P L A Y B O O K

COIN Series,

Volume I

by

Volko Ruhnke

Insurgency and Counterinsurgency in Colombia

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

Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Guide to COIN Operations . . . . . . . . . . . . . . . . . . . . . 15

Role Summaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

1-Player Example of Play . . . . . . . . . . . . . . . . . . . . . . 17

Non-Player FARC March Example . . . . . . . . . . . . . . 25

What if a Non-Player Cannot Op? . . . . . . . . . . . . . . . 26

Design Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Event Text and Background . . . . . . . . . . . . . . . . . . . . 33

Selected Sources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

Counter Scan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

Card List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

Spaces List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

© 2012 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

2

Andean Abyss

Welcome to ANDEAN ABYSS! Because this game employs some

innovative new game mechanics, we thought it would be easiest to

learn if we included an interactive tutorial to teach new players how

to play the game with a minimal amount of fuss. In this interactive

tutorial we will use a more conversational style of writing. Occasion-

ally we will ask the reader to read certain rules from the rulebook

before continuing the tutorial.

The first thing you will need to do if you haven’t already is unfold

the game’s mapboard. Place it on a clean surface, making sure to

have ample space around the perimeter of the board so as to have

room for game pieces. (Three to five inches of room should suffice

nicely.)

Next, punch out all the game’s cardboard pieces (we call them

“counters”) and sort them by type. Place them within easy reach

because we’re going to set up the game shortly.

Now sort the wooden pieces by color and shape. Place them in sorted

piles near the mapboard. We’ll put them on the mapboard shortly.

Finally, unwrap the game’s playing cards. There are basically two

different type of cards in the game: Event Cards (the vast majority)

and Propaganda Cards (there are four of these). Put the four Pro-

paganda Cards in one pile, and all the Event Cards in another pile.

We will construct the game’s deck in just a moment.

STOP. Please pause just a moment and read section 1.1

through section 1.3.4 of the rulebook. When you’re finished,

we’ll begin setting up the game.

All done? Great! You should now have a decent understanding of

the game’s map. With this knowledge in hand, let’s begin setting

up the game:

• Place the “Aid” counter on the “9” space of the General Records

Track that runs around the perimeter of the gameboard.

• Place the Government Resources cylinder (large blue cylinder)

on the “40” space; and the the FARC, AUC, and Cartel Resources

cylinders (large red, yellow, and green respectively) on the “10”

space.

• Place the “Total Support” counter on the “50” space.

• Place the “Opposition + Bases” counter on the “20” space.

• Place the “El Presidente” counter on the “Samper” box of the “El

Presidente” display on the map.

• Place the remaining four large cylinders (Eligibility cylinders)

into the “Eligible” box on the “Sequence of Play” display.

• Collect 2 “Active Support” counters and place one into the

“Neutral” boxes inside the departments of Atlántico and Santander

on the map.

• Collect 10 more “Active Support” counters and place one into

each city except Cali. (Cali begins Neutral.)

• Collect 7 “Active Opposition” counters and place one into the

“Neutral” boxes inside the departments of Chocó, Arauca, Meta

East, Meta West, Guaviare, Putumayo, and Nariño.

Ok, we’re off to a great start! The next thing we need to do is put

the forces of the four factions onto the map.

STOP. Please pause just a moment and read section 1.4

through section 1.4.3 of the rulebook. When you’re finished

we’ll continue setting up the game.

Now that you’ve read about the different forces available to the

players, we can begin putting those pieces on the map. But first, we

should do an inventory of the wooden pieces you sorted earlier. It’s

likely that you will have one or two extra pieces so let’s find those

and get those out of the way first. Your game should have:

• 30 dark blue cubes

• 30 light blue cubes

• 3 dark blue discs

• 12 green octagonal cylinders

• 15 green discs

• 18 yellow octagonal cylinders

• 6 yellow discs

• 30 red octagonal cylinders

• 9 red discs

Place any extra blue, green, yellow, and/or red wooden pieces into

the box; they are extra pieces. (But don’t throw these away! These

extra bits may come in handy if you accidentally lose a piece.)

Ok, now that any extra bits have been removed from the mix, let’s be-

gin the setup (note that all Guerrillas start embossed side down):

• Collect a total of 12 dark blue cubes, which you now know as

“Troops.” Place 3 Troops in each of Bogotá, Medellín, Cali, and

Santander.

• Now collect 2 light blue cubes—Police: place both in the city of

Bogotá.

• Collect 10 more Police and place one in each of the remaining

Cities which do not already have Police.

• Collect a single dark blue disc—a Government Base. Place it into

one of the “base” spaces in the department of Santander.

• Place all remaining cubes (18 Police AND 18 Troops) into the

“Government Troops & Police” display.

• Place the two remaining Government Bases into the “3” and “2”

circular spaces of the Government Bases track.

• Collect 12 red cylinders—FARC Guerrillas. Place one into each

of Nariño, Chocó, Santander, Huila, Arauca, and Meta East; place

two into each of Meta West, Guaviare, and Putumayo.

• Place the remaining 18 FARC Guerrillas into the “FARC

Guerrillas” box on the map.

• Collect 6 red discs—FARC Bases. Place one into a “base” space

in each of the departments of Chocó, Huila, Arauca, Meta East,

Meta West, and Guaviare.

• Place the remaining 3 FARC Bases into the “7”, “8”, and “9”

circular spaces of the FARC Bases track.

• Now collect 6 yellow cylinders—AUC Guerrillas. Place one into

each of Atlántico, Antioquia, Santander, Arauca, Guaviare, and

Putumayo.

• Place the remaining 12 AUC Guerrillas into the “AUC Guerrillas”

box on the map.

• Collect 1 yellow disc—an AUC Base. Place it into a “base” space

Andean Abyss Tutorial

by Joel Toppen

First-time players should start here!

3

Andean Abyss

in the department of Antioquia.

• Place the remaining 5 AUC Bases into the “6”, “5”, “4”, “3”, and

“2” circular spaces of the AUC Bases track.

• Next, collect 2 green cylinders—Cartel Guerrillas. Place one into

each of Cali and Putumayo.

