From de8b30846f6cbe6024574552c2a5fb3c99364965 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Mon, 20 Feb 2023 14:44:33 +0100 Subject: Rendered rulebook and playbook. --- info/rulebook.html | 1353 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1353 insertions(+) create mode 100644 info/rulebook.html (limited to 'info/rulebook.html') diff --git a/info/rulebook.html b/info/rulebook.html new file mode 100644 index 0000000..3f84945 --- /dev/null +++ b/info/rulebook.html @@ -0,0 +1,1353 @@ + + + +Andean Abyss - Rulebook + + + + +
+

R U L E S O F P L AY

+

SECOND EDITION

+

by Volko Ruhnke

+

T A B L E O F C O N T E N T S

+ +

1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

+

2. Sequence of Play . . . . . . . . . . . . . . . . . . . . . . . . . . .

+

3. Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

+

4. Special Activities . . . . . . . . . . . . . . . . . . . . . . . . . .

+

5. Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

+

6. Propaganda Rounds . . . . . . . . . . . . . . . . . . . . . . . .

+

7. Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

+

8. Non-Player Factions . . . . . . . . . . . . . . . . . . . . . . . .

+

Key Terms Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

+

Available Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

+ +

2

+

5

+

6

+

8

+

10

+

10

+

12

+

12

+

19

+

20

+ +

© 2018 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

+
+
+

2

+

Andean Abyss

+

1.0 INTRODUCTION

+

Andean Abyss is a 1-4-player game depicting insurgent and

+

counterinsurgent (COIN) conflict in Colombia during the 1990s

+

and early 2000s. Each player takes the role of a Faction seek-

+

ing to run Colombian affairs: the Government (Govt) or 1 of 3

+

Insurgent Factions—the Marxist FARC, the right-wing AUC

+

“paramilitaries”, or the narco-trafficking Cartels. Using military,

+

political, and economic actions and exploiting various events,

+

players build and maneuver forces to influence the population,

+

extract resources, or otherwise achieve their Faction’s aims. A

+

deck of cards regulates turn order, events, victory checks, and

+

other processes. The rules can run non-player Factions, enabling

+

solitaire, 2-player, or multi-player games.

+

Andean Abyss is the inaugural volume in the COIN Series of

+

games that use similar rules to cover a variety of insurgencies and

+

other inter-factional conflicts. This Second Edition extensively

+

alters and augments rules and play aids throughout to bring this

+

volume up to date within the Series. Updated cards are marked

+

“2nd Ed”.

+

This rule book lists and defines key game terms in an index on

+

pages 19-20. The most important game functions are summarized

+

on several aid sheets. Game setup is explained on the flip side of

+

the Sequence of Play aid sheet.

+

1.1 General Course of Play

+

Andean Abyss—unlike most card-assisted war games—does not

+

use hands of cards. Instead, cards are played from the deck one at

+

time, with one card ahead revealed to all players. Each Event card

+

shows the order in which the Factions become Eligible to choose

+

between the card’s Event or one of a menu of Operations and

+

Special Activities. Executing an Event or Operation carries the

+

penalty of rendering that Faction Ineligible to do so on the next

+

card. Propaganda cards mixed in with the Event cards provide

+

periodic opportunities for instant wins and for activities such as

+

collecting resources and influencing popular sympathies.

+

1.2 Components

+

A complete set of Andean Abyss includes:

+

• A 22”x34” mounted game board.

+

• A deck of 76 cards.

+

• 153 dark and light blue, red, green, and yellow wooden forces

+

pieces, some embossed (1.4; see “Available Forces” on the rule

+

book’s back for a complete listing).

+

• 8 cylinders, embossed (1.7, 2.2).

+

• 6 black and 6 white pawns (3.1.1).

+

• A sheet of markers.

+

• 2 Sequence of Play and Setup sheets.

+

• 4 Faction player aid foldouts.

+

• 1 Non-player Insurgents flowcharts foldout.

+

• 1 Non-player aid foldout with Government flowchart.

+

• 3 6-sided dice: 1 red, 1 yellow, 1 green.

+

• A background Playbook.

+

• This rule book.

+

1.3 The Map

+

The map shows the country of Colombia divided into various

+

types of spaces, as well as parts of neighboring countries.

+

1.3.1 Map Spaces. Map spaces include rural Departments

+

(Depts), urban Cities, and Lines of Communication (LoCs)

+

between them. All spaces—including LoCs—can hold forces.

+

Mountain Department

+

(Dept)

+

Line of Communication

+

(Pipeline)

+

City

+

Grassland Department

+

Forest Department

+

Town

+

Department Boundary

+

Department Name

+

Population Value

+

Place bases here

+

At Start set up

+

Line of Communication

+

(Road)

+

Place Terror markers here

+

Place Support and Opposition

+

markers here

+
+
+

3

+

Andean Abyss

+

1.3.2 Departments. Each Department shows a Population value

+

(Pop) of 0, 1, or 2 that affects victory via Support for or Oppo-

+

sition to the Government (1.6) and some Insurgent Operations

+

(3.3). Departments are further distinguished by terrain as Tropical

+

Forest (Forest), Mountain, or Grassland, affecting some COIN

+

Operations (3.2) and Events (5.0).

+

1.3.3 Cities. Each City similarly shows a Population value of 1

+

to 8 (each Population value representing a million Colombians).

+

1.3.4 LoCs. Each Line of Communication (LoC) shows an Eco-

+

nomic value (Econ) of 1 to 3 that affects Government Resources

+

(1.7). LoCs are further distinguished as Roads or Pipelines.

+

Pipelines tend to have higher Economic value and affect certain

+

Events.

+

DESIGN NOTE: LoCs also represent other transportation ar-

+

teries and infrastructure such as power lines that parallel roads

+

and pipelines.

+

1.3.5 Foreign Countries. The map includes parts of Brazil (Bra-

+

sil), Ecuador, Panamá, Perú, and Venezuela. They are not spaces

+

(1.3.1) unless and until specified by Event (5.0).

+

EXAMPLE: The “Darién” Event renders Panamá a 0 Population

+

Forest Department for all purposes, except that Sweep Opera-

+

tions do not Activate Guerrillas there (3.2.3).

+

NOTE: Venezuela is next to Guainía but not Vaupés, affecting

+

the “Hugo Chávez” Event.

+

1.3.6 Adjacency. Adjacency affects the movement of forces and

+

implementation of certain Events. Any 2 spaces meeting one of

+

the following conditions are adjacent:

+

• Spaces that border on (touch) one another.

+

• Departments separated by LoCs.

+

• LoCs or Departments separated by Towns.

+

NOTE: Towns are not spaces; they merely separate LoCs or

+

Departments.

+

1.3.7 Coasts. Spaces adjacent to blue areas are coastal, affecting

+

the “Narco-Subs” Event.

+

1.4 Forces

+

The wooden pieces represent the Factions’ various forces: Gov-

+

ernment Troops (dark-blue cubes) and Police (light-blue cubes),

+

Insurgent Guerrillas, and all Factions’ Bases.

+

Government Cubes:

+

FARC

+

Guerrillas:

+

Bases:

+

Troops

+

Police

+

Underground

+

Active

+

AUC

+

Cartels

+

Use to mark City and

+

Department Control (1.8)

+

Use to mark FARC Zones

+

(6.4.4)

+

Govt Capa-

+

bilities

+

Use on the Edge Track:

+

Victory-related and Aid markers

+

Use on the Propa-

+

ganda Track

+

Support and Opposition markers

+

(1.6.2)

+

Terror

+

(3.3.4)

+

Event Reminder

+

markers

+

Sabotage

+

(3.3.4)

+

Drug Shipment

+

Overflow marker

+

TYPES OF FORCES

+

ADJACENCY EXAMPLE: The 4 Departments and 4 LoCs around

+

the Town of Ayacucho are all adjacent to each other because they

+

are separated by a Town. Antioquia and the Forest Department

+

to the west are adjacent because they are separated by a LoC.

+

FARC

+

Govern-

+

ment

+
+
+

4

+

Andean Abyss

+

• With 3 players, AUC runs the Cartels.

+

• With 2 players, Government runs AUC; FARC runs the Cartels.

