From a583fac7c8b3bd7e97d7977f56c1f8fac1d2e338 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Thu, 28 Nov 2024 23:49:53 +0100 Subject: Add rulebook, playbook (card notes), and player aid as HTML. --- info/reference.html | 188 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 188 insertions(+) create mode 100644 info/reference.html (limited to 'info/reference.html') diff --git a/info/reference.html b/info/reference.html new file mode 100644 index 0000000..6d55c8a --- /dev/null +++ b/info/reference.html @@ -0,0 +1,188 @@ + +Andean Abyss Reference + + + + +

+1989 PLAYER AID CARD +

+ +
+

+TURN SEQUENCE +

+

+1. Deal Strategy Cards +
+2. Play Action Rounds +
+3. Make Extra Support Check (if applicable) +
+4. Verify Held Cards +
+5. Celebrate New Year’s Eve Party (if applicable) +
+6. Advance Turn Marker +
+7. Calculate Final Scoring (after turn 10) +

+ +
+

+9.2 COUNTRY SCORING TERMS +

+

+Presence: A player has Presence in a country if it controls at +least one space in that country. +

+Domination: A player achieves Domination of a country if +he controls more spaces in that country than his opponent and +he controls more Battleground spaces in that country than his +opponent. A player must control at least one non-Battleground +and one Battleground space in a country in order to achieve +Domination of that country. +

+Control: A player has Control of a country if he controls more +spaces in that country than his opponent and he controls all of +the Battleground spaces in that country. +

+ +
+

+6.2 SUPPORT CHECKS +

+ +

+PURPOSE: To reduce opponent Support in a country, and +possibly to add friendly support if the Support check is successful enough. + +

+PROCEDURE: Each Strategy Card played for Support Checks +gives two Support Checks to the Phasing Player, regardless of +the card’s Operations value. The player must resolve the first +Support Check before declaring the next target. + +

+REQUIREMENT: To attempt a Support Check in a space, +the space must have opponent SPs. + +

+RESOLUTION: Multiply the Stability Number of the target +space by two (x2). Then roll a die, and add the Ops value of +the card played to the die roll plus any DRMs as listed below. +If the modified die roll is greater than the doubled Stability +Number, the Support Check succeeds, and the phasing player +removes opposing SPs equal to the difference from the target +space. If there are insufficient opposing SPs to remove, add +friendly SPs to make up the difference. + +

+DIE ROLL MODIFIERS: +

+ + +
+

+6.3 TIANANMEN SQUARE ATTEMPT +

+ +

+PURPOSE: To move a players Tiananmen Square marker to +the next box on the track. + +

+PROCEDURE: Roll a die and add the Operations value of the card to the total. Modify this total: +

+ +

+SUCCESS: If the total matches or exceeds the number required to advance to next box (printed in the box in the color +of the appropriate player), the player moves his marker forward +to the new box. + +

+ +
+

+POWER STRUGGLE SEQUENCE +

+ +

+1. Deal Cards: The players are dealt cards from the Power +Struggle deck based upon the number of spaces they control +in the country. + +

+2. Raise the Stakes: Players may choose to increase the rewards and +penalties of the Power Struggle by discarding 3 of their Power Struggle cards + +

+3. Play Cards: Players play Power Struggle cards one at a time, +until the winner of the Power Struggle is determined. + +

+4. Aftermath: After the winner of the Power Struggle is +decided, there are two die rolls. The first determines how +much Support the loser must remove from the country, and +the second determines how many Victory Points the winner +receives (and, if the winner is the Democrat, whether or not +the Communist is toppled from power). + +

+5. Scoring: Finally, the country is scored according to the rules +in section 9.1, with the VP marker moving accordingly. + + + +

+Note: all steps of a Power Struggle must be completed before +checking the VP marker for auto-victory. + +

+AFTERMATH DIE ROLL MODIFIERS +

+ +

+−2 modifier to both rolls if a Petition was used to win the Power Struggle. + +

++2 modifier to both rolls if a Rally in the Square was used to win the Power Struggle. + +

++1 modifier to both rolls if either player Raised the Stakes in the Power +Struggle, add a +1 for each player who did so. (Even if the player who Raised +the Stakes loses, the +1 modifier still applies.) + +

++1 modifier to both rolls if the ‘Yakovlev Counsels Gorbachev’ Event is in +effect and the Democrat won the Power Struggle. + +

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