Difference between revisions of "Fire in the Lake"

From TW OTAKU wiki
Jump to navigation Jump to search
 
(3 intermediate revisions by 2 users not shown)
Line 36: Line 36:
==Event cards==
==Event cards==
Always 2 cards face up: card from current round and card for next round.
Always 2 cards face up: card from current round and card for next round.
-Executing Faction makes all selections involved to implement the text literally and in order. Must implement all that can be. If
*Executing Faction makes all selections involved to implement the text literally and in order. Must implement all that can be. If another Faction is specified and selected to resolve part of an Event, that Faction makes the decisions. If Dual-use Event (unshaded/shaded parts), may execute any one part, regardless of Faction.
another Faction is specified and selected to resolve part of an Event, that Faction makes the decisions. If Dual-use Event
*Capabilities events have effects that last for the rest of the game. Use marker and the card as reminders.
(unshaded/shaded parts), may execute any one part, regardless of Faction.
*Momentum events have effects that last until next Coup round's Reset phase. Use marker and the card as reminders.
-Capabilities events have effects that last for the rest of the game. Use marker and the card as reminders.
 
-Momentum events have effects that last until next Coup round's Reset phase. Use marker and the card as reminders.
==Pivotal Events==
==Pivotal Events==
At the beginning of a round, a Faction may play its Pivotal Event if: that Faction is eligible AND the red precondition
At the beginning of a round, a Faction may play its Pivotal Event if: that Faction is eligible AND the red precondition on the card is met AND the 1st Eligible Faction has not yet done anything AND no Coup is showing as the next card.
on the card is met AND the 1st Eligible Faction has not yet done anything AND no Coup is showing as the next card.
*If doing so, the current card is ignored and the Pivotal Event card takes effect instead.
-If doing so, the current card is ignored and the Pivotal Event card takes effect instead.
*Some Pivotal Event cards may trump other Pivotal Events (pre-empted players return their Pivotal Event to their hand).
-Some Pivotal Event cards may trump other Pivotal Events (pre-empted players return their Pivotal Event to their hand).
 
==Coup Rounds==
==Coup Rounds==
# Apply card effect, if any, and put it on RVN leader box (Failed Attempt cards go under current leader, not above). The new RVN leader effects last until another Coup card is placed atop it.
# Apply card effect, if any, and put it on RVN leader box (Failed Attempt cards go under current leader, not above). The new RVN leader effects last until another Coup card is placed atop it.
Line 68: Line 67:
==US==
==US==
Victory: Total Support + Available US Troops/Bases > 50. (Support in a space = Support marker (x1/x2) x Pop #).
Victory: Total Support + Available US Troops/Bases > 50. (Support in a space = Support marker (x1/x2) x Pop #).
* A) How to gain Support: 1) Pacify during Train ops in Provs/Cities with Pop; 2) Pacify during
* A) How to gain Support: 1) Pacify during Train ops in Provs/Cities with Pop; 2) Pacify during Coup rounds.
Coup rounds.
* B) Available Troops/Bases fluctuation: 1) Commitment phase of Coup rounds; 2) some Events.
* B) Available Troops/Bases fluctuation: 1) Commitment phase of Coup rounds; 2) some Events.
=Action=
=Action=
==VC==
==VC==
Line 92: Line 91:
* In any Provs/Cities without Support.
* In any Provs/Cities without Support.
* Cost 1R per space
* Cost 1R per space
*Place 1 VC Guerrilla OR replace 2 with 1 Base OR if VC Base: place #G up to Pop + VC Bases OR if VC Base: flip any VC
*Place 1 VC Guerrilla OR replace 2 with 1 Base OR if VC Base: place #G up to Pop + VC Bases OR if VC Base: flip any VC Guerrillas there Underground.
Guerrillas there Underground.
 
