Algeria: The War for Independence 1954 - 1962

RULES OF PLAY

Table of Contents

CREDITS

Design: Brian Train
Development: Brian Train
Graphics: Jon Compton and Ania B. Ziolkowska
Layout & Design: Lise Patterson
Playtesting: Bruce Geryk

1. INTRODUCTION

Algeria is a game simulating the conflict between the Front de Liberation Nationale (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.

2. GAME COMPONENTS AND CONCEPTS

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.

2.1 COUNTERS

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.

2.2 MAP

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 wilaya or zone system the FLN command structure used (so area V-1 is the first sector in wilaya 5). Each area has a set of boxes to hold units.

There are several other non-area areas shown on the map:

2.3 GAME CONCEPTS AND DEFINITIONS

Here are explanations of several administrative and political concepts represented in the game:

3. SETTING UP THE GAME

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.

4. SEQUENCE OF PLAY

Each turn represents an indeterminate period of time: usually several months or more. Each turn, the Sequence of Play is as follows:

The structure of the rules follows this scheme.

5. RANDOM EVENTS PHASE

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.

6. REINFORCEMENT PHASE

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.

6.1 FLN SOURCES FOR AP

The FLN player gets AP from several sources:

6.2 FLN BUILD / CONVERT

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.

6.3 GOVERNMENT MOBILIZATION AND ACTIVATION

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).

6.31 Mobilization.

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 (6.32). 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.

6.32 Activation: mobile units.

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.

6.33 The Border Zone Track.

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.

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.

7. DEPLOYMENT PHASE

Both players decide what they will do during the upcoming Operations Phase. The Government player goes first.

8. OPERATIONS PHASE

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:

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 (9.25) 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.)

9. MISSIONS

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:

9.1 FLN PLAYER MISSIONS

See chart for cost in AP and the number/type of units needed to perform the mission.

9.11 Propaganda

Who may do:
Cadres and Fronts
Prerequisites:
1 mission per area per turn limit; not in Remote areas (not enough people around to impress): cost 1 AP
Procedure:
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.
Additional effects:
On a "+" result, the Cadre is eliminated; a Front is reduced to a Cadre.

9.12 Strike

Who may do:
Front needed; Cadres may assist
Prerequisites:
1 mission per area per turn limit; Urban area only; cost 3 AP
Procedure:
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.
Additional effects:
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).

9.13 Movement

Who may do:
Cadres, Bands, Faileks
Prerequisites:
none; costs 0 AP
Procedure:
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 wilaya. A unit may also move to an area in a wilaya 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 wilaya. Morocco and Tunisia are treated as single-area wilaya for this purpose.

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. (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.)

9.14 Raid

Who may do:
Bands or Faileks
Prerequisites:
1 mission per area per turn; not in Remote areas; cost 1 AP
Procedure:
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).
Additional effects:
a '+' or result will also neutralize one Band/Failek or Police unit and Terrorize the area (see 11.6).
This mission represents attacks on towns and villages, to obtain food, supplies or conscripts or to intimidate the local police and government infrastructure.

9.15 Harass

Who may do:
Bands or Faileks
Prerequisites:
none; cost 0 AP
Procedure:
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.

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.

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.

9.2 GOVERNMENT PLAYER MISSIONS

See chart for cost in PSP and the number/type of units needed to perform the mission.

9.21 Patrol

Who may do:
any Government unit
Prerequisites:
none; cost 0 PSP
Procedure:
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.
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.

9.22 Flush

Who may do:
any mobile unit in OPS or PTL box
Prerequisites:
none; cost 0 PSP
Procedure:
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:

Airmobilized units (see 11.12) may travel any distance to join or conduct a Flush, but only if one or both of the two conditions above are satisfied.

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.

9.23 React

Who may do:
any mobile unit in OPS or PTL box
Prerequisites:
FLN player has just conducted a mission; cost 0 PSP
Procedure:
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).

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:

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.

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.

9.24 Intelligence

Who may do:
no mobile unit required
Prerequisites:
at least 1 non-neutralized Police unit present; cost 1 PSP
Procedure:
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.

9.25 Civil Affairs

Who may do:
no mobile unit required
Prerequisites:
1 mission per area per turn; at least 1 non-neutralized Police unit present; not in Remote areas; cost 1 PSP
Procedure:
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 (note this is different from the FLN Propaganda mission). The Police units remain in the PTL box regardless of the result.
Additional effect:
remove Terror marker on a @ or +.

9.26 Suppression

Who may do:
no mobile unit required; Elite units may assist
Prerequisites:
1 mission per area per turn; at least 1 non-neutralized Police unit present; cost 1 PSP
Procedure:
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.
Additional effect:
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.

9.27 Population Resettlement

Who may do:
no mobile unit required
Prerequisites:
at least 1 non-neutralized Police unit present; Rural areas only; cost 1 PSP
Procedure:
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.
Additional effect:
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.

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.

10. TURN INTERPHASE

During the Turn Interphase, the following events occur in sequence:

10.1 CONTROL / DEPRECIATION SEGMENT

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.

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.

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.

10.11 Depreciation.

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').

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.

10.2 RECOVERY SEGMENT

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).

10.3 REDEPLOYMENT SEGMENT

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.

10.4 FINAL POLITICAL SUPPORT ADJUSTMENT SEGMENT

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.

11. SPECIAL RULES

11.1 AIRPOWER AND AIRMOBILITY

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.

11.11 Air Points.

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.

11.12 Helicopter Points.

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 (and note its Contact rating has gone up!).

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.

11.2 OTHER COUNTRIES

Under normal circumstances, units of both players may not enter other countries except as noted below.

11.21 Morocco and Tunisia.

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:

11.22 France

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.

11.3 THE OAS

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.

In the Reinforcement Phase, the controlling player places the OAS marker in any urban area of Algeria or in France.

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.

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.

11.4 COUP D'ETAT

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.

11.5 TERRORISM

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).

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.

11.6 THE FRENCH NAVY

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)).

11.7 FRENCH DIVISION MODES

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:

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.

12 POLITICAL SUPPORT LEVELS AND HOW TO WIN

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.

12.1 HIGH AND LOW PSL

There are certain advantages and disadvantages to having a particularly high or low PSL: see the DRM summaries in the Charts and Tables.

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.

>Example: the FLN PSL is currently 98 and the Government player conducts a Population Resettlement mission (9.26). 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.

12.2 VICTORY

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:

13. OPTIONAL RULES

13.1 SLOW FRENCH REACTION (1954 SCENARIO)

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:

13.2 MORE DETERMINISTIC INDEPENDENCE (1954 SCENARIO)

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.

13.3 SHORTER GAME.

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.