• Place the remaining 10 Cartel Guerrillas into the “Cartel

Guerrillas” box on the map.

• Now collect 6 green discs—Cartel Bases. Place one into Cali;

place one into the empty “base” space in each of Meta East, Meta

West, and Guaviare. Place 2 Cartel Bases into the “base” spaces

of Putumayo.

• Place the remaining 9 Cartel Bases into the “7”, “8”, “9”, “10”,

“11”, “12”, “13”, “14”, and “15” circular spaces of the Cartel

Bases track.

• Finally, place the four circular “Shipment” counters into the empty

spaces available for them in the “Shipments” box.

Important: Deck construction instructions are found in the

rulebook. For the purposes of this tutorial, however, we will

be creating a special, stacked deck.

Well done! The map is now set up. One last thing needs to be done:

we need to construct the deck. Place 3 Propaganda Cards face down

in a row from left to right.

Now remove the following Event Cards and set them aside: #1 1st

Division, #12 Plan Colombia, #19 General Offensive, #21 Raúl

Reyes, #26 Gramaje, #28 Hugo Chávez, #29 Kill Zone, #44 Co-

lombia Nueva, #45 Los Derechos Humanos, #48 Unión Sindical

Obrera, #50 Carabineros, #68 Narco-Subs, #72 Sicarios, and #76

Propaganda.

Next, shuffle the remaining Event cards together. Deal 15 Event

Cards on top of each of the 3 Propaganda cards so that three stacks

of 16 cards is created. Shuffle each stack separately, then place each

stack on top of one another, creating a single deck.

Now draw two more Event cards and place them face-down on top

of the deck. Finally, place the cards we set aside earlier face down

on top of the deck. Place them in this EXACT order (from bottom

to top): #21, 45, 76, 44, 50, 19, 26, 72, 1, 48, 68, 29, 28, and 12

(top-most card). Note that 12 cards are not used in each game. Place

these unused cards back into the box.

STOP. Please pause just a moment and read section 1.5

through section 1.7 of the rulebook. We’ll start playing

when you’re done!

Tip: For your first competitive game, we recommend you

only reveal the card being resolved. Being able to see one

card into the future may produce “analysis paralysis” in new

players and slow gameplay down.

The one thing that makes ANDEAN ABYSS a unique game is the

role that cards play in the game. Cards will be played from the deck

created at game start. Players do not maintain a “hand” of cards as

in other card-driven games. Instead, cards are played from the top

of the deck. Ordinarily, two cards are always visible to the players:

the card being resolved, and the next card to be resolved. In other

words, players get to look one card into the future.

Go ahead and draw the topmost card from the deck: Card #12, Plan

Colombia. Place it face-up on a “played cards” pile near the game

board. Next, reveal the topmost card on the deck but leave it on top

of the deck face-up: Card #28, Hugo Chávez.

Plan Colombia is the card

to be resolved first. Knowl-

edge of the upcoming Hugo

Chavez event may influence

the decisions players make.

Each Event Card has four symbols across the top, one for each fac-

tion in the game. The order of these symbols dictates which faction

has initiative on that card.

In order to be eligible to execute an Operation or carry out the card’s

Event, a Faction must have its Eligibility cylinder in the “Eligible”

box on the Sequence of Play display. Eligible factions may either

play or pass. At this time, all four factions are eligible.

To determine who get’s to choose first, look at the order of the eligi-

bility symbols. The faction with the leftmost symbol gets to choose

what to do first and becomes the 1st Eligible Faction. In the case of

Plan Colombia, the Government player is the 1st Eligible Faction.

The 1st Eligible Faction—the Government in this case—may do

one of four things: (1) he may execute the card’s event; OR (2) he

may conduct a single type of Operation without any supplemental

Special Activity; OR (3) he may conduct a single type of Operation

with a single Special Activity; OR (4) he may pass.

If the 1st Eligible Faction chooses to Pass, he remains eligible to play

on the next card; if he does anything other than pass, he becomes

ineligible to play on the next card. The corollary of this is that a

faction usually may only play on every other card.

If the 1st Eligible Faction chooses to pass, then the faction who’s

symbol is to the immediate right of his symbol on the card being

resolved becomes the 1st Eligible Faction. In the case of Plan

Colombia, if the Government passes, the AUC would become 1st

Eligible. It is possible that all factions could pass on a given card

and thus remain eligible on the next card.

Hint: Events in the unshaded portion of the card typically

are favorable to the Government; events in the shaded por-

tion are typically antagonistic to the Government.

Here, however, the Government player decides to act. Some Event

Cards have one event; others, like Plan Colombia have two ver-

Card to resolve

Next card

4

Andean Abyss

Support, one level in his favor. The Government player will spend

6 Resources total to shift Cali from Neutral to Passive Support, and

then from Passive Support to Active Support (3 Resources per shift).

Adjust Government Resources from 40 to 34 on the General Records

Track and place an Active Support counter on Cali.

Cali has a Population value of “3.” Since Cali is marked with Active

Support, Cali’s Population times two is added to the Government’s

Total Support. Adjust the “Total Support” counter by +6, from 50

to 56.

The Government player could supplement his Training Operation

with either an Airstrike or Eradicate Special Activity. This, however,

would enable the 2nd Eligible Faction to be allowed to execute one

of the events on Plan Colombia. Not willing to chance the AUC

player executing the event in the shaded portion (which would be

most hurtful to the Government), the Government player chooses

to only execute an Operation.

We’ll finish the Government’s Operation by spending 3 Resources

per space selected for Training (i.e. per space marked with a white

pawn). Adjust the Government Resources from 34 to 28. Finally,

place the blue Government Eligibility cylinder into the “1st Faction

Op Only” box on the Sequence of Play display.

Hint: Civic Actions may only be conducted during a Training

Operation or during the Resolution of a Propaganda Card.

STOP. Please stop here and read section 3.0 through 3.2.1

in order to reinforce your understanding of what we’ve

done so far.

