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/rulebook.html | 1393 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1393 insertions(+) create mode 100644 info/rulebook.html (limited to 'info/rulebook.html') diff --git a/info/rulebook.html b/info/rulebook.html new file mode 100644 index 0000000..5a96362 --- /dev/null +++ b/info/rulebook.html @@ -0,0 +1,1393 @@ + + + +1989-RULES-2020-1 + + + + + +
+

© 2020 GMT Games, LLC

+

R U L E B O O K

+

TABLE OF CONTENTS

+

1.0

+

Introduction +

2.0

+

Components +

3.0

+

Game Set Up +

4.0

+

Game Sequence +

5.0

+

Card Play +

6.0

+

Operations +

7.0

+

Events +

8.0

+

Power Struggles +

9.0

+

Country Scoring +

10.0

+

Victory Conditions +

11.0

+

Card Clarifications +

12.0

+

U.S.S.R. Stability Track +

13.0

+

Play Balance Mechanism +

Index +

+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

2

+

1.0 INTRODUCTION

+

As the year 1989 begins, the Cold War between the United States

+

and the Soviet Union is drawing to a close. For forty years the

+

continent of Europe has been divided by an iron curtain separating

+

East and West. Now the new Soviet leader Mikhail Gorbachev

+

has launched a program of reforms—glasnost (“openness”) and

+

perestroika (“restructuring”)—in an attempt to revitalize socialism.

+

He has also announced unilateral arms reductions that are wildly

+

popular in the West. The long twilight struggle between the two

+

superpowers is finally coming to an end.

+

These changes are not popular with everyone, however. For the

+

Communists of Eastern Europe, the force of Soviet arms has always

+

protected them from the rebellions of their own people. Now the

+

Eastern European Communists are on their own.

+

At the start of 1989, the political situation in Eastern Europe ap­

+

pears normal. As they have for decades, a small power elite (acting

+

through a massive bureaucracy) retains unquestioned power in each

+

country. However, beneath the surface, there are signs of decay. The

+

inefficiencies of the command economy, the end of Soviet subsidies,

+

and the debt accrued through heavy borrowing from Western banks

+

have brought the economies of Eastern Europe to various stages

+

of crisis. In a classic pre-revolutionary situation, the Communists

+

have begun to doubt their own legitimacy to rule.

+

In 1989: Dawn of Freedom, the players will recreate the momentous

+

revolutions of 1989. One player is the Communist. He will need to

+

use a wise combination of crackdowns, concessions and reforms

+

to try to hold on to power. The other player is the Democrat. He

+

will try to use the leadership of the intellectuals and the street

+

protests of the students to generate a critical mass of opposition to

+

the regimes in order to launch a revolution. Both players will try to

+

swing the workers to their side. At the start of the game, the Com­

+

munist holds power in each country. The Democrat will attempt to

+

topple the Communist from power through resolution of scoring

+

cards. The longer the Communist retains power in a country, the

+

more points he scores. The player most successful in advancing

+

his cause wins the game.

+

2.0 COMPONENTS

+

1989 contains the following:

+

• Two countersheets

+

• This rules booklet

+

• 22” x 34” map

+

• 2 player aid cards

+

• 110 strategy cards

+

• 52 Power Struggle cards

+

• 2 six-sided dice

+

2.1 THE GAME MAP

+

2.1.1 The map is divided into six countries that are in play: East

+

Germany, Poland, Czechoslovakia, Hungary, Romania and Bul­

+

garia. Bordering countries such as Yugoslavia are shown but are

+

not in play. The spaces that belong to a country share the same

+

background color.

+

2.1.2 Eastern Europe and the Balkans: East Germany, Poland,

+

Czechoslovakia, and Hungary are considered to be in Eastern Eu­

+

rope. Romania and Bulgaria are considered to be in the Balkans.

+

Certain Event cards affect one region or the other.

+

2.1.3 Socio-Economic Icons: Spaces in a country represent geo­

+

graphic locations, but they also abstractly represent various socio-

+

economic segments of society. The icon in the upper right corner

+

of each space lets players know what type of space it is:

+

• Elite space (limousine) - At the top of Communist

+

society are a power elite. These are Central Commit­

+

tee party members, ministers in the government and regional

+

party bosses. These individuals enjoy special privileges under

+

communism.

+

• Bureaucrat space (star) - Beneath the power elite are

+

large numbers of bureaucrats who are in charge of the

+

day-to-day operations of the socialist state. The elites rely on the

+

bureaucrats to maintain control over the country.

+

• Farmer space (sickle) - These spaces represent rural areas.

+

• Worker space (hammer) - These spaces represent the

+

largest portion of the population. They are most of the

+

Battleground spaces. Across the region the Workers are

+

inclined toward socialism in principle. Still, they are fed

+

up with the failures of the Communist parties. Beneath the surface

+

there are signs that the social contract between the workers and

+

the Party is weakening.

+

• Intellectual space (typewriter) - These represent dissi­

+

dents who are attempting to create a civil society outside

+

the reach of the Communist system. They can provide

+

leadership and a voice to the democratic movements.

+

• Student space (Victory sign) - The students are the vanguard of

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

3

+

protest against the regimes. They are easy to activate by the Dem­

+

ocrat, but they face harsh suppression by the Communist.

+

• Church space (church) - These spaces represent religious

+

institutions. The Catholic Church in Poland and Evangel­

+

ical Lutheran Church in East Germany are the most important

+

institutions in their countries outside the control of the

+

Communist Party. In contrast, the Orthodox Churches

+

have made accommodations with the regimes.

+

• Minority space (Muslim Crescent and the Székely Sun

+

and Moon) - These spaces represent important minority

+

groups, such as Turks in Bulgaria and Hungarians in

+

Romania. In Eastern Europe, and especially

+

in the Soviet Union, the Communists face a

+

“nationalities problem” of peoples aspiring to

+

autonomy or even independence.

+

2.1.4 Stability number: Each space has a Stability Number in

+

its upper right hand corner. This number determines how much

+

Support is necessary to control the space, and also represents the

+

space’s resistance to Support Checks.

+

2.1.5 Battleground Spaces: Battleground spaces have a multi-col­

+

ored background. All other spaces are normal spaces. Battleground

+

spaces are the same as normal spaces,

+

but they have special rules for country

+

Scoring (see 9.0).

+

2.1.6 Lines: Spaces are connected to one another via lines on the

+

map. A space is considered adjacent to all other spaces to which

+

it is connected.

+

2.1.7 Controlling Spaces: Each space on the map is either consid­

+

ered to be controlled by one of the players, or it is uncontrolled. A

+

space is considered controlled by a player if the player’s Support

+

Points (SPs) in the space exceeds his opponent’s SPs in that space

+

by at least the space’s Stability Number.

+

EXAMPLE: Dresden has a Stability Number of 4. If the Democrat

+

doesn’t have any SPs in Dresden, the Communist needs at least

+

4 SPs there to control the space. If the Communist has 2 SPs

+

there, the Democrat needs at least 6 SPs there to have control.

+

EXAMPLE: The Democrat controls Budapest and Eotvos Lorand

+

U. The Communist controls Miskolc. Neither player controls Ta­

+

tabanya or Szeged.

+

2.1.8 Some spaces contain small numbers with blue or red back­

+

grounds in the lower left or lower-right portions of the space. These

+

numbers indicate SPs placed in that space at set up.

+

2.1.9 Scoring Boxes: Each country has a Scoring Box on the map.

+

The Scoring Box shows the Victory Points (VPs) players score for

+

Presence, Domination, and Control during scoring. It also shows

+

who has Power in the country and how many times the Communist

+

has scored for Power so far in the game (see 8.4.4 – 8.4.7).

+

Placement Box for marker

+

Country Name

+

Country Scoring Values

+

Space

+

The two open spots in each

+

space are for placing Sup­

+

port Point markers

+

Connecting Line

+

Stability Number

+

Socio-Economic Icon

+

At Start Set Up Information

+

Back

+

Front

+

Back

+

Support Markers

+

The front or darker side is

+

used if the player controls the

+

space (2.1.4).