====MARCH (+ Tax, Subvert or Ambush)====  
====MARCH (+ Tax, Subvert or Ambush)====  
Not in Monsoon
Not in Monsoon

Latest revision as of 03:20, 24 November 2015

流程

Setup

Choose scenario: Short, Medium or Full. Assign players 1 or 2 Factions (if some control 2 Factions, see p. 4 for special victory rules). See rulebook p. 23-24 for setup instructions.

Structure

3 or 6 Campaigns of ≈ 8-12 rounds (Event cards) separated by 3 or 6 Coup round cards.

Victory

Each Faction (US, ARVN, NVA, VC) has its own victory conditions (see Player Aids). Victory may be achieved at the beginning of a Coup Round, or, if no winner after the last Coup round's Redeploy phase (there is no Commitment and Reset phase in Final Coup round), determine winner and rank order with Victory margins. See 7.0 for details.

Map specifications

  • North Vietnam: Only NVA and VC pieces may enter North Vietnam.
  • Provinces across LoCs are adjacent. LoCs are spaces and may be entered by all pieces except Bases.
  • Towns (black dots) are not spaces but serve as links for adjacency purposes.
  • Resources, Aid and Patronage cannot exceed 75.

Pieces availability

When placing new pieces, players must take them from their Available Box. If the required unit type is not available in the box, they may take it from anywhere on the map. Exception: The US may only do so with Irregulars and ARVN forces, never with US Troops/Bases.

Stacking

max 2 Bases per Province/City. No stacking limit for other pieces.

Underground/Active

Guerrillas are always placed/replaced on their Underground side and change status only when specified. Other pieces are always Active.

Negotiations

Players may negotiate and make any deals within the rules, but agreements are not binding.

Sequence of Play

see Player Aid.

Monsoon Season

During the last Event card before a Coup card: no March/Sweep; Air Lift/Air Strike max 2 spaces; and no Pivotal Event.

Operations

For normal ops, a player may usually select several spaces to conduct the op, but for Limited ops, only 1 space. Spaces may be selected once per operation. Executing Faction chooses: order of resolution, targeted Factions and enemy losses. Friendly pieces (US/ARVN and NVA/VC) protect the Bases of their ally.

Special Activities

Same general rules as Ops above, plus: a Faction may execute its SA anytime before, during or after its Op.

Event cards

Always 2 cards face up: card from current round and card for next round.

  • Executing Faction makes all selections involved to implement the text literally and in order. Must implement all that can be. If another Faction is specified and selected to resolve part of an Event, that Faction makes the decisions. If Dual-use Event (unshaded/shaded parts), may execute any one part, regardless of Faction.
  • Capabilities events have effects that last for the rest of the game. Use marker and the card as reminders.
  • Momentum events have effects that last until next Coup round's Reset phase. Use marker and the card as reminders.

Pivotal Events

At the beginning of a round, a Faction may play its Pivotal Event if: that Faction is eligible AND the red precondition on the card is met AND the 1st Eligible Faction has not yet done anything AND no Coup is showing as the next card.

  • If doing so, the current card is ignored and the Pivotal Event card takes effect instead.
  • Some Pivotal Event cards may trump other Pivotal Events (pre-empted players return their Pivotal Event to their hand).

Coup Rounds

  1. Apply card effect, if any, and put it on RVN leader box (Failed Attempt cards go under current leader, not above). The new RVN leader effects last until another Coup card is placed atop it.
  2. Adjust Control in Provinces.
  3. Victory phase: if a Faction has met its Victory condition, the game ends. Determine winner/rank order with Victory margins.
  4. Proceed with Coup round phases as shown on the Sequence of Play player aid.

Note: Never 2 Coup rounds in a row. If a second Coup round card appears after a Coup round, only apply card effect and place new RVN leader; do not conduct a second Coup round.

勝利條件

VC

Victory: Total Opposition + VC Bases > 35. (Opposition in a space = Opposition marker (x1/x2) x Pop #).

  • A) How to gain Opposition: 1) Terror ops in Provinces/Cities with Pop; 2) Agitation during Coup rounds.
  • B) How to build Bases: Rally op. Tunnel Bases are placed via Events only (and scenario setup).

