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author | Mischa Untaga <99098079+MischaU8@users.noreply.github.com> | 2023-09-08 10:13:00 +0200 |
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committer | Mischa Untaga <99098079+MischaU8@users.noreply.github.com> | 2023-09-08 10:13:00 +0200 |
commit | bcacb18870b8ec2acf0d5b17cb178c906e214fea (patch) | |
tree | 1ba71fc7cb777e80235814775ff0c8d929a71a78 /info/rules.html | |
parent | 415853c99a85fec8217d51592a69e86e0b4c4e8c (diff) | |
download | algeria-bcacb18870b8ec2acf0d5b17cb178c906e214fea.tar.gz |
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-<body>
- <h1>Algeria: The War for Independence 1954 - 1962</h1>
- <h1>RULES OF PLAY</h1>
-
- <h2>Table of Contents</h2>
- <nav>
- <ul>
- <li><a href="#1">1. Introduction</a>
- <li><a href="#2">2. Game Components and Concepts</a>
- <ul>
- <li><a href="#2.1">2.1 Counters</a>
- <li><a href="#2.2">2.2 Map</a>
- <li><a href="#2.3">2.3 Game Concepts and Definitions</a>
- </ul>
-
- <li><a href="#3">3. Setting Up The Game</a>
- <li><a href="#4">4. Sequence of Play</a>
- <li><a href="#5">5. Random Events Phase</a>
- <li><a href="#6">6. Reinforcement Phase</a>
- <ul>
- <li><a href="#6.1">6.1 FLN Sources For AP</a>
- <li><a href="#6.2">6.2 FLN Build / Convert</a>
- <li><a href="#6.3">6.3 Government Mobilization and Activation</a>
- </ul>
-
- <li><a href="#7">7. Deployment Phase</a>
- <li><a href="#8">8. Operations Phase</a>
- <li><a href="#9">9. Missions</a>
- <ul>
- <li><a href="#9.1">9.1 FLN Player Missions</a>
- <li><a href="#9.2">9.2 Government Player Missions</a>
- </ul>
-
- <li><a href="#10">10. Turn Interphase</a>
- <ul>
- <li><a href="#10.1">10.1 Control / Depreciation Segment</a>
- <li><a href="#10.2">10.2 Recovery Segment</a>
- <li><a href="#10.3">10.3 Redeployment Segment</a>
- <li><a href="#10.4">10.4 Final Political Support Adjustment Segment</a>
- </ul>
-
- <li><a href="#11">11. Special Rules</a>
- <ul>
- <li><a href="#11.1">11.1 Airpower and Airmobility</a>
- <li><a href="#11.2">11.2 Other Countries</a>
- <li><a href="#11.3">11.3 The OAS</a>
- <li><a href="#11.4">11.4 Coup d'Etat</a>
- <li><a href="#11.5">11.5 Terrorism</a>
- <li><a href="#11.6">11.6 The French Navy</a>
- <li><a href="#11.7">11.7 French Division Modes</a>
- </ul>
-
- <li><a href="#12">12. Political Support Levels and How to Win</a>
- <ul>
- <li><a href="#12.1">12.1 High and Low PSL</a>
- <li><a href="#12.2">12.2 Victory</a>
- </ul>
-
- <li><a href="#13">13. Optional Rules</a>
- <ul>
- <li><a href="#13.1">13.1 Slow French Reaction (1954 Scenario)</a>
- <li><a href="#13.2">13.2 More Deterministic Independence (1954 Scenario)</a>
- <li><a href="#13.3">13.3 Shorter Game</a>
- </ul>
- </ul>
- </nav>
-
- <h4>CREDITS</h4>
- <p>
- <b>Design:</b> Brian Train<br />
- <b>Development:</b> Brian Train<br />
- <b>Graphics:</b> Jon Compton and Ania B. Ziolkowska<br />
- <b>Layout & Design:</b> Lise Patterson<br />
- <b>Playtesting:</b> Bruce Geryk<br />
-
- <h2>
- <a href="#1" id="1">1. INTRODUCTION</a>
- </h2>
-
- <p>
- Algeria is a game simulating the conflict between the <i>Front de Liberation Nationale</i> (FLN) Arab nationalist
- guerrillas and the French government from 1954 to 1962. During the game, the FLN Player tries to erode the authority
- of the French colonial authorities and replace their governing structures with his own, to the point that
- Algeria makes the transition to national independence.
-
- <h2>
- <a href="#2" id="2">2. GAME COMPONENTS AND CONCEPTS</a>
- </h2>
-
- <p>
- The game contains the following: 140 counters, one 17x22" area movement map of Algeria and area, these rules,
- and several pages of Charts and Tables. You will also need several six-sided dice. In the game, the
- abbreviation '?d6' refers to the sum of the roll of one or more dice, where ? is the number to roll, and DRM
- means Die Roll Modifier: add or subtract the required amount to the die or dice rolled. Unless otherwise
- stated, all DRM are cumulative.
-
- <h3>
- <a href="#2.1" id="2.1">2.1 COUNTERS</a>
- </h3>
-
- <p>
- Most of the 140 counters in the game represent small or large military or paramilitary formations. Units are
- also differentiated between static (FLN Fronts and Government Police: represented by icons) and mobile
- (FLN Cadres, Bands and Faileks, all Government regular, elite and Algerian units: represented by the "box"
- NATO symbology system) types. Mobile units have their Evasion (for FLN) or Contact (for Government) rating
- printed to the left of the symbol box, while the Firepower rating is printed underneath the symbol
- box. Static units have one number, which is their Firepower and Contact or Evasion rating, printed
- underneath their icon. See the Unit Identification Table for more details.
-
- <h3>
- <a href="#2.2" id="2.2">2.2 MAP</a>
- </h3>
-
- <!-- TODO insert diagram -->
- <p>The map is an abstracted representation of Algeria, divided into areas. Urban areas (large cities) are named; all
- non-urban areas have the name of a large town and a number code to correspond with the <i>wilaya</i> or zone
- system the FLN command structure used (so area V-1 is the first sector in <i>wilaya</i> 5). Each area has a set of
- boxes to hold units.
-
- <ul>
- <li><b>Underground (UG) box.</b>
- All FLN units begin the turn in the UG boxes.
- They are mostly safe from enemy interference here, but can be moved out by successful
- Intelligence missions (<a href="#9.24">9.24</a>).
- Government units do not use this box.
-
- <li><b>Operations (OPS) box.</b>
- FLN mobile units deploy here from the UG box of
- the same Area. After they conduct a mission, they are placed in the OC box. Government mobile units begin
- the turn in this box, in anticipation of conducting missions in the Deployment and Operations Phases.
-
- <li><b>Operations Completed (OC) box.</b>
- Units go to this box for several reasons: units are placed here after conducting a mission,
- including FLN units that arrived in the area after conducting a Movement mission elsewhere; or if
- Government unit is not activated in the Reinforcement Phase (<a href="#6.32">6.32</a>);
- or if FLN units are contacted in an Intelligence mission (<a href="#9.24">9.24</a>).
-
- <li><b>Patrol (PTL) box.</b>
- Government units here are assumed to be guarding installations, patrolling the streets, etc.. Units
- in a PTL box have a negative effect on most enemy missions conducted in their area. Government
- Police units are always in this box. Government mobile units may also be placed here in the Deployment
- Phase. They conduct Flush or React missions during the Operations Phase, but if they do they are now "off
- Patrol" and will enter the OC box on completing the mission.
-
- <li><b>Rating.</b>
- Each Area has a letter after its name to show its rating. The Rating of an Area sometimes determines
- what kinds of missions may be conducted in it. The area may have a U or R marking it as Urban or
- Remote: otherwise it is judged to be Rural. Note: Urban areas are considered to be part of the
- <i>wilaya</i> they are located in.
- </ul>
-
- <p>There are several other non-area areas shown on the map:
- <ul>
- <li><b>France.</b>
- This box represents the country; only the FLN player may send units there, to perform only
- Propaganda missions. See <a href="#11.22">11.22</a>.
-
- <li><b>Morocco, Tunisia and the Border Zone Track.</b>
- <li>These two countries gained their independence from France during the time of the conflict, and after this
- event both promptly became sanctuaries for the FLN to train, organize and equip its forces. The two
- countries become independent due to a random event during the game (or, as an optional rule, they
- will become independent some time during the first 6 turns). When this happens, the FLN player may use
- these countries for certain missions, and the Government player, who may not enter these
- countries, may instead fortify the Border Zone to interfere with FLN forces entering Algeria from either
- country. See <a href="#11.22">11.22</a>.
- </ul>
-
- <h3>
- <a href="#2.3" id="2.3">2.3 GAME CONCEPTS AND DEFINITIONS</a>
- </h3>
-
- <p>Here are explanations of several administrative and political concepts represented in the game:
-
- <ul>
- <li><b>Administrative Points (AP):</b> The FLN player needs these to continue his struggle. APs usually stand
- for time spent planning or training, expenditure of ammunition, explosives, etc.. APs can be saved
- from turn to turn but are subject to Depreciation if hoarded (<a href="#10.11">10.11</a>).
- They are recorded on the Record Track.
-
- <li>
- <b>Control:</b> This is an abstraction of which player commands more power in a given Area, in the sense
- that he dominates both its physical space (lines of communication, control of movement) and
- psychological space (support or at least acquiescence of the local population, and/or acceptance
- of the player's control of physical space). An Area can be
- Controlled by one side or the other (a Control marker in the appropriate colour is placed anywhere in the
- area) or Contested (no marker present). Control is important to FLN as a source of AP, and the
- player who controls more Areas than the other can gain PSP (see the PSL Adjustment
- Summary table).
-
- <li>
- <b>Government:</b> This term is used to denote collectively the forces controlled by the player representing
- the Government of France. It includes Algerian mobile and Police units, the French regular army,
- and French elite forces. Where one nationality is affected by a rule of the game, it is
- mentioned specifically.
-
- <li>
- <b>Neutralization:</b> Units may become neutralized for a number of reasons
- (see <a href="#9.14">9.14</a>, <a href="#9.15">9.15</a>, <a href="#9.22">9.22</a>, <a href="#9.23">9.23</a>,
- <a href="#9.26">9.26</a>).
- This is denoted by it having a NEUT marker placed on top of it
- (Police units have NEUT printed on the backs of their counters, to save on markers; just flip them
- over when this happens to them). A neutralized unit may not perform any missions while in this
- state, neither does it count for control of an area. It may fire back on the Combat Results Table if
- fired upon.
-
- <li>
- <b>Political Support Level (PSL):</b> Political Support Levels represent different things to the two players.
- For the FLN, it is the level of popular support or commitment the Arab population of Algeria is willing to give it
- (as opposed to other political movements or methods) as the agent of change in the struggle
- against the French. For the French, it is a measure of the political will of the government in Paris
- to continue expending resources to fight the war.
- <p>
- PSLs are measured in Political Support Points (PSP) and change constantly during the course of the game
- depending on events. Consult the PSL Adjustments Summary in the Charts and Tables to see why, and
- when, and by how much. The highest level is 99 and the lowest is 0. If either player's PSL reaches
- 0 at any point in the game, he is deemed to have reached the point of political collapse for his side
- and the game ends (historically, this was in early 1962 when the two sides reached a ceasefire and
- plan for Algerian independence under the Evian Accords). See <a href="#12">12.0</a>.
- </ul>
-
- <h2>
- <a href="#3" id="3">3. SETTING UP THE GAME</a>
- </h2>
-
- <p>
- Players begin by picking a scenario to play (1954, 1958, or 1960). They then set up units and set markers as
- directed; play begins with the Random Events Phase of the first turn.
-
- <h2>
- <a href="#4" id="4">4. SEQUENCE OF PLAY</a>
- </h2>
-
- <p>Each turn represents an indeterminate period of time: usually several months or more. Each turn, the Sequence of
- Play is as follows:
-
- <ul>
- <li>Random Events Phase
- <li>Reinforcement Phase
- <li>Deployment Phase
- <li>Operations Phase
- <li>Turn Interphase - sequence of segments as follows:
- <ul>
- <li>Control / Depreciation Segment
- <li>Recovery Segment
- <li>Redeployment Segment
- <li>Final PSL Adjustment Segment
- </ul>
- </ul>
-
- <p>The structure of the rules follows this scheme.
