unit is considered "rescued". Remove that unit from the board and place it in a "rescued" pile. Do not confuse your rescued piece pile with your dead piece pile. Both players need to have separate rescued piece piles.
11. A player's turn ends after one of the following occurs: when a player's attacking piece loses a battle or moves after winning a battle, if a player chooses not to attack (or cannot attack) and moves one of their pieces instead, if a player chooses to flip over an unflipped piece or if a player moves a piece onto their COUP de GRâCE™ square and removes the piece from the game.
Victory:The game ends when one player no longer has any pieces on the board. E.G. once a player rescues their last piece or has their last piece destroyed by enemy gunfire, the game ends. At that moment, both players add up the amount of pieces in their rescued piece pile. The player with the most rescued pieces at the end of the game wins.

Name:Resurrection
Author:Rowdy Games
Posted:October, 2004
Scenario:Your enemy has been transmitting extremely dangerous information. Your Supreme Commanders have deemed it necessary for these transmissions to be stopped at all costs! Locate any and all friendly troops in the region, and direct them towards the enemy's HQ, if you can find it.
Mission:Locate your troops, locate your enemy's troops and then eliminate your enemy's HQ. Resurrect one unit if need be.
Game Setup:Resurrection follows the same Game Setup as Battle 7: Strike Force. Please refer to Battle 7: Strike Force Game Setup (located in the manual) for more information.
Rules:1. Resurrection follows the same basic rules as Battle 7: Strike Force except with the twist below. Refer to Battle 7: Strike Force Rules (located in the manual) for more information.
2. If players get one unit to their enemy's COUP de GRâCE™ square, players can resurrect one piece and only one piece. The new piece can be placed anywhere on the board.
3. If a player lands on their opponent's COUP de GRâCE™ square, they do not have to resurrect a playing piece. Players can choose to delay the resurrection until an important piece is available.
Victory:The first player to eliminate their opponent's HQ wins the game.

Name:Surrounded
Author:Rowdy Games
Posted:October, 2006
Scenario:Supreme Commanders are relying on you to simultaneously hold your base and to destroy your enemy's base. Unfortunately, part of your troops have become surrounded by the enemy.
Mission:Get at least one Special Forces unit through enemy lines and secure the enemy's base for one full turn.
Game Setup:1. Players choose teams: either red or blue.
2. The red team selects the red units and the blue team selects the blue units.
3. Decide which COUP de GRâCE™ square is whose.
4. Decide who goes first.
5. Each player looks at their pieces and goes in turns placing their pieces face down on the board, one at a time. Both teams must place eight of their pieces in the 8-square row where their COUP de GRâCE™ square is located and the other eight pieces two rows below their COUP de GRâCE™ square.
6. Once all of the units have been placed on the board, play commences.
7. The first player starts off by flipping over a playing piece.
Rules:1. Surrounded follows the same basic rules as Battle 1: Scramble except with the twist below. Refer to Battle 1: Scramble Rules (located in the manual) for more information.
2. Both players must get one of their Special Forces units through their opponent's units and capture their opponent's COUP de GRâCE™ square for one full turn—one full turn means each player has completed their turn once. In other words, if Player One captures Player Two's COUP de GRâCE™ square on their turn and then Player Two completes their turn, this is one full turn.
Victory:The first player to capture the opposing team's COUP de GRâCE™ square with one of their Special Forces units for one full turn wins.
 
 
© Copyright 2009, Rowdy Games
Home  |  COUP de GRâCE  |  About Us  |  FAQ  |  News  |  Contact Us  |  Order Now  |  RMA  |  Privacy