Subject: Re: Up Front parts list? > >I have decided I want to auction my "backup" copy of AH's Up >Front. Before I do, I want to make a good faith effort to account for >the various chits and cards. > >One idea I rejected was I comparing against my main copy, but all my >Banzai and Desert War stuff is mixed in with that. I goggled and >looked around at boardgamegeek.com and hunted around the rules in vain >for such info. > >I hate using such mealymouthed statements like "Punched, looks >complete". Anyone know a source for a list? I don't have a complete list, but Upfront is a game where missing a single chit (depending on the particular chit) usually doesn't make any difference. But here is a list of items in Upfront/Nanzai/Desert War: - Action deck: 162 cards. each card has a small (usually blue) number in the upper left hand corner, to verify you have a complete deck. This is, obviously, the most important component! - Personality cards--All cards have an ID number in the corner and are sequentially numbered (except where noted) (men refer to men or infantry guns which use the same size cards.): Upfront: German: 46 (29 men, 17 AFV's) + extra blanks Russian: 41 (30 men, 11 AFV's) + extra blanks American 41 (30 men, 11 AFV's) + extra blanks 1 Aid card with relatiuve range and CC vs. AFV modifiers. Banzai: American: 2 men (in addition one of the blank BAR cards is used in some scenarios) British: 40 (28 men, 12 AFV's--no British cards are numbered 29 and 30) Japanese:38 (30 men, 8 AFV's) Desert War: French: 35 (30 men, 5 AFV's) Italian: 35 (30 men, 5 AFV's) Nationality chits: Each nationality has a matching set of chits. Each set has: - 6 Group ID chits (Z, A-E) - 1 Sniper Lost chit - Each different weapon on each has at least 1 chit for use when it malfunctions or is picked up by another man. Common weapons (like rifles or machine pistols) have multiple chits (usually 4 or 5 of each) - Secondary Weapons that are only placed on chits: Radio: All nationalities have 1. Demo charges: All nationalities have at least 1. Russians, French, Italians have 2 (Actually if you can always use one from a different nationality--they all blow up the same way. ;-) ATM's: Only Russians, Japanese have 4 of these. Panzerfaust: Only the Germans have 2 of these. - Banzai chits: Only Japanese have (2 marked A/B, 2 C/D and 1 E/Z) - Berserk chits: Only Russians have 3 of these. - Surrender chits: Only Italinas have 3 of these. Imformation chits: (In most cases if you are missing one or two of a particular type of chit, don't worry about it. In many cases 3 chits are given, but I have never seen the action occur 3 times during all the times I have ever played, let alone 3 times all at the same time! ;-) - Range Chits: About 10 of each : 0/1, 2/3, 4/5 About 5 each: 0/-1, -2/-3, -4/-5 *** Banzai adds 2 each 6/7 and 8/9 chits. - Deck Counter: 2 (1/2, 3/4) - 10 Entrenchments chits - 6 Transfer chits - 7 crew chits - 6 Flank Fire chits - 7 infiltrator chits - 3 Unarmed chits - 3 Guard chits - 4 Wounded chits - 3 Encircled chits - 6 AFV Malf (2 Ordnance, 2 MG, 2 FT) - 3 Bog chits - 3 Immobilized chits - 3 stun chits - 3 Commander killed chits - Night action (7 Starshells and 4 Fired Last turn chits) - About 12 small Group ID chits (occasionall used to marked multiple groups being infiltrated or ordnance weapon acquisition.) - 6 SL/ASL/SSGT chits to temporarily increase rank mostly used in campaigns to temporarily promote one man. - Numerous small Morale/Panic/KIA for use in campaigns where morale values of men will change based on the success or failure in the scenario. - 2 Team play chits (which are used to mark adjoining terrain and completion of game) Richard Irving rri1@aol.com Made with recycled electrons!