NVA

Victory: NVA-Controlled Pop + NVA Bases > 18

  • A) How to gain NVA control of a Prov/City: if NVA pieces exceed all other Factions pieces (even VC) combined.
  • B) How to build Bases: Rally op and Infiltrate SA. Tunnel Bases placed via Events and NVA can infiltrate VC Tunnel Bases.

ARVN

Victory: COIN-Controlled Pop + Patronage > 50

  • A) How to gain COIN control of a Prov/City: if more COIN pieces than Insurgent pieces (NVA and VC).
  • B) How to increase Patronage: Govern SA and some Events.

US

Victory: Total Support + Available US Troops/Bases > 50. (Support in a space = Support marker (x1/x2) x Pop #).

  • A) How to gain Support: 1) Pacify during Train ops in Provs/Cities with Pop; 2) Pacify during Coup rounds.
  • B) Available Troops/Bases fluctuation: 1) Commitment phase of Coup rounds; 2) some Events.

Action

VC

How to gain Resources (R)

5 ways:

  • 1) Pass when 1st/2nd eligible: +1 R
  • 2) Tax SA: 1-8 R
  • 3) Resources phase of Coup Rounds: 0-9 R (# VC Bases on map)
  • 4) If VC and NVA are separate players, may transfer Resources to each other anytime that one is executing an op, SA or event.
  • 5) Some Events.

How to create Guerrillas (G)

Rally op and Subvert SA.

Automatic Sabotage

During Resources phase of Coup rounds, put Sabotage marker on LoCs with more Insurgents than COIN forces and on LoCs adjacent to non-COIN-Controlled Cities (Inflicts Econ loss and less Resources to ARVN/US next Campaign).

Agitation

During Support phase of Coup rounds. In up to 4 spaces with any VC piece AND no Coin Control, may remove any Terror marker and shift the space up to 2 levels toward Active Opposition. Costs 1R per Terror marker/level shifted.

Operations (ops)

RALLY (+ Tax or Subvert)

  • In any Provs/Cities without Support.
  • Cost 1R per space
  • Place 1 VC Guerrilla OR replace 2 with 1 Base OR if VC Base: place #G up to Pop + VC Bases OR if VC Base: flip any VC Guerrillas there Underground.

MARCH (+ Tax, Subvert or Ambush)

Not in Monsoon

  • Any spaces
  • Cost 1R per non-Loc destination space (LoCs cost 0)
  • Move VC Guerrillas into adjacent spaces. If destination is LoC or Support space, AND moving Gs + COIN cubes/SF there > 3: Activate all moving Guerrillas.

ATTACK (+ Tax or Ambush)

  • Spaces with VC forces and enemy pieces
  • Cost 1R per space
  • In each space: Activate all VC Gs and roll 1D6: if ≤ # VC Gs, remove 2 enemy pieces: any unit type, even Underground SF, but Bases last. THEN: Attrition: Remove 1 VC G per US Troop/Base removed.

TERROR (+ Tax or Subvert)

  • Spaces with Underground VC Guerillas
  • Cost 1R per Prov/City (LoCs cost 0)
  • In each space: Activate 1 VC G. If Prov/City: place Terror marker if none and shift 1 level toward Active Opposition. If LoC: place Sabotage marker if none.

Special Activities (SA)

No cost

TAX

  • Up to 4 spaces with Underground VC G and no COIN control
  • Each space: Activate 1 VC G, shift 1 level toward Active Support, and add VC R = Econ value (if LoC) or 2x Pop # (if Prov).

SUBVERT

  • 1 or 2 spaces with Underground VC G and ARVN cubes
  • In each space: remove 2 ARVN cubes OR replace 1 with a VC G. Also, -1 Patronage per 2 ARVN cubes removed (round down).