-
- <h2>
- <a href="#5" id="5">5. RANDOM EVENTS PHASE</a>
- </h2>
-
- <p>One player (doesn't matter who) rolls 1d6 twice in succession and treats the first roll as the 'tens' number, and
- the second as the 'ones' (so a roll of 4 followed by a 6 would mean random event 46). He consults the
- Random Events Table and applies the result as directed.
-
- <h2>
- <a href="#6" id="6">6. REINFORCEMENT PHASE</a>
- </h2>
-
- <p>In this phase, the FLN player gathers AP from various sources, and expends some of them to Build and Augment his
- units. The Government player expends PSP to mobilize and/or activate static or mobile units. The
- Government player goes first in this phase: however, to save time and by mutual agreement it may
- be conducted simultaneously.
-
- <h3>
- <a href="#6.1" id="6.1">6.1 FLN SOURCES FOR AP</a>
- </h3>
-
- <p>The FLN player gets AP from several sources:
-
- <ul>
- <li><b>Areas under FLN control.</b> He gets 5 AP for each Urban area he controls, or 2 AP if the
- area is contested but he has non-neutralized units there. He gets 2 AP for each Rural area he
- controls, and 1 if the area is contested but he has non-neutralized units there. If an area is Terrorized,
- he gets 1 fewer AP than he normally would.
- <li><b>Random events.</b> The FLN player will occasionally receive shipments of weapons
- (represented by AP) as a result of random event.
- <li><b>The FLN PSL.</b> He gets AP equal to 10% (round fractions up) of his current PSL, minus the
- number of French Naval Points.
-
- <i class="note">These at-large AP represent casual "taxation" by the FLN organization
- of Muslims in Algeria and expatriates working in France, small arms sales and shipments, etc.
- and their interception by French authorities.</i>
- </ul>
-
- <h3>
- <a href="#6.2" id="6.2">6.2 FLN BUILD / CONVERT</a>
- </h3>
-
- <p>The FLN player may build new Cadres or Bands by spending the AP cost and placing them in the UG box of any area
- which contains a non-Neutralized Front (note that this requires the presence of a Front). New units
- may be given missions in the Operations Phase that turn. The FLN player may also Convert a Cadre to a
- Front or Band, or a Band to a Failek, by spending the indicated cost in AP and swapping the unit for
- the old. Fronts may not be created in Remote areas (not enough people) and there may be only one Front per
- area. Fronts may also convert themselves to Cadres at no cost, but no recovery of AP either. A newly
- converted Front will allow new Cadres or Bands to be built there in the same Reinforcement Phase.
-
- <h3>
- <a href="#6.3" id="6.3">6.3 GOVERNMENT MOBILIZATION AND ACTIVATION</a>
- </h3>
-
- <p>The Government player pays a varying amount of PSP to enter new units from those not currently on the map,
- to activate units that are already there, and to acquire greater numbers of combat assets, represented
- by Points (Air, Helicopter, and Naval). See the Mobilization / Activation Table (round up any odd
- totals of PSP).
-
- <h4>6.31 Mobilization.</h4>
-
- <p>Newly mobilized mobile units are placed in the OPS box of any Area, and may be given missions that turn. They do
- not have to be separately activated (<a href="#6.32">6.32</a>).
- Newly mobilized Police units are placed in the PTL box of
- any Area. The Government player may also remove Police units in this Phase (though he does not recover
- any PSP) and may immediately re-mobilize them (for the stated cost in PSP) in another Area. New
- Points are recorded on the Record Track.
-
- <h4>6.32 Activation: mobile units.</h4>
-
- <p>French mobile units and the Border Zone Track have to be Activated each turn in order for them to conduct
- missions in the Operations Phase or to interfere with FLN operations. If the Government player does
- not pay the activation cost for a given unit, it is placed in the OC box of its current area. A unit
- that was mobilized just this turn does not also have to be activated.
-
- <h4>6.33 The Border Zone Track.</h4>
-
- <p>The Government player will progressively mobilize the Border Zone during the game. He initially mobilizes the
- Border Zone by paying the indicated PSP cost and placing the Status marker on the "0" box of the
- Track. Each turn thereafter he may pay additional PSP to improve the DRM that will apply against FLN
- units attempting to Move across the border with Morocco or Tunisia.
- <p>The Government player must also pay each turn to activate the Border Zone. If he does not pay the activation cost
- for the Border Zone, the Status marker is flipped over to show "Inactive". If the Border Zone is not
- activated, its DRM will not apply to FLN units moving across the international border.
-
- <h2>
- <a href="#7" id="7">7. DEPLOYMENT PHASE</a>
- </h2>
-
- <p>Both players decide what they will do during the upcoming Operations Phase. The Government player goes first.
- <ul>
- <li>The Government player may place any activated mobile units he wishes in the PTL box of
- the unit's same area, or the OPS box of any other area in Algeria, or leave them in the OPS box of the
- same Area. Government mobile units must be in a PTL or OPS box to conduct missions in the Operations Phase.
- At this time, the Government player may also change any of his divisions between Dispersed and
- Concentrated modes (see <a href="#11.7">11.7</a>).
- <li>The FLN player deploys his units from the Underground (UG) box to the Operations (OPS)
- box of the same area at no cost in AP (he may also deploy one Cadre to France, see <a href="#11.22">11.22</a>).
- FLN units must be in the OPS box to conduct missions in the Operations Phase.
- </ul>
-
- <h2>
- <a href="#8" id="8">8. OPERATIONS PHASE</a>
- </h2>
-
- <p>In the Operations Phase players can conduct any mission except Patrol. At the beginning of the Phase, and after
- any player performs a mission, the FLN player may:
- <ul>
- <li>perform a mission; OR
- <li>tell the Government player to perform a mission, OR
- <li>pass (do nothing).
- </ul>
- <p>When the Government player is told to perform a mission, or if the FLN player passes, the Government player may
- either perform a mission or pass. If both players pass in succession, start the Turn Interphase.
- (Note: the Government player always has a chance to React (<a href="#9.25">9.25</a>) to a FLN player mission, and only that
- mission, just after the FLN player implements the result from that mission and before the players move
- on to any other mission.)
-
- <h2>
- <a href="#9" id="9">9. MISSIONS</a>
- </h2>
-
- <p>Procedures and requirements for different missions are explained below. Not all missions are available to all
- players. In general, when a player has an opportunity to conduct a mission, the player:
- <ul>
- <li>declares what mission will be conducted with which unit or units;
- <li>pays the appropriate cost in AP or PSP (record this by moving the appropriate marker
- downwards on the Record Track);
- <li>rolls the die and resolves the result against the target units defined by the mission
- selected. Note that in many cases one or both player's PSL may be adjusted, see the PSL Adjustment
- Summary. Certain missions have additional good or bad effects, denoted by @ or + symbols. These
- are implemented in addition to whatever effect the actual number result may have had - there may also
- be a React to resolve;
- <li>after any results and React missions have been implemented, he places the conducting
- unit or units in the Operations Completed (OC) box of that same Area.
- </ul>
-
- <h3>
- <a href="#9.1" id="9.1">9.1 FLN PLAYER MISSIONS</a>
- </h3>
-
- <p>See chart for cost in AP and the number/type of units needed to perform the mission.
-
- <h4>9.11 Propaganda</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>Cadres and Fronts</dd>
- <dt>Prerequisites:</dt>
- <dd>1 mission per area per turn limit; not in
- Remote areas (not enough people around to impress): cost 1 AP</dd>
- <dt>Procedure:</dt>
- <dd>This mission is designed to raise the FLN or reduce the French PSL. Any PSP gained from the
- Mission Success Table may be added to the FLN or subtracted from the Government PSL in
- any combination.</dd>
- <dt>Additional effects:</dt>
- <dd>On a "+" result, the Cadre is eliminated; a Front is reduced to a Cadre.</dd>
- </dl>
-
- <h4>9.12 Strike</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>Front needed; Cadres may assist</dd>
- <dt>Prerequisites:</dt>
- <dd>1 mission per area per turn limit; Urban area only; cost 3 AP</dd>
- <dt>Procedure:</dt>
- <dd>The FLN player designates the Front and any Cadres that may be assisting in the mission, pays
- the ? AP cost, and rolls on the Mission Success Table (any Cadres assisting will yield DRM for this
- roll). The FLN player will roll a number of dice equal to the numerical result from the Table,
- yielding a total number of PSP. These may be added to the FLN PSL or subtracted from the Government
- PSL, in any combination. The FLN units are placed in the OC box after any Government React. The
- Government player must React to a Strike with at least 1 unit. There is a penalty of-1d6 PSP if
- he cannot or will not React to it.</dd>
- <dt>Additional effects:</dt>
- <dd>On a "+" result, all FLN units involved in the mission are removed: a Cadre is eliminated; a
- Front is reduced to a Cadre. On a result, all Police units in the area are neutralized (flip them
- over).</dd>
- </dl>
-
- <h4>9.13 Movement</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>Cadres, Bands, Faileks Prerequisites: none; costs OAP</dd>
- <dt>Procedure:</dt>
- <dd>FLN mobile units may move from area to area on the map. Units make their movement attempts singly.
- A unit may move from one area to any other area within its current <i>wilaya</i>. A unit may also move to an
- area in a <i>wilaya</i> adjacent to its current one (that is, the two share a land border) but the area moved
- to must be adjacent to at least one area in its current <i>wilaya</i>. Morocco and Tunisia are treated as
- single-area <i>wilaya</i> for this purpose.</dd>
- </dl>
- <p>The FLN player designates the moving unit and rolls on the Mission Success Table. If the unit is not eliminated
- by the roll on the Table, it is placed in the OC box of the area moved to.
- <i class="note">(Note that the die roll is
- modified by the number of Government units on Patrol in the area moved to, not from. Also, if the
- Government player has not activated the Border Zone that turn, its DRM will not apply to FLN units
- attempting to move across the border with Morocco or Tunisia.)</i>
-
- <h4>9.14 Raid</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>Bands or Faileks</dd>
- <dt>Prerequisites:</dt>
- <dd>1 mission per area per turn; not in Remote areas; cost 1 AP</dd>
- <dt>Procedure:</dt>
- <dd>Only 1 Raid mission may be conducted per area per turn, but each Band/Failek after the first gives
- a +1 DRM to the roll (so a Raid by 2 Bands and a Failek would have a +2 DRM). The FLN player pays
- the required AP and rolls on the Mission Success Table. He takes any numerical result in AP (doubled
- if the Raid was in an Urban area).</dd>
- <dt>Additional effects:</dt>
- <dd>a '+' or result will also neutralize one Band/Failek or Police unit and Terrorize the area
- (see <a href="#11.6">11.6</a>).</dd>
- </dl>
-
- <i class="note">This mission represents attacks on towns and villages, to obtain food, supplies or conscripts or to intimidate
- the local police and government infrastructure.</i>
-
- <h4>9.15 Harass</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>Bands or Faileks</dd>
- <dt>Prerequisites:</dt>
- <dd>none; cost 0 AP</dd>
- <dt>Procedure:</dt>
- <dd>There is no limit to the number of Harass missions that may be undertaken in an area per turn, but normally units attack singly, as discrete
- missions. The exception is when there is at least 1 Failek in the OPS box of an Area: in this case,
- when the FLN player conducts a Harass mission with the Failek, any number of mobile units in the OPS
- box may (but do not have to) join it in its mission, adding all their Firepower Ratings together. All are placed in the OC box afterward.</dd>
- </dl>
-
- <p>To conduct the mission, the FLN may 'fire' on the Combat Results Table (CRT) at any 1 Government unit
- (mobile or static) in the same area. The FLN player designates the unit(s) to do the mission and rolls
- on the CRT. The Government unit fired upon may fire back at HALF its Firepower Rating (round fractions
- up). If the FLN unit(s) survived the return fire, place it in the Operations Completed (OC) box.