+

Front

+

Communist

+

Democrat

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

4

+

2.1.10 Victory Point Track: The Victory Point Track shows a

+

range of scoring possibilities from Communist –20 (Communist

+

automatic victory) to Democrat +20 (Democrat automatic victory).

+

At the start of the game, place the VP marker in the center of the

+

chart, in the box marked “0.” Whenever a player gains or loses

+

Victory Points, the VP marker is moved to track these changes.

+

EXAMPLE: The VP marker is on the +10 space (Democrat win­

+

ning) and the Communist gains 2 VP. The VP marker is moved 2

+

boxes in favor of the Communist to the +8 space on the VP track.

+

2.2 THE STRATEGY DECK

+

2.2.1 There are 110 Strategy cards used in the game. Except for

+

Scoring cards, all strategy cards contain an Operations Point

+

(“Ops”) value, an Event title and an Event description. Scoring

+

cards are labeled “COUNTRY NAME—Scoring” and must be

+

played sometime during the turn they are drawn.

+

2.2.2 Each non-Scoring card has a symbol to indicate which side

+

is associated with its Event, as follows:

+

• Cards with a Red star are associated with the Communist.

+

• Cards with a Blue star are associated with the Democrat.

+

• Cards with a Silver star are associated with both sides.

+

2.2.3 Non-Scoring Cards may be played in one of two ways, as Events

+

or for Operations. Scoring cards are always played as Events.

+

2.2.4 Cards with an asterisk in the Event title that are played for the

+

Event are removed from the game. Cards that are not permanently

+

removed from the game are placed in a face up pile adjacent to

+

the draw deck. This is called the discard pile. The players may

+

examine the discard pile.

+

2.2.5 Cards with the Event title underlined are Lasting Events that

+

have persistent effects when they are played as Events (see 7.2).

+

2.2.6 Cards with the Event title in red indicate a card that is a pre­

+

requisite for another event. Exception: Helsinki Final Act is red,

+

but not a prerequisite for another Event (see 11.3).

+

2.3 THE POWER STRUGGLE DECK

+

2.3.1 There are 52 Power Struggle cards used in the game. They

+

are used when a Power Struggle (8.0) is triggered by the playing

+

of a Scoring card.

+

2.3.2 There are three types of Power Struggle cards:

+

• Suited: The main cards used in the Power Struggle. They are

+

grouped into the following suits: Rally in the Square, Strike,

+

March, and Petition.

+

• Leaders: All leaders correspond to certain type of space (e.g.

+

Elite, Worker, or Student). Leaders can be used as a suited card

+

in any suit the player wishes, but only if the player controls a

+

space of the corresponding type in the country where the Power

+

Struggle is taking place. If the player does not control such a

+

space, the card is worthless and can only be discarded.

+

EXAMPLE: The Communist controls Bydgoszcz (Polish Elite

+

space) and Lodz (one of many Polish worker spaces). He can

+

use an Elite Leader card or a Worker Leader card. He cannot

+

use a Church Leader card because he does not control the Polish

+

Church space.

+

• Wild Cards: Special cards that have specific game effects de­

+

scribed on them.

+

2.3.3 Suited and Leader cards have a rank printed on them. This

+

value affects the determination of initiative in the Power Struggles.

+

2.4 MARKERS

+

2.4.1 Support Markers: The struggle for power across the board

+

is tracked by Support markers. The number on a Support marker

+

denotes the number of Support Points it represents.

+

• Support markers are treated like cash, in the sense that players

+

may ‘break’ a large denomination into smaller denominations

+

at any time. Additionally, the number of Support markers in

+

the game is not an absolute limit. Small poker chips, coins, or

+

wooden blocks can be utilized to substitute in the event of a

+

marker shortage.

+

• If a player controls a space, his Support Markers should be placed

+

darker side face up to denote this. If not, place the lighter side

+

face up.

+

Card Number

+

Early/Middle/Late

+

deck indicator

+

Ops Value (Color of

+

star indicates Communist

+

(Red), Democrat (Blue)

+

or both sides (Silver)

+

event.

+

Descriptive Text

+

Event Title

+

Event Text

+

Card Number

+

Rank (8.3.2)

+

Suit

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

5

+

• If a player has two or more markers in a space, place the larger

+

denomination on top. Influence markers are open to inspection

+

at all times.

+

2.4.2 The game includes various other markers to assist play:

+

• The Action Round Marker is used to track how many

+

actions each player has taken in the current turn.

+

• The Turn Marker is used to track the current turn.

+

• The VP Marker is used to track the current VP total.

+

• The Tiananmen Square Markers are used

+

to track each player’s progress on the

+

Tiananmen Square Track.

+

• The Wall Marker is placed near Berlin as

+

a reminder while the Wall Event is in effect.

+

• The Solidarnosc Marker is placed near Gdansk as

+

a reminder that the Solidarity Legalized Event is in

+

effect.

+

• The Systematization Marker (Bulldozer) is placed

+

in a space in Romania to remind the players that the

+

space has been destroyed by the Communist.

+

• The USSR Stability Marker (torn CCCP Flag) is

+

placed on the USSR Stability Track to keep track

+

of the progress of Baltic Independence movements.

+

• The Tyrant is Gone Marker (helicopter) is placed

+

on the space chosen by the Democrat where the

+

Ceausescus flee during the Romanian Revolution.

+

2.4.3 Optional Reminder Markers: Also included

+

are 14 other reminder markers—players may use these

+

at their option.

+

3.0 GAME SET UP

+

3.1 Shuffle the Early Year cards and deal each player 8 cards. The

+

players are allowed to examine their cards prior to deploying their

+

initial Support Points.

+

3.2 The Communist places Support Points in the following loca­

+

tions: 1 in Bydgoszcz, 1 in Warszawa, 1 in Lublin, 2 in Dresden, 2

+

in Berlin, 2 in Plzen, 2 in Praha, 1 in Brno, 1 in Szombathely, 2 in

+

Cluj-Napoca, 2 in Bucuresti, 2 in Sofia and 1 in Stara Zagora.

+

3.3 The Democrat places Support Points in the following locations:

+

5 in Polish Catholic Church, 1 in Gdansk, 1 in Krakow, 1 in East

+

German Lutheran Church, 2 in Czech Writers, 1 in Czech Catholic

+

Church, 1 in Budapest, 1 in Szeged, 1 in Hungarian Catholic Church

+

and 1 in Szekesfehervar.

+

3.4 Then each player places an additional 7 Support Points in the

+

following order:

+

1. Communist places 2

+

2. Democrat places 3

+

3. Communist places 3

+

4. Democrat places 4

+

5. Communist places 2

+

NOTE: These Support Points may be placed in any space or spaces

+

that do not have any opponent’s SPs at the time of placement.

+

3.5 Place the Democrat and Communist Tiananmen Square markers

+

to the left of the Tiananmen Square track. Place the Turn Marker on

+

the first space of the Turn Record Track. Place the Action Round

+

marker on the first space of the Action Round track, Communist

+

side face up. Finally, place the VP marker on the Victory Points

+

Track on the zero space.

+

4.0 GAME SEQUENCE

+

4.1 General Rule

+

1989 has ten turns. Each turn represents an indeterminate length

+

of time, from two months in the Early Year to 2-3 weeks in the

+

Late Year. Each player takes seven Action Rounds per turn, except

+

the Communist may take eight Action Rounds when the Honecker

+

Event is in effect. At the start of each Turn, the players are dealt

+

sufficient cards from the draw deck to increase their hand size to

+

eight cards. At the beginning of turn 4, the Middle Year deck is

+

shuffled into the draw deck. At the beginning of turn 8, the Late

+

Year deck is shuffled into the draw deck.

+

4.2 The Phasing Player

+

The Phasing Player is the player whose Action Round is currently

+

being played.

+

4.3 Reshuffle

+

When there are no cards remaining in the Strategy deck’s draw

+

deck, reshuffle all discards to form a new draw deck. Note that

+

cards played as Events with an asterisk (*) are removed from the

+

game when they are played as an Event, and they are not shuffled

+

into the new draw deck.