After the 1st Eligible Faction has acted, the next eligible faction

becomes known as the 2nd Eligible Faction. Looking back at Plan

Colombia, we see that the AUC is the 2nd Eligible Faction.

Just what the 2nd Eligible Faction may do is determined by what

the 1st Eligible Faction did (see Sequence of Play display). Since

the 1st Eligible Faction conducted an Operation Only (no Special

Activity), the 2nd Eligible Faction may either execute a Limited

Operation—a single Operation in ONE and only ONE space; OR

he may pass.

Passing does have its benefits. By choosing to Pass, the Govern-

ment player will gain +3 Resources; Insurgent players will gain +1

Resource.

Looking at the next card, Hugo Chávez, the AUC player feels

confident that the FARC (1st Eligible on Hugo) will take the event.

This would then give the AUC more freedom of action as the 2nd

Eligible Faction on that card. And so with a smug look, the AUC

chooses to Pass. Place the AUC Eligibility cylinder on the “Pass”

box on the Sequence of Play display and adjust the AUC Resources

from 10 to 11.

INSERT ILLO

STOP. Please stop here and read section 2.0 through 2.4.1.

This will give you an excellent understanding of the se-

quence of play.

sions of the event—called dual-use events. If a player executes an

Event, he must execute either one or the other, never both versions

of the event.

The Government would like to execute the event, but at this time,

due to Samper being El Presidente, the effects of the event are not

as immediately helpful. Instead, the Government will conduct an

Operation.

Operations do most of a player’s “heavy lifting” in the game. Opera-

tions, however, are not free. They cost Resource Points. Furthermore,

the player may only conduct ONE type of Operation; he may not

mix two different Operations.

Please take one of the Faction Operations Foldouts. Look at the

panel for the Government player. As you can see by the left col-

umn, he can do one of four things: (1) he can Train in order to get

more cubes on the board; OR (2) he can Patrol in order to protect

his Lines of Communication (hereafter known as LoCs)—vital to

his Resource income; OR (3) he can conduct Sweeps in order to

detect Guerrillas; OR (4) he can Assault in order to destroy detected

(i.e. Active) Guerrillas. The Operation the active faction carries out

dictates what Special Activities may accompany it (if eligible to

conduct a Special Activity).

The Government chooses to Train. This Action allows the Govern-

ment player to select any Cities or Departments. Each selected City

or Department will cost 3 Resources. In any City or in a Department

with a Government Base the Government player may place up to

6 cubes of any type.

For now, the Government will select Cali and Bucaramanga. Place

a white pawn in each location to mark these locations. In Cali, the

Government player places 3 Police and 3 Troops. There are now

6 Troops and 4 Police in Cali. In Bucaramanga, the Government

places 4 Troops and 2 Police.

As a part of the Training Operation, the Government may also pick

one selected space (which has been marked with a pawn) and either

remove 3 cubes from that space in order to place available Govern-

ment Base into that space; OR he can choose to conduct something

known as a Civic Action in that space.

Reminder: Remember that there can only be 2 bases of any

combination of factions in ANY City/Department.

In our case here, the Government will choose to do a Civic Action in

Cali. A Civic Action has two requirements: the Government player

must have more pieces in the space than any other combination of

factions combined, and it must have both Troops and Police. In

Cali, the Cartels have 2 pieces; the Government has 10, including

both Troops and Police giving the Government Control and ability

to conduct a Civic Action. Civic Actions allow the Government

player to spend 3 Resources to shift the level of Opposition and/or

1st Eligible

Passed

2nd Eligible

5

Andean Abyss

All done? Excellent! Let’s proceed: With the AUC passing, the

Cartels now may become the 2nd Eligible faction. Looking at the

next card, Hugo Chávez, it is apparent that FARC and the AUC will

both act on that card leaving the Cartels without an action, because

only two actions occur each card. Knowing this, the Cartels see no

reason not to at least take a Limited Operation here.

All three Insurgent factions (FARC, AUC, and Cartels) have the same

Operations available to them. There, are, however, some subtle yet

important differences.

The Cartels decide to conduct a Rally Operation in Huila. Since

this is the only space where the Operation is taking place we won’t

need to place a pawn. Looking at the Cartel’s panel of the Opera-

tions Foldout, we see it will cost 1 Resource and we will be able

to place 1 Cartel Guerrilla into Huila. Always place new Guerrillas

face-down (with embossed side downward).

1 Guerrilla is placed in Huila

Bases greatly empower the Rally Operation, but it takes Guerrillas

in order to create a base. Thus the Cartel’s decision to merely place

a single Guerrilla into Huila. Later on, the Cartels can build up their

presence in the region.

This will conclude the Cartel Limited Operation. Please adjust Cartel

Resources from 10 to 9 and place the Cartel Eligibility cylinder into

the “2nd Faction LimOP” box (to the right of the Government’s

cylinder) in the Sequence of Play display.

Since both the 1st and 2nd Eligible Factions have executed their

activities on this card, we will now adjust eligibility on the Sequence

of Play display: All factions that executed an Event, Operation, or

Limited Operation now have their eligibility cylinder placed into

the “Ineligible” box on the Sequence of Play. Factions that did not

execute an Event, Operation, or Limited Operation will either remain

in, or slide back to the “Eligible” box.

In our case, both the Government and the Cartels will slide to the

“Ineligible” box. The FARC cylinder will remain in the “Eligible”

box. The AUC cylinder will slide back to the “Eligible” box.

Draw Hugo Chávez off the deck onto Plan Colombia and reveal the

next card to be played: card #29 Kill Zone.

FARC is 1st Eligible on Hugo Chávez and chooses to execute the

shaded Event. The Event text reads, “Place a FARC Base in a Dept

next to Venezuela. Sabotage each empty LoC touching Cúcuta.”

Go ahead and place a “Sabotage” counter on the two pipeline LoCs

touching Cúcuta. This will hurt the Government’s ability to gain

Resources when the next Propaganda card is resolved. Next, take the

FARC base off of the “7” space of the FARC Bases track and place

it into the Department of Arauca. Note that Arauca may not receive

any other bases since there are now two bases there.