-
- <p class="note">Note that one or both player's PSLs will be affected by units being hit, reduced or eliminated; see the PSL
- Adjustments Summary. Also note that Government units are never eliminated, only potentially
- Neutralized.</p>
-
- <h3>
- <a href="#9.2" id="9.2">9.2 GOVERNMENT PLAYER MISSIONS</a>
- </h3>
-
- <h4>9.21 Patrol.</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>any Government unit</dd>
- <dt>Prerequisites:</dt>
- <dd>none; cost 0 PSP</dd>
- <dt>Procedure:</dt>
- <dd>Patrol is the only mission Police units may
- perform, so they are always in the PTL box. Mobile units are moved to the PTL box of their current area
- during the Deployment phase. Any mobile units Patrolling in the area may React to any FLN mission or
- join a Flush mission if the Government player wants them to, but they are placed in the OC box of the
- area after Reacting.</dd>
- </dl>
-
- <i class="note">This represents a situation where units are broken up into a number of small detachments and dispersed in an
- area to interfere with enemy movement and operations. (The French name for this tactic is quadrillage,
- after the grid-square overprinting used on military maps). The general effect of Patrolling units is to
- give an unfavorable DRM to FLN missions.</i>
-
- <h4>9.22 Flush</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>any mobile unit in OPS or PTL box Prerequisites: none; cost 0 PSP</dd>
- <dt>Procedure:</dt>
- <dd>The Government player designates the mobile unit or units to perform the mission in the OPS or
- PTL boxes of the area they occupy. Multiple units may be selected for the mission if and only if:
- <ul>
- <li>All units selected to conduct the mission are Elite; or
- <li>A French division (in either mode) is present in the area in any box (it does not have to join the
- mission or be activated, it just has to be there).
- </ul>
- </dd>
- </dl>
-
- <p>Airmobilized units (see <a href="#11.12">11.12</a>) may travel any distance to join or conduct a Flush, but only if
- one or both of the
- two conditions above are satisfied.
- <p>Total the Contact Ratings of Government units participating in the mission. The Government player rolls to
- contact each FLN unit that is currently in the OPS or OC boxes by rolling equal to or less than this number, moving
- contacted
- units to one side. (DRM: +1 if target unit has an Evasion rating higher than the total Contact ratings
- involved, or Flush is in a Remote area, or if a Terror marker is present; -1 if Flush is in an
- Urban area). Contacted FLN units then fire on the Combat Results Table, and the Government units
- return fire. After taking any combat results, all remaining involved units are placed in the OC box.
-
- <h4>9.23 React</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>any mobile unit in OPS or PTL box</dd>
- <dt>Prerequisites:</dt>
- <dd>FLN player has just conducted a mission; cost 0 PSP</dd>
- <dt>Procedure:</dt>
- <dd>Government player mobile units in the OPS or PTL box may React to any FLN mission in the
- same area, after the FLN player rolls on the Mission Success Table and implements the result (he must
- give the Government player a moment to decide whether he will React or not).</dd>
- </dl>
-
- <p>The Government player designates which mobile units in the OPS or PTL box are Reacting. Multiple units may be
- selected for the mission if and only if:
- <ul>
- <li>All units selected to conduct the mission are Elite; or
- <li>A French division (in either mode) is present in the area in any box (it does not have
- to join the mission or be activated, it just has to be there).
- </ul>
- <p>Airmobilized units (see 11.12) may travel any distance to join or conduct a React, but only if one or both of the
- two conditions above are satisfied.
- <p>The FLN unit or units that conducted the mission are automatically Contacted, but the FLN player has a
- chance to evade to the UG box. Units roll 1d6 individually, and move to the UG box if they roll equal
- to or less than their Evasion Rating. Units that did not evade then fire on the Combat Results Table,
- and the Government units return fire. After taking any combat results, all remaining involved units
- are placed in the OC box.
-
- <h4>9.24 Intelligence</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>no mobile unit required</dd>
- <dt>Prerequisites:</dt>
- <dd>at least 1 non-neutralized Police unit present; cost 1 PSP</dd>
- <dt>Procedure:</dt>
- <dd>This mission may only be conducted in areas where the Government player has at least one
- non-neutralized Police unit present. The Government player pays 1 PSP, indicates the area, totals the
- Contact Ratings of the non-neutralized Police units there, and rolls to contact each FLN unit in the
- UG box of that area by rolling equal to or less than this number (DRM: +1 if target unit has an
- Evasion rating higher than the total Contact ratings involved, of if mission is in a Remote area, or
- if there is a Terror marker present; -1 if in an Urban area). Any units successfully contacted are
- moved to the OC box, where they are now vulnerable to future Flush missions. The Police units remain in
- the PTL box regardless of the result.</dd>
- </dl>
-
- <h4>9.25 Civil Affairs</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>no mobile unit required</dd>
- <dt>Prerequisites:</dt>
- <dd>1 mission per area per turn; at least 1 non-neutralized Police unit present; not in Remote areas;
- cost 1 PSP</dd>
- <dt>Procedure:</dt>
- <dd>Government player pays 1 PSP, rolls 1d6, applies any DRM and reads the result off the
- Mission Success Table. A DRM of +1 is applied if the "Amnesty" random event is in effect. PSP from
- successful Civil Affairs missions are subtracted from the FLN PSL <i class="note">(note this is different from the FLN
- Propaganda mission).</i> The Police units remain in the PTL box regardless of the result.</dd>
- <dt>Additional effect:</dt>
- <dd>remove Terror marker on a @ or +.</dd>
- </dl>
-
- <h4>9.26 Suppression</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>no mobile unit required; Elite units may assist</dd>
- <dt>Prerequisites:</dt>
- <dd>1 mission per area per turn; at least 1 non-neutralized Police unit present; cost 1 PSP</dd>
- <dt>Procedure:</dt>
- <dd>Elite units may assist in this mission, each one yielding a +1 DRM. There is an additional +1 DRM
- when the "Amnesty" random event is in effect. Government player pays 1 PSP, rolls the die and a number
- of FLN Bands/Faileks in the area equal to the result on the Mission Success Table are neutralized, no
- matter what box they are in (FLN player chooses which exact units are neutralized). The Police units
- remain in the PTL box regardless of the result.</dd>
- <dt>Additional effect:</dt>
- <dd>On a '@' result, all Cadre and Front
- units in the area are neutralized as well and the area is Terrorized (place a Terror marker). On a '+' result,
- the mission backfired somehow and the Government player loses 1d6 PSP, as well as having to place a
- Terror marker.</dd>
- </dl>
-
- <h4>9.27 Population Resettlement</h4>
-
- <dl>
- <dt>Who may do:</dt>
- <dd>no mobile unit required</dd>
- <dt>Prerequisites:</dt>
- <dd>at least 1 non-neutralized Police unit present; Rural areas only; cost 1 PSP</dd>
- <dt>Procedure:</dt>
- <dd>Success is automatic and permanent: the
- Government player pays 1 PSP and places a 'REMOTE' marker in the area to denote that it is treated as
- Remote for the rest of the game.</dd>
- <dt>Additional effect:</dt>
- <dd>The area is automatically Terrorized
- (place a marker), and the FLN player gains a one-time award of 3d6 PSP. Since Remote areas cannot
- support Fronts, an FLN Front that was in the area is immediately converted to a Cadre. The Government
- player does get the PSP award for so reducing it. The Government
- player is penalized 1 PSP per turn per area he has depopulated in this way, in the Final PSL
- Adjustment Segment of each turn.</dd>
- </dl>
-
- <p class="note">This represents moving large numbers of peasants out of their traditional villages and into government-controlled
- 'strategic hamlets' where they can be more easily controlled. This does clear portions of the
- countryside, thus denying the FLN player a source of supplies and recruits, but it also creates a
- logistical, economic and political strain as the displaced people must be supported in the camps or seek
- shelter in the larger towns and cities. Therefore, the Government player incurs a PSL penalty each
- turn afterwards. Historically, the French resettled over 2 million people, almost a quarter of
- the Muslim population of Algeria.</p>
-
- <h2>
- <a href="#10" id="10">10. TURN INTERPHASE</a>
- </h2>
-
- <p>During the Turn Interphase, the following events occur in sequence:
-
- <h3>
- <a href="#10.1" id="10.1">10.1 CONTROL / DEPRECIATION SEGMENT</a>
- </h3>
-
- <p>Both players examine each area on the map and determine which areas are Controlled and which are Contested.
- Control of an area is adjudged anew each turn as follows: 3 Control Points for each FLN Front or
- Dispersed mode French division, and 1 point for each other unit present in an area. Government units
- do not have to be activated. Neutralized units do not count.
- <p>If one side has twice as many or more Control Points than the other, then it gets Control and an appropriate
- marker is placed in the area. If one side has less than twice as many Points, take the difference of
- the two totals. Both sides then roll 1d6 trying to get equal to or less than that number. If one
- side succeeds, then he gets Control. If both or neither succeed, then the area remains Contested and
- no marker is placed. A side that gets Control of an area keeps it until the beginning of the next
- Control/Depreciation Phase.
- <p>Example: in Mostaganem the FLN has 1 Front and 2 Cadres. The Government has 1 Police and 2 French Army
- brigades. Control Point totals are therefore 5 and 3 respectively, and the difference is 2. Both sides
- roll 1d6 trying to score 2 or less.
- <h5>10.11 Depreciation.</h5>
- <p>The Government player must roll to see if any of his Air or Helicopter points are lost due to depreciation (roll
- once for each category, against the Maximum value for each type of point), then the FLN player rolls
- for depreciation of any unused AP he may have had left over after the Operations Phase. (This
- represents inertia, pilfering, losses in transit, capture, sabotage, wear and tear on equipment, and
- apathy on the part of the population - all the things Clausewitz termed 'friction').
- <p>Example: if the FLN player had 17 AP squirreled away, the Loss Number is 4. He will lose 4 AP if he rolls this
- number or less on 1d6.
-
- <h3>
- <a href="#10.2" id="10.2">10.2 RECOVERY SEGMENT</a>
- </h3>
-
- <p>All neutralized units may attempt to Recover by rolling individually on the Recovery Table. Terrorized areas
- may possibly spontaneously recover in this Segment also (the Government player makes the rolls to
- check if this happens).
-
- <h3>
- <a href="#10.3" id="10.3">10.3 REDEPLOYMENT SEGMENT</a>
- </h3>
-
- <p>The FLN player returns all his units in a given area to its UG box. The Government player returns all his mobile
- units in a given area from the OC or PTL boxes to its OPS box. The Government player flips all his
- Airmobilized units (11.1) back to their front sides and resets his Air and Helicopter Points Available
- markers to the same boxes as his Air and Helicopter Maximum markers.
-
- <h3>
- <a href="#10.4" id="10.4">10.4 FINAL POLITICAL SUPPORT ADJUSTMENT SEGMENT</a>
- </h3>
-
- <p>First, the Government player must check for a coup d'etat if his PSL is less than 30 (see 11.3). Then both sides
- adjust their PSL as directed in the PSL Adjustment Summary for this Phase.
-
- <h2>
- <a href="#11" id="11">11. SPECIAL RULES</a>
- </h2>
-
- <h3>
- <a href="#11.1" id="11.1">11.1 AIRPOWER AND AIRMOBILITY</a>
- </h3>
-
- <p>The Government player may mobilize Air and Helicopter Points. Each point represents a varying number of aircraft
- of various types. He keeps track of these points on the Record Track: each point mobilized adds one to
- the Air (or Helicopter) Point Maximum. The Air (or Helicopter) Point Available marker will help him to
- remember how many points have not been used so far in the turn.
- <h5>11.11 Air Points.</h5>
- <p>An Air Point may be used any time the Government player rolls on the Combat Results Table. Each Air Point used
- adds +1d6 to the total Firepower rating of the Government units firing. Any number of Air Points (up
- to the amount available) may be used in one combat, but once used they are not recovered until the
- Redeployment Segment. Air Points cannot be used in Urban areas.
