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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 &amp; 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>
+
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