+

A player running two Factions uses the lower victory margin of

+

the two (7.1-.3) and only causes play to end on a victory check

+

(6.1) if both Factions are meeting their conditions. Players may

+

not voluntarily transfer (1.5.2) between their own Factions.

+

Non-Player Option: If playing solitaire, or as an alternative

+

to the above with two or three players, use the Non-player

+

rules in section 8 to govern leftover Factions:

+

1.5.2 Negotiation. Players may make any mutual arrangements

+

within the rules but may voluntarily transfer only Resources (1.7)

+

or Shipments (4.5.3) and only during either’s execution by the

+

Sequence of Play (2.3.4) of an Operation or Event. All negoti-

+

ations are open. The rules do not bind players to agreements.

+

1.6 Support and Opposition

+

Support and Opposition affect victory and some Operations.

+

1.6.1 Cities and Departments with at least 1 Population (1.3.2-3)

+

always show 1 of 5 levels of its populace’s Support for or Oppo-

+

sition to the Government that can shift during play:

+

• Active Support.

+

• Passive Support.

+

• Neutral.

+

• Passive Opposition.

+

• Active Opposition.

+

1.6.2 Show Active or Passive Support or Opposition with mark-

+

ers placed in each City or Department. Show Neutral spaces by

+

the absence of such markers. Active Support/Opposition counts

+

double for Total Support/Opposition (1.6.3).

+

NOTE: LoCs (1.3.4) and Population 0 Departments never hold

+

Support or Opposition markers (they are always Neutral).

+

1.6.3 Total Support and Total Opposi-

+

tion. Government or FARC victory de-

+

pends on the total value of population

+

Support or Opposition (plus FARC Bases,

+

7.2), respectively. Adjust “Total Support” or “Opposi-

+

tion + Bases” on the numbered edge track per the box

+

below as any change to Support, Opposition, or the

+

number of FARC Bases occurs.

+

Total Support and Opposition Equations

+

Total Support equals:

+

(2 x Population in Active Support) + (1 x Population in Passive

+

Support)

+

Total Opposition equals:

+

(2 x Population in Active Opposition) + (1 x Population in

+

Passive Opposition)

+

Opposition + Bases equals:

+

Total Opposition + The number of FARC Bases on the map

+

DESIGN NOTE: Bases represent not only training and bivouac

+

facilities but also, for the Insurgents, political administration as

+

well as coca or poppy fields and processing labs.

+

PLAY NOTE: Use “Overflow” boxes for Forces that exceed the

+

room in a City or smaller Department on the map; place the

+

corresponding Overflow marker in that space.

+

1.4.1 Availability and Removal. The inventory shown on the

+

“Available Forces” chart on the back of this rule book limits the

+

number of pieces that may be in play. Keep forces not on the

+

map in the Available Forces holding areas. (Place Bases in the

+

highest-numbered empty circles, revealing the number of on-map

+

Bases to help track victory, 7.0)

+

• Forces may only be placed from or replaced with those avail-

+

able in the holding areas—ignore any instructions to place

+

forces if the appropriate type is not available because all are

+

already on the map (remove rather than replace such pieces;

+

see also next bullet).

+

Important: A player Faction while executing an Operation or

+

Event by the Sequence of Play (2.3.4, 3.0, 5.0), may remove

+

its own pieces to Available Forces. EXAMPLE: Insurgents

+

without Available Guerrillas could remove Guerrillas during

+

a Rally (3.3.1) in order to place them Underground.

+

• Once an enemy Faction is targeted, removal or Activation

+

of pieces to the extent of the executing Faction’s ability is

+

required. EXAMPLE: A Government Assault (3.2.4) with 3

+

Troops in Forest must remove 3 Active pieces if there are at

+

least that many among those Factions targeted.

+

1.4.2 Stacking. No more than 2 Bases (regardless of Faction)

+

may occupy a single Department or City. Bases may not occupy

+

LoCs. Government forces may not occupy a FARC Zone (6.4.4).

+

(See also the “Sucumbíos” Event regarding Ecuador.) Ignore any

+

instructions (such as from Operations or Events) to place or move

+

forces if stacking would be violated. Except as noted above, any

+

number of Government cubes and Guerrillas may occupy a space.

+

1.4.3 Underground/Active. Guerrillas are either

+

Underground—symbol end down—or Ac-

+

tive-symbol end up. Certain actions and Events

+

flip them from one to the other state. Bases, Troops, and Police

+

are always Active. Always set up and place new Guerrillas Un-

+

derground (including if replacing a piece).

+

NOTE: Unless instructions specify “Underground” Guerrilla,

+

it is sufficient to “Activate” already Active Guerrillas (they stay

+

Active).

+

1.5 Players & Factions

+

Andean Abyss is playable by 1-4 players. The 1st player plays

+

the Government (blue), the 2nd the FARC (red), the 3rd the AUC

+

(yellow), and the 4th the Cartels (green) (2.1). (If preferred, the

+

3rd player in a 3-player game can play Cartels instead of AUC.)

+

Each of these Factions is enemy to all others. Leftover Factions

+

are Non-Player; their actions are governed by rules section 8.

+

See the Playbook for a Role Summary of each Faction.

+

1.5.1 Spare Factions. With two or three players, the players run

+

leftover Factions:

+
+
+

5

+

Andean Abyss

+

1.7 Resources and Aid

+

At any moment, each Faction has between 0 and 99

+

Resources that it uses to pay for Operations (3.0).

+

During some Propaganda Rounds (6.3.1) and

+

Events, a level of Aid (between 0 and 29) adds to

+

Government Resources. Mark Resources and Aid on the edge

+

track—for Resources, with a cylinder of the Faction’s color (1.5).

+

1.8 Control

+

+

The Government Controls a City or

+

Department if its pieces alone exceed

+

those of all other Factions combined. In

+

the same way, FARC Controls a City or

+

Department if its pieces alone exceed those of all other Factions

+

combined. Cities or Departments that are not Controlled by either

+

the Government or FARC are Uncontrolled. As helpful, place

+

appropriate Control markers on spaces as reminders.

+

PLAY NOTE: Control mainly affects Propaganda Round (6.2-6.5)

+

and some Non-player Government actions (section 8).

+

DESIGN NOTE: “FARC Control” of a City might not represent

+

complete military control of a major urban area but rather suf-

+

ficient presence to inhibit commerce and encourage resistance

+

to government authority.

+

2.0 SEQUENCE OF PLAY

+

2.1 Set Up

+

Follow the instructions onthe flip side of the Sequence of Play

+

aid sheet to decide upon various play options, assign Factions to

+

players, prepare the deck, and set up markers and forces.

+

2.2 Start

+

Begin play by revealing the top card of the draw deck and placing

+

it onto a played cards pile. Then reveal the next card on top of

+

the draw deck. The card on the played card stack is played first;

+

the card on top of the draw deck will be played next. NOTE:

+

Players will see 1 card ahead into the deck. All played cards

+

and the number of cards in the draw deck are open to inspection.

+

RECORD STEPS: As the steps of each Event card play are

+

completed, place a cylinder of the Faction’s color (1.5) into the

+

Sequence of Play track’s appropriate box (or, for Propaganda

+

Rounds [6.0], advance the Prop Card marker).

+

2.3 Event Card

+

When playing an Event card, up to 2 Factions will execute Opera-

+

tions or the Event; other Factions may Pass and collect Resources.

+

• Factions whose cylinder is in the “Eligible” box receive these

+

options in the left-to-right order of the Faction symbols shown

+

at the top of the card.

+

• Factions with cylinders in the “Ineligible” box do nothing.

+

2.3.1 Eligibility. Factions that did not execute an Operation or

+

Event on the previous card are Eligible (their cylinders will start

+

the card in the “Eligible” box per 2.3.7). Factions that did are

+

Ineligible. (All Factions start the game Eligible.) See also Free

+

Operations, 3.1.2.

+

2.3.2 Faction Order. The Eligible Faction with the leftmost

+

symbol in its color (skipping any Ineligible Factions) is the 1st

+

Eligible to execute an Operation or Event or to Pass. The next

+

leftmost is the 2nd Eligible.

+

Faction

+

Order

+

NOTE: The gray 2 symbol and “2nd: Ops” on some cards affect

+

Non-player choices (8.1)—ignore them unless using Non-players.