- <h5>11.12 Helicopter Points.</h5>
- <p>Helicopter Points may be used to 'airmobilize' mobile units. One point may airmobilize one Elite brigade; two
- will airmobilize a regular French or Algerian infantry brigade; divisions may not be airmobilized. The
- point or points can be 'attached' to the unit at any time during the turn (so reducing the 'Helo Pts
- Aval' marker on the Record Track), and they <sup>?</sup> 'stay' with the airmobilized unit until the
- Redeployment
- <p>Segment. Flip the unit over to show its "HELO" side (and note its Contact rating has gone up!).
- <p>An airmobilized unit may travel any distance to participate in a Flush or React Mission if it is an Elite unit,
- or if a Division in either mode is present in the area where the mission is occurring.
-
- <h3>
- <a href="#11.2" id="11.2">11.2 OTHER COUNTRIES</a>
- </h3>
-
- <p>Under normal circumstances, units of both players may not enter other countries except as noted below.
- <h5>11.21 Morocco and Tunisia.</h5>
- <p>These two countries are given their independence from France in a random event that occurs during the game
- (or this will occur some time in the first 6 turns, if using optional rules). When these countries are
- granted independence, both the FLN and Government PSL are raised by 2d6 (players roll separately, and
- this happens only once). From that point forward:
- <p>• the FLN player may Build or Convert mobile units in that country (at a lower price, too)
- and Move units into or out of Algeria. The Government player may never enter these countries. Note,
- however, that this does not give the FLN player actual control of either country and units there may
- not perform missions other than Build, Convert or Movement.
- <p>• The FLN player will, in the Final PSL Adjustment Segment of each turn, gain PSP equal to
- 10% (round fractions down) of the firepower of FLN mobile units in Morocco and/or Tunisia. (The FLN
- was interested in maintaining a large military force outside of the country, for it would have to be the
- strongest contender for the new government once Algeria gained its independence.)
- <p>• The Government player may begin to mobilize the Border Zone to control FLN infiltration
- into Algeria. The effect of the Border Zone is to generate an unfavorable DRM for any FLN units
- attempting Movement missions across the border. The first time the Government player mobilizes the Border
- Zone, they pay the cost in PSP and place the Status marker in the "0" box; each time the Border Zone
- is mobilized after that, the Status markers moves on the track to indicate a higher DRM (-1, -2,
- etc.). Note that the Border Zone must also be activated each turn in order to have any effect. If the
- Government player does not pay the activation cost, flip over the Status marker to show "Inactive" and
- the Border Zone DRM will not apply that turn.
- <h5>11.22 France</h5>
- <p>No side ever actually controls France. The Government player may not deploy units to France (although that is
- technically where his units are coming from) except the OAS marker, if he controls it. The FLN player
- may maintain a maximum of 1 Cadre marker in France (he may place it there in the Deployment Phase,
- from any Area where there is a Front unit not considered an Urban area so any PSP gained or lost in
- the mission are not doubled), where it may perform 1 Propaganda mission per turn (clarification: though
- there are lots of cafes there, France is not considered an Urban area so any PSP gained or lost are
- not doubled). The Government player may not React to this mission. In the Deployment Phase, the Cadre
- unit may be deployed to any Area where there is a Front unit.
-
- <h3>
- <a href="#11.3" id="11.3">11.3 THE OAS</a>
- </h3>
-
- <p>The Organization d'Armee Secrete (OAS) was a terrorist organization made up of right-wing white Algerian
- colonists, army deserters, and other hard cases. The OAS is automatically activated in the
- Reinforcement Phase of any turn when the Government PSL is 30 or less. When this event occurs, roll
- one die to see who controls it: on a 1-3 the FLN player, on a 4-6 the Government. In subsequent
- Random Events Phases, roll to see who controls the OAS for that turn. There is a Government PSP
- penalty applied at the end of the turn, depending on where the OAS is placed.
- <p>In the Reinforcement Phase, the controlling player places the OAS marker in any urban area of Algeria or in
- France.
- <p>• In Algeria, the OAS marker will automatically conduct one Suppression mission in the
- Operations Phase, at no cost in PSP and no requirement for a Police unit. Whatever the result of the
- mission, it will automatically cause a Terror marker to be placed in the Area (if there isn't one there
- already).
- <p>• In France, the OAS marker will generate a +1 DRM when checking for the chances of a coup
- d'etat, and for the results of a coup d'etat when it happens.
- <p>The OAS marker may be removed in the Reinforcement Phase of any turn when the Government PSL is more than
- 70. This is the only way to get rid of it: however, it will reappear if the Government PSL goes below
- 30 at a later time.
- <p>The Government player will lose PSP in the Final PSL Adjustment Segment of each turn, depending on where the
- OAS is located at the time. See the PSL Adjustments Summary.
-
- <h3>
- <a href="#11.4" id="11.4">11.4 COUP D'ETAT</a>
- </h3>
-
- <p>One of the perils of a low Government PSL is the chance that the elite units in the French Army will intervene in
- domestic politics, in hopes of installing a regime more amenable to their wishes. If, at the beginning
- of the Final PSL Adjustment Segment of a turn, the Government PSL is less than 30, the Army may
- attempt a coup. The Government player must roll 1d6 and there is an attempted coup on an adjusted
- "6". The Government player then rolls 2d6 on the Coup Table and applies the result. If the OAS marker
- is currently in France, there is a +1 DRM to both rolls. If the result requires the Government player
- to remove Elite units, they must be removed from the game immediately and completely (they have been
- disbanded and may not be rebuilt). He choose which ones to remove from among those that are
- already mobilized and on the map; there is no additional penalty if the Coup Table result calls for
- more elite units to be removed than are actually available.
-
- <h3>
- <a href="#11.5" id="11.5">11.5 TERRORISM</a>
- </h3>
-
- <p>Terror markers may be placed in areas as a side-effect of Raid, Suppression and Resettlement Missions. There
- may be only 1 Terror marker in an area at a time. When a Terror marker is in an Area, it generally
- makes things more difficult for either side: the FLN player gets fewer AP from an area in the
- Reinforcement Phase, and there are unfavorable DRM for Propaganda, Strike, Flush and Intelligence
- missions. Terrorized areas may recover as a result of successful Civil Affairs missions (9.25), or in
- the Recovery Segment (see the Recovery Table).
- <p>The Government player will lose 1 PSP in the Final PSL Adjustment Segment of each turn for each terrorized
- Area, no matter who caused the terror. See the PSL Adjustments Summary.
-
- <h3>
- <a href="#11.6" id="11.6">11.6 THE FRENCH NAVY</a>
- </h3>
-
- <p>The Government player may mobilize Naval points. Note the number of points present on the Record Track. The
- effect of Naval points is to interdict FLN AP arriving from abroad: deduct the current number of Naval
- Points from the AP gained by the FLN's current PSL in the Reinforcement Phase, and when the "Foreign
- Arms Shipment" random event occurs. (clarification: unlike Air and Helicopter points, Naval points
- do not depreciate (10.11)).
-
- <h3>
- <a href="#11.7" id="11.7">11.7 FRENCH DIVISION MODES</a>
- </h3>
-
- <p>The Government player has a number of division-size units (with a unit size indicator of XX). They are always in
- one of two modes:
-
- <p>• Concentrated, where the division is represented by a single counter with a Firepower of
- 25; or
-
- <p>• Dispersed, where the division is represented by the reverse side of the counter, with a
- blank symbol box and a Firepower of 12 (thus sacrificing firepower for the ability to dominate more
- ground: note the higher Contact Rating).
-
- <p>Divisions change mode in the Deployment Phase: flip the counter to show whatever mode it happens to be in (the
- unit type of the Division in Concentrated mode does not matter; it's included only for historical
- verisimilitude). A neutralized division may change mode, if you think it necessary for some reason.
-
-
- <h2>
- <a href="#12" id="12">12 POLITICAL SUPPORT LEVELS AND HOW TO WIN</a>
- </h2>
-
- <p>The Government and FLN players maintain Political Support Levels (PSL) independently of each other. These levels
- change constantly during the game: see the Charts and Tables for exactly when and by how much.
-
- <h3>
- <a href="#12.1" id="12.1">12.1 HIGH AND LOW PSL</a>
- </h3>
-
- <p>There are certain advantages and disadvantages to having a particularly high or low PSL: see the DRM summaries in
- the Charts and Tables.
- <p>If a player's PSL rises to above 99 during the game due to various events, any such "excess" PSP gained for that
- player are not lost: instead they are SUBTRACTED from the other player's PSL.
- <p>Example: the FLN PSL is currently 98 and the Government player conducts a Population Resettlement mission (9.26).
-
- <p>The FLN player rolls 3d6 and scores 10 PSP. He raises his PSL by one to 99, which is as high as it can go, and
- deducts 9 PSP from the Government PSL.
-
- <h3>
- <a href="#12.2" id="12.2">12.2 VICTORY</a>
- </h3>
-
- <p>The game has no pre-set length. If, at any time, either player's PSL is reduced to 0 or less, then the game
- immediately ends and the other player is declared the winner. The scale of that player's victory is
- determined by his PSL at the moment the game ends:
- <p>1-25 points: Marginal (That player "wins" the subsequent peace talks, but the ordinary population of Algeria is
- not enthusiastic about how either side has behaved, or confident about its future.)
- <p>26-50 points: Substantial (That player "wins" the peace talks, but with some kind of compromise - for example,
- an Algeria with more independence but significant continued French economic and military presence.)
-
- <p>51+ points: Decisive (That player wins it all - Algeria becomes totally independent, with the FLN its
- unchallenged new government; or the spirit of Algerian independence is crushed for another
- generation.)
-
- <h2>
- <a href="#13" id="13">13. OPTIONAL RULES</a>
- </h2>
-
- <h3>
- <a href="#13.1" id="13.1">13.1 SLOW FRENCH REACTION (1954 SCENARIO)</a>
- </h3>
-
- <p>This rule is for the 1954 scenario only. It is optional but is highly suggested, once players have learned the
- game. Historically, the French authorities were slow to perceive and react to the threat posed by the
- initial FLN actions in November 1954 (the point at which the game begins). They were also slow to
- adopt more effective tactics. Therefore, until the first Reinforcement Phase in which the FLN
- PSL exceeds the Government PSL, these restrictions apply to the Government player:
- <p>• he may not mobilize more than 1 mobile unit or Point of any type (Air, Helo, or Naval)
- per turn;
- <p>• his infantry divisions may not adopt Dispersed mode;
- <p>• he may not perform Civic Affairs, Suppression or Population Resettlement missions.
-
- <h3>
- <a href="#13.2" id="13.2">13.2 MORE DETERMINISTIC INDEPENDENCE (19S4 SCENARIO)</a>
- </h3>
-
- <p>Instead of waiting for a random event to make Morocco and Tunisia independent, assume that this will happen some
- time in the first 6 turns of the 1954 scenario. Each Random Events Phase, roll 1d6; if the number
- rolled is less than or equal to the number of the current turn, the two countries immediately become
- independent.
-
- <h3>
- <a href="#13.3" id="13.3">13.3 SHORTER GAME.</a>
- </h3>
-
- <p>Counterinsurgencies can take a long time to conclude: the Algerian War, at about 8 years, was of less than
- average -» length. Players can agree to an open-ended game, checking their respective PSLs every 6
- turns, at the end of the Turn Interphase. If one player would "win" with at least a Substantial
- Victory (that is, his PSL is 26 or more points ahead of the other player's) two checks running, the
- game ends at that point and he wins the game with the level of victory he enjoyed at that moment.
- However, the game would end if at any point a player's PSL is reduced to 0.