+

4.4 Adding Middle and Late Year Cards

+

When moving from the Early Year deck to the Middle Year, or from

+

Middle Year to Late Year, do not add in the discards to the deck—

+

instead add the Middle Year or Late Year cards (as appropriate) to

+

the existing deck and reshuffle. The ignored discards remain in the

+

discard pile for now, but they will be reshuffled into the deck when

+

the draw deck becomes empty.

+

4.5 The Turn Sequence

+

A turn in 1989 has the following 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)

+

4.5.1 Deal Strategy Cards: The players receive enough Strategy

+

cards to bring their total hand size to eight. The first card is dealt to

+

the Communist, and then the deal should alternate back and forth

+

between the players until they have received their full hand size.

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

6

+

If, due to progress on the Tiananmen Square track, one of the

+

players is entitled to discard and draw one card (6.3.5), he may do

+

so after all cards are dealt.

+

4.5.2 Action Rounds: This is the main phase of the turn. Each

+

player receives seven Action Rounds. Players alternate Action

+

Rounds, playing one Strategy card per Round. The Communist

+

always takes his Action Round first, followed by the Democrat.

+

All actions required by each card must be resolved before the next

+

player starts his Action Round by playing a card.

+

• Ordinarily a player will have a card left over after the completion

+

of all Action Rounds. This card is considered “held,” and may be

+

played in subsequent rounds. Scoring cards may never be held.

+

• If for any reason a player has no cards in his hand to play at the

+

start of an Action Round, he must forfeit that Action Round and

+

take no action.

+

4.5.3 Extra Support Check: If, due to progress on the Tiananmen

+

Square track, one of the players is entitled to take a free Support

+

Check at the end of a turn (6.3.5), the player may do so at this

+

time. Note: Events in effect for that Turn (Sinatra Doctrine, FRG

+

Embassies, Perestroika, etc.) remain in effect for purposes of the

+

Tiananmen Square free support check.

+

4.5.4 Verify Held Cards: Scoring cards may never be held from

+

one turn to the next. If a player is holding a scoring card at this stage

+

in the turn, that player loses the game. Scoring cards are marked

+

on the lower left with a red box so that they can be identified by

+

only revealing the card's lower left edge.

+

4.5.5 New Year’s Eve Party: If the New Year’s Eve Party Event is

+

in effect, the game is over and a winner is determined. See 10.3.

+

4.5.6 Advance Turn Marker: Move the Turn Marker to the next

+

turn. If it is the end of turn 3, shuffle the Middle Year cards into

+

the draw deck. If it is the end of Turn 7, shuffle the Late Year cards

+

into the draw deck.

+

4.5.7 Final Scoring: If it is the end of Turn 10, and the game’s

+

winner has not yet been determined, perform Final Scoring as

+

described in the Scoring rules (10.4).

+

5.0 CARD PLAY

+

Note: This section covers the play of non-Scoring cards. The play

+

of Scoring cards is covered in Section 8.0.

+

5.1 Events or Operations

+

Cards may be played in one of two ways: as Events or for Opera­

+

tions points (“Ops”). Ordinarily, players will hold one card in their

+

hand at the end of the turn. All other cards will be used for Events

+

or Operations. Players may not forgo their turn by declining to play

+

a card or by discarding a card from their hand.

+

5.2 Events Associated With Your Opponent

+

If a player plays a card for Operations, and the card’s Event is

+

associated only with his opponent, the Event still occurs (and the

+

card, if it has an asterisk after the Event title, is removed).

+

Note: When playing a card for Operations that triggers an oppo­

+

nent’s Event, the opponent implements the Event text as if he had

+

played the card himself.

+

• The phasing player always decides whether the Event is to take

+

place before or after the Operations are conducted.

+

• If a card play triggers an opponent’s Event, but that Event can­

+

not occur because a prerequisite card has not been played or

+

a condition in the Event has not been met, the Event does not

+

occur. In this instance, cards with an asterisk (Event marked *)

+

are returned to the discard pile, not removed from the game.

+

• If a card play triggers an opponent’s Event, but the Event results

+

in no effect, the Event is still considered played, and is still be

+

removed if it has an asterisk.

+

EXAMPLE 1: (Normal event) The Communist plays ‘Jan Palach

+

Week’ for one Operations. He decides to let the Democrat use the

+

Event first. The Democrat places 6 SPs in the Charles University

+

space, and then the Communist conducts his Operations using

+

the Ops value of the card.

+

EXAMPLE 2: (Prerequisite event not in effect) The Communist

+

plays the ‘Walesa’ card before the ‘Solidarity Legalized’ Event

+

has taken place. The Communist would get the benefit of the 3

+

Operations points, but the Democrat would not get to use the

+

‘Walesa’ Event. However, despite having an asterisk, the ‘Walesa’

+

card would not be removed from play. It would be placed in the

+

discard pile to be reshuffled and possibly played later.

+

EXAMPLE 3: (Card no longer playable for the event) The

+

Democrat plays ‘Honecker’ for 3 Operations. However during

+

a previous Action Round the Communist played ‘Modrow,’ which

+

prohibits play of ‘Honecker’ as an Event. The Democrat still con­

+

ducts 3 Operations, but the Communist would not get the benefit

+

of the Event, and the card would be placed in the discard pile.

+

EXAMPLE 4: (Event has no benefit) The Democrat plays ‘Nor­

+

malization;’ however, the Democrat does not have any influence

+

in either of the spaces affected. Nevertheless, the Event is con­

+

sidered played, and the card would be removed from the game

+

after the Democrat’s Action Round.

+

EXAMPLE 5: (Event has no effect) The Democrat plays ‘Elena’

+

for 1 Operations; however, during a previous Action Round the

+

‘The Tyrant is Gone’ Event took effect which makes the Elena

+

event have no effect. Still the event is considered played, and

+

the card would be removed from the game after the Democrat’s

+

Action Round. (See 7.6 for further explanation of ‘The Tyrant

+

is Gone’ event)

+

5.3 Discarded Cards

+

When an Event forces a player to discard a card, the Event on the

+

discarded card is not implemented, unless the Event specifically

+

states otherwise. This rule also applies to Scoring cards.

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

7

+

EXAMPLE 1: The Democrat holds ‘Brought in for Questioning’

+

and the ‘Poland Scoring’ card. The Democrat plays ‘Brought

+

in for Questioning’ for 3 Ops, then allows the Communist Event

+

to take place. The Scoring card is discarded, and because it is

+

not a Communist Event, per the terms of the ‘Brought in for

+

Questioning’ Event card, the Power Struggle does not take place.

+

EXAMPLE 2: The Communist holds ‘Kiss of Death’ and the ‘Po­

+

land Scoring’ card. The Communist plays ‘Kiss of Death’ for 3

+

Ops, then allows the Democrat Event to take place. The Scoring

+

card is discarded and because the Scoring card is a neutral Event

+

(silver starred Event), per the terms of the ‘Kiss of Death’ Event

+

card, the Power Struggle does take place.

+

5.4 Contradictions

+

Card text that contradicts the written rules supersedes the written

+

rules.

+

6.0 OPERATIONS

+

When a non-Scoring card is played as an Operations card, the

+

player must choose to use all of the Operations points on one of

+

the following Options: Support Point Placement, Support Checks,

+

or a Tiananmen Square Attempt.

+

6.1 SUPPORT POINT PLACEMENT

+

6.1.1 The rules in this section only apply to Support Points (SPs)

+

that are placed with Operations points.

+

6.1.2 SPs are placed one at a time. However, all SP markers must

+

be placed with, or adjacent to, friendly SP markers that were in

+

place before the first SP was placed.

+

6.1.3 It costs one Operations point to place an SP in a space that is

+

friendly-controlled or uncontrolled. It costs two Operations points

+

to place an SP in an opponent-controlled space. If a space’s control

+

status changes while placing SPs, additional points placed during

+

that Action Round are placed at the lower cost.