+

2.3.3 Passing. If a 1st or 2nd Eligible Faction opts to Pass, it

+

receives +1 Resources (or +3 Resources if Government) and

+

remains Eligible for the next card. The next leftmost Eligible

+

Faction then replaces the Passing Faction as the new 1st or 2nd

+

Eligible Faction and receives the same options to execute or Pass.

+

If the last (rightmost) Eligible Faction Passes, adjust cylinders

+

(2.3.7) and play the next card.

+

2.3.4 Options for Eligible Factions.

+

FIRST ELIGIBLE: If the 1st Eligible Faction does not Pass

+

(2.3.3), it may execute either:

+

• An Operation (3.0)—with or without a Special Activity (4.0)—or

+

• The Event shown on the card.

+

OPTIONS FOR 2ND ELIGIBLE: If the 2nd Eligible Faction

+

does not Pass (2.3.3), it also may execute an Operation and pos-

+

sibly the Event, but its options depend on what the 1st Eligible

+

Faction executed:

+

• Op Only: If the 1st Eligible Faction executed an Operation, the

+

2nd Eligible Faction may execute a Limited Operation (2.3.5).

+

• Op & Special Activity: If the 1st Eligible Faction executed an

+

Operation with a Special Activity, the 2nd Eligible Faction

+

may execute either a Limited Operation or the Event. (see also

+

Final Event Card, 2.3.9).

+

• Event: If the 1st Eligible Faction executed the Event, the 2nd

+

Eligible Faction may execute an Operation, with a Special

+

Activity if desired.

+

NOTE: For ease of reference, these options are illustrated on the

+

Sequence of Play aid sheet and on the game board.

+

2.3.5 Limited Operation. A Limited Operation (LimOp) is a

+

player Operation in just 1 space, with no Special Activity. If the

+

Limited Operation is a Patrol (3.2.2), Sweep (3.2.3), or March

+

(3.3.2), it can involve pieces from multiple spaces but only 1 des-

+

tination space. A Limited Operation counts as an Operation. See

+

also Final Event Card (2.3.9) and Non-player Operations (8.1).

+

2.3.6 Ship. Whenever a 1st or 2nd Eligible player Faction pays

+

Resources to execute an Operation (including a Limited Oper-

+

ation, 2.3.5) but executes no Special Activity, it may remove a

+

Shipment that it owns (4.5.3) to immediately execute an addition-

+

al, free, Limited Operation of any type. Alternatively, a different

+

Faction may remove its own Shipment to enable the 1st or 2nd

+

Eligible Faction to execute such a free Operation. A Faction may

+

only benefit from 1 such Shipment per card.

+
+
+

6

+

Andean Abyss

+

EXAMPLE: Cartels is 1st Eligible and executes a March, removes

+

a Shipment, then executes a Rally in 1 space at no Resource cost.

+

DESIGN NOTE: The added Op reflects proceeds from a major

+

drug deal greasing the skids.

+

2.3.7 Adjust Eligibility. After the 1st and 2nd Eligible Factions

+

complete all execution of Operations, Special Activities, and

+

Events (or after all Eligible Factions instead have Passed), adjust

+

cylinders on the Sequence of Play Track as follows:

+

• Move the cylinder to the “Eligible” box if the Faction did not

+

execute an Operation or Event (and not rendered Ineligible by

+

an Event).

+

• Move the cylinder to the “Ineligible” box if the Faction

+

executed an Operation (including a Limited Operation) or

+

Event (unless otherwise specified by the Event; see also Free

+

Operations, 3.1.2.).

+

2.3.8 Next Card. After adjusting Eligibility, move the draw

+

deck’s top card onto the played card pile face-up and reveal the

+

draw deck’s next card. Play the card on the played card pile,

+

proceeding with the appropriate sequence.

+

2.3.9 Final Event Card. On the last Event card before the final

+

Propaganda Card (2.4.1), any player Operations must be Limited

+

(2.3.5, no Special Activities) and may not include Sweep (3.2.3)

+

or March (3.3.2).

+

2.4 Propaganda Card

+

If playing a Propaganda Card, conduct a Propaganda Round (6.0).

+

2.4.1 Final Propaganda. If the 4th Propaganda card’s Round

+

is completed without a victory (6.1), the game ends: determine

+

victory by 7.3.

+

Short Game Option: Agree at set up that the 3rd Propaganda

+

card’s Round will be the final round.

+

PLAY NOTE: Set aside Propaganda cards to show how many

+

have gone by. Each series of Event cards up to a Propaganda

+

Round is called a “Campaign”.

+

3.0 OPERATIONS

+

3.1 Operations in General

+

The Faction executing an Operation (Op) chooses 1 of the 4 Op-

+

erations listed on its Faction aid sheet and, if applicable, selects

+

the map spaces to be involved. The Faction usually pays a cost

+

in Resources (not Aid, 1.7), often per space selected; it must

+

have enough Resources to pay for the Operation, including in

+

each selected space. Select a given space only once for a given

+

Operation.

+

The executing Faction chooses the order of the spaces in which

+

the Operation is resolved, the enemy Factions or pieces to be

+

affected (targeted), and the friendly pieces to be placed or re-

+

placed. A single Operation may target one or more Factions and

+

ignore others. Once targeted, a Faction’s pieces are affected to

+

the maximum extent possible (1.4.1).

+

NOTE: Players pay for Operations space by space as they go,

+

enabling Insurgents at 0 Resources to Extort, Kidnap, or Process

+

to add Resources and then pay for additional Operations spaces.

+

(See 4.1 and its EXAMPLE).

+

3.1.1 Pawns. Players may mark spaces selected for Operations

+

(3.0) with white pawns and Special Activities (4.0) with black

+

pawns. (The pawns are for convenience, not a limit on the number

+

of spaces that may be selected.)

+

3.1.2 Free Operations. Certain Events (5.5), phases (6.4.5), or

+

Shipping drugs (2.3.6) grant free Operations or Special Activities:

+

they cost no Resources and, if executed by a Faction other than

+

the one playing an Event, could leave it Eligible (2.3.7). Other

+

requirements and procedures still apply unless trumped by Event

+

text (5.1.1, 5.5.).

+

3.2 COIN Operations

+

The Government chooses from Train, Patrol, Sweep, and

+

Assault Operations. Note: The Government may never place or

+

move its pieces into FARC Zones; see 6.4.4.

+

3.2.1 Train. Training Operations augment Government forces

+

and possibly build Support (1.6). Select any Departments or

+

Cities and pay 3 Resources per selected space.

+

PROCEDURE: First, in each selected Department with a Gov-

+

ernment Base AND in each selected City, place up to 6 cubes

+

(any combination of Available Troops and Police). Then, in up

+

to 1 selected space, either:

+

• Replace any 3 cubes with 1 Government Base (within

+

stacking,1.4.2), OR

+

• Conduct Civic Action (6.4.1) to build Support. As during the

+

Support Phase, the Government must have Troops, Police, and

+

Control (a majority of forces, 1.8) in the space and must pay

+

added Resources per 6.4.1 (even if Training was free).

+

3.2.2 Patrol. Patrol Operations protect LoCs by moving Troops

+

or Police onto them and finding and removing Guerrillas there.

+

Pay 3 Resources total (not per space). If a Limited Operation

+

(2.3.5), all moving cubes must end on a single destination space.

+

PROCEDURE: Move any number of cubes from any spaces.

+

Each cube may move into any adjacent LoC or City (1.3.6)

+

and may keep entering adjacent LoCs or Cities until the player

+

chooses to stop moving it or it enters a space containing 1 or more

+

Guerrillas. Then, in each LoC (even if a LimOp, and whether or

+

not a cube just moved there), Activate 1 Guerrilla for each cube

+

there. Then, if desired, conduct an Assault (3.2.4) in 1 LoC at

+

no added cost. If a Limited Operation (2.3.5), the Assault must

+

be in the destination LoC.

+

3.2.3 Sweep. Sweep Operations move Troops (typically, into

+

contested areas) and locate enemy Guerrillas. Select any Cities

+

or Departments as destinations (not FARC Zones, 6.4.4). Pay 3

+

Resources per space selected. Sweep is not allowed on the final

+

Event card (2.3.9).