-
-</body>
-
+<!DOCTYPE html> +<html> + +<head> + <meta charset="utf-8"> + <title>Algeria - Rules of Play</title> + <link rel="stylesheet" href="/fonts/fonts.css"> + <style> + html { + font-family: Source Serif + } + + body { + max-width: 80ch; + margin: 0 auto; + padding: 36px + } + + h1, + h2, + h3, + h4, + p, + ul, + li { + margin: 0; + padding: 0; + font-size: 16px; + line-height: 1.5; + } + + h2 a, + h3 a, + h4 a { + color: black + } + + ul { + padding-left: 36px; + } + + h1 { + font-size: 36px; + margin: 36px; + } + + h2, + h3 { + font-size: 18px; + margin: 24px 0 12px 0; + } + + h4, + p, + ul, + li, + aside { + margin: 12px 0; + } + + aside { + margin: 18px 0; + } + + nav ul, + nav li { + margin: 0; + list-style: none; + } + + h1 { + text-align: center + } + + h2 { + border-bottom: 2px solid green; + } + + dt { + font-weight: bold; + } + + img.big { + display: block; + margin: 0 auto; + max-width: calc(100% - 4px) + } + + img.square { + border: 1px solid black; + border-radius: 12px; + margin: 4px 4px; + } + + img.round { + border: 1px solid black; + border-radius: 50%; + margin: 4px 4px; + } + + aside { + background-color: #e4ded0; + padding: 6px 12px; + } + + var { + font-style: normal; + font-variant: small-caps; + } + + a { + text-decoration: none; + color: blue + } + + a:hover { + text-decoration: underline + } + + .note { + font-style: italic + } + + .example { + font-style: italic + } + + div.imglist { + display: flex; + gap: 36px; + justify-content: center; + } + + div.imglist div { + text-align: center; + } + </style> +</head> + +<body> + <h1>Algeria: The War for Independence 1954 - 1962</h1> + <h1>RULES OF PLAY</h1> + + <h2>Table of Contents</h2> + <nav> + <ul> + <li><a href="#1">1. Introduction</a> + <li><a href="#2">2. Game Components and Concepts</a> + <ul> + <li><a href="#2.1">2.1 Counters</a> + <li><a href="#2.2">2.2 Map</a> + <li><a href="#2.3">2.3 Game Concepts and Definitions</a> + </ul> + + <li><a href="#3">3. Setting Up The Game</a> + <li><a href="#4">4. Sequence of Play</a> + <li><a href="#5">5. Random Events Phase</a> + <li><a href="#6">6. Reinforcement Phase</a> + <ul> + <li><a href="#6.1">6.1 FLN Sources For AP</a> + <li><a href="#6.2">6.2 FLN Build / Convert</a> + <li><a href="#6.3">6.3 Government Mobilization and Activation</a> + </ul> + + <li><a href="#7">7. Deployment Phase</a> + <li><a href="#8">8. Operations Phase</a> + <li><a href="#9">9. Missions</a> + <ul> + <li><a href="#9.1">9.1 FLN Player Missions</a> + <li><a href="#9.2">9.2 Government Player Missions</a> + </ul> + + <li><a href="#10">10. Turn Interphase</a> + <ul> + <li><a href="#10.1">10.1 Control / Depreciation Segment</a> + <li><a href="#10.2">10.2 Recovery Segment</a> + <li><a href="#10.3">10.3 Redeployment Segment</a> + <li><a href="#10.4">10.4 Final Political Support Adjustment Segment</a> + </ul> + + <li><a href="#11">11. Special Rules</a> + <ul> + <li><a href="#11.1">11.1 Airpower and Airmobility</a> + <li><a href="#11.2">11.2 Other Countries</a> + <li><a href="#11.3">11.3 The OAS</a> + <li><a href="#11.4">11.4 Coup d'Etat</a> + <li><a href="#11.5">11.5 Terrorism</a> + <li><a href="#11.6">11.6 The French Navy</a> + <li><a href="#11.7">11.7 French Division Modes</a> + </ul> + + <li><a href="#12">12. Political Support Levels and How to Win</a> + <ul> + <li><a href="#12.1">12.1 High and Low PSL</a> + <li><a href="#12.2">12.2 Victory</a> + </ul> + + <li><a href="#13">13. Optional Rules</a> + <ul> + <li><a href="#13.1">13.1 Slow French Reaction (1954 Scenario)</a> + <li><a href="#13.2">13.2 More Deterministic Independence (1954 Scenario)</a> + <li><a href="#13.3">13.3 Shorter Game</a> + </ul> + </ul> + </nav> + + <h4><a href="#credits" id="credits">CREDITS</a></h4> + <p> + <b>Design:</b> Brian Train<br /> + <b>Development:</b> Brian Train<br /> + <b>Graphics:</b> Jon Compton and Ania B. Ziolkowska<br /> + <b>Layout & Design:</b> Lise Patterson<br /> + <b>Playtesting:</b> Bruce Geryk + </p> + + <h2> + <a href="#1" id="1">1. INTRODUCTION</a> + </h2> + + <p> + Algeria is a game simulating the conflict between the <i>Front de Liberation Nationale</i> (FLN) Arab + nationalist guerrillas and the French government from 1954 to 1962. During the game, the FLN Player tries to + erode the authority of the French colonial authorities and replace their governing structures with his own, to the point + that Algeria makes the transition to national independence.</p> + + <h2> + <a href="#2" id="2">2. GAME COMPONENTS AND CONCEPTS</a> + </h2> + + <p> + The game contains the following: 140 counters, one 17x22" area movement map of Algeria and area, these rules, + and several pages of Charts and Tables. You will also need several six-sided dice. In the game, the + abbreviation '?d6' refers to the sum of the roll of one or more dice, where ? is the number to roll, and DRM + means Die Roll Modifier: add or subtract the required amount to the die or dice rolled. Unless otherwise + stated, all DRM are cumulative. + + <h3> + <a href="#2.1" id="2.1">2.1 COUNTERS</a> + </h3> + + <p> + Most of the 140 counters in the game represent small or large military or paramilitary formations. Units are + also differentiated between static (FLN Fronts and Government Police: represented by icons) and mobile + (FLN Cadres, Bands and Faileks, all Government regular, elite and Algerian units: represented by the "box" + NATO symbology system) types. Mobile units have their Evasion (for FLN) or Contact (for Government) rating + printed to the left of the symbol box, while the Firepower rating is printed underneath the symbol + box. Static units have one number, which is their Firepower and Contact or Evasion rating, printed + underneath their icon. See the Unit Identification Table for more details. + + <h3> + <a href="#2.2" id="2.2">2.2 MAP</a> + </h3> + + <!-- TODO insert diagram --> + <p>The map is an abstracted representation of Algeria, divided into areas. Urban areas (large cities) are named; all + non-urban areas have the name of a large town and a number code to correspond with the <i>wilaya</i> or zone + system the FLN command structure used (so area V-1 is the first sector in <i>wilaya</i> 5). Each area has a set + of boxes to hold units. + + <ul> + <li><b>Underground (UG) box.</b> + All FLN units begin the turn in the UG boxes. + They are mostly safe from enemy interference here, but can be moved out by successful + Intelligence missions (<a href="#9.24">9.24</a>). + Government units do not use this box. + + <li><b>Operations (OPS) box.</b> + FLN mobile units deploy here from the UG box of + the same Area. After they conduct a mission, they are placed in the OC box. Government mobile units begin + the turn in this box, in anticipation of conducting missions in the Deployment and Operations Phases. + + <li><b>Operations Completed (OC) box.</b> + Units go to this box for several reasons: units are placed here after conducting a mission, + including FLN units that arrived in the area after conducting a Movement mission elsewhere; or if + Government unit is not activated in the Reinforcement Phase (<a href="#6.32">6.32</a>); + or if FLN units are contacted in an Intelligence mission (<a href="#9.24">9.24</a>). + + <li><b>Patrol (PTL) box.</b> + Government units here are assumed to be guarding installations, patrolling the streets, etc.. Units + in a PTL box have a negative effect on most enemy missions conducted in their area. Government + Police units are always in this box. Government mobile units may also be placed here in the Deployment + Phase. They conduct Flush or React missions during the Operations Phase, but if they do they are now "off + Patrol" and will enter the OC box on completing the mission. + + <li><b>Rating.</b> + Each Area has a letter after its name to show its rating. The Rating of an Area sometimes determines + what kinds of missions may be conducted in it. The area may have a U or R marking it as Urban or + Remote: otherwise it is judged to be Rural. Note: Urban areas are considered to be part of the + <i>wilaya</i> they are located in. + </ul> + + <p>There are several other non-area areas shown on the map: + <ul> + <li><b>France.</b> + This box represents the country; only the FLN player may send units there, to perform only + Propaganda missions. See <a href="#11.22">11.22</a>. + + <li><b>Morocco, Tunisia and the Border Zone Track.</b> + <li>These two countries gained their independence from France during the time of the conflict, and after this + event both promptly became sanctuaries for the FLN to train, organize and equip its forces. The two + countries become independent due to a random event during the game (or, as an optional rule, they + will become independent some time during the first 6 turns). When this happens, the FLN player may use + these countries for certain missions, and the Government player, who may not enter these + countries, may instead fortify the Border Zone to interfere with FLN forces entering Algeria from either + country. See <a href="#11.22">11.22</a>. + </ul> + + <h3> + <a href="#2.3" id="2.3">2.3 GAME CONCEPTS AND DEFINITIONS</a> + </h3> + + <p>Here are explanations of several administrative and political concepts represented in the game: + + <ul> + <li><b>Administrative Points (AP):</b> The FLN player needs these to continue his struggle. APs usually stand + for time spent planning or training, expenditure of ammunition, explosives, etc.. APs can be saved + from turn to turn but are subject to Depreciation if hoarded (<a href="#10.11">10.11</a>). + They are recorded on the Record Track. + + <li> + <b>Control:</b> This is an abstraction of which player commands more power in a given Area, in the sense + that he dominates both its physical space (lines of communication, control of movement) and + psychological space (support or at least acquiescence of the local population, and/or acceptance + of the player's control of physical space). + An Area can be Controlled by one side or the other (a Control marker in the appropriate colour is placed + anywhere in the area) or Contested (no marker present). Control is important to FLN as a source of AP, + and the player who controls more Areas than the other can gain PSP (see the PSL Adjustment Summary table). + + <li> + <b>Government:</b> This term is used to denote collectively the forces controlled by the player representing + the Government of France. It includes Algerian mobile and Police units, the French regular army, + and French elite forces. Where one nationality is affected by a rule of the game, it is + mentioned specifically. + + <li> + <b>Neutralization:</b> Units may become neutralized for a number of reasons + (see <a href="#9.14">9.14</a>, <a href="#9.15">9.15</a>, <a href="#9.22">9.22</a>, <a href="#9.23">9.23</a>, + <a href="#9.26">9.26</a>). + This is denoted by it having a NEUT marker placed on top of it + (Police units have NEUT printed on the backs of their counters, to save on markers; just flip them + over when this happens to them). A neutralized unit may not perform any missions while in this + state, neither does it count for control of an area. It may fire back on the Combat Results Table if + fired upon. + + <li> + <b>Political Support Level (PSL):</b> Political Support Levels represent different things to the two + players. For the FLN, it is the level of popular support or commitment the Arab population of Algeria is + willing to + give it (as opposed to other political movements or methods) as the agent of change in the struggle + against the French. For the French, it is a measure of the political will of the government in Paris + to continue expending resources to fight the war. + <p> + PSLs are measured in Political Support Points (PSP) and change constantly during the course of the game + depending on events. Consult the PSL Adjustments Summary in the Charts and Tables to see why, and + when, and by how much. The highest level is 99 and the lowest is 0. If either player's PSL reaches + 0 at any point in the game, he is deemed to have reached the point of political collapse for his side + and the game ends (historically, this was in early 1962 when the two sides reached a ceasefire and + plan for Algerian independence under the Evian Accords). See <a href="#12">12.0</a>. + </ul> + + <h2> + <a href="#3" id="3">3. SETTING UP THE GAME</a> + </h2> + + <p> + Players begin by picking a scenario to play (1954, 1958, or 1960). They then set up units and set markers as + directed; play begins with the Random Events Phase of the first turn. + + <h2> + <a href="#4" id="4">4. SEQUENCE OF PLAY</a> + </h2> + + <p> + Each turn represents an indeterminate period of time: usually several months or more. Each turn, the Sequence of + Play is as follows: + + <ul> + <li>Random Events Phase + <li>Reinforcement Phase + <li>Deployment Phase + <li>Operations Phase + <li>Turn Interphase - sequence of segments as follows: + <ul> + <li>Control / Depreciation Segment + <li>Recovery Segment + <li>Redeployment Segment + <li>Final PSL Adjustment Segment + </ul> + </ul> + + <p>The structure of the rules follows this scheme. + + <h2> + <a href="#5" id="5">5. RANDOM EVENTS PHASE</a> + </h2> + + <p> + One player (doesn't matter who) rolls 1d6 twice in succession and treats the first roll as the 'tens' number, + and + the second as the 'ones' (so a roll of 4 followed by a 6 would mean random event 46). He consults the + Random Events Table and applies the result as directed. + + <h2> + <a href="#6" id="6">6. REINFORCEMENT PHASE</a> + </h2> + + <p> + In this phase, the FLN player gathers AP from various sources, and expends some of them to Build and Augment his + units. The Government player expends PSP to mobilize and/or activate static or mobile units. The + Government player goes first in this phase: however, to save time and by mutual agreement it may + be conducted simultaneously. + + <h3> + <a href="#6.1" id="6.1">6.1 FLN SOURCES FOR AP</a> + </h3> + + <p>The FLN player gets AP from several sources: + + <ul> + <li><b>Areas under FLN control.</b> He gets 5 AP for each Urban area he controls, or 2 AP if the + area is contested but he has non-neutralized units there. He gets 2 AP for each Rural area he + controls, and 1 if the area is contested but he has non-neutralized units there. If an area is Terrorized, + he gets 1 fewer AP than he normally would. + <li><b>Random events.</b> The FLN player will occasionally receive shipments of weapons + (represented by AP) as a result of random event. + <li><b>The FLN PSL.</b> He gets AP equal to 10% (round fractions up) of his current PSL, minus the + number of French Naval Points. + + <i class="note">These at-large AP represent casual "taxation" by the FLN organization + of Muslims in Algeria and expatriates working in France, small arms sales and shipments, etc. + and their interception by French authorities.</i> + </ul> + + <h3> + <a href="#6.2" id="6.2">6.2 FLN BUILD / CONVERT</a> + </h3> + + <p> + The FLN player may build new Cadres or Bands by spending the AP cost and placing them in the UG box of any area + which contains a non-Neutralized Front (note that this requires the presence of a Front). New units + may be given missions in the Operations Phase that turn. The FLN player may also Convert a Cadre to a + Front or Band, or a Band to a Failek, by spending the indicated cost in AP and swapping the unit for + the old. Fronts may not be created in Remote areas (not enough people) and there may be only one Front per + area. Fronts may also convert themselves to Cadres at no cost, but no recovery of AP either. A newly + converted Front will allow new Cadres or Bands to be built there in the same Reinforcement Phase. + + <h3> + <a href="#6.3" id="6.3">6.3 GOVERNMENT MOBILIZATION AND ACTIVATION</a> + </h3> + + <p> + The Government player pays a varying amount of PSP to enter new units from those not currently on the map, + to activate units that are already there, and to acquire greater numbers of combat assets, represented + by Points (Air, Helicopter, and Naval). See the Mobilization / Activation Table (round up any odd + totals of PSP). + + <h4><a href="#6.31" id="6.31">6.31 Mobilization.</a></h4> + + <p> + Newly mobilized mobile units are placed in the OPS box of any Area, and may be given missions that turn. They do + not have to be separately activated (<a href="#6.32">6.32</a>). + Newly mobilized Police units are placed in the PTL box of + any Area. The Government player may also remove Police units in this Phase (though he does not recover + any PSP) and may immediately re-mobilize them (for the stated cost in PSP) in another Area. New + Points are recorded on the Record Track. + + <h4><a href="#6.32" id="6.32">6.32 Activation: mobile units.</a></h4> + + <p> + French mobile units and the Border Zone Track have to be Activated each turn in order for them to conduct + missions in the Operations Phase or to interfere with FLN operations. If the Government player does + not pay the activation cost for a given unit, it is placed in the OC box of its current area. A unit + that was mobilized just this turn does not also have to be activated. + + <h4><a href="#6.33" id="6.33">6.33 The Border Zone Track.</a></h4> + + <p> + The Government player will progressively mobilize the Border Zone during the game. He initially mobilizes the + Border Zone by paying the indicated PSP cost and placing the Status marker on the "0" box of the + Track. Each turn thereafter he may pay additional PSP to improve the DRM that will apply against FLN + units attempting to Move across the border with Morocco or Tunisia. + <p> + The Government player must also pay each turn to activate the Border Zone. If he does not pay the activation + cost + for the Border Zone, the Status marker is flipped over to show "Inactive". If the Border Zone is not + activated, its DRM will not apply to FLN units moving across the international border. + + <h2> + <a href="#7" id="7">7. DEPLOYMENT PHASE</a> + </h2> + + <p>Both players decide what they will do during the upcoming Operations Phase. The Government player goes first. + <ul> + <li>The Government player may place any activated mobile units he wishes in the PTL box of + the unit's same area, or the OPS box of any other area in Algeria, or leave them in the OPS box of the + same Area. Government mobile units must be in a PTL or OPS box to conduct missions in the Operations Phase. + At this time, the Government player may also change any of his divisions between Dispersed and + Concentrated modes (see <a href="#11.7">11.7</a>). + <li>The FLN player deploys his units from the Underground (UG) box to the Operations (OPS) + box of the same area at no cost in AP (he may also deploy one Cadre to France, see <a + href="#11.22">11.22</a>). + FLN units must be in the OPS box to conduct missions in the Operations Phase. + </ul> + + <h2> + <a href="#8" id="8">8. OPERATIONS PHASE</a> + </h2> + + <p> + In the Operations Phase players can conduct any mission except Patrol. At the beginning of the Phase, and after + any player performs a mission, the FLN player may: + <ul> + <li>perform a mission; OR + <li>tell the Government player to perform a mission, OR + <li>pass (do nothing). + </ul> + <p> + When the Government player is told to perform a mission, or if the FLN player passes, the Government player may + either perform a mission or pass. If both players pass in succession, start the Turn Interphase. + (Note: the Government player always has a chance to React (<a href="#9.25">9.25</a>) to a FLN player mission, + and only that mission, just after the FLN player implements the result from that mission and before the players + move + on to any other mission.) + + <h2> + <a href="#9" id="9">9. MISSIONS</a> + </h2> + + <p> + Procedures and requirements for different missions are explained below. Not all missions are available to all + players. In general, when a player has an opportunity to conduct a mission, the player: + <ul> + <li>declares what mission will be conducted with which unit or units; + <li>pays the appropriate cost in AP or PSP (record this by moving the appropriate marker + downwards on the Record Track); + <li>rolls the die and resolves the result against the target units defined by the mission + selected. Note that in many cases one or both player's PSL may be adjusted, see the PSL Adjustment + Summary. Certain missions have additional good or bad effects, denoted by @ or + symbols. These + are implemented in addition to whatever effect the actual number result may have had - there may also + be a React to resolve; + <li>after any results and React missions have been implemented, he places the conducting + unit or units in the Operations Completed (OC) box of that same Area. + </ul> + + <h3> + <a href="#9.1" id="9.1">9.1 FLN PLAYER MISSIONS</a> + </h3> + + <p>See chart for cost in AP and the number/type of units needed to perform the mission. + + <h4><a href="#9.11" id="9.11">9.11 Propaganda</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>Cadres and Fronts</dd> + <dt>Prerequisites:</dt> + <dd>1 mission per area per turn limit; not in + Remote areas (not enough people around to impress): cost 1 AP</dd> + <dt>Procedure:</dt> + <dd>This mission is designed to raise the FLN or reduce the French PSL. Any PSP gained from the + Mission Success Table may be added to the FLN or subtracted from the Government PSL in + any combination.</dd> + <dt>Additional effects:</dt> + <dd>On a "+" result, the Cadre is eliminated; a Front is reduced to a Cadre.</dd> + </dl> + + <h4><a href="#9.12" id="9.12">9.12 Strike</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>Front needed; Cadres may assist</dd> + <dt>Prerequisites:</dt> + <dd>1 mission per area per turn limit; Urban area only; cost 3 AP</dd> + <dt>Procedure:</dt> + <dd>The FLN player designates the Front and any Cadres that may be assisting in the mission, pays + the ? AP cost, and rolls on the Mission Success Table (any Cadres assisting will yield DRM for this + roll). The FLN player will roll a number of dice equal to the numerical result from the Table, + yielding a total number of PSP. These may be added to the FLN PSL or subtracted from the Government + PSL, in any combination. The FLN units are placed in the OC box after any Government React. The + Government player must React to a Strike with at least 1 unit. There is a penalty of-1d6 PSP if + he cannot or will not React to it.</dd> + <dt>Additional effects:</dt> + <dd>On a "+" result, all FLN units involved in the mission are removed: a Cadre is eliminated; a + Front is reduced to a Cadre. On a "@" result, all Police units in the area are neutralized (flip them + over).</dd> + </dl> + + <h4><a href="#9.13" id="9.13">9.13 Movement</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>Cadres, Bands, Faileks Prerequisites: none; costs OAP</dd> + <dt>Procedure:</dt> + <dd>FLN mobile units may move from area to area on the map. Units make their movement attempts singly. + A unit may move from one area to any other area within its current <i>wilaya</i>. A unit may also move to an + area in a <i>wilaya</i> adjacent to its current one (that is, the two share a land border) but the area + moved + to must be adjacent to at least one area in its current <i>wilaya</i>. Morocco and Tunisia are treated as + single-area <i>wilaya</i> for this purpose.</dd> + </dl> + <p> + The FLN player designates the moving unit and rolls on the Mission Success Table. If the unit is not eliminated + by the roll on the Table, it is placed in the OC box of the area moved to. + <i class="note">(Note that the die roll is + modified by the number of Government units on Patrol in the area moved to, not from. Also, if the + Government player has not activated the Border Zone that turn, its DRM will not apply to FLN units + attempting to move across the border with Morocco or Tunisia.)</i> + + <h4><a href="#9.14" id="9.14">9.14 Raid</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>Bands or Faileks</dd> + <dt>Prerequisites:</dt> + <dd>1 mission per area per turn; not in Remote areas; cost 1 AP</dd> + <dt>Procedure:</dt> + <dd>Only 1 Raid mission may be conducted per area per turn, but each Band/Failek after the first gives + a +1 DRM to the roll (so a Raid by 2 Bands and a Failek would have a +2 DRM). The FLN player pays + the required AP and rolls on the Mission Success Table. He takes any numerical result in AP (doubled + if the Raid was in an Urban area).</dd> + <dt>Additional effects:</dt> + <dd>a '+' or result will also neutralize one Band/Failek or Police unit and Terrorize the area + (see <a href="#11.6">11.6</a>).</dd> + </dl> + + <i class="note">This mission represents attacks on towns and villages, to obtain food, supplies or conscripts or to + intimidate the local police and government infrastructure.</i> + + <h4><a href="#9.15" id="9.15">9.15 Harass</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>Bands or Faileks</dd> + <dt>Prerequisites:</dt> + <dd>none; cost 0 AP</dd> + <dt>Procedure:</dt> + <dd>There is no limit to the number of Harass missions that may be undertaken in an area per turn, but normally + units attack singly, as discrete + missions. The exception is when there is at least 1 Failek in the OPS box of an Area: in this case, + when the FLN player conducts a Harass mission with the Failek, any number of mobile units in the OPS + box may (but do not have to) join it in its mission, adding all their Firepower Ratings together. All are + placed in the OC box afterward.</dd> + </dl> + + <p>To conduct the mission, the FLN may 'fire' on the Combat Results Table (CRT) at any 1 Government unit + (mobile or static) in the same area. The FLN player designates the unit(s) to do the mission and rolls + on the CRT. The Government unit fired upon may fire back at HALF its Firepower Rating (round fractions + up). If the FLN unit(s) survived the return fire, place it in the Operations Completed (OC) box. + + <p class="note">Note that one or both player's PSLs will be affected by units being hit, reduced or eliminated; see + the PSL Adjustments Summary. Also note that Government units are never eliminated, only potentially + Neutralized.</p> + + <h3> + <a href="#9.2" id="9.2">9.2 GOVERNMENT PLAYER MISSIONS</a> + </h3> + + <h4><a href="#9.21" id="9.21">9.21 Patrol.</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>any Government unit</dd> + <dt>Prerequisites:</dt> + <dd>none; cost 0 PSP</dd> + <dt>Procedure:</dt> + <dd>Patrol is the only mission Police units may + perform, so they are always in the PTL box. Mobile units are moved to the PTL box of their current area + during the Deployment phase. Any mobile units Patrolling in the area may React to any FLN mission or + join a Flush mission if the Government player wants them to, but they are placed in the OC box of the + area after Reacting.</dd> + </dl> + + <i class="note">This represents a situation where units are broken up into a number of small detachments and + dispersed in an area to interfere with enemy movement and operations. (The French name for this tactic is + quadrillage, + after the grid-square overprinting used on military maps). The general effect of Patrolling units is to + give an unfavorable DRM to FLN missions.</i> + + <h4><a href="#9.22" id="9.22">9.22 Flush</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>any mobile unit in OPS or PTL box</dd> + <dt>Prerequisites:</dt> + <dd>none; cost 0 PSP</dd> + <dt>Procedure:</dt> + <dd>The Government player designates the mobile unit or units to perform the mission in the OPS or + PTL boxes of the area they occupy. Multiple units may be selected for the mission if and only if: + <ul> + <li>All units selected to conduct the mission are Elite; or + <li>A French division (in either mode) is present in the area in any box (it does not have to join the + mission or be activated, it just has to be there). + </ul> + </dd> + </dl> + + <p> + Airmobilized units (see <a href="#11.12">11.12</a>) may travel any distance to join or conduct a Flush, but only + if one or both of the two conditions above are satisfied. + <p> + Total the Contact Ratings of Government units participating in the mission. The Government player rolls to + contact each FLN unit that is currently in the OPS or OC boxes by rolling equal to or less than this number, + moving contacted units to one side. (DRM: +1 if target unit has an Evasion rating higher than the total Contact + ratings + involved, or Flush is in a Remote area, or if a Terror marker is present; -1 if Flush is in an + Urban area). Contacted FLN units then fire on the Combat Results Table, and the Government units + return fire. After taking any combat results, all remaining involved units are placed in the OC box. + + <h4><a href="#9.23" id="9.23">9.23 React</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>any mobile unit in OPS or PTL box</dd> + <dt>Prerequisites:</dt> + <dd>FLN player has just conducted a mission; cost 0 PSP</dd> + <dt>Procedure:</dt> + <dd>Government player mobile units in the OPS or PTL box may React to any FLN mission in the + same area, after the FLN player rolls on the Mission Success Table and implements the result (he must + give the Government player a moment to decide whether he will React or not).</dd> + </dl> + + <p>The Government player designates which mobile units in the OPS or PTL box are Reacting. Multiple units may be + selected for the mission if and only if: + <ul> + <li>All units selected to conduct the mission are Elite; or + <li>A French division (in either mode) is present in the area in any box (it does not have + to join the mission or be activated, it just has to be there). + </ul> + <p> + Airmobilized units (see <a href="#11.12">11.12</a>) may travel any distance to join or conduct a React, but only + if one or both of the + two conditions above are satisfied. + <p> + The FLN unit or units that conducted the mission are automatically Contacted, but the FLN player has a + chance to evade to the UG box. Units roll 1d6 individually, and move to the UG box if they roll equal + to or less than their Evasion Rating. Units that did not evade then fire on the Combat Results Table, + and the Government units return fire. After taking any combat results, all remaining involved units + are placed in the OC box. + + <h4><a href="#9.24" id="9.24">9.24 Intelligence</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>no mobile unit required</dd> + <dt>Prerequisites:</dt> + <dd>at least 1 non-neutralized Police unit present; cost 1 PSP</dd> + <dt>Procedure:</dt> + <dd>This mission may only be conducted in areas where the Government player has at least one + non-neutralized Police unit present. The Government player pays 1 PSP, indicates the area, totals the + Contact Ratings of the non-neutralized Police units there, and rolls to contact each FLN unit in the + UG box of that area by rolling equal to or less than this number (DRM: +1 if target unit has an + Evasion rating higher than the total Contact ratings involved, of if mission is in a Remote area, or + if there is a Terror marker present; -1 if in an Urban area). Any units successfully contacted are + moved to the OC box, where they are now vulnerable to future Flush missions. The Police units remain in + the PTL box regardless of the result.</dd> + </dl> + + <h4><a href="#9.25" id="9.25">9.25 Civil Affairs</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>no mobile unit required</dd> + <dt>Prerequisites:</dt> + <dd>1 mission per area per turn; at least 1 non-neutralized Police unit present; not in Remote areas; + cost 1 PSP</dd> + <dt>Procedure:</dt> + <dd>Government player pays 1 PSP, rolls 1d6, applies any DRM and reads the result off the + Mission Success Table. A DRM of +1 is applied if the "Amnesty" random event is in effect. PSP from + successful Civil Affairs missions are subtracted from the FLN PSL <i class="note">(note this is different + from the FLN Propaganda mission).</i> The Police units remain in the PTL box regardless of the result. + </dd> + <dt>Additional effect:</dt> + <dd>remove Terror marker on a @ or +.</dd> + </dl> + + <h4><a href="#9.26" id="9.26">9.26 Suppression</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>no mobile unit required; Elite units may assist</dd> + <dt>Prerequisites:</dt> + <dd>1 mission per area per turn; at least 1 non-neutralized Police unit present; cost 1 PSP</dd> + <dt>Procedure:</dt> + <dd>Elite units may assist in this mission, each one yielding a +1 DRM. There is an additional +1 DRM + when the "Amnesty" random event is in effect. Government player pays 1 PSP, rolls the die and a number + of FLN Bands/Faileks in the area equal to the result on the Mission Success Table are neutralized, no + matter what box they are in (FLN player chooses which exact units are neutralized). The Police units + remain in the PTL box regardless of the result.</dd> + <dt>Additional effect:</dt> + <dd>On a '@' result, all Cadre and Front + units in the area are neutralized as well and the area is Terrorized (place a Terror marker). On a '+' + result, the mission backfired somehow and the Government player loses 1d6 PSP, as well as having to place a + Terror marker.</dd> + </dl> + + <h4><a href="#9.27" id="9.27">9.27 Population Resettlement</a></h4> + + <dl> + <dt>Who may do:</dt> + <dd>no mobile unit required</dd> + <dt>Prerequisites:</dt> + <dd>at least 1 non-neutralized Police unit present; Rural areas only; cost 1 PSP</dd> + <dt>Procedure:</dt> + <dd>Success is automatic and permanent: the + Government player pays 1 PSP and places a 'REMOTE' marker in the area to denote that it is treated as + Remote for the rest of the game.</dd> + <dt>Additional effect:</dt> + <dd>The area is automatically Terrorized + (place a marker), and the FLN player gains a one-time award of 3d6 PSP. Since Remote areas cannot + support Fronts, an FLN Front that was in the area is immediately converted to a Cadre. The Government + player does get the PSP award for so reducing it. The Government + player is penalized 1 PSP per turn per area he has depopulated in this way, in the Final PSL + Adjustment Segment of each turn.</dd> + </dl> + + <p class="note">This represents moving large numbers of peasants out of their traditional villages and into + government-controlled 'strategic hamlets' where they can be more easily controlled. This does clear portions of + the + countryside, thus denying the FLN player a source of supplies and recruits, but it also creates a + logistical, economic and political strain as the displaced people must be supported in the camps or seek + shelter in the larger towns and cities. Therefore, the Government player incurs a PSL penalty each + turn afterwards. Historically, the French resettled over 2 million people, almost a quarter of + the Muslim population of Algeria.</p> + + <h2> + <a href="#10" id="10">10. TURN INTERPHASE</a> + </h2> + + <p>During the Turn Interphase, the following events occur in sequence: + + <h3> + <a href="#10.1" id="10.1">10.1 CONTROL / DEPRECIATION SEGMENT</a> + </h3> + + <p>Both players examine each area on the map and determine which areas are Controlled and which are Contested. + Control of an area is adjudged anew each turn as follows: 3 Control Points for each FLN Front or + Dispersed mode French division, and 1 point for each other unit present in an area. Government units + do not have to be activated. Neutralized units do not count. + <p>If one side has twice as many or more Control Points than the other, then it gets Control and an appropriate + marker is placed in the area. If one side has less than twice as many Points, take the difference of + the two totals. Both sides then roll 1d6 trying to get equal to or less than that number. If one + side succeeds, then he gets Control. If both or neither succeed, then the area remains Contested and + no marker is placed. A side that gets Control of an area keeps it until the beginning of the next + Control/Depreciation Phase. + <p class="example"><b>Example:</b> in Mostaganem the FLN has 1 Front and 2 Cadres. The Government has 1 Police and 2 + French Army brigades. Control Point totals are therefore 5 and 3 respectively, and the difference is 2. Both + sides + roll 1d6 trying to score 2 or less. + + <h4><a href="#10.11" id="10.11">10.11 Depreciation.</a></h4> + + <p>The Government player must roll to see if any of his Air or Helicopter points are lost due to depreciation (roll + once for each category, against the Maximum value for each type of point), then the FLN player rolls + for depreciation of any unused AP he may have had left over after the Operations Phase. (This + represents inertia, pilfering, losses in transit, capture, sabotage, wear and tear on equipment, and + apathy on the part of the population - all the things Clausewitz termed 'friction'). + <p class="example"><b>Example:</b> if the FLN player had 17 AP squirreled away, the Loss Number is 4. He will lose 4 + AP if he rolls this number or less on 1d6. + + <h3> + <a href="#10.2" id="10.2">10.2 RECOVERY SEGMENT</a> + </h3> + + <p>All neutralized units may attempt to Recover by rolling individually on the Recovery Table. Terrorized areas + may possibly spontaneously recover in this Segment also (the Government player makes the rolls to + check if this happens). + + <h3> + <a href="#10.3" id="10.3">10.3 REDEPLOYMENT SEGMENT</a> + </h3> + + <p>The FLN player returns all his units in a given area to its UG box. The Government player returns all his mobile + units in a given area from the OC or PTL boxes to its OPS box. The Government player flips all his + Airmobilized units (<a href="#11.1">11.1</a>) back to their front sides and resets his Air and Helicopter Points + Available markers to the same boxes as his Air and Helicopter Maximum markers. + + <h3> + <a href="#10.4" id="10.4">10.4 FINAL POLITICAL SUPPORT ADJUSTMENT SEGMENT</a> + </h3> + + <p>First, the Government player must check for a coup d'etat if his PSL is less than 30 + (see <a href="#11.3">11.3</a>). Then both sides adjust their PSL as directed in the PSL Adjustment Summary for + this Phase. + + <h2> + <a href="#11" id="11">11. SPECIAL RULES</a> + </h2> + + <h3> + <a href="#11.1" id="11.1">11.1 AIRPOWER AND AIRMOBILITY</a> + </h3> + + <p>The Government player may mobilize Air and Helicopter Points. Each point represents a varying number of aircraft + of various types. He keeps track of these points on the Record Track: each point mobilized adds one to + the Air (or Helicopter) Point Maximum. The Air (or Helicopter) Point Available marker will help him to + remember how many points have not been used so far in the turn. + + <h4><a href="#11.11" id="11.11">11.11 Air Points.</a></h4> + + <p>An Air Point may be used any time the Government player rolls on the Combat Results Table. Each Air Point used + adds +1d6 to the total Firepower rating of the Government units firing. Any number of Air Points (up + to the amount available) may be used in one combat, but once used they are not recovered until the + Redeployment Segment. Air Points cannot be used in Urban areas. + + <h4><a href="#11.12" id="11.12">11.12 Helicopter Points.