The Hugo Chávez event allows the FARC to place two Sabotage mark-

ers and a Base.

The FARC has as its victory condition, the goal of having a level

of Opposition plus on-map bases greater than 25. Since the FARC

just added a base, adjust the “Opposition + Bases” counter from 20

to 21, then place the FARC Eligibility cylinder in the “1st Faction

Event” box on the 1st Eligible column of the Sequence of Play.

Now only the AUC is eligible. The next card, however, is a very

attractive event for the AUC and it passes again. Adjust the AUC

Resources from 11 to 12.

With the Hugo Chávez card fully resolved, we adjust eligibility: All

cylinders in the “Ineligible” box go back to the “Eligible” box—they

did not carry out an Event, Operation, or Limited Operation. The

AUC will will also go back to “Eligible.” Only FARC’s cylinder

slides to the “Ineligible” box.

Draw Kill Zone off the deck onto Hugo Chávez and reveal the next

card: Card #68, Narco-Subs.

FARC would be 1st Eligible on Kill Zone, but is in the Ineligible box,

so the AUC now becomes 1st Eligible. The AUC wants to execute

the shaded portion of the Event. The Event text reads, “FARC or

AUC in a space executes two free Ambushes with any of its Guer-

rillas without Activating.”

An “Ambush” is a Special Activity that can only accompany an At-

tack Operation (see the Faction Operations Foldout). Only the FARC

6

Andean Abyss

and the AUC may carry out an Ambush Special Activity. Unless

otherwise indicated by Event text, the executing Faction decides

how to carry out the Event. In this case, the AUC chooses to have

the AUC Guerrillas execute two Ambushes. (If another faction like

the Cartels executed this event, it could choose either the AUC or

the FARC to Ambush—and the chosen Faction would then decide

where to execute the Ambush.)

The word “free” on the card tells us that these Ambushes will not cost

any Resources. Ordinarily, an Attack that an Ambush accompanies

costs 1 Resource. Also, ordinarily only ONE Ambush may be ex-

ecuted per Operation (so even if you were carrying out five Attacks,

only one Attack could have an Ambush). In this case, however, it is

an event and events trump the ordinary rules.

The AUC decides to Ambush in Arauca twice so no need to mark the

space with pawns. To carry out an Ambush Attack, one Guerrilla is

activated (flipped over to show its embossed side) and two enemy

pieces are destroyed and returned to their holding box (Guerrillas/

Troops/Police) or track (bases). As a bonus, however, the Ambush-

ing player may place one available Guerrilla into the space where

the Ambush occurred. In this situation, the event stipulated that no

Guerrillas activate so we won’t activate the single Guerrilla. The

AUC would like to kill both FARC Bases as his victory conditions

are to have more bases on the map than the FARC. But before a

base can be eliminated in any Attack, Ambush or Assault, all Guer-

rillas of the same faction as the base must first be eliminated. The

AUC therefore eliminates the lone FARC Guerrilla and one of the

bases in Arauca. Place the Guerrilla back into the Available Guer-

rillas box and the base onto the “7” space of the FARC Bases track.

Adjust the “Opposition + Bases” counter from 21 to 20. Place 1

more AUC Guerrilla into Arauca. This concludes the first Ambush

from the event.

AUC uses the Kill Zone Event to conduct two Ambushes

For the second Ambush, the AUC will hit Arauca again; the newly-

placed Guerrilla from the first Ambush will be the attacking Guer-

rilla. Only 1 FARC piece remains in Arauca, a single base. Return

this base to the “6” space on the FARC Bases track. Adjust the

“Opposition + Bases” counter from 20 to 19. Place 1 more available

AUC Guerrilla into Arauca.

This concludes the AUC’s Event. Place the AUC Eligibility cylinder

into the Event box on the 1st Faction column of the Sequence of

Play display.

STOP. Please stop here and read section 4.4.1, then 4.3.2. This

will reinforce your understanding of the Ambush mechanic.

When we last left things the AUC had just finished carrying out the

Kill Zone event. Now the Cartels are the 2nd Eligible on this card.

The Cartels need to establish bases in order to achieve their two-fold

victory condition: have more than 10 bases on the map, and have

more than 40 Resources. With this end in mind, the Cartels choose

to carry out a Rally Operation.

Because the AUC carried out an Event, the 2nd Eligible Cartels may

carry out an Operation and a Special Activity. The Cartels choose to

Rally in Cali, Meta East, Meta West, and Huila. Place a white pawn

in each of these four spaces.

Most of these spaces contain a Cartel base. In such spaces, the num-

ber of Guerrillas that may be placed is equal to the number of Cartel

bases in that space plus the Population value of that space.

Starting in Cali, the Cartels will place 4 Guerrillas from their Avail-

able Forces (population 3 + 1 Cartel base). Place the Guerrillas there

now. Next, place 2 Guerrillas into Meta West (population 1 + 1 base)

and 2 more into Meta East. The last available Cartel Guerrilla will

be placed into Huila.

Next, since the Cartels chose to Rally, and are eligible for a Special

Activity, the Cartels will execute a “Cultivate” Special Activity

(see Cartels panel of the Operations Foldout). To do so they must

choose a space with a population greater than zero and where Cartel

Guerrillas outnumber the number of Police. There also needs to be

room to place a base. The Cartels choose Huila.

With the space chosen, the Cartel player may either move a base

from anywhere on the map to that location (whether city or depart-

ment), OR place a new base into a department (not a city) where

he conducted a Rally Operation. The Cartel player will place a new

base into Huila. Place a Cartel base from the “7” space of the Cartel

Bases track into the empty “base” space in Huila.

This Operation cost 4 Resources so reduce the Cartel Resources from

9 to to 5 and remove the white pawns. Place the Cartel Eligibility

cylinder into the “2nd Faction Op + Special Activity” box on the

Sequence of Play.

Next, we adjust Eligibility: The AUC and Cartels are now Ineligible;

the Government and FARC are Eligible. Draw Narco-Subs off

the deck on top of Kill Zone and reveal the next card: #48, Unión

Sindical Obrera.

