How to Play Raid and Riposte Second Edition: First Game Setup
By Lock n Load Publishing | Published: 2026-10-15
Category: How-to Guides
Set up your first game of Raid and Riposte Second Edition: unfold the map, sort counters by side, pick the introductory scenario, and place units as shown.
Quick answer
To set up your first game of Raid and Riposte Second Edition, unfold the map, sort counters by side, pick the introductory scenario, and place units as shown. The key is to follow the scenario card exactly and not improvise. This two-player card game rewards careful setup over speed.
What you need before you start
Raid and Riposte Second Edition is a two-player card game set in May 1985, where Soviet paratroopers hold a West German city against Bundeswehr and US Army counterattacks. The box includes a map, counters, scenario cards, and rules. You will also need a flat surface at least 3 feet by 3 feet, and a way to keep counters organized—small baggies or a counter tray work well. Before your first game, read the scenario card and the core rules once. Do not try to learn everything at once; focus on the sequence of play and how opportunity fire works.
Step 1: Set up the map and choose sides
Unfold the map and place it so both players can reach it comfortably. The map shows Tannenbruck and its river crossing. Decide who will play the Soviet paratroopers and who will play the Bundeswehr/US Army. For your first game, the Soviet side is slightly easier because they start in control of the city and have clear defensive positions. The attacking side has more decisions about timing and reinforcement.
Step 2: Sort and place counters
Punch out the counters carefully. Sort them by side and type: infantry, leaders, weapons, and vehicles. The scenario card lists exactly which counters you need. Place them on the map according to the setup diagram. A common mistake is to mix up similar-looking counters or to place units in the wrong hex. Double-check each stack against the scenario card before you begin. If a counter has a reduced side, keep it face-up on the full-strength side until it takes damage.
Step 3: Prepare the card decks and markers
Shuffle the action deck and place it within reach of both players. Set aside the turn marker, the fire markers, and any other markers the scenario requires. Some scenarios use a reinforcement track or a time track; set those up now. Keep the rulebook open to the sequence of play page for quick reference. Do not shuffle the scenario card into the deck; it is only for setup.
Step 4: Walk through the first turn together
Before you start playing for real, do a practice turn. Both players draw a hand of cards, then follow the sequence: command phase, fire phase, movement phase, and assault phase. The Soviet player goes first in most scenarios. Use this practice turn to ask questions about line of sight, cover, and opportunity fire. A common mistake is to skip the command phase or to forget that leaders can activate multiple units. Once you have done one turn, reset the counters to the starting positions and begin the game properly.
Step 5: Know when to call it a game
Raid and Riposte Second Edition scenarios last a set number of turns, usually between six and ten. The scenario card tells you the victory conditions. For your first game, play until the end of the last turn, even if one side seems to be winning early. This helps you see how reinforcements and morale affect the late game. If you run out of time, note where you stopped and resume next session. Do not change the victory conditions mid-game.
First game setup checklist
- Unfold the map and pick sides: Place the map on a flat surface. Decide who plays the Soviet paratroopers and who plays the attacking Bundeswehr/US Army. For your first game, let the newer player take the Soviet side. Checkpoint: Both players can reach the map without leaning over it.
- Sort counters by side and type: Punch out counters and separate them into Soviet and NATO piles. Then sort each pile into infantry, leaders, weapons, and vehicles. Use the scenario card to pull only the counters you need. Mistake to avoid: Placing units before checking the scenario card, which leads to missing or extra counters.
- Place units on the map: Follow the setup diagram on the scenario card exactly. Place each unit in the indicated hex, face-up on its full-strength side. Double-check stacks that contain leaders or support weapons. Checkpoint: Every unit on the map matches the scenario card.
- Prepare decks and markers: Shuffle the action deck and place it between both players. Set out the turn marker, fire markers, and any scenario-specific markers. Keep the rulebook open to the sequence of play. Mistake to avoid: Forgetting to set aside the turn marker, which tracks whose turn it is.
- Run a practice turn: Play one full turn without worrying about winning. Draw cards, go through command, fire, movement, and assault phases. Ask questions about line of sight and opportunity fire as they come up. Checkpoint: Both players understand the phase order and how to activate units.
- Reset and start the real game: After the practice turn, return all units to their starting positions. Shuffle the action deck again. Begin the game with the Soviet player's turn. Next step: Play until the scenario's last turn, then check victory conditions.
Product facts
- Raid and Riposte - Second Edition: Raid and Riposte - Second Edition is a two-player game set in May 1985, where Soviet paratroopers hold Tannenbruck against Bundeswehr and US Army assaults. This historical setting means the Soviet side starts on defense, which is easier for new players to grasp.
- Nations At War Core Rules Manual v3.0: Nations At War Core Rules Manual v3.0 covers infantry, armour, artillery, air support, and command and control at company scale. If you enjoy Raid and Riposte and want a larger-scale system, this manual provides the full rules for combined arms combat.