+

PROCEDURE: First, simultaneously move any adjacent Troops

+

desired into selected spaces. In addition, Troops may first move

+
+
+

7

+

Andean Abyss

+

onto adjacent LoCs (1.3.6) that are free of Guerrillas and then

+

into adjacent spaces. (Any Troops that move must reach spaces

+

paid for as destinations.)

+

• Then, in selected spaces other than Forest, Activate 1 Guerrilla

+

(1.4.3) for each cube there (Police plus Troops, whether they

+

just moved or were already there).

+

• In Forest spaces, Activate only 1 Guerrilla for every 2 cubes

+

(round odd cubes down).

+

NOTE: Sweeps do not have to both move Troops and Activate

+

Guerrillas; they may move where no Guerrillas and may simply

+

Activate Guerrillas in place.

+

EXAMPLE: The Government selects Cesar-La Guajira Depart-

+

ment for a Sweep. There are no Guerrillas on any LoCs. Troops

+

could move from Cúcuta, Bucaramanga, and Sincelejo to the

+

LoCs south of Baranquilla and from there into Cesar. Troops

+

already in Baranquilla or any of the 3 Departments or 4 LoCs

+

adjacent to Cesar also could enter Cesar.

+

3.2.4 Assault. Assault Operations eliminate Insurgent forces.

+

Select any spaces and pay 3 Resources per space selected.

+

PROCEDURE: In each selected space, remove 1 Active Guerrilla

+

(1.4.3) for each Troops cube there. Once a targeted Faction has

+

no Guerrillas in the space, remove its Bases instead.

+

• In a City or LoC, also remove 1 enemy piece for each Police

+

cube there.

+

• In Mountain, instead remove only 1 piece for every 2 Troops

+

(rounded down).

+

DESIGN NOTE: Guerrillas are less militarily capable than

+

Government forces but enjoy an information advantage in that

+

Government Operations generally must first Sweep to Activate

+

(locate) them before Assaulting them.

+

NOTE: The Faction aid sheets use the phrase “Bases last” to

+

remind that an Operation cannot remove an enemy Base as long

+

as Guerrillas (Active or Underground), Troops, or Police of the

+

same Faction remain in the same space. Also, all of a Faction’s

+

Guerrillas in a space may be Underground, preventing further

+

removal via Assault of its pieces (including Bases) until the

+

Guerrillas are Activated.

+

3.2.5 Drug Bust. For each Shipment (4.5.3) removed by Assault,

+

add +6 to Aid (to a maximum of 29).

+

3.3 Insurgent Operations

+

Insurgent Factions (FARC, AUC, and Car-

+

tels) choose from Rally, March, Attack, and

+

Terror Operations.

+

Note that, on the Faction aid sheets under “Insurgent Operations”,

+

the terms “Guerrillas” and “Bases” mean those of the executing

+

Faction (friendly), unless otherwise specified.

+

3.3.1 Rally. Rally Operations augment or recover friendly

+

forces. Select any Departments or Cities. Pay 1 Resource per

+

space selected.

+

• FARC may only select Neutral or Opposition spaces, not those

+

with Support (1.6).

+

• AUC may only select Neutral or Support spaces, not those

+

with Opposition.

+

PROCEDURE: In each selected space, the executing Faction

+

places 1 of its Available Guerrillas or replaces 2 of its Guerrillas

+

with 1 of its Bases, within stacking (1.4.2). If the space already

+

has at least 1 of that Faction’s Bases, the Faction may instead

+

either:

+

• Place a number of its Available Guerrillas up to the number

+

of its Bases there plus the space’s Population value (1.3.2-.3)

+

OR

+

• Move any of its Guerrillas from any spaces on the map to

+

there and flip all its Guerrillas there Underground (whether

+

they moved or not) (1.4.3).

+

3.3.2 March. March Operations move friendly Guerrillas. Se-

+

lect any spaces as the origins of the moving Guerrillas. Pay 1

+

Resource per City or Department that Guerrillas move into (0

+

Resources to move onto LoCs). If a Limited Operation (2.3.5),

+

all moving Guerrillas must end in a single destination space.

+

Players may not March on the final Event card (2.3.9).

+

PROCEDURE: The executing Faction moves any of its Guerril-

+

las desired into adjacent spaces (1.3.6). No Guerrilla moves more

+

than once. Guerrillas moving from 1 space to another move as a

+

single group. Set Guerrillas of a moving group to Active (1.4.3) if:

+

• The destination space is a LoC or is a City or Department with

+

Support (1.6)—or, for AUC March, Support or Opposition—

+

AND

+

• The moving group’s number of Guerrillas plus the number

+

of cubes in the destination space exceeds 3. For AUC March,

+

count FARC Guerrillas as cubes.

+

EXAMPLE: A group of 2 Underground FARC Guerrillas March

+

from Meta East to Santander-Boyacá, which has Passive Sup-

+

port and where there are 1 Police and 1 Troops cubes. Because

+

the destination is a Department with Support and the total of 4

+

cubes and moving Guerrillas involved exceeds 3, the 2 moving

+

Guerrillas flip to Active.

+

NOTE: March often Activates Guerrillas, but moves by Event

+

(5.0) do so only if specified.

+
+
+

8

+

Andean Abyss

+

3.3.3 Attack. Attack Operations seek to eliminate enemy forc-

+

es; particularly successful attacks augment friendly Guerrillas

+

(by capturing enemy weapons, equipment, rations, recruits, or

+

drugs). Select any spaces where the executing Faction has at

+

least 1 Guerrilla and 1 enemy piece; pay 1 Resource per space.

+

PROCEDURE: In each selected space, Activate (1.4.3) all the

+

executing Faction’s Guerrillas and then roll a die: if the roll is less

+

than or equal to the number of the executing Faction’s Guerrillas

+

there (whether or not they began Active), remove up to 2 enemy

+

pieces (executing Faction’s choice; may include Underground

+

Guerrillas). The 2 pieces may belong to different Factions. A

+

targeted Faction’s Bases cannot be removed before all its cubes

+

or Guerrillas in the space.

+

CAPTURED GOODS: If the roll was a “1”, place 1 of the exe-

+

cuting Faction’s Available Guerrillas (1.4.1) there. If a Shipment

+

(4.5.3) was removed, place it in the space with a Guerrilla of the

+

executing Faction.

+

3.3.4 Terror. Terror Operations in Depart-

+

ments or Cities neutralize (or, for FARC,

+

build) Support or Opposition (1.6) and

+

place Terror markers that hinder future

+

efforts to influence it. On LoCs, they place Sabotage markers

+

that block Government Resource earnings (6.3.1). AUC Terror

+

harms Aid to the Government. Select any spaces where the ex-

+

ecuting Faction has at least 1 Underground Guerrilla; pay 1

+

Resource per City or Department (0 for LoCs).

+

PROCEDURE: Activate 1 friendly Underground Guerrilla in

+

each selected space.

+

• If the space is a Department or City, place a Terror marker and

+

shift any Support or Opposition 1 level toward Neutral (remove

+

Passive or shift Active to Passive and adjust Total Support or

+

Opposition, 1.6) OR, if FARC, toward Active Opposition.

+

• If the space is a LoC without a Sabotage marker, place a

+

Sabotage marker.

+

• Do not place a Terror/Sabotage marker if all are already on

+

the map. (There are 40.)

+

AID CUT: If AUC is executing the Terror (including via Event,

+

5.0), drop Aid by –3 if the Terror occurred in a single space or

+

by –5 if in 2 or more spaces, to a minimum of 0 (1.7). Note: Aid

+

at 0 does not stop AUC Terror.

+

4.0 SPECIAL ACTIVITIES

+

4.1 Special Activities in General

+

When a Faction per the Event Card sequence of play (2.3) exe-

+

cutes an Operation in at least 1 space (3.0), it may also execute

+

1 type of its Special Activities (Exception: Limited Operations,

+

2.3.5). Some Events grant free Special Activities (3.1.2).

+

• As with Operations, the executing Faction selects spaces,

+

Factions, or pieces affected and the order of actions. A Faction

+

may execute its Special Activity at any one time immediately

+

before, during, or immediately after the execution of its Op-

+

eration.

