
- BGG rank
- BGG #7,734
- BGG rating
- 6.8
Totensonntag
- 2 players
- 120 min
- Complexity 2.1/5
- 2007

Expansion for Corps Command: Dawn's Early Light
2011
Rules assistance for Corps Command: Dawn's Early Light – High Noon at Gerzenburg Expansion
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Corps Command: Dawn's Early Light – High Noon at Gerzenburg Expansion is an expansion for Corps Command: Dawn's Early Light released in 2011 for 2 players, 60–120 minutes per game, and ages 12 and up. It was designed by Peter Bogdasarian and its main mechanics are Hexagon Grid and Turn Order: Progressive.
Corps Command: Dawn’s Early Light High Noon at Gerzenburg is a two-scenario expansion for Dawn's Early Light. Includes: - A new 11”x17” map - 40 new counters depicting the American 11th Armored Division, Airmobile troops from the 101st Airborne Division, the West German 27th Panzergrenadier Brigade, the Soviet 171st and 232nd Motor Rifle Brigades and the 23rd Guards Tank Division—a recon battalion and four regiments - A battle report on the DEL scenario “The High Road” sets the stage for the continuing battle in High Noon at Gerzenburg This expansion was released separately from the game and included in the Line of Fire Issue #10 and later incorporated into the 2nd edition Corps Command: Dawn's Early Light – Red Hammer game.
Corps Command: Dawn's Early Light – High Noon at Gerzenburg Expansion supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Corps Command: Dawn's Early Light – High Noon at Gerzenburg Expansion is 60–120 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.
The catalogue lists Corps Command: Dawn's Early Light – High Noon at Gerzenburg Expansion for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Corps Command: Dawn's Early Light – High Noon at Gerzenburg Expansion belongs to these categories: Wargame, Modern Warfare, and Expansion for Base-game. Its main mechanics are Hexagon Grid and Turn Order: Progressive. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Corps Command: Dawn's Early Light – High Noon at Gerzenburg Expansion are: Peter Bogdasarian. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Corps Command: Dawn's Early Light – High Noon at Gerzenburg Expansion as an expansion for Corps Command: Dawn's Early Light. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Corps Command: Dawn's Early Light to use it. Check that your edition of Corps Command: Dawn's Early Light is compatible, as some expansions were revised between editions.