Blood Upon The Risers: D-Day
BGG rating
9.3

Blood Upon The Risers: D-Day

2012

Rules assistance for Blood Upon The Risers: D-Day

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1 player
  • 120 min
  • 10+

Rules assistant for Blood Upon The Risers: D-Day

What would you like to know?

Answers come from the official rulebook, with the page to check.

Blood Upon The Risers: D-Day is a board game expansion released in 2012 120 minutes per game and ages 10 and up. It was designed by Darby Eckles and its main mechanics are Dice Rolling.

Similar games

About the game

Blood Upon The Risers: D-Day is a scenario book for NUTS! 2nd Edition. It takes place on June 6, 1944 and covers the actions of small bands of American paratroopers of the 82nd Airborne Division during the early parts of Operation Neptune, a portion of the Overlord invasion plan. Inside Blood Upon The Risers: D-Day you will find: • Special Airborne rules that will make your paratroopers different than normal soldiers. • New rules for the different types of terrain you will fight in. • Tabletop artillery rules. • New weapon and vehicle stats. • Ten linked scenarios covering the actions on the 6th of June. The scenarios provided in the book are fictional, though based on actual events, and are intended to be played solo (or cooperative) from the American side. The scenarios can easily be modified to be played head-to-head with another player taking on the forces allocated to the German side. The scenarios are also designed to be played in sequence, with the result of the previous mission affecting the next. However, they may also be played as standalone scenarios with little-to-no changes.

Mechanics

Designers

Publishers

  • Two Hour Wargames (THW Game Design)

Questions and answers

The listed playing time for Blood Upon The Risers: D-Day is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.