+

EXAMPLE: The Democrat has 3 SPs in Budapest, and the Com­

+

munist has none. Therefore, the Democrat controls Budapest. The

+

Communist uses a 4 Ops card to place Support Points. When

+

placing markers in Budapest, the first marker costs 2 Ops. How­

+

ever, after placement of the first Communist Support marker, the

+

Democrat no longer exceeds Communist influence in Budapest

+

by the Stability number of 3; thus, a second or third Communist

+

SP would only cost 1 Ops point per SP.

+

6.1.4 SPs may be placed in multiple countries and multiple spaces

+

up to the number of Operations Points on the card played.

+

EXAMPLE: The Democrat has existing markers in the Czech

+

Catholic Church space and in Gdansk. The Democrat uses a 4

+

Ops card to place more Support. The Democrat may place SPs in

+

any or all of Bratislava, Ostrava, and Presov. However, he cannot

+

place SPs in Kosice after placing in Presov, because there were

+

no Democratic SPs in Presov when he began placing influence.

+

Because Gdansk already had SPs present, the Democrat could

+

use any remaining Operation points to strengthen Gdansk or its

+

adjacent spaces.

+

6.2 SUPPORT CHECKS

+

6.2.1 Support Checks are used to reduce opponent Support in a

+

country, and possibly to add friendly support if the Support Check

+

is successful enough.

+

6.2.2 Each Strategy Card played for Support Checks gives two

+

Support Checks to the Phasing Player, regardless of the card’s

+

Operations value.

+

6.2.3 To attempt a Support Check in a space, the space must have

+

opponent SPs. The player must resolve the first Support Check

+

before declaring the next target. Spaces may be targeted for Support

+

Checks more than once per Action Round, but they must have op­

+

ponent SPs in them at the start of each attempt. The Phasing Player

+

does not need to have SPs in the space, or even adjacent.

+

6.2.4 To resolve a Support Check, 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. Further modify the die roll:

+

• +1 for each adjacent friendly controlled space

+

• –1 for each adjacent opponent controlled space

+

SPs in the target space itself do not modify the die roll in any way.

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

8

+

6.2.5 If the modified die roll is greater than the doubled Stability

+

Number, the Support Check succeeds, and the phasing player re­

+

moves opposing SPs equal to the difference from the target space.

+

If there are insufficient opposing SPs to remove, he adds friendly

+

SPs to make up the difference.

+

6.2.6 If the modified die roll is less than or equal to the doubled

+

Stability Number, there is no effect.

+

EXAMPLE: The Communist plays a 3 Ops card for Support Checks.

+

In southern Poland, the Polish Catholic Church (5 SPs), Krakow

+

(3 SPs), Jagiellonian University (1 SP), and Polish Writers (2 SPs)

+

are all controlled by the Democrat. Lodz (3 SPs) is controlled by

+

the Communist. The Communists get two Support Checks:

+

1. The Communist chooses Jagiellonian University as the target of

+

its first support check. The space’s low Stability Number makes it

+

an inviting target, despite the surrounding Democratic spaces. The

+

Communist rolls a 5, and adds the Operations value of 3 (totaling

+

8). He then subtracts two (–2) from this total, due to the two adjacent

+

Democrat-Controlled spaces (Krakow and Polish Writers), giving

+

a final modified die roll of 6. This result is greater than Jagiellonian

+

University’s doubled Stability Number (1x2 = 2) by a total of 4.

+

This is the number of SPs that will be removed from/added to Ja­

+

giellonian University. First, the Communist removes the Democrat

+

SP, then he places 3 Communist SPs.

+

2. With Jagiellonian University under Communist control, the Com­

+

munist now targets Krakow. Krakow has a higher Stability Number,

+

but the Communist hopes that the adjacent modifiers provided by

+

Lodz and the newly captured Student space will be enough to make a

+

dent. Against this, the Polish Catholic Church still provides support

+

to Krakow. Unfortunately for the Communist, he rolls a 1. Once

+

again he adds the Operations value of 3, and this time the result is

+

4. He then adds 2 (Lodz, Jagiellonian University) and subtracts 1

+

(Polish Catholic Church), for adjacency modifiers, giving a final

+

modified die roll of 5. This result is less than the doubled stability

+

of Krakow (3x2 = 6), so there is no effect.

+

6.2.6 If the modified die roll is equal to or less than the doubled

+

Stability Number, the Support Check fails and there is no effect.

+

6.3 Tiananmen Square Attempt

+

6.3.1 The Tiananmen Square track contains a marker

+

for each player. Operations points may be spent to at­

+

tempt to advance a player's marker to the next box on

+

the track. To do so, roll a die and add the Operations

+

value of the card to the total. Modify this total:

+

• +1 if the card played is the player’s own Event.

+

• +1 if this is the second or subsequent attempt to advance to the

+

box.

+

• +1 if the ‘Li Peng’ Event is in play and the attempting player is

+

the Communist.

+

6.3.2 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.

+

DESIGN NOTE: The required total is different for each side. It is

+

easier for the Democrat to advance at the beginning of the track

+

and easier for the Communist later on the track.

+

6.3.3 A player may only make one Tiananmen Square Attempt

+

per turn.

+

6.3.4 One Event (‘Tank Column/Tank Man*’) allows a player to

+

advance his marker forward on the Tiananmen Square track. This

+

card may be played for the Event in addition to any Tiananmen

+

Square Attempt on a given turn.

+

6.3.5 Advancing along the Tiananmen Square Track and reaching a

+

box before the opposing player results in either an immediate award

+

or a lasting award. Lasting awards are in effect until the opposing

+

player reaches the box, at which point they no longer apply. The

+

boxes and their effects follow:

+

• Reformer Memorialized/Reformer Discredited: the first player

+

to reach this box gets a +1 to his Tiananmen Square track rolls

+

until the opponent reaches this box.

+

• Students Rally/Students Dispersed: the first player to reach this

+

box gets to play 1-Ops cards as if they were 2-Ops cards until

+

his opponent reaches this box. This bonus applies only to cards

+

with an actual printed Operations value of 1.

+

• Foreign News/People’s Daily: the first player to reach this box

+

immediately draws 3 cards. He places 1 of them in his hand and

+

places the other 2 in the discard pile. He may place Scoring cards

+

in the discard pile.

+

• Hunger Strike/Students Arrested: the first player to reach this

+

box immediately removes 2 opponent SPs from anywhere on the

+

map.

+

• Goddess of Democracy/Structure Removed: the first player

+

to reach this box can discard a non-Scoring card and draw a

+

replacement at the start of every turn until his opponent reaches

+

this box.

+

• Local PLA support/Rural Divisions Summoned: the first

+

player to reach this box gets a free 2-Ops Support Check at the

+

end of the turn until his opponent reaches this box.

+

• Square Barricaded/Protestors Massacred: the first player to

+

reach this box can play a card for Operations without triggering

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

9

+

the opponent’s Event once per turn. This is in addition to any

+

Tiananmen Square track attempt or use of the ‘Common Euro­

+

pean Home’ Event. This ability can be used once per turn until

+

the player’s opponent reaches this box.

+

• Political Pluralism/Most Favored Nation trade status award­

+

ed: the first player to reach this box can play a card for both its

+

Operations value and Event once per turn until the opponent

+

reaches this box. The player can choose the order in which to

+

use the card, Operations first or Event first.

+

6.3.6 Regardless of the text on the card, the Event of a card played

+

as a Tiananmen Square Attempt is not implemented. The card is

+

placed in the discard pile.

+

DESIGN NOTE: The Tiananmen Square track is a player’s ‘safety

+

valve.’ If a player holds a card whose Event is a good one for his

+

opponent, and he doesn’t want the Event to occur, he can use it for

+

a Tiananmen Square Attempt.

+

6.3.7 If a player reaches the final box of the Tiananmen Square

+

Track, he may no longer make Tiananmen Square Attempts.