STOP. Please stop here and read section 3.3 through 3.3.1.

and 4.5.1. This will reinforce your understanding of the Rally

Operation and Cultivate Special Activity.

Cartel places 9 Guerrillas with the Rally Operation and then uses a

Special Activity to “Cultivate” a Base in Huila.

7

Andean Abyss

Ready to continue? Let’s go!

The Narco-Subs event is pretty

much useless at the present

time—both the unshaded and

shaded portions have no effect

since there are no Cartel pieces

in coastal spaces. The Govern-

ment is the 1st Eligible since

both Cartels and AUC are in the

Ineligible box. The Government

decides to Conduct a Sweep

Operation and an Airstrike

Special Activity.

STOP. Please stop here and

read section 3.2.3 before

continuing.

The target areas for the Sweeps will be Cali, Santander, and Chocó.

Mark each space with a white pawn.

For the Sweep into Chocó, move all 3 Troops from Medellín and 3

Troop cubes from Cali into Chocó.

Because Chocó is a Forest space, it takes 2 cubes to Activate 1

Guerrilla. The Government sent more than enough cubes to get

the job done. Flip the single FARC Guerrilla in Chocó to Active

(embossed side up).

For the Sweep into Santander, the Government Troops in the depart-

ment will Sweep in place. There are 3 cubes in Santander, more than

enough to Activate both the AUC and the FARC Guerrillas. Flip

both Guerrillas to Active.

For the Sweep in Cali, the Government will again Sweep in place.

Note that while only Troops can move in a Sweep—Troops in Cali

for example could move as far as Pasto, via the Cali-Pasto LoC if

Pasto was a target for a Sweep Operation—ANY cube in the target

location is counted for implementing the effects of the Sweep. The

Government has 3 Troops and 4 Police. The 7 cubes in Cali will be

enough to Activate all 5 Cartel Guerrillas.

Next, the Government will execute its Special Activity. We’ve

already conducted one Special Activity in this tutorial, but there

are some things you need to understand about Special Activities

before we go further.

STOP. Please stop here and read section 4.1 through 4.2.3

before continuing.

Ok, now you should know how Special Activities work and how

they can work in conjunction with an Operation. Theoretically,

the Government could have done the Airstrike at the start of the

Operation rather than at the end of the Operation. But as you no

doubt read, an Airstrike can only destroy an Active Guerrilla, or an

unprotected base.

Of the Active Guerrillas on the map, the FARC Guerrilla in the

mountains of Santander is the most juicy. It takes 2 Troop cubes to

kill 1 Guerrilla in the mountains. Killing the FARC Guerrilla with

an Airstrike is very efficient. The Government chooses to do just

this, so remove the FARC Guerrilla from Santander. (The AUC

Guerrilla could also have been targeted, but the AUC can Rally

in Santander so it wouldn’t have been gone for long whereas the

FARC cannot Rally in Santander due to the department’s Support

for the Government.)

Adjust the Government Resources by –9 (it cost 3 Resources for each

Sweep), from 28 to 19. Place the Government Eligibility cylinder

into the “Op + Special Activity” box on 1st Faction column of the

Sequence of Play.

FARC is then left with an unfortunate decision: either take a Limited

Op or execute the Narco-Subs event (which is useless). Not wishing

to waste an OP, FARC instead Passes. Adjust FARC Resources from

10 to 11. FARC will enjoy 2nd Eligibility, and better opportunities

on the next card, Unión Sindical Obrera.

Adjust Eligibility: Government is Ineligible; all other factions are

Eligible. Draw Unión Sindical Obrera off the deck on top of Narco-

Subs, and reveal the next card: #1, 1st Division.

The AUC is the 1st Eligible Faction on Unión Sindical Obrera. Take

a moment to look at the “Rally” Operation’s requirements on the

AUC’s panel of a Operations Foldout. You’ll quickly notice that in

order to Rally, the target space cannot have “Opposition.” The AUC

would like to carry on its momentum in the department of Arauca,

but cannot Rally there at the present time because of the “Active

Opposition” marker. The unshaded version of the Unión Sindical

Obrera event appears to be just the ticket. The event text reads,

“Remove 1 Opposition or FARC Base adjacent to 3-Econ pipeline.”

Government Sweeps and an Airstrike take out Guerrillas.

8

Andean Abyss

Conveniently, Arauca is adjacent to the 3-Econ pipeline LoC that

connects the town of Arauca with the city of Cúcuta, making it an

eligible space for the event. There’s no longer any FARC base in

Arauca, but there is an Opposition counter in the department. The

AUC chooses to remove the “Active Opposition” counter, thus mak-

ing Arauca Neutral—and thus eligible for AUC Rally Operations

later on in the game. Note that the AUC could also have removed an

Opposition counter if it was on its “Passive Opposition” side since

the event did not specify either Passive or Active Opposition.

The effects of this event also cause the “Opposition + Bases” counter

to move from 19 to 17 on the numbered track since Arauca’s Popula-

tion of 1 is no longer under any level of Opposition (under Active

Opposition a space with a Population of “1” would contribute a

factor of 2 Opposition on the track).

Place the AUC’s Eligibility cylinder into the Event box on the 1st

Faction column of the Sequence of Play display. Now FARC is the

2nd Eligible Faction.

FARC needs guerrillas on the map so FARC will take the opportunity

to Rally across the map. As you read earlier, FARC can only Rally

in cities/departments without Government Support. This means they

cannot Rally in Santander to replace the guerrilla eliminated by the

Government Airstrike. FARC chooses to Rally in the following

departments: Cesar, Antioquia, Chocó, Arauca, Huila, Nariño, Meta

West, Meta East, Guaviare, Putumayo, Vichada, and Guainía—12

spaces. Place a pawn in each space to mark the locations.

But wait! You may have noticed that there’s not enough Resources

available to the FARC to Rally in 12 spaces! FARC only has 11

Resources. Fortunately for FARC, since the 1st Eligible Faction

executed an Event, the 2nd Eligible Faction may carry out a Special

Activity. Special Activities, as you read earlier, can be carried out at

any one time during an Operation. FARC will execute an “Extort”

Special Activity as it Rallies in order to gain the Resources necessary

to carry out the Operation.