AMBUSH

  • 1 or 2 spaces where a VC Underground G marched or is about to attack. If on LoC, may target an adjacent piece.
  • Activate that G and remove 1 enemy piece: any unit type, even Underground SF, but Bases last. No attrition.

NVA

How to gain Resources (R)

4 ways:

  • 1) Pass when 1st/2nd eligible: +1 R
  • 2) Resources phase of Coup rounds: 0-17 R (# NVA Bases in Laos/Cambodia + 2x Trail value)
  • 3) If VC and NVA are separate players, may transfer Resources to each other anytime that one is executing an op, SA or event.
  • 4) Some Events.

How to create Guerrillas (G)

Rally op and Infiltrate SA.

How to create Troops

Infiltrate SA.

Trail value (0-4)

If above 0 and not a Limited op, NVA forces that March into Laos/Cambodia spaces may March again (pay for each destination once only). If Trail at 4, NVA may March into/out of Laos/Cambodia spaces for 0 R.

  • The Trail value also affects Rally ops and Infiltrate SA efficiency, and Resources earned during Coup rounds. The Trail value can change with Rally ops (+), Air Strikes (-), COIN control in any Laos/Cambodia space during a Coup round (-), Coup round reset (+/-) and some Events (+/-).

Automatic Sabotage

During Resources phase of Coup rounds, put Sabotage marker on LoCs with more Insurgents than COIN forces and on LoCs adjacent to non-COIN-Controlled Cities (Inflicts Econ loss and less Resources to ARVN/US next Campaign). Redeploy phase of Coup rounds: NVA may move any NVA Troops from any spaces to any NVA Bases.

Operations (ops)

RALLY (+ Infiltrate or Bombard)

  • In any Provs/Cities without Support.
  • Cost 1R per space
  • Place 1 NVA Guerrilla OR replace 2 with 1 Base OR if NVA Base: place # G up to Trail value + NVA Bases. THEN, may pay 2R to improve Trail by 1 box.

MARCH (+Infiltrate, Bombard or Ambush)

Not in Monsoon

  • Any spaces
  • Cost 1R (but see Trail value exceptions) per non-Loc destination space (LoCs cost 0)
  • Move NVA Troops/Guerrillas into adjacent spaces. If destination is LoC or Support space, AND moving units + COIN cubes/SF there > 3: Activate all moving Guerrillas.

ATTACK (+ Bombard or Ambush)

-Spaces with NVA forces and enemy pieces -Cost 1R per space -In each space: remove 1 enemy per 2 NVA Troops OR Activate all NVA Gs and roll 1D6: if ≤ # NVA Gs, remove 2 enemy pieces. Remove any unit types, even Underground SF, but Bases last. Attrition: Remove 1 attacker per US Troops/Base removed.

TERROR (+ Bombard)

-Spaces with NVA Troops or Underground NVA Guerrillas -Cost 1R per Prov/City (LoCs cost 0) -In each space: Activate 1 NVA G. If Prov/City: place Terror marker if none and shift any Support 1 level toward Neutral. If LoC: place Sabotage marker if none.

Special Activities (SA)

No cost

INFILTRATE

-1 or 2 spaces with NVA Base or NVA > VC. Choose either: -If Base: place NVA Troops up to Trail Value + Bases there, AND may replace NVA Gs with Troops. -OR if NVA > VC: shift Opposition 1 level toward Neutral AND replace 1 VC (even Tunnel) with matching NVA.

BOMBARD

-1 or 2 spaces, each with ≥ 3 COIN Troops or 1 COIN Base AND ≥ 3 NVA Troops in same or adjacent space. -Remove 1 COIN Troops per space.

AMBUSH

-1 or 2 spaces where an NVA Underground G marched or is about to attack. If on LoC, may target an adjacent piece. -Activate that G and remove 1 enemy piece: any unit type, even Underground SF, but Bases last. No attrition.