+

“The Wall will be standing in 50 and even in 100 years, if the

+

reasons for it are not removed.” —East German leader Erich

+

Honecker January 19, 1989

+

7.0 EVENTS

+

7.1 General Rule

+

If a card has a playable Event associated with either the Phasing

+

Player or both players, it may be played as an Event instead of

+

Operations. If so, the card’s Event takes effect as directed by the

+

card’s text.

+

7.2 Lasting Events

+

Some Event cards remain in effect until canceled by a later Event.

+

Some Events last for the duration of the game. When such cards

+

are played as Events, place them to the side of the map, or place

+

their markers on the Map, as a reminder of their ongoing effects.

+

Lasting events have their Event title underlined.

+

7.3 Events that Modify OPs Values

+

7.3.1 Some Event cards modify the Operations value of cards that

+

follow. These modifiers should be applied in aggregate.

+

EXAMPLE: The Communist player begins a turn by playing

+

‘Prudence’ as an Event. Ordinarily, all Democrat cards would

+

subtract one from their Operations value, to a minimum of one.

+

However, the Democrat follows by playing ‘Austria-Hungary

+

Border Re-opened,’ which gives the Democrat a bonus of one

+

if all Operations points are spent in East Germany in a given

+

Action Round. In addition, the Democrat has reached the second

+

space of the Tiananmen Square track. This enables him to play

+

1-Ops cards as if they were 2-Ops cards (6.3.5):

+

1. On his next Action Round, the Democrat plays ‘Michnik’

+

(Operations value 1) for Operations to place Support Markers.

+

If the Democrat only places Support in East Germany, the ad­

+

justed Operations value of the card is 1 (card’s printed value) +1

+

(Tiananmen Square) +1 (AH Border Re-opened) –1 (Prudence)

+

= 2 Operations points. The Democrat places 2 SPs in Leipzig

+

and his turn ends.

+

2. On a later Action Round that Turn, the Democrat plays

+

‘Roundtable Talks’ (3 Ops) for Operations to make Support

+

Checks outside of East Germany. In this case, the only modifier in

+

effect is Prudence, which subtracts 1 from the card’s Operations

+

value to give a final total of 2. The Democrat makes two Support

+

Checks, each with a modifier from the Operations value of the

+

‘Roundtable Talks’ card of just +2.

+

7.3.2 Regardless of modifiers, a non-Scoring card always has a

+

minimum Operations value of 1.

+

7.3.3 Events modifying the Operations value of a card only apply

+

to one player, and do so for all purposes.

+

EXAMPLE: The Communist player has played ‘Perestroika’ as

+

an Event, and therefore receives a +1 Operations value modifier

+

for all his cards. The Communist has also played ‘Prudence,’ so

+

the Democrat has a –1 modifier for his cards. The Communist

+

plays the Democrat Event ‘Consumerism’ (3 Ops) and elects to

+

take his turn before the Democrat Event triggers. With the Per­

+

estroika bonus, the Communist is able to place four Operations

+

Points worth of SPs. Now the ‘Consumerism’ Event takes place.

+

The Democrat gets to remove a Communist SP and then take a

+

Support Check using the Ops value of the Consumerism card.

+

Because of the Prudence Event, 1 is subtracted from the card’s

+

printed Ops value and the Support Check only gets a bonus of 2

+

from the Consumerism card.

+

7.4 Events That Play Like Ops Cards

+

If an Event specifies that a player may conduct Operations, place

+

Support, or make Support Checks as if he played a card of a cer­

+

tain operations value, those additional Operations are treated as if

+

a card had been played for its Operations Point Value. Therefore,

+

those Operations are subject to all of the restrictions of Rule 6.1

+

and other Events limiting their value or use.

+

7.5 Unplayable Events

+

If an Event becomes unplayable due to its cancellation or restriction

+

by another Event card, the unplayable Event card may still be used

+

for its Operations value.

+

7.6 Special Rules Regarding Romanian Events

+

7.6.1 The Democrat has two Events in Romania that require spe­

+

cial explanation: ‘The Crowd Turns Against Ceausescu’ and ‘The

+

Tyrant is Gone’. These Events represent the start of the Romanian

+

Revolution and the attempt of Nicolae and Elena Ceausescu to flee

+

from the roof of the Central Committee building by helicopter.

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

10

+

7.6.2 When ‘The Crowd Turns Against Ceausescu’ is played as an

+

Event, it will sit in front of the Democrat until the Romania Scoring

+

card is played. It will take effect after the Power Struggle cards are

+

dealt but before the Power Struggle is resolved.

+

7.6.3 If ‘The Tyrant is Gone’ is played as an Event before ‘The

+

Crowd Turns Against Ceausescu’ has taken effect, it also sits in

+

front of the Democrat until the Romania Scoring card is played.

+

After the Power Struggle is resolved, ‘The Tyrant is Gone’ takes

+

place immediately, before the next Action Round. If ‘The Tyrant

+

is Gone’ is played for the Event after ‘The Crowd Turns Against

+

Ceausescu’ has already occurred, i.e. the Romania Scoring card

+

has been played and ‘The Crowd Turns Against Ceausescu’ card’s

+

effects applied, then ‘The Tyrant is Gone’ takes effect immediately,

+

like any other Event. If The Crowd Turns Against Ceausescu has

+

not been played, The Tyrant is Gone goes in the discard pile.

+

7.6.4 While ‘The Tyrant is Gone’ is sitting in front of the Democrat,

+

the five Events associated with the Ceausescus (‘Cult of Person­

+

ality,’ ‘Systematization,’ ‘Ceausescu,’ ‘Elena’ and ‘Massacre in

+

Timisoara’) may still take place.

+

EXAMPLE: ‘The Crowd Turns Against Ceausescu’ and ‘The

+

Tyrant is Gone’ are in front of the Democrat. The Romania

+

Scoring card has not been played. The Communist plays ‘Sys­

+

tematization’ for the Event and eliminates the Romanian Writers

+

space from the map.

+

7.6.5 When The Tyrant is Gone is resolved, the Democrat chooses a

+

space in Romania without Democratic SPs to which the Ceausescus

+

flee. Place the Tyrant is Gone Marker on the space the Democrat

+

chooses. If the Democrat subsequently takes control of the space,

+

the Ceausescus have been captured, and the Democrat removes

+

the marker and scores an immediate +2 VPs. If the game goes

+

to Final Scoring and the Ceausescus have not been captured, the

+

Communist gets a bonus of –2 VP. If there are no spaces to which

+

the Ceausescus may flee, the Democrat scores +2 VPs immediately.

+

“History punishes those who come too late.” —Soviet leader

+

Mikhail Gorbachev to Erich Honecker, Berlin October 7, 1989

+

8.0 POWER STRUGGLES

+

Whenever a country’s Scoring card is played, a Power Struggle in

+

that country is immediately conducted.

+

Important: Scoring cards must be played on the turn in which they

+

are dealt. If a player is left with a Scoring card in his hand at the

+

end of the final Action Round of a turn, he loses the game.

+

A Power Struggle is resolved by following this 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: Penalties and rewards based on the result of the

+

Power Struggle are resolved.

+

5. Scoring: Finally, the country is scored according to the rules in

+

section 9.3, with the VP marker moving accordingly.

+

Note: all steps of a Power Struggle must be completed before

+

checking the VP marker for auto-victory.

+

8.1 DEAL CARDS

+

8.1.1 Shuffle all of the cards in the Power Struggle deck. Players

+

draw cards from the Power Struggle deck based on how many

+

spaces they control in the country, as follows:

+

• 6 cards for the first space they control.

+

• 2 cards for each additional space they control.

+

If a player does not control any spaces in the country, he does not

+

receive any cards in this step.

+

8.1.2 Various Events (e.g. ‘Roundtable Talks,’ ‘Peasant Parties

+

Revolt’ and ‘National Salvation Front’) affect the number of cards

+

a player receives in a Power Struggle. If any of them apply, adjust

+

the cards held by each player accordingly at this time, before the

+

players have examined their cards.

+

EXAMPLE: The Democrat has played the Poland Scoring card.

+

The Democrat controls the Catholic Church, Polish Writers,

+

Wroclaw and Krakow spaces. The Communist controls Bydgo­

+

szcz and Warzsawa. ‘Roundtable Talks’ Event is in front of the

+

Democrat. The Democrat is dealt 12 cards, and the Communist

+

is dealt 8. Then the Democrat takes 2 cards from the Communist

+

before the players see their hands.

+

8.1.3 There are three types of cards

+

in the Power Struggle deck: suited

+

cards, leader cards and wild cards.

+

There are four suits in the deck: Pe­

+

tition, March, Strike and Rally in

+

the Square. There are leader cards

+

that correspond to the various

+

types of spaces on the map (elites,

+

intellectuals, workers, etc.). There

+

are also wild cards allowing a

+

player to draw additional cards,

+

force the opponent to discard

+

cards, block a suit from being played or

+

remove an opponent SP from the map.

+

8.2 RAISE THE STAKES

+

8.2.1 Each player, beginning with the player who played the Scor­

+

ing card, decides whether he would like to Raise the Stakes in the

+

Power Struggle.

+

8.2.2 In order to Raise the Stakes, a player must discard 3 Power

+

Struggle cards from his hand. If he does so, there is a +1 modifier

+

to the Victory Point and Support Loss die rolls for the winner of the

+

Power Struggle, no matter who wins. This modifier is cumulative;

+

if both players Raise the Stakes, the die rolls receive a +2 modifier.

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

11

+

EXAMPLE: The Democrat has 14 cards in his hand, and the

+

Communist has only 6. The Democrat decides to raise the Stakes

+

and discards 3 Power Struggle cards. The Communist does not

+

raise the stakes.

+

8.3 PLAY CARDS

+

8.3.1 The player who played the Scoring card begins the Power

+

Struggle with the initiative. Initiative may change back and forth

+

several times before the Power Struggle is resolved. The player

+

who currently has the initiative is considered the attacker and his

+

opponent is considered the defender.

+

EXAMPLE: The Democrat has played the Poland Scoring card

+

so the Democrat begins the Power Struggle with the initiative

+

and will choose the first card to play.

+

NOTE: If the attacker received no cards because he did not control

+

any spaces, the defender immediately wins the Power Struggle.

+

Proceed to Aftermath of the battle (8.4).

+

8.3.2 Power Struggle Rounds: The card play phase of a Power

+

Struggle is divided into Power Struggle Rounds. Players conduct

+

Power Struggle Rounds one at a time until the winner of the Power

+

Struggle is determined. In each Round, follow the following pro­

+

cedure:

+

STEP 1. The attacker plays a Power Struggle card:

+

• Any suited card (Rally in the Square, Strike, March, or Petition)

+

may be played.

+

• A leader card may be played, but only if the attacker controls a

+

space of the leader’s type in the country. If a leader card is played,

+

the attacker must select a suit. Proceed as if a suited card were

+

played in that selected suit.

+

• Any wild card can be played (EXCEPTION: Tactic Fails). If a

+

wild card is played, follow its instructions, skip Steps 2 and 3

+

and begin a new Power Struggle Round with the defender as the

+

new attacker. No response card from the defender is necessary.

+

NOTE: If the attacker has no playable cards, the Power Struggle

+

is over, and the defender is the winner. Proceed immediately to the

+

Aftermath of the Power Struggle (8.4).

+

EXAMPLE: The Democrat doesn’t have any wild cards. His

+

longest suit is March where he has four cards, so he decides to

+

lead a March. He chooses his strongest March card, which is

+

a March-6 .

+

STEP 2. The defender can match the attacker’s card:

+

• Any card of the same suit as the one played may be used.

+

• A leader card may be used to match, but only if the defender

+

controls a space of the leader’s type in the country.

+

Tactic Fails can be played at this time. If so, neither player may

+

play a card in that suit (or designate that suit as the suit played

+

when using a leader card) for the rest of the Power Struggle. The

+

defender may not counterattack in the round in which he plays

+

this card: skip Step 3 and begin a new Power Struggle Round

+

with the attacker maintaining the initiative.

+

NOTE: If the defender cannot or chooses not to match the attacker’s

+

card, the Power Struggle is over and the attacker is the winner. The

+

attacker is considered to have won the Power Struggle using the

+

suit that he used to attack in Step 1. Proceed immediately to the

+

Aftermath of the Power Struggle. (8.4)

+

EXAMPLE: The Communist has a March card and an Elite

+

Leader card that he could play. He could not play his Intellec­

+

tual Leader card because he does not control the Polish Writers

+

space. He chooses to save the Elite Leader and plays his March

+

card to match the Democrat’s card.

+

STEP 3. The defender rolls a die to gain initiative:

+

• To gain the initiative, the defender must roll equal to or higher

+

than the rank of the Power Struggle card that the attacker used

+

to attack.

+

• Rally in the Square cards all have a rank of 1. If a card with

+

this value is used to attack, the counterattack is automatic: no

+

roll is needed.

+

• If the defender gains the initiative, he takes the role of the attacker

+

in the next Power Struggle Round. If not, the attacker maintains

+

initiative and is once again the attacker.

+

EXAMPLE: The Democrat led with a March 6, so the Commu­

+

nist must roll a 6 to seize the initiative. He rolls a 2 and so the

+

Democrat retains initiative and can lead another card.

+

8.3.3 A player cannot concede a Power Struggle if he has the ini­

+

tiative. If he has a playable card, he must play that card.

+

8.3.4 A player must roll to counterattack if he is permitted to do so.

+

EXAMPLE: The Democrat has retained the initiative. He plays

+

another March. As the attacker, he must play a card because he

+

has a playable card in his hand. The Communist elects to concede

+

the Power Struggle. Because he does not have initiative, he is not

+

required to play his Elite Leader card, even though he could play

+

the card to match the Democrat’s March. The Communist has

+

seen the writing on the wall and would rather lose to a March

+

than play his only Leader card and then be vulnerable to a Rally

+

in the Square. The Democrat wins the Power Struggle in Poland!

+

8.4 AFTERMATH

+

8.4.1 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).

+

• There is a –2 modifier to both rolls if a Petition was used to win

+

the Power Struggle.

+

• There is a +2 modifier to both rolls if a Rally in the Square was

+

used to win the Power Struggle.

+

• If either player Raised the Stakes in the Power Struggle, add

+

a +1 modifier to both rolls for each player who did so. Even if

+

the player who Raised the Stakes loses, the +1 modifier still ap­

+

plies.

+

• If the ‘Yakovlev Counsels Gorbachev’ Event is in effect and the

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

12

+

Democrat won the Power Struggle, he receives an additional +1

+

modifier to both rolls.

+

8.4.2 Support Loss Die Roll: The loser rolls a die, modifies it using

+

the modifiers described above, and checks the Support Loss column

+

on the Power Struggle Results Table on the map to determine how

+

many SPs he must remove from the country as a result of losing

+

the Power Struggle. The loser chooses which SPs to remove. If

+

the loser is required to lose more SPs than he has in the country,

+

the surplus is ignored.

+

EXAMPLE: The Communist has lost the Power Struggle. He rolls

+

a die for Support Loss, and the result is 1. Because the Democrat

+

Raised the Stakes, there is a +1 modifier so the modified result

+

is 2. Checking the Power Struggle Results Table, the Communist

+

must remove 1 Support. Because Warszawa is a Battleground

+

space, he removes 1 SP from Bydgoszcz.

+

8.4.3 Victory Point Die Roll: The winner rolls a die, modifies

+

it using the modifiers described above, and checks the Victory

+

Points column on the Power Struggle Results Table on the map to

+

determine how many VPs he receives as an award.

+

EXAMPLE: The Democrat has won the Power Struggle. He rolls

+

a die for Victory Points, and the result is 3. Because he Raised the

+

Stakes, there is a +1 modifier so the modified result is 4. Checking

+

the Power Struggle Results Table, the Democrat earns 2 VPs.

+

8.4.4 The Democrat takes Power: If the Democrat is the winner

+

of the Power Struggle and his modified Victory Points Die Roll

+

was 4 or more, the Communist loses Power in the country. Place

+

a Democrat SP Marker next to the Scoring Box in the country and

+

remove the Scoring card permanently from the Strategy deck. If

+

the Communist wins the Power Struggle, or if the Democrat wins

+

the Power Struggle but rolls a 3 or less after all modifiers, then the

+

Communist retains Power.

+

EXAMPLE: The Democrat’s modified result of 4 means the

+

Communist is toppled from Power. Poland has become a de­

+

mocracy! The Democrat raises his glass and says, ”Sto Lat!”

+

and “Na zdrowie!”

+

8.4.5 Communist voluntarily surrenders Power: If the Commu­

+

nist is not removed from Power, he may give up Power voluntarily

+

at this time. He does not score for Power. Place a Democratic SP

+

Marker next to the Scoring Box in the country and remove the

+

Scoring card permanently from the Strategy deck.

+

“People, your government has returned to you!” —Czechoslo­

+

vak President Vaclav Havel, January 1, 1990

+

8.4.6 Scoring for Power: If the Communist retains Power,

+

the Power Struggle card remains in the game and is placed in

+

the discard pile. The Communist scores a number of Victo­

+

ry Points equal to the country's Power Value multiplied by the num­

+

ber of times the Scoring card has been played.

+

• A country’s Power Value can be found on its scoring box on the

+

map.

+

• The first time the Communist scores for Power in a country, place

+

a Communist 1 value SP Marker next to the country’s scoring

+

box. The next time the Scoring Card is played, if the Communist

+

retains Power again, replace the 1 Communist SP with a 2 value

+

Communist SP, and so on until the Democrat gains Power. This

+

is a reminder for how many bonus VPs the Communist will earn

+

for retaining Power in the next Power Struggle.

+

EXAMPLE: Poland’s Power Value is 3. The first time the Commu­

+

nist scores for Power in Poland he earns –3 VPs, the second time

+

he would earn –6 VPs, and a third time would be worth –9 VPs.

+

8.4.7 Democrat in Power: The Democrat never scores for Power.

+

If the Democrat takes Power, the Scoring card is removed from

+

the game.

+

8.5 Scoring

+

The final action of each Power Struggle is to score VPs based on

+

how much support each player has in the country after the Power

+

Struggle. See 9.0 for details on how to do this.

+

9.0 COUNTRY SCORING

+

9.1 General Rule

+

Country Scoring is the process of measuring how well a player is

+

doing in a country and awarding victory points accordingly. Country

+

Scoring takes place in a country at the following times:

+

1. During the last step of a Power Struggle in a country

+

2. During Final Scoring (10.4)

+

9.2 Country Scoring Terms

+

The following terms are used during country Scoring:

+

Presence: A player has Presence in a country if he 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 oppo­

+

nent. 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.

+

9.3 Country Scoring Procedure

+

9.3.1 If a player has achieved Presence, Domination, or Control,

+

he scores VPs equal to the number shown in the country’s Scoring

+

Box for the highest of the three levels he has achieved.

+

EXAMPLE: The Communist has Domination in Romania. He

+

receives 4 VPs for Domination. He does not receive an additional

+

2 VPs for Presence even though he technically has Presence in

+

the country.

+

9.3.2 Each player scores 1 additional VP for each Battleground

+

space that he controls in the country.

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

13

+

9.3.3 Each player totals up his VPs, and the net difference between

+

the two scores is marked on the Victory Point Track.

+

EXAMPLE: The Communist plays the Poland Scoring Card.

+

When it is time to score Poland at the end of the Power Struggle,

+

the Communist controls Warszawa. The Democrat controls the

+

Polish Catholic Church, Polish Writers, Wroclaw and Krakow

+

spaces. Of these spaces, only Warzawa, Wroclaw and Krakow

+

are Battleground spaces. Therefore, the Democratic player would

+

get points for Dominating Poland (6 VPs) + 2 VPs for control of

+

two Battleground spaces (Wroclaw and Krakow). Because the

+

Democrat only has 1 SP in Gdansk, he does not control it. The

+

Communist would receive 3 VPs for Presence in Poland +1 VP

+

for control of a Battleground space (Warszawa). Because the

+

Democrat controls more Battleground spaces, more spaces over­

+

all, and controls at least one non-Battleground space, he scores

+

for Domination. Having calculated relative Victory Points (8

+

VPs for the Democrat, 4 VPs for the Communist), the difference

+

between the two totals is 4. The VP marker is moved four spaces

+

on the VP point track toward Democratic victory.

+

10.0 VICTORY CONDITIONS

+

There are four ways a player can win at 1989:

+

10.1 Automatic Victory:

+

The instant one player reaches a score of 20 VP, the game is over

+

and that player is the winner.

+

• Do not check for Automatic Victory in a Power Struggle until

+

the entire process is complete and all VP adjustments have been

+

made (including country Scoring).

+

• Automatic Victory does not apply in Final Scoring.

+

10.2 Illegal Held Card

+

If a player has a Scoring card in his hand in the Verify Held Cards

+

step of a Turn (4.5.4), that player loses and his opponent is de­

+

clared the winner. If both players hold Scoring Cards, the game is

+

considered a draw.

+

“I’ve been looking for freedom.” —David Hasselhoff, Berlin,

+

December 31, 1989

+

10.3 New Year’s Eve Party

+

If the New Year’s Eve Party Event was played during a turn and

+

the Communist chose to activate the Event, the game ends at the

+

end of that turn without going to Final Scoring.

+

• Before the game ends, the Democrat has the option to conduct

+

a Power Struggle in any one country where the Communist still

+

holds Power. If he does so, a Power Struggle is resolved just as

+

if the country’s scoring card had been played, including country

+

Scoring.

+

• The Democrat begins the Power Struggle with the initiative.

+

• Note: If the Democrat chooses Romania for the final Power

+

Struggle, The Crowd Turns Against Ceausescu does take place if

+

the card has been played for the Event but the effect has not yet

+

taken place. The Tyrant is Gone cannot take place because the

+

game ends immediately after the Power Struggle is resolved.

+

• After the final Power Struggle (if any), the player in the lead is

+

declared the winner, as if at the end of Final Scoring (10.4.3).

+

10.4 Final Scoring

+

10.4.1 If neither side has achieved victory of any kind by the end

+

of turn 10, then every country is scored according to the rules for

+

country Scoring (9.0). No Power Struggles are conducted, and the

+

Communist does not score for Power. However, the Communist

+

does get a Final Scoring bonus for the number of countries where

+

he retains Power:

+

Countries

+

VP Bonus

+

1

+

–4

+

2

+

–8

+

3

+

–12

+

4

+

–16

+

5

+

–20

+

6

+

–24

+

10.4.2 Reaching 20 VPs or –20 VPs does not result in Automatic

+

Victory during Final Scoring.

+

10.4.3 Once all countries have been scored and the Communist has

+

been given his bonus points, victory goes to the player who as accrued

+

the most VPs. If the VP marker is on a positive number, the Democrat

+

wins; if the VP marker is on a negative number, the Communist wins.

+

If the VP marker is on zero, the game ends in a draw.

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

14

+

11.0 CARD CLARIFICATIONS

+

11.1 Austria-Hungary Border

+

Reopened: If the Democrat is

+

performing Support Checks in

+

East Germany while this card is

+

in effect, the Operations value

+

bonus can only be used if both

+

support checks take place in

+

East Germany. If the first sup­

+

port check is being made in East

+

Germany, the Democrat must

+

state whether he intends to use

+

the bonus (thereby committing

+

to the second Support Check

+

in East Germany) or not. If the

+

Democrat does not explicitly

+

state he is using the bonus before

+

rolling the die, he may not use it.

+

11.2 General Strike: The Com­

+

munist player begins discarding

+

a card and rolling during the

+

Action Round following the

+

event taking place. He discards

+

only 1 card per Action Round.

+

This event may stay in effect for

+

more than 1 turn.