STOP. Please stop here and read section 4.3 through 4.3.3

before continuing.

Now that you know more about the FARC Special Activities, we can

continue. For this Operation, we will pay the Resources necessary

as we move along.

FARC begins Rallying in Cesar: place 1 available FARC guerrilla

into the department. FARC could choose to Extort here since FARC

has an underground guerrilla now and outnumbers all enemy pieces,

but chooses not to do so at this time. Adjust FARC Resources from

11 to 10.

Next, FARC conducts a Rally Op in both Antioquia and Arauca,

placing 1 available guerrilla into each department. FARC will be un-

able to Extort in either space since they do not outnumber all enemy

pieces in either department. Adjust FARC Resources from 10 to 8.

FARC will Rally in Nariño next and place 1 available guerrilla into

the space. Here, FARC now has two underground guerrillas and

outnumbers all enemy pieces so FARC will extort here. Flip one of

the two FARC guerrillas over to its Active side. The Resource cost

for the Rally Operation here will be offset by the 1 Resource gained

by the Extort Special Activity.

In Putumayo, FARC could remove two Guerrillas in order to place a

base, but the newly-placed base would be vulnerable to enemy attack

or a Government airstrike. Knowing this, FARC places 1 available

guerrilla. FARC outnumbers the AUC in Putumayo, but does not

outnumber all the enemies in Putumayo put together so they cannot

Extort here. Adjust FARC Resources from 8 to 7.

In Chocó, FARC has a single base and the department has a Popu-

lation of 1. FARC, therefore, places 2 available guerrillas into the

department. This safeguards the FARC base from the Government

troops prowling the Chocó forests. FARC cannot Extort here though,

so adjust FARC Resources from 7 to 6.

Huila has a population of 2 and a single FARC base. FARC will,

therefore, place 3 available guerrillas Huila. FARC now outnumbers

all enemies in Huila so FARC will Extort. Flip one FARC guerrilla

in Huila over to its Active side. The Resource cost for the Rally

Operation here will be offset by the 1 Resource gained by the Extort

Special Activity.

Meta East, Meta West, and Guaviare each have a Population of 1 and

a single FARC base. FARC places 2 available guerrillas into each

department. Each of these spaces also now qualifies for the Extort

Special Activity so flip 1 FARC guerrilla in each space over to its

Active side. The Resource cost for each space will thus be offset by

the Resource gained by the Extort Special Activity.

Vichada, and Guainía are 0-population departments. This fact doesn’t

preclude Rally or Extortion! FARC will Rally in each and Extort in

each location. Place 1 available FARC guerrilla into each space and

flip it over to its Active side. The Resource cost for each space is thus

offset by the Resource gained by the Extort Special Activity.

Wow! That was a LOT of Rallying! FARC ends the Operation with

only 2 guerrillas in its “Available Guerrillas” box. Thanks to the

Extort Special Activity, FARC ends the Operation with 6 Resources.

Please remove all the pawns from the board.

We’ll finish the card by adjusting Eligibility. Both FARC and the

AUC cylinders move to the Ineligible box on the Sequence of Play

display. The Government and the Cartels remain eligible to act on

1st Division. Draw 1st Division off the deck on top of Unión Sindical

Obrera, and reveal the next card: #72, Sicarios.

1st Division is one of several Event Cards which when played as

an event will produce long-lasting results known as “Government

Capabilities.” In addition to these, there are also cards with “Insur-

gent Momentum” in the game.

STOP. Please stop here and read section 5.3 through 5.4.

before continuing.

Now that you know all about Government Capabilities and Insurgent

Momentum we can continue.

The Government is now cast upon the horns of a dilemma: They

can execute the event, but would lose the opportunity to follow-up

their Sweeps in Cali—the Cartels will almost certainly have their

9

Andean Abyss

Active guerrillas go Underground in Cali. On the other hand, if the

government wipes out the Cartels in Cali and chase the Operation

with a Special Activity, the Cartels might play the event against the

Government. The 1st Division event’s unshaded version gives the

Government the powerful capability of engaging in Civic Actions

without the need of Police and Troops—only one cube and control

is needed! But if the shaded version is played, the Government

would require 2 Troops and 2 Police for Civic Actions—a very

tough task to achieve!

FARC Rallies 18 Guerrillas in 12 different departments.

10

Andean Abyss

As nice as the event’s permanent effect would be, the Government

decides that the opportunity to inflict a terrible wound to the Cali

Cartel is one which must not be deferred. The Government decides

to execute Assault Operations. To protect against 1st Division being

played against them, however, the Government chooses not to un-

dertake any Special Activities—leaving the 2nd Eligible Cartels with

only the option of executing a Limited Operation on this card.

STOP. Please stop here and read section 3.2.4 before con-

tinuing.

Ok, now that you know the rules for Assault Operations we will

proceed with the Government’s operation. Currently, there are three

spaces where the Government could Assault: Chocó, Santander,

and Cali. But because it costs 3 Resources per space to execute, the

Government will conserve its Resources and only Assault in Cali.

Since Cali is a city space, any

cube can be used to eliminate

an enemy piece. The Govern-

ment has 3 Troops and 4 Po-

lice, a total of 7 cubes. These

each eliminate one Cartel

piece, eliminating all 5 Cartel

guerrillas and the single Car-

tel base. Place the guerrillas

back into the Cartel’s Avail-

able Guerrillas box. Place the base into the “7” space on the Cartel

Bases Track. Adjust the Government’s Resources from 19 to 16.

Place the Government’s Eligibility cylinder into the “Op Only” box

on the Sequence of Play display.

The Cartel player is now facing a dilemma similar to that which the

Government faced. The upcoming Sicarios event could be played

against them. Cartels, being 1st Eligible on Sicarios, therefore, opt

to Pass. Adjust Cartel Resources from 5 to 6.

That concludes the 1st Division card. The Government Eligibility

cylinder moves to the Ineligible box while all other Factions move to

the Eligible box on the Sequence of Play. Draw Sicarios off the deck

on top of 1st Division, and reveal the next card: #26, Gramaje.