ARVN

How to gain Resources (R): 3 ways:

  • 1) ARVN/US Pass when 1st/2nd eligible: +3 R
  • 2) Resources phase of Coup rounds: 0-75 R: Total Econ (15 - Sabotaged LoCs Econ) + Aid
  • 3) Some Events

Note: ARVN Resources are shared with US player, but US cannot spend ARVN Resources ≤ Econ level.

How to increase Aid

Govern SA, Assault op, some Events and US Advise SA.

How to build Troops/Police/Rangers

Train op and US Train op. Bases may only be built with ARVN Train op.

Pacify

during Support phase of Coup rounds (max 4 spaces) and Train ops (1 space). Need Coin Control, Police and ARVN

Troops

remove any Terror marker and shift space up to 2 lvls toward Active Support. Costs 3R per Terror marker/ level shifted.

Redeploy phase of Coup rounds

  1. ARVN pieces in Laos/Cambodia go to Available Forces box.
  2. ARVN must move its Troops from LoCs/Provs without COIN Bases, and may move other ARVN Troops, to: Cities without NVA control, any COIN Bases, or Saigon.
  3. May move Police to any LoCs or COIN Control spaces in South Vietnam.

Operations (ops)

TRAIN (+ Govern or Transport)

  • In Cities/Provs without NVA Control.
  • Cost 3R per space where ARVN pieces placed.
  • If City or COIN Base: place 1-2 Rangers OR 1-6 ARVN cubes. THEN, in 1 Train space: may replace 3 ARVN cubes with 1 ARVN Base OR if ARVN Troops, Police and COIN Control: Pacify 1-2 levels.

PATROL (+ Govern, Transport or Raid)

  • Any LoCs or Cities
  • Cost 3R total.
  • Move any ARVN cubes to adjacent then along/through as many LoCs/Cities as desired, but stopping at Insurgents. THEN, each LoC: activate 1 Guerrilla for each ARVN cube there. THEN, may free Assault on 1 LoC.

SWEEP (+ Transport or Raid)

Not in Monsoon

  • Any Provinces or Cities
  • Move any ARVN Troops, if desired first onto adjacent Insurgent-free LoCs, then into adjacent spaces. THEN activate 1 Guerrilla for each ARVN cube/Ranger there, or if Jungle, 1 for every 2.

ASSAULT (+ Transport or Raid)

  • Spaces with ARVN cubes and Active Insurgents (cannot assault Underground Guerrillas)
  • Cost 3R per space
  • In each space: remove 1 enemy piece (NVA Troops, then Active Guerrillas, Bases last, 1 Tunnel marker max on 4-6) per 2 ARVN cubes in City/LoC, per 2 ARVN Troops in Jungle/Lowland, or per 3 ARVN Troops in Highland. +6 Aid per enemy Base removed. Note: Police only participate in Cities/LoCs assaults.

Special Activities (SA)

No cost

GOVERN

  • 1 or 2 COIN Control spaces with Support, but not Saigon nor spaces selected for Training.
  • Each space: add 3x Pop to Aid OR if more ARVN cubes than US cubes, transfer 1x Pop from Aid to Patronage and shift Support 1 level toward Neutral.

TRANSPORT

  • Select 1 space.
  • Move up to 6 ARVN Troops/Rangers from that space, if desired to adjacent then along/through as many LoCs/Cities as desired, then, if desired, into any adjacent destinations, but in all cases stopping at Insurgents. THEN, flip all Rangers Underground.

RAID

  • 1 or 2 spaces
  • Each space, move in any adjacent Rangers desired. THEN, may Activate 1 Underground Ranger there to remove any 2 enemy pieces, even Underground Guerrillas, but Bases last and no Tunnels.

US

How to gain ARVN Resources (R)

  • 1) ARVN/US Pass when 1st/2nd eligible: +3 R.
  • 2) Resources phase of Coup rounds: 0-75 R: Total Econ (15 - Sabotaged LoCs Econ) + Aid.
  • 3) Some Events.
    • US player uses ARVN Resources, but cannot spend ARVN Resources ≤ Econ level.
    • Ops conducted with US forces cost 0 R; they only cost Resources when ARVN forces are placed/used or when Pacifying.

