© 2020 GMT Games, LLC
R U L E B O O K
TABLE OF CONTENTS
1.0
2.0
3.0
4.0
5.0
6.0
7.0
8.0
9.0
10.0
11.0
12.0
13.0
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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
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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
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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
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• 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.
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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.
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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.
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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
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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.
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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.
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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
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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.
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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.
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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