Seeing the Gramaje card on the horizon, the Cartel player resolves

to eschew frugality with his Resources. The Cartel player wants

to get reestablished in a City so as to hold some leverage over the

Government (and be safe from Eradication Special Activities). The

Cartels decide to Rally in Medellín, Bucaramanga, and Arauca, plac-

ing a single available guerrilla in each space. The Cartels will also

execute a Cultivate Special Activity to place a base (from the 7 space

of the Cartel Bases track) into Arauca. Note that neither Medellín nor

Bucaramanga are eligible for a

Cultivate Special Activity since

the number of Cartel guerrillas

does not exceed the number of

Police in those spaces.

Adjust the Cartel Resources

from 6 to 3 and place the Cartel

Eligibility cylinder into the “OP

+ Special Activity” box on the

Sequence of Play display.

Now the AUC is 2nd Eligible to

play on Sicarios. The AUC opts

to execute the unshaded portion

of the Sicarios event. Two Car-

tel guerrillas are removed from

Meta West and replaced with 2 AUC guerrillas. Two more Cartel

guerrillas are removed from Meta East and likewise replaced with

2 AUC guerrillas. The AUC now have guerrillas in two more Op-

position areas where they can wreak more havoc on the FARC. This

ends the Sicarios card. Both Cartel and AUC Eligibility cylinders

move to the Ineligible box. Draw Gramaje off the deck on top of

Sicarios, and reveal the next card: #19, General Offensive.

FARC is the 1st Eligible Faction on Gramaje and decides to conduct a

March Operation without a Special Activity. Place FARC’s Eligibil-

ity Pawn on the appropriate box of the Sequence of Play display.

STOP. Please stop here and read section 3.3.2 before con-

tinuing.

Now that you know how the March Operation works, let’s pro-

ceed:

A) FARC will March all 3 guerrillas in Putumayo. One will go into

Pasto; 1 will go into Neiva; and 1 will go onto the Pasto-Neiva

road. None of these will activate since there are not enough

cubes + moving guerrillas in any of these three spaces to cause

the guerrillas to activate (the total must exceed 3 to cause the

moving guerrillas to go Active). Adjust FARC Resources from

6 to 4—this cost 2 Resources (Marching onto LoCs does not

cost any Resources).

B) Two underground guerrillas will March from Meta West: one

onto the Neiva-Bogotá pipeline and one onto the Bogotá-San

José road.

C) One underground guerrilla from Meta East will March onto the

Bogotá-Yopal pipeline.

D) One underground guerrilla from Chocó will March onto the

Sincelejo-Medellín pipeline.

E) One underground guerrilla from Nariño will March onto the

Cali-Pasto road.

F) Finally, one guerrilla from Huila will March onto the Ibagué-

Bogotá-Bucaramanga pipeline.

The Government is the now eligible to play, but will need more than

a Limited Operation to deal with the multiplicity of threats to his

LoCs and cities! The Government, therefore, passes and collects 3

Resources. Adjust the Government’s Resources from 16 to 19.

Now adjust Eligibility: only FARC goes to the Ineligible box; all

other Factions go to the Eligible box on the Sequence of Play display.

Draw General Offensive off the deck on top of Gramaje, and reveal

the next card: #50, Carabineros.

The Cartel uses the Rally Action to bring on 3 more Guerrillas and

uses the Cultivate Special Activity to place a Base.

11

Andean Abyss

The Government is the 1st Eligible Faction to play on General Of-

fensive. With so many FARC guerrillas on LoCs, the Government

decides to launch a Patrol Operation.

STOP. Please stop here and read section 3.2.2 before con-

tinuing.

Now you know what the Patrol Operation does. The Government

begins its Patrol Operation with the Police cube in Cartagena moving

onto the Cartagena-Sincelejo pipeline. Since there are no guerrillas

on this LoC, the Police cube continues moving into Sincelejo (also

guerrilla-free) and then onto the Sincelejo-Medellín pipeline where

it must stop. The Police cube then activates one guerrilla—the only

guerrilla on the LoC belonging to the FARC.

Next, the Police cube on Cúcuta moves onto the Cúcuta-Ayacucho

pipeline. The fact that this LoC is sabotaged does not impede the

Police cube’s ability to Patrol so it continues to the Ayacucho-Santa

Marta pipeline where it stops. It will protect this important Pipeline

from any future FARC mischief.

One Police cube from Bucaramanga moves onto the Bucaramanga-

Ibagué-Bogotá pipeline where it stops and activates the FARC

guerrilla. Note that the Cartel guerrilla does not keep a cube from

leaving the space during a Patrol.

In Bogotá, one Troops cube will move into the Bo-

gotá-Neiva pipeline and activate the FARC guerrilla.

Another Troops cube will move from Bogotá onto

the Bogotá-Yopal pipeline and activate the FARC

guerrilla. One more Troops cube will move from

Bogotá onto the Bogotá-San José road and activate

the FARC guerrilla.

The Police in Neiva could Patrol onto the Neiva-

Pasto Road, but this would leave Neiva vulnerable

to FARC Kidnapping, so the Police cube there will

remain where it is and do nothing. The only type

of space where guerrillas can be activated during a

Patrol is a LoC.

Next, one Police cube in Cali will move onto the Cali-

Pasto road and activate the FARC guerrilla.

Thus far the Government has been able to activate

all FARC guerrillas on LoCs except one: the guer-

rilla on the Neiva-Pasto road. To deal with this, the

Government executes an Airlift Special Activity in

the middle of the Patrol Operation. 3 Troop cubes

Airlift from Chocó to Neiva. Then, one Troop cube in

Neiva moves onto the Neiva-Pasto road and activates

the FARC guerrilla.

Finally, as a part of the Patrol Operation, the Govern-

ment may execute a free Assault on any one LoC. The

Government chooses to eliminate the FARC Guerrilla

on the Ibagué-Bogotá-Bucaramanga pipeline. This

Operation cost the Government 3 Resources so adjust

the Government Resources from 19 to 16 and place

the Government Eligibility cylinder on the “Op +

Special Activity” box on the Sequence of Play.