</a></h4> + + <p>Helicopter Points may be used to 'airmobilize' mobile units. One point may airmobilize one Elite brigade; two + will airmobilize a regular French or Algerian infantry brigade; divisions may not be airmobilized. The + point or points can be 'attached' to the unit at any time during the turn (so reducing the 'Helo Pts + Aval' marker on the Record Track), and they 'stay' with the airmobilized unit until the + Redeployment Segment. Flip the unit over to show its "HELO" side <i class="note">(and note its Contact rating + has gone up!).</i> + <p>An airmobilized unit may travel any distance to participate in a Flush or React Mission if it is an Elite unit, + or if a Division in either mode is present in the area where the mission is occurring. + + <h3> + <a href="#11.2" id="11.2">11.2 OTHER COUNTRIES</a> + </h3> + + <p>Under normal circumstances, units of both players may not enter other countries except as noted below. + + <h4><a href="#11.21" id="11.21">11.21 Morocco and Tunisia.</a></h4> + + <p>These two countries are given their independence from France in a random event that occurs during the game + (or this will occur some time in the first 6 turns, if using optional rules). When these countries are + granted independence, both the FLN and Government PSL are raised by 2d6 (players roll separately, and + this happens only once). From that point forward: + + <ul> + <li>the FLN player may Build or Convert mobile units in that country (at a lower price, too) + and Move units into or out of Algeria. The Government player may never enter these countries. Note, + however, that this does not give the FLN player actual control of either country and units there may + not perform missions other than Build, Convert or Movement. + <li>The FLN player will, in the Final PSL Adjustment Segment of each turn, gain PSP equal to + 10% (round fractions down) of the firepower of FLN mobile units in Morocco and/or Tunisia. + <i class="note">(The FLN was interested in maintaining a large military force outside of the country, for it + would have to be the + strongest contender for the new government once Algeria gained its independence.)</i> + <li>The Government player may begin to mobilize the Border Zone to control FLN infiltration + into Algeria. The effect of the Border Zone is to generate an unfavorable DRM for any FLN units + attempting Movement missions across the border. The first time the Government player mobilizes the Border + Zone, they pay the cost in PSP and place the Status marker in the "0" box; each time the Border Zone + is mobilized after that, the Status markers moves on the track to indicate a higher DRM (-1, -2, + etc.). Note that the Border Zone must also be activated each turn in order to have any effect. If the + Government player does not pay the activation cost, flip over the Status marker to show "Inactive" and + the Border Zone DRM will not apply that turn. + </ul> + + <h4><a href="#11.22" id="11.22">11.22 France</a></h4> + <p>No side ever actually controls France. The Government player may not deploy units to France + <i class="note">(although that is + technically where his units are coming from)</i> except the OAS marker, if he controls it. The FLN player + may maintain a maximum of 1 Cadre marker in France (he may place it there in the Deployment Phase, + from any Area where there is a Front unit not considered an Urban area so any PSP gained or lost in + the mission are not doubled), where it may perform 1 Propaganda mission per turn <i class="note">(clarification: + though there are lots of cafes there, France is not considered an Urban area so any PSP gained or lost are + not doubled).</i> The Government player may not React to this mission. In the Deployment Phase, the Cadre + unit may be deployed to any Area where there is a Front unit. + + <h3> + <a href="#11.3" id="11.3">11.3 THE OAS</a> + </h3> + + <p>The <i>Organization d'Armee Secrete</i> (OAS) was a terrorist organization made up of right-wing white Algerian + colonists, army deserters, and other hard cases. The OAS is automatically activated in the + Reinforcement Phase of any turn when the Government PSL is 30 or less. When this event occurs, roll + one die to see who controls it: on a 1-3 the FLN player, on a 4-6 the Government. In subsequent + Random Events Phases, roll to see who controls the OAS for that turn. There is a Government PSP + penalty applied at the end of the turn, depending on where the OAS is placed. + <p>In the Reinforcement Phase, the controlling player places the OAS marker in any urban area of Algeria or in + France. + + <ul> + <li>In Algeria, the OAS marker will automatically conduct one Suppression mission in the + Operations Phase, at no cost in PSP and no requirement for a Police unit. Whatever the result of the + mission, it will automatically cause a Terror marker to be placed in the Area (if there isn't one there + already). + <li>In France, the OAS marker will generate a +1 DRM when checking for the chances of a coup + d'etat, and for the results of a coup d'etat when it happens. + </ul> + + <p>The OAS marker may be removed in the Reinforcement Phase of any turn when the Government PSL is more than + 70. This is the only way to get rid of it: however, it will reappear if the Government PSL goes below + 30 at a later time. + <p>The Government player will lose PSP in the Final PSL Adjustment Segment of each turn, depending on where the + OAS is located at the time. See the PSL Adjustments Summary. + + <h3> + <a href="#11.4" id="11.4">11.4 COUP D'ETAT</a> + </h3> + + <p>One of the perils of a low Government PSL is the chance that the elite units in the French Army will intervene in + domestic politics, in hopes of installing a regime more amenable to their wishes. If, at the beginning + of the Final PSL Adjustment Segment of a turn, the Government PSL is less than 30, the Army may + attempt a coup. The Government player must roll 1d6 and there is an attempted coup on an adjusted + "6". The Government player then rolls 2d6 on the Coup Table and applies the result. If the OAS marker + is currently in France, there is a +1 DRM to both rolls. If the result requires the Government player + to remove Elite units, they must be removed from the game immediately and completely (they have been + disbanded and may not be rebuilt). He chooses which ones to remove from among those that are + already mobilized and on the map; there is no additional penalty if the Coup Table result calls for + more elite units to be removed than are actually available. + + <h3> + <a href="#11.5" id="11.5">11.5 TERRORISM</a> + </h3> + + <p>Terror markers may be placed in areas as a side-effect of Raid, Suppression and Resettlement Missions. There + may be only 1 Terror marker in an area at a time. When a Terror marker is in an Area, it generally + makes things more difficult for either side: the FLN player gets fewer AP from an area in the + Reinforcement Phase, and there are unfavorable DRM for Propaganda, Strike, Flush and Intelligence + missions. Terrorized areas may recover as a result of successful Civil Affairs missions (<a + href="#9.25">9.25</a>), or in + the Recovery Segment (see the Recovery Table). + <p>The Government player will lose 1 PSP in the Final PSL Adjustment Segment of each turn for each terrorized + Area, no matter who caused the terror. See the PSL Adjustments Summary. + + <h3> + <a href="#11.6" id="11.6">11.6 THE FRENCH NAVY</a> + </h3> + + <p>The Government player may mobilize Naval points. Note the number of points present on the Record Track. The + effect of Naval points is to interdict FLN AP arriving from abroad: deduct the current number of Naval + Points from the AP gained by the FLN's current PSL in the Reinforcement Phase, and when the "Foreign + Arms Shipment" random event occurs. <i class="note">(clarification: unlike Air and Helicopter points, Naval + points do not depreciate (<a href="#10.11">10.11</a>)).</i> + + <h3> + <a href="#11.7" id="11.7">11.7 FRENCH DIVISION MODES</a> + </h3> + + <p>The Government player has a number of division-size units (with a unit size indicator of XX). They are always in + one of two modes: + + <ul> + <li><b>Concentrated</b>, where the division is represented by a single counter with a Firepower of + 25; or + + <li><b>Dispersed</b>, where the division is represented by the reverse side of the counter, with a + blank symbol box and a Firepower of 12 <i class="note">(thus sacrificing firepower for the ability to + dominate more ground: note the higher Contact Rating).</i> + </ul> + + <p>Divisions change mode in the Deployment Phase: flip the counter to show whatever mode it happens to be in + <i class="note">(the unit type of the Division in Concentrated mode does not matter; it's included only for + historical verisimilitude).</i> + A neutralized division may change mode, if you think it necessary for some reason. + + + <h2> + <a href="#12" id="12">12 POLITICAL SUPPORT LEVELS AND HOW TO WIN</a> + </h2> + + <p>The Government and FLN players maintain Political Support Levels (PSL) independently of each other. These levels + change constantly during the game: see the Charts and Tables for exactly when and by how much. + + <h3> + <a href="#12.1" id="12.1">12.1 HIGH AND LOW PSL</a> + </h3> + + <p>There are certain advantages and disadvantages to having a particularly high or low PSL: see the DRM summaries in + the Charts and Tables. + <p>If a player's PSL rises to above 99 during the game due to various events, any such "excess" PSP gained for that + player are not lost: instead they are SUBTRACTED from the other player's PSL. + <p class="example"><b>>Example:</b> the FLN PSL is currently 98 and the Government player conducts a Population + Resettlement mission (<a href="#9.26">9.26</a>). + The FLN player rolls 3d6 and scores 10 PSP. He raises his PSL by one to 99, which is as high as it can go, and + deducts 9 PSP from the Government PSL. + + <h3> + <a href="#12.2" id="12.2">12.2 VICTORY</a> + </h3> + + <p>The game has no pre-set length. If, at any time, either player's PSL is reduced to 0 or less, then the game + immediately ends and the other player is declared the winner. The scale of that player's victory is + determined by his PSL at the moment the game ends: + + <ul> + <li><b>1-25 points: Marginal</b> <i class="note">(That player "wins" the subsequent peace talks, but the + ordinary population of Algeria is + not enthusiastic about how either side has behaved, or confident about its future.)</i> + <li><b>26-50 points: Substantial</b> <i class="note">(That player "wins" the peace talks, but with some kind of + compromise - for example, + an Algeria with more independence but significant continued French economic and military presence.)</i> + <li><b>51+ points: Decisive</b> <i class="note">(That player wins it all - Algeria becomes totally independent, + with the FLN its + unchallenged new government; or the spirit of Algerian independence is crushed for another + generation.)</i> + </ul> + + <h2> + <a href="#13" id="13">13. OPTIONAL RULES</a> + </h2> + + <h3> + <a href="#13.1" id="13.1">13.1 SLOW FRENCH REACTION (1954 SCENARIO)</a> + </h3> + + <p>This rule is for the 1954 scenario only. It is optional but is highly suggested, once players have learned the + game. Historically, the French authorities were slow to perceive and react to the threat posed by the + initial FLN actions in November 1954 (the point at which the game begins). They were also slow to + adopt more effective tactics. Therefore, until the first Reinforcement Phase in which the FLN + PSL exceeds the Government PSL, these restrictions apply to the Government player: + + <ul> + <li>he may not mobilize more than 1 mobile unit or Point of any type (Air, Helo, or Naval) + per turn; + <li>his infantry divisions may not adopt Dispersed mode; + <li>he may not perform Civic Affairs, Suppression or Population Resettlement missions. + </ul> + + <h3> + <a href="#13.2" id="13.2">13.2 MORE DETERMINISTIC INDEPENDENCE (1954 SCENARIO)</a> + </h3> + + <p>Instead of waiting for a random event to make Morocco and Tunisia independent, assume that this will happen some + time in the first 6 turns of the 1954 scenario. Each Random Events Phase, roll 1d6; if the number + rolled is less than or equal to the number of the current turn, the two countries immediately become + independent. + + <h3> + <a href="#13.3" id="13.3">13.3 SHORTER GAME.</a> + </h3> + + <p>Counterinsurgencies can take a long time to conclude: the Algerian War, at about 8 years, was of less than + average length. Players can agree to an open-ended game, checking their respective PSLs every 6 + turns, at the end of the Turn Interphase. If one player would "win" with at least a Substantial + Victory (that is, his PSL is 26 or more points ahead of the other player's) two checks running, the + game ends at that point and he wins the game with the level of victory he enjoyed at that moment. + However, the game would end if at any point a player's PSL is reduced to 0. + +</body> + </html>
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