+

11.3 Helsinki Final Act: This

+

card has an Event title in red

+

although it is not a pre-requisite

+

for another Democratic Event.

+

The red title allows the Democrat

+

to take the card from the Com­

+

munist and play it for the Event

+

using the Goodbye Lenin! Event.

+

12.0 U.S.S.R. STABILITY

+

TRACK

+

“Should Gorbachev be toppled, then our larger vision of

+

democracy in Eastern Europe shall vanish.”—British Prime

+

Minister Margaret Thatcher to American President George

+

Bush, November 18, 1989

+

12.1 The U.S.S.R. is stable at the start of the game, but through

+

the play of Events the peoples of the Baltic Republics (Lithuania,

+

Latvia and Estonia) will begin the process of declaring their inde­

+

pendence from the U.S.S.R.

+

12.2 When the Sajudis Event takes place, move the USSR stability

+

marker to that space.

+

12.3 When The Baltic Way Event takes place, advance the USSR

+

stability marker to that space.

+

12.4 When the Breakaway Baltic Republics Event takes place,

+

advance the USSR stability marker to that space. Note: once

+

Breakaway Baltic Republics has taken place, Gorbachev Charms

+

the West can no longer be played as an Event.

+

12.5 When Kremlin Coup! takes place, advance the USSR stability

+

marker to that space.

+

12.6 The VPs associated with these Events are stated beside the

+

space on the Track and on the cards.

+

13.0 Play Balance Mechanism

+

[Optional Rule]

+

Prior to drawing cards, the players take several Democrat and

+

Communist Support Point markers with a value of 1 each into their

+

hands and place their hands under the table out of sight of the other

+

player. Each player decides how many additional Support Points

+

he will offer the opponent to play his chosen side. Each player then

+

places the number of Support Points in his right hand and raises

+

his right hand to the table. The number and side of each player’s

+

bid is revealed simultaneously.

+

If both players offered Support Points to the opponent for the same

+

side, the more generous bid wins. The other player takes these

+

support points and places them on the Map after the players have

+

completed the placement of additional Support Points in Rule 3.4.

+

The placement of these additional Support Points must comply

+

with Rule 3.5. If the bids are identical, each player rolls a die. The

+

player with the higher die roll choses which bid is the winner. If

+

the players offer SPs for opposite sides, they each take the side the

+

opponent offered and the additional SPs are ignored.

+

EXAMPLE: Bruce opens his right hand to reveal 2 Democrat SPs.

+

Jason opens his hand to reveal only 1 Democrat SP. Bruce has

+

won the bid and hands the 2 Democrat SPs to Jason. Bruce will

+

be the Communist. Jason will place these 2 additional Democrat

+

SPs after the players have completed placing their additional 7

+

SPs under rule 3.4.

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

15

+

I N D E X

+

Action Rounds . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.5.2

+

Aftermath of Power Struggle . . . . . . . . . . . . . . . . 8.4

+

Austria-Hungary Border Reopened . . . . . . . . . . . 11.1

+

Automatic Victory . . . . . . . . . . . . . . . . . . . . . . . . . 10.1

+

Battleground Spaces . . . . . . . . . . . . . . . . . . . . . . . 2.1.5

+

Bureacrat Space . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.3

+

Church Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.3

+

Control (country) . . . . . . . . . . . . . . . . . . . . . . . . . 9.2

+

Controlling Spaces . . . . . . . . . . . . . . . . . . . . . . . . 2.1.7

+

Countries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.1

+

Country Scoring . . . . . . . . . . . . . . . . . . . . . . . . . . 9.0

+

Deal Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.5.1, 8.1

+

Discarded Cards . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3

+

Domination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.2

+

Eastern Europe and the Balkans . . . . . . . . . . . . . . 2.1.2

+

Elite Space (limousine) . . . . . . . . . . . . . . . . . . . . . 2.1.3

+

Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1-5.3, 7.0

+

Extra Support Check . . . . . . . . . . . . . . . . . . . . . . . 4.5.2

+

Farmer Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.3

+

Final Scoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.5.7, 10.4

+

General Strike Event . . . . . . . . . . . . . . . . . . . . . . . 11.2

+

Helsinki Final Act Event . . . . . . . . . . . . . . . . . . . . 11.3

+

Intellectual Space (typewriter) . . . . . . . . . . . . . . . 2.1.3

+

Lasting Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2

+

Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.2

+

Minority Space . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.3

+

New Year’s Eve Party . . . . . . . . . . . . . . . . . . . . . . 4.5.5, 10.3

+

Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.0

+

Phasing Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2

+

Presence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.2

+

Power Struggle Deck . . . . . . . . . . . . . . . . . . . . . . 2.3

+

Power Struggles . . . . . . . . . . . . . . . . . . . . . . . . . . 8.0

+

Power Struggle Rounds . . . . . . . . . . . . . . . . . . . . 8.3.2

+

Raise the Stakes . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2

+

Reshuffle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.3

+

Romanian Events . . . . . . . . . . . . . . . . . . . . . . . . . 7.6

+

Scoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.5

+

Scoring Boxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.9

+

Socio-Economic Icons . . . . . . . . . . . . . . . . . . . . . 2.1.3

+

Stability number . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.4

+

Student Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.3

+

Strategy Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2

+

Support Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.5.3, 6.2

+

Support Markers . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4.1

+

Support Points (SPs) . . . . . . . . . . . . . . . . . . . . . . . 6.1

+

Tiananmen Square . . . . . . . . . . . . . . . . . . . . . . . . . 6.3

+

Unplayable Events . . . . . . . . . . . . . . . . . . . . . . . . 7.5

+

U.S.S.R. Stability Track . . . . . . . . . . . . . . . . . . . . 12.0

+

Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . . 10.0

+

Victory Point Die Roll . . . . . . . . . . . . . . . . . . . . . 8.4.3

+

Victory Point Track . . . . . . . . . . . . . . . . . . . . . . . . 2.1.10

+

Wild Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.2

+

Worker Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.3

+
+ +
+

1989 Dawn of Freedom — RULES OF PLAY

+

© 2020 GMT Games, LLC

+

16

+

GMT Games, LLC

+

P.O. Box 1308, Hanford, CA 93232-1308

+

www.GMTGames.com

+

CREDITS

+

Game Design: Jason Matthews and Ted Torgerson

+

Game Development: Bruce Wigdor

+

Clio's Corner Articles: Malte M. Heinrich

+

Art Director, Cover Art and Package Design: Rodger B. Mac­

+

Gowan

+

Map and Card Art: Donal Hegarty

+

Counter Art: Leland Myrick and Mark Simonitch

+

Rules Layout: Mark Simonitch

+

Lead Playtesting: Charles Robinson, Riku Riekkinen, Daniel

+

Dunbring, Patrick Martin, Brendan Majev

+

Playtesters: "The Wargameroom Regulars" Dave Blizzard,

+

Steven Bauer, Sean Djafovic, Roger Leroux, Judit Szepessey,

+

Jeff Aaronson, Rui Serrabulho, Matt Davis, Michael See

+

Special Thanks to Patrick Martin for stat compilation and anal­

+

ysis of playtest results.

+

Rules Editing: Hans Korting and Jonathan Squibb

+

Production Coordination: Tony Curtis

+

Producers: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene

+

Billingsley and Mark Simonitch

+

Appendix A: Distribution of Power

+

Struggle Deck

+

6 Rally in the Squares (all initiative value 1)

+

12 Marches (2 with initiative value 6, 2 with 5, 4 with 4, and

+

4 with 3)

+

12 Strikes (2 with initiative value 6, 2 with 5, 4 with 4, and 4

+

with 3)

+

6 Petitions (3 with initiative value 6, and 3 with 5)

+

12 Leaders (4 Intellectual, 4 Elite, 2 Worker, 1 Church, and 1

+

Student, all initiative value 3)

+

4 Wild Cards (all surrender initiative)

+

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 suc­

+

cessful 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:

+

• +1 for each adjacent friendly controlled space

+

• –1 for each adjacent opponent controlled space

+
+ + + -- cgit v1.2.3