The AUC is now the 2nd Eligible player on General

Offensive. The AUC, however, does not feel as though

the event would be of great use, so the AUC will pass. Adjust the

AUC’s Resources from 12 to 13 and place the AUC’s Eligibility

cylinder into the Pass box on the Sequence of Play.

The Cartels decide that the General Offensive event isn’t for them

either. They too decide to pass and collect a Resource—adjust from

3 to 4.

Adjust Eligibility: only the Government goes to the Ineligible box;

all other Factions go to the Eligible box on the Sequence of Play

display. Draw Carabineros on top of General Offensive, and reveal

the next card: #44, Colombia

Nueva.

The AUC is the 1st Eligible play-

er on Carabineros. The AUC

has two overarching goals: kill

FARC bases; and building their

own bases. And so the AUC,

flush with Resources, opts to

forgo the Event and instead Rally

across the map. Place white

pawns into the departments of

Atlántico, Antioquia, Santander,

Arauca, and Huila.

Place 1 available AUC guerrilla

into Atlántico. Place 3 available

FARC March Actions

12

Andean Abyss

AUC guerrillas into Antioquia (base + Population). Place 1 avail-

able AUC guerrilla into Santander. Place the last available AUC

guerrilla into Huila.

In Arauca, the AUC has a couple choices: they could replace two

guerrillas with a base; or they could remove any one of their guer-

rillas from elsewhere on the map and place it back into the available

Guerrillas box in order that they might Rally that guerrilla into

Arauca. Not needing their guerrilla in Putumayo, the AUC removes

this guerrilla to the AUC Available guerrillas box. The AUC player

then completes his Rally action by placing the newly-available

guerrilla into Arauca.

To defray the cost of this Operation, the AUC chooses to Extort in

each of Atlántico, Antioquia, and Arauca (don’t forget to mark 1

guerrilla in each Extort space as Active). This brings the total cost

of the Operation down to –3 Resources. Adjust the AUC Resources

from 13 to 10. Place the AUC Eligibility cylinder into the “Op +

Special Activity” box on the Sequence of Play display.

The Cartels are now the 2nd Eligible Faction. The Cartels opt to take

a Limited Operation in order to Rally in Medellín. Place 1 available

Cartel guerrilla in Medellín. Adjust Cartel Resources from 4 to 3.

Both the Cartel and AUC cylinders move into the Ineligible box; the

FARC cylinder moves back into the Eligible box on the Sequence

of Play display. Draw Colombia Nueva on top of Carabineros, and

reveal the next card: a Propaganda card!

Only the Government and the FARC are eligible to take immediate

advantage of the knowledge of the upcoming Propaganda card.

FARC is the 1st Eligible player on Colombia Nueva. FARC chooses

to conduct a Terror Operation.

STOP. Please stop here and read sections 3.3.4 and 4.3.3

before continuing.

Ready to continue? Excellent! As you no doubt read, Terror is a

powerful tool in the hands of the Insurgents. It is especially useful

to FARC because it either degrades Support or builds Opposition.

All other Insurgent Terror causes Support or Opposition to gravitate

towards Neutral.

Here, the FARC will engage in Terror and combine it with the Kid-

napping Special Activity! Place a white pawn in each of Cesar,

Antioquia, Huila, Arauca, and the cities of Pasto and Neiva. FARC

would like to wage Terror on LoCs because it is both free and it

causes Sabotage, but cannot since Terror requires underground guer-

rillas and all guerrillas on LoCs were Activated by the Government

Patrol operation.

FARC will start its Terror Operation in Huila. Flip one guerrilla

to show its Active side. Find and place a “Terror” counter into the

department. Next, place a “Passive Opposition” counter to cover

the “Neutral” box in Huila. Adjust the “Opposition + Bases” from

17 to 19 (Huila has a population of 2). Next, for the Kidnapping

Special Activity in Huila, the FARC targets the Cartel base and rolls

a die—our first die roll of the game! The die roll result is a “2”. Sub-

tract 2 Cartel Resources (from 3 to 1) and add 2 FARC Resources

(from 4 to 6). Then subtract 1 FARC Resource for the cost of the

Operation in that space (back from 6 to 5).

FARC’s next target for Terror is the department of Cesar. Flip the

guerrilla to show its Active side, place a Terror and a Passive Op-

position counter. Adjust “Opposition + Bases” from 19 to 20 and

FARC Resources from 5 to 4.

FARC next targets Antioquia. Flip the guerrilla to show its Active

side, place a Terror and a Passive Opposition counter. Adjust “Op-

position + Bases” from 20 to 22 (Population of 2 in Antioquia) and

FARC Resources from 4 to 3.

Next up for Terror is Arauca. Flip the guerrilla to show its Active

side, place a Terror and a Passive Opposition counter. Adjust “Op-

position + Bases” from 22 to 23 and FARC Resources from 3 to 2.

FARC will also Kidnap in Arauca, targeting the Cartel base. A die is

still rolled even though the Cartels have only 1 Resource because if

a “6” is rolled, an AUC guerrilla may be placed in the area. The die

roll is a “4”, however, so the only effect is the Cartels lose their last

Resource and FARC gains that one Resource (from 2 to 3)—FARC

doesn’t gain 4 even though a 4 was rolled because the Cartels don’t

have 4 Resources to give.

FARC turns its attention to the city of Neiva. Flip the guerrilla

to show its Active side, place a Terror counter and flip the Active

Support counter over to its Passive Support side. Adjust the “Total

Support” from 56 to 55 and FARC Resources from 3 to 2.

Finally, FARC resolves a Terror Operation in Pasto. Flip the guerrilla

to show its Active side, place a Terror counter and flip the Active

Support counter over to its Passive Support side. Adjust the “Total

Support” from 55 to 54 and FARC Resources from 2 to 1.

FARC would like to carry out Kidnapping against the Govern-

ment, but can only do so in a City or LoC where FARC guerrillas

outnumber Police. Neither Pasto

nor Neiva qