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.