How to increase Aid

Advise SA, Assault op (if ARVN assault added) and some Events.

How to build forces

Train op for US Irregulars and ARVN cubes/Rangers. Additional US Troops/Bases may only be brought on the map during the Commitment phase of Coups rounds and with some Events.

Pacify

  • a) During Support phase of Coup rounds: max 4 spaces, US/ARVN combined. Need Coin

Control, Police and US Troops: remove any Terror marker and shift the space up to 2 levels toward Active Support. Costs 3R per Terror marker/level shifted.

  • b) During Train op: in 1 Train space with COIN Control and US pieces (not necessarily Troops, and don't need ARVN Police). Same cost.

Redeploy phase of Coup rounds

Remove all US pieces from Laos/Cambodia: Troops go to Out of play box, others to Available box.

Casualties

US pieces removed from map due to enemy Attacks/Ambushes/Bombardments go to Casualties box. Reduce Aid by 3x Casualties # during Resources phase of Coup rounds.

Commitment phase of Coup rounds

  1. 1 in 3 (round down) US Troops, and all Bases Casualties, go to Out of play box; others go to

Available box.

  1. US may move up to 10 US Troops and 2 US Bases among: Available box, any LoCs/COIN

control spaces, and Saigon.

Operations (ops)

TRAIN (+ Advise, Air Lift or Air Strike)

  • Cities/Provinces with US pieces.
  • Cost 3R per space where ARVN placed.
  • Place 1-2 Irregulars OR if US Base: 1-2 Rangers or 1-6 ARVN cubes. THEN: a) in up to 1 COIN control Train space, pay to Pacify 1-2 levels OR b) in Saigon: transfer 1-3 Patronage to ARVN Resources.

PATROL (+ Advise, Air Lift or Air Strike)

  • Any LoCs or Cities, Cost 0.
  • Move any US Troops to adjacent then along/through as many LoCs/Cities as desired, but stopping at Insurgents. THEN, each LoC: activate 1 Guerrilla for each US Troop there. THEN, may free Assault on 1 LoC.

SWEEP (+ Air Lift or Air Strike)

Not in Monsoon

  • Any Provinces or Cities, Cost 0.
  • Move any US Troops, if desired first onto adjacent Insurgent-free LoCs, then into adjacent spaces. THEN activate 1 Guerrilla for each US Troop/Irregular there, or if Jungle, 1 for every 2.

ASSAULT (+ Air Lift or Air Strike)

  • Spaces with US Troops and Active Insurgents (cannot assault Underground Guerrillas)
  • Cost 0R or 3R if ARVN Assault added.
  • Each space: remove 1 enemy piece (NVA Troops, then Active Guerrillas, Bases last, 1 Tunnel marker max on 4-6) for each US Troop OR 2 for 1 if US Base OR 1 for 2 if Highland without US Base. THEN, in 1 of those spaces, may pay to add an ARVN Assault.

Special Activities (SA) No cost

ADVISE

  • 1 or 2 spaces not selected for Training.
  • Each space: Sweep in place with ARVN (cost 0) OR Assault with ARVN (cost 0) OR Activate 1 Underground Irregular or Ranger there to remove any 2 enemy pieces, even Underground Guerrillas, but Bases last and no Tunnels. THEN, may add +6 Aid.

AIR LIFT

  • Any 4 spaces, but max 2 in Monsoon.
  • Redistribute any US Troops and up to 4 Irregulars/Rangers/ARVN Troops among the selected spaces.

AIR STRIKE

  • 1-6 spaces with COIN pieces, but max 2 spaces in Monsoon.
  • Among the selected spaces: remove a total of up to 6 enemy pieces (losses order per space: NVA Troops first, then Active Guerrillas, Bases last and no Tunnels) AND shift each space 1 level toward Active Opposition. THEN, may degrade Trail 1 box.

參照