+

EXAMPLE: FARC with 0 Resources Extorts or Kidnaps enough

+

to pay for the necessary accompanying Operations thereafter

+

(4.1.1).

+

PLAY NOTE: If the 1st Eligible Faction uses a Special Activity,

+

the 2nd Eligible will have the option of executing the card’s

+

Event (2.3.4).

+

4.1.1. Accompanying Operations. Some Special Activities

+

specify that they may only accompany certain types of Opera-

+

tions (3.0). Certain Special Activities may take place only in the

+

locations of their Accompanying Operations. If not otherwise

+

specified, Special Activities may accompany any Operations and

+

take place in any otherwise valid spaces.

+

4.2 Government Special Activities

+

The Government may choose from Air Lift, Air Strike,

+

or Eradicate Special Activities.

+

4.2.1 Air Lift. Air Lift moves Troops, especially to mass them

+

quickly for an Operation.

+

PROCEDURE: Move up to 3 Troops from 1 space to another

+

(not FARC Zone, 6.4.4).

+

4.2.2 Air Strike. An Air Strike destroys an exposed Insurgent

+

unit. It may only accompany a Patrol, Sweep, or Assault (3.2.2-.4)

+

and take place in a single Department or LoC (not City).

+

PROCEDURE: Remove 1 Active Guerrilla or, if the targeted

+

Faction has no Guerrillas in the space, 1 of its Bases.

+

4.2.3 Eradicate. Eradication destroys rural Cartels Bases and

+

earns Aid but at a cost of increasing local sympathy for FARC.

+

It may take place in any 1 Department with Cartels pieces (even

+

Cartels Guerrillas without Bases).

+

PROCEDURE: Boost Aid by +4, to a maximum of 29 (1.7).

+

Remove all Cartels Bases in the selected space (regardless of

+

Guerrillas there). Then:

+

• Shift that or an adjacent Department 1 level toward Active

+

Opposition (1.6.1), if possible.

+

• Or, if not possible (because all are already at Active Opposition

+

or have 0 Population), instead place 1 available FARC Guerrilla

+

in that Department.

+

DESIGN NOTE: Farmers of coca and other crops harmed tend

+

to resent Government spraying.

+

4.3 FARC Special Activities

+

FARC may choose from Ambush, Extort, or Kidnap

+

Special Activities.

+

4.3.1 Extort. Extortion enables FARC to gain Resources from

+

regions they dominate. FARC may simultaneously Extort in any

+

spaces (including LoCs) where FARC forces include at least 1

+

Underground Guerrilla and FARC has Control (its forces out-

+

number all enemies, 1.8).

+

PROCEDURE: For each selected space, Activate 1 Underground

+

FARC Guerrilla there (1.4.3) and add +1 to FARC Resources

+

(1.7).

+
+
+

9

+

Andean Abyss

+

4.3.2 Ambush. An Ambush enables FARC to ensure the complete

+

success of an Attack in 1 space. It must take place in a space

+

selected for Attack (3.3.3, not yet resolved) and that has at least

+

1 Underground FARC Guerrilla (1.4.3).

+

PROCEDURE: Instead of the usual Attack procedure (3.3.3),

+

the Attack in that space Activates 1 Underground Guerrilla only

+

and automatically succeeds (do not roll; remove the 2 enemy

+

pieces normally). Place an Available FARC Guerrilla in the space

+

(Underground, 1.4.3) as if a “1” had been rolled.

+

4.3.3 Kidnap. Kidnapping takes variable amounts of Resources

+

(1.7) from the Government or the Cartels or a Shipment (4.5.3)

+

from the Cartels, at a small risk of adding to AUC growth. It may

+

take place in up to 3 spaces that:

+

• Were or will be selected for Terror (3.3.4) this Operation, AND

+

• Are City, LoC, or have a Cartels Base, AND

+

• Have more FARC Guerrillas than Police.

+

PROCEDURE: Target either the Government if the space is a

+

City or LoC, or the Cartels if the space has 1 or 2 Cartels Bases.

+

Roll a die for each space and transfer to FARC from the targeted

+

Faction a number of Resources equal to the die roll. Whenever a

+

“6” is rolled, AUC places 1 Available piece in that space (within

+

stacking, 1.4.2). If a targeted Faction runs out of Resources, no

+

more is transferred.

+

DRUG RANSOM: If targeting the Cartels where they hold a

+

Shipment (4.5.3), instead of rolling, place the Shipment with a

+

FARC Guerrilla there.

+

DESIGN NOTE: This Special Activity represents the potentially

+

lucrative kidnapping of family members of drug lords, politicians,

+

and other wealthy. Routine kidnapping is represented in the game

+

within Terror and Extort.

+

4.4 AUC Special Activities

+

AUC may choose from Extort, Ambush, or Assassinate

+

Special Activities.

+

4.4.1 Extort & Ambush. AUC Extorts and Ambushes the same

+

as FARC (4.3.1-2) but using AUC instead of FARC forces.

+

4.4.2 Assassinate. Assassination efficiently eliminates enemy

+

units—even protected Bases. It may occur in any of up to 3

+

spaces selected for AUC Terror (3.3.4) this Operation in which

+

AUC Guerrillas outnumber Police.

+

PROCEDURE: In each such space, remove any 1 enemy piece.

+

COMMANDEER: If an Assassination forces the removal of a

+

Shipment (4.5.3) place it with an AUC Guerrilla in the space.

+

4.5 Cartels Special Activities

+

The Cartels may choose from Cultivate, Process, or Bribe

+

Special Activities.

+

4.5.1 Cultivate. Cultivation relocates trafficking activity or

+

propagates a new growing area. It may only accompany a Rally

+

or March Operation (3.3.1-.2). The destination is 1 Department

+

or City with Population greater than 0 and with more Cartels

+

Guerrillas than Police.

+

PROCEDURE: Relocate 1 Cartels Base from any space to the

+

selected space (within stacking, 1.4.2). Or, if the space is a De-

+

partment selected for a Rally Operation (whether or not it just

+

received a Guerrilla), if desired instead place 1 Cartels Base there.

+

DESIGN NOTE: Cultivation represents the ability of drug syn-

+

dicates quickly and clandestinely to arrange purchase from new

+

growers and move processing labs and delivery routes.

+

4.5.2 Process. Processing prepares major drug Shipments or

+

exchanges Bases for Resources. It may only accompany a Rally

+

or March Operation (3.3.1-.2) and may occur in any spaces with

+

at least 1 Cartels Base.

+

PROCEDURE: Remove any Cartels Bases desired and add +3

+

Cartels Resources for each Base removed. Alternatively, place a

+

total of 1 or 2 available Shipments (4.5.3) under any Guerrillas

+

in spaces with Cartels Bases.

+

4.5.3 Shipment Markers. The 4 Shipment markers

+

represent major processed drug caches awaiting

+

delivery and are a limit on play. On the map, they

+

are always placed beneath a Guerrilla and move

+

with it. That Guerrilla’s Faction owns the Shipment. A Guerrilla

+

may hold several Shipments. The owner may transfer the Ship-

+

ment to another Guerrilla in the same space at any time (even as

+

the Guerrilla is removed or replaced and including to another

+

Faction’s Guerrilla). Shipments are only removed via Event (5.0)

+

or as follows:

+

• If a Guerrilla holding a Shipment is removed, the owner must

+

immed iately transfer the Shipment to another Guerrilla if possible,

+

otherwise remove it.

+

• Players after executing Operations without Special Activities

+

may remove a Shipment they own for a free, extra Limited

+

Operation (2.3.6).

+

• During the Resource Phase, all Shipments are removed and

+

provide the owner either a Base or +6 Resources (6.3.3).

+

4.5.4 Bribe. Bribes neutralize other Factions’ units or expose or

+

hide Guerrillas but cost Resources (1.7). They may occur in any

+

of up to 3 spaces, and may accompany any Cartels Operation.

+

PROCEDURE: For each space, reduce Cartels Resources –3 and

+

remove up to 2 cubes there, remove or flip up to 2 Guerrillas

+

there, or remove a Base there. NOTE: Bribe is the only Special

+

Activity with a Resource cost.

+

CONTRABAND: The Cartels player may transfer any Shipments

+

(4.5.3) removed by Bribe to any Guerrilla in the space.

+
+
+

10

+

Andean Abyss

+

5.0 EVENTS

+

Each Event bears a title, italicized flavor text, and Event text.

+

Flavor text provides historical interest and has no effect on play.

+

Cards with text updated for this edition are marked “2nd Ed”.

+

5.1 Executing Events

+

When a Faction executes an Event, it carries out the Event text

+

literally (sometimes involving actions or decisions by other

+

Factions). Unless otherwise specified, the executing Faction

+

makes all selections involved in implementing the text, such

+

as which pieces are affected. EXAMPLE: A Faction executing

+

an Event that forces another Faction to Attack could choose

+

the Attacking Faction; the Attacking Faction would make any

+

selections allowed within the Event’s required Attack (per 3.1).

+

Some Events with lasting effects have markers as aids to play.

+

(For Events that place FARC Zones, see 6.4.4.)

+

5.1.1 Where Event text contradicts rules, the Event takes prece-

+

dence. EXAMPLE: If the Event says any Guerrilla in a partic-

+

ular space executes Terror or Ambush, even an already Active

+

Guerrilla there can do so. However:

+

• Events never place pieces that are not available (1.4.1); they

+

remove rather than replace if the replacement is not available.

+

• Events may not violate stacking (1.4.2, including no

+

Government forces into FARC Zones, 6.4.4).

+

• Events may not raise Aid beyond 29 or a Faction’s Resources

+

beyond 99 (1.7).

+

• Events never allow a Faction to execute a type of Operation

+

or Special Activity available only to other Factions (3.0, 4.0).

+

5.1.2 If two Events contradict, the currently played Event takes

+

precedence.

+

EXAMPLE: “Former Military” could result in Assault against

+

FARC even if FARC had just played “Senado & Cámara”.

+

5.1.3 If not all of an executed Event’s text can be carried out,

+

implement that which can.

+

5.2 Dual Use

+

Many Events have both unshaded and shaded Event text. The

+

executing Faction may select either the unshaded or shaded text

+

to carry out (not both). While the unshaded text often favors the

+

Government, a player may select either text option regardless

+

of Faction.

+

DESIGN NOTE: Dual-use events represent opposed effects of

+

the same cause, forks in the historical road, or instances subject

+

to alternative historical interpretation.

+

5.3 Govt Capabilities

+

Dual-use Events marked “GOVT CAPA-

+

BILITIES” have lasting effects that either

+

help or hurt the Government. When exe-

+

cuting such an Event, place the correspond-

+

ing marker on the appropriate side in the Govt Capabilities box.

+

The Event’s effects last for the rest of the game.

+

5.4 Insurgent Momentum

+

Dual-use shaded Event text marked “INSURGENT MOMEN-

+

TUM” has lasting effects that hurt the Government. When ex-

+

ecuting such shaded text, place the card in one of the Insurgent

+

Momentum holding boxes. The effects last until the next Pro-

+

paganda round’s Reset phase (6.6), when the card is discarded.

+

Note: The 2 holding boxes are intended for convenience and

+

not a limit on the number of Insurgent Momentum Events that

+

can be in play.

+

5.5 Free Operations

+

Some Events allow the Executing or another Faction an im-

+

mediate Operation or Special Activity that interrupts the usual

+

sequence of play and typically is free: it bears no Resource cost

+

and does not affect Eligibility (3.1.2, 2.3.1), though other require-

+

ments remain unless trumped by Event text (5.1.1).

+

EXAMPLE: Free Terror must Activate an Underground Guerrilla

+

per 3.3.4, but Event text specifying Terror by “any Guerrilla”

+

could use an already Active Guerrilla.

+

6.0 PROPAGANDA ROUNDS

+

Conduct a Propaganda Round in the sequence of phases below

+

as each Propaganda Card is played. The Sequence of Play sheet

+

and board also list this sequence.

+

EXCEPTION: Never conduct more than 1 Propaganda Round

+

in a row (without at least 1 Event card in between)—instead,

+

additional Propaganda cards are played without a Propaganda

+

Round. If such an additional Propaganda card is final (2.4.1),

+

end the game and determine victory (7.3).

+

6.1 Victory Phase

+

If any Faction has met its Victory condition, the game ends (ex-

+

ceptions: Non-player option [1.5]; 1-player [8.8]). See Victory

+

(7.0) to determine winner and rank order. Otherwise, continue

+

with the Propaganda Round. After completing the final Propa-

+

ganda card’s Round (2.4.1), determine victory per 7.3.

+

+

Card Number

+

Faction Order

+

Title

+

Italicized Flavor Text

+

Event Text

+

Lasting Effects Indicator

+

Shaded Text

+

(see Dual Use 5.2)

+
+
+

11

+

Andean Abyss

+

6.2 Sabotage Phase

+

+

Sabotage (3.3.4) each unSabotaged LoC

+

where total Guerrillas exceed cubes or

+

for which an adjacent City is under

+

FARC Control.

+

6.3 Resources Phase

+

Add to Factions’ Resources per the following sequence, to a

+

maximum of 99 (1.7).

+

6.3.1 Government Earnings. Add the total Economic value

+

(1.3.4) of all LoCs that have no Sabotage markers (30 minus the

+

Econ of Sabotaged LoCs) plus Aid. Exception: If El Presidente

+

(6.4.3) is Samper, do not add Aid.

+

6.3.2 Insurgent Earnings. Add to:

+

• FARC and AUC: The number of its Bases.

+

• Cartels: Three times its Bases.

+

6.3.3 Drug Profits. FARC, then AUC, then Cartels remove

+

any Shipments (5.2.2) that they own, selecting to receive for

+

each either an available Base at the Shipment’s location (within

+

stacking, 1.4.2) or +6 Resources.

+

6.4 Support Phase

+

The Government then FARC may spend Resources to affect

+

popular Support and Opposition (1.6), then an Election is held.

+

6.4.1 Civic Action. Government may spend any number of

+

Resources to build Support in Govt-Controlled Cities or De-

+

partments (1.8) that have both Troops and Police. Every 3

+

Resources spent removes 1 Terror marker or—once no Terror

+

is in a space—shifts it 1 level toward Active Support. (Adjust

+

Total Support, 1.6.3.)

+

DESIGN NOTE: Troops and Police together provide the security

+

needed to make gains in popular support. See also Training, 3.2.1.

+

6.4.2 Agitation. FARC similarly may spend Resources to encour-

+

age Opposition in FARC-Controlled Cities or Departments (1.8).

+

Every 1 Resource spent removes 1 Terror marker or—once no

+

Terror is in a space—shifts it 1 level toward Active Opposition.

+

(Adjust Opposition+Bases, 1.6.3.) (1-player: see 8.7.5.)

+

6.4.3 Election. A track called El Presidente records who cur-

+

rently is the President of Colombia and notes his effects. If El

+

Presidente is Samper or Pastrana and Total Support is 60 or less,

+

advance the El Presidente marker 1 box rightward and carry out

+

the noted effect.

+

• If Samper, the Government will not collect Resources from

+

Aid during Propaganda Rounds (6.3.1; it may still do so via

+

Events).

+

• If Pastrana, the Government must immediately place 1 FARC

+

Zone (below).

+

• If Uribe, immediately remove all FARC Zones. (Events may

+

still place them.)

+

6.4.4 FARC Zones. Whenever Events or

+

the El Presidente track (6.4.3) specify that

+

a FARC Zone is to be placed, the Gov-

+

ernment selects from among Departments with the most FARC

+

pieces that is not already a FARC Zone to receive a FARC Zone

+

marker.

+

• The Government must immediately Redeploy any cubes (6.5;

+

judge Control, 6.2, at the moment that a FARC Zone is placed)

+

and remove any of its Bases there.

+

• Government Forces may not enter or be placed into a FARC

+

Zone Department (1.4.2), even by Event (5.1.1).

+

EXAMPLE: The “Zona de Convivencia” Event places a FARC

+

Zone into the Mountain Department with the most FARC pieces.

+

The Government player chooses among any Mountain spaces

+

tied for most FARC pieces.

+

PLAY NOTE: FARC Zones have no effect on Air Strikes (4.2.2),

+

Eradication (4.2.3), or the movement or placement of Insurgent

+

forces.

+

6.4.5 Elite Backing. AUC now may free Rally (3.3.1) in 1 space

+

with neither Opposition, nor Govt Control, nor FARC Control

+

(1.8).

+

6.5 Redeploy Phase

+

The Government relocates its forces as described below. Control

+

does not change until all Redeployment is complete.

+

6.5.1 The Government must move any Troops on LoCs or in

+

Departments without Government Bases to Govt-Controlled

+

spaces (1.8) that either are Cities or have Government Bases (if

+

no such spaces, then to Bogotá).

+

6.5.2 The Government may move any other Troops to such

+

Govt-Controlled Cities or Bases.

+

6.5.3 The Government may move any Police to any LoCs or

+

Govt-Controlled spaces.

+

6.5.4 Once all Redeployment is finished, Control of all Cities

+

and Departments adjusts per 1.8.

+

DESIGN AND PLAY NOTE: While Troops are the Government’s

+

main means of attacking Insurgents in the countryside, Police

+

are its main means of maintaining presence over time.

+

6.6 Reset Phase

+

Prepare for the next card as follows:

+

• Mark all Factions Eligible (2.3.1).

+

• Remove all Terror and Sabotage markers.

+

• Place any cards in the Insurgent Momentum holding boxes

+

onto the played cards—their Events’ effects no longer apply

+

(5.4).

+

• Flip all Guerrillas to Underground (1.4.3).

+

• Play the next card from the draw deck and reveal the draw

+

deck’s new top card (2.3.8).

+

PLAY NOTE: In the final Round of the game, players should

+

conduct as much Civic Action and Agitation as possible (6.4.1-2)

+

and can skip the Redeploy and Reset phases (6.5-6).

+
+ +
+

12

+

Andean Abyss

+

7.0 VICTORY

+

Each Faction has unique victory conditions, covered below and

+

on the Faction aid sheets.

+

7.1 Ranking Wins and Breaking Ties

+

If any Non-player Faction (8.0) passes a victory check (7.2), all

+

players lose equally. Otherwise, whenever any player does so or

+

if none does by game end, the Faction that reached the highest

+

victory margin (7.3) comes in 1st place, 2nd-highest comes in

+

2nd place, and so on. Ties go to Non-players, then Cartels, then

+

AUC, then FARC. (See also 1-player victory, 8.8.)

+

7.2 During Propaganda Rounds

+

Check victory at the start of each Propaganda Round (6.1).

+

Victory conditions are:

+

• Government: Total Support exceeds 60.

+

• FARC: Total Opposition plus the number of FARC Bases

+

exceeds 25.

+

• AUC: AUC has more Bases than FARC.

+

• Cartels: Cartels have more than 10 Bases and have Resources

+

above 40.

+

7.3 After Final Propaganda

+

If the final Propaganda Round (2.4.1) is completed without a

+

victory check win (7.2), the Faction with the highest victory

+

margin wins. A Victory Margin is the amount a Faction is beyond

+

or short of its victory condition set forth in 7.2.

+

NOTE: The victory margin will be positive if the Faction has

+

reached its goal, negative or zero if it has not. See the Playbook’s

+

tutorial for a full example of victory determination.

+

• Government: Total Support – 60.

+

• FARC: Total Opposition + FARC Bases – 25.

+

• AUC: AUC Bases – FARC Bases.

+

• Cartels: Take the lower of the following: Cartels Bases – 10,

+

or Cartels Resources – 40.

+
+ +
+

Andean Abyss

+

KEY TERMS INDEX

+

Accompanying: Operation required for Spe-

+

cial Activity. (4.1.1)

+

Activate: Flip or leave Guerrilla Active. (1.4.3)

+

Active: Guerrilla symbol end up: vulnerable to

+

Assault or Air Strike (1.4.3); City or Depart-

+

ment in open Support or Opposition (1.6.1).

+

Adjacent: Spaces next to each other for move-

+

ment or Events. (1.3.3)

+

Agitate: FARC action during Propaganda to

+

increase Opposition. (6.4.2)

+

Aid: Foreign assistance that adds to Govern-

+

ment Resources during Propaganda Rounds or

+

by Event.(1.7, 6.3.1)

+

Air Lift: Government Special Activity that

+

moves Troops. (4.2.1)

+

Air Strike: Government Special Activity that

+

removes enemy piece. (4.2.2)

+

Ambush: FARC/AUC Special Activity ensur-

+

ing Attack success. (4.3.2, 4.4.1)

+

Attack: Insurgent Operation that removes

+

enemy pieces. (3.3.3)

+

Assassinate: AUC Special Activity that re-

+

moves enemy piece. (4.4.2)

+

Assault: Government Operation that removes

+

enemy pieces. (3.2.4)

+

AUC: An Insurgent Faction (Autodefensas

+

Unidas de Colombia: United Self-Defense

+

Forces of Colombia). (1.0, 1.5)

+

Available: Force pieces in holding boxes that

+

may be placed. (1.4.1)

+

Base: Mostly-immobile force pieces that affect

+

Rally, Resources, and Victory, among other

+

functions. (1.4)

+

Bases Last: Requirement for some actions that

+

a target Faction have no cubes or Guerrillas in a

+

space before its Bases can be removed. (3.2.4,

+

3.3.3, 4.2.2)

+

Bribe: Cartels Special Activity that removes

+

or flips pieces. (4.5.4)

+

Campaign: Event card series leading up to a

+

Propaganda Round. (2.4.1)

+

Captured Goods: Place Guerrilla or take

+

Shipment via Attack. (3.3.3.2)

+

Cartels: An Insurgent Faction: Colombian

+

narco-traffickers. (1.0, 1.5)

+

City: Type of space: urban areas. (1.3.3)

+

Civic Action: Government action to increase

+

Support. (3.2.1, 6.4.1)

+

Coastal: Space touching blue area (including

+

Panamá, Ecuador, and Atlántico). (1.3.4)

+

COIN (Counterinsugency): Government

+

Operations. (3.2)

+

Commandeer: Take Shipment via Assassinate.

+

(4.4.3)

+

Contraband: Shipment transfer via Bribe.

+

(4.5.4)

+

Control: Possession of more Forces in a De-

+

partment or City by Government or FARC than

+

all others combined. (1.8, 3.2.1, 4.3.1)

+

Cost: Resources given up for an Operation.

+

(3.1)

+

Cylinder: Token to mark a Faction’s Resources

+

or Eligibility (1.7, 2.2)

+

Cube: Troops or Police piece. (1.4)

+

Cultivate: Cartels Special Activity to place or

+

relocate a Base. (4.5.1)

+

Department (Dept): Type of space represent-

+

ing rural areas. (1.3.2)

+

Deployment: Initial set up of forces. (2.1, back

+

of rulebook)

+

Drug Bust: Assault removing Shipment for

+

Aid. (3.2.5)

+

Drug Ransom: Take Shipment via Kidnap.

+

(4.3.3)

+

Dual Use: Event with 2 alternative effects. (5.2)

+

Economic Value (Econ): Resources that an

+

unSabotaged LoC will provide Government

+

each Propaganda Round. (1.3.4, 6.3.1)

+

Eligible: Faction able to execute Event or

+

Operation: per Faction order, 1st and 2nd Eli-

+

gible. (2.3.1-.2)

+

Elite Backing: AUC option to free Rally

+

during the Support Phase. (6.4.5)

+

El Presidente: Track showing current Presi-

+

dent of Colombia. (6.4.3)

+

Enemy: Assets of another Faction than the

+

executing Faction. (1.5)

+

Eradicate: Government Special Activity to

+

remove rural Cartels Bases and add Aid. (4.2.3)

+

Event: Card with Faction order and text a

+

Faction may execute. (2.3, 5.0)

+

Execute: Implement Event or conduct Opera-

+

tion or Special Activity. (2.3)

+

Extort: FARC/AUC Special Activity that adds

+

Resources. (4.3.1, 4.4.1)

+

Faction: Player or Non-Player role: Govt,

+

FARC, AUC, Cartels. (1.5)

+

Faction Order: Card symbols determining 1st

+

and 2nd Eligible. (2.3.2)

+

FARC: An Insurgent Faction (Fuerzas Arma-

+

das Revolucionarias de Colombia: Revolu-

+

tionary Armed Forces of Colombia). (1.0, 1.5)

+

FARC Zone: Dept that Govt forces may not

+

enter. (1.4.2, 6.4.4)

+

Final: 4th (optionally, 3rd) Propaganda card’s

+

round, game end. (2.4.1, 7.3)

+

Flip: Switch Guerrilla between Underground

+

and Active. (1.4.3)

+

Forces: Troops, Police, Guerrillas, or Bases

+

(pieces). (1.4)

+

Foreign Country: State bordering Colombia.

+

(1.3.5)

+

Forest (Tropical): Department type that hin-

+

ders Sweep. (1.3.2, 3.2.3)

+

Free: Operation or Special Activity via Event

+

or Shipping that does not cost Resources or

+

affect Eligibility. (2.3.6, 3.1.2, 5.5)

+

Friendly: Assets of the executing Faction.

+

Government (Govt): The non-Insurgent Fac-

+

tion. (1.0, 1.5)

+

Govt Capabilities: Enduring event effects that

+

help or hurt Government actions. (5.3)

+

Grassland: Department type that does not

+

hinder Operations. (1.3.2)

+

Guerrilla: Mobile Insurgent forces piece. (1.4)

+

Ineffective Events: Non-player avoidance of

+

Events without effect (8.1).

+

Ineligible: Faction skipped in Faction order.

+

(2.3.1-.2)

+

Insurgent: FARC, AUC, or Cartels Faction.

+

(1.0)

+

Insurgent Discord: A Sequence of Play

+

exception in 2-player games that blocks the

+

FARC player from determining Non-player

+

Event use. (8.1)

+

Insurgent Momentum: Events whose shaded

+

portion stays in effect until next Propaganda

+

Round. (5.4)

+

Kidnap: FARC Special Activity that transfers

+

Resources. (4.3.3)

+

Level: Support/Opposition status of a space.

+

(1.6.1)

+

Limited Operation (LimOp): A player Op-

+

eration in just 1 (destination) space, with no

+

Special Activity. (2.3.5)

+

LoC: Line of Communication: Pipeline or

+

Road. (1.3.4)

+

March: Insurgent Operation to move Guer-

+

rillas. (3.3.2)

+

Mountain: Department type that hinders As-

+

sault. (1.3.2, 3.2.4)

+

Non-Player: Faction controlled by the game.

+

(1.5, 8.0)

+

Neutral: Space not in Support nor Opposition.

+

(1.6.1)

+

Open Deployment: Option with latitude in set

+

up of player forces. (2.1)

+

Operation (Op): Core action Faction performs

+

with its forces. (3.0)

+

Opposition: Status of space’s population

+

against the Government. (1.6)

+

Opposition + Bases: Total Opposition plus

+

the number of FARC Bases on the map. (1.6.3,

+

7.2-.3)

+

Overflow: Boxes and markers to help manage

+

occasional cases of Forces overcrowding. (1.4)

+

Pass: Decline to execute an Event or Op when

+

Eligible. (2.3.3)

+
+ +
+

Andean Abyss

+

© 2018 GMT Games, LLC

+

Passive: City or Department in reserved Sup-

+

port or Opposition. (1.6.1)

+

Pastrana: Andrés Pastrana Arango: El Presi-

+

dente 1998-2002, after Samper. (6.4.3)

+

Patrol: Government Operation to protect

+

LoCs. (3.2.2)

+

Pawn: Token to designate spaces selected for

+

Operation (black) or Special Activity (white).

+

(3.1.1)

+

Phase: Segment of a Propaganda Round. (6.0)

+

Piece: Force unit: Troop or Police cube, Guer-

+

rilla, or Base (not a marker like Shipment). (1.4)

+

Pipeline: LoC type representing petroleum or

+

gas pipelines and parallel or nearby road or

+

rail. (1.3.4)

+

Place: Move a piece from Available to map.

+

(1.4.1)

+

Police: Govt forces that maintain rural control

+

and hinder crime. (1.4)

+

Population (Pop): Representation of the pop-

+

ulace of a Department or City, about 1 million

+

people per point. (1.3.2-.3)

+

Priorities: Rules guiding Non-player Factions.

+

(8.0)

+

Process: Cartels Special Activity to prepare

+

Shipment or liquidate Base. (4.5.2)

+

Propaganda: Cards triggering Rounds of the

+

same name that include victory checks, Re-

+

source acquisition, and several other periodic

+

functions. (2.4, 6.0)

+

Rally: Insurgent Operation to place or regroup

+

pieces. (3.3.1)

+

Redeploy: Propaganda phase in which Gov-

+

ernment moves cubes. (6.5)

+

Remove: Take from map (forces to Available).

+

(1.4.1)

+

Replace: Exchange pieces between Available

+

and map. (1.4.1)

+

Reset: Propaganda phase to ready for next

+

card. (6.6)

+

Resources: Factions’ wherewithal for Opera-

+

tions and other actions. (1.7)

+

Road: LoC representing transport route such

+

as highway or rail. (1.3.4)

+

Sabotage: Place a Sabotage marker on a LoC

+

that does not have one, temporarily damaging

+

it to block addition of Government Resources.

+

(3.3.4, 6.2, 6.3)

+

Samper: Ernesto Samper Pizano: El Presidente

+

1994-1998 and at game start. (2.1, 6.4.3)

+

Select: Choose an action’s locations or targets.

+

(3.1, 3.1.1, 4.1, 5.1)

+

Shaded: 2nd text choice of Dual-Use Event,

+

often anti-Government. (5.2)

+

Shift: Change a space’s Support/Opposition.

+

(1.6.1)

+

Ship: Deliver Shipment and use proceeds for

+

immediate operation. (2.3.6)

+

Shipment: Marker representing major cache of

+

processed drugs awaiting delivery to market.

+

(4.5.3)

+

Space: Map area that holds pieces in play:

+

Department, City, LoC. (1.3.1)

+

Special Activities: Actions accompanying

+

Operations; most are cost-free and unique to

+

a Faction. (4.0)

+

Stacking: Limits on pieces that can occupy a

+

space. (1.4.2)

+

Standard Deployment: Option with pre-de-

+

termined set up of forces. (2.1)

+

Support: Status of space’s population favoring

+

the Government. (1.6)

+

Sweep: Government Operation to move Troops

+

into a space and flip Guerrillas Active. (3.2.3)

+

Target: Enemy Faction or piece that is the

+

object of an Operation, Special Activity, or

+

Event. (3.1, 4.1)

+

Terror: Insurgent Operation that places marker

+

of same name in City or Department or Sabo-

+

tage on LoC. (3.3.4)

+

Total Opposition: Passive Opposition Popula-

+

tion plus twice Active Opposition Population.

+

(1.6.3)

+

Total Support: Passive Support Population

+

plus twice Active Support Population. (1.6.3)

+

Town: Map feature that bounds LoCs (not a

+

space). (1.3.3)

+

Train: Govt Operation to place pieces and

+

conduct Civic Action. (3.2.1)

+

Transfer: Give Resource or Shipment to an-

+

other Faction. (1.5.1)

+

Troops: Mobile Govt forces specializing in

+

Sweep and rural Assault. (1.4)

+

Uncontrolled: A City or Dept with neither

+

Govt nor FARC Control. (6.2)

+

Underground: Guerrilla, symbol end down:

+

not subject to Assault or Air Strike and capable

+

of Terror or Ambush. (1.4.3)

+

Unshaded: 1st text choice of Dual-Use Event,

+

often pro-Government. (5.2)

+

Uribe: Álvaro Uribe Vélez, El Presidente

+

2002-2010, after Pastrana. (6.4.3)

+

Victory Margin: Calculation, unique to a Fac-

+

tion, of closeness to its victory condition. (7.3)

+

AVAILABLE FORCES (1.4.1)

+

(Total, before set up)

+

+

Government

+

FARC

+

AUC

+

Cartels

+

Troops

+

30 x

+

-

+

-

+

-

+

Police

+

30 x

+

-

+

-

+

-

+

Guerrillas

+

-

+

30 x

+

18 x

+

12 x

+

Bases

+

3 x

+

9 x

+

6 x

+

15 x

+

GMT Games, LLC

+

P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

+
+ + + -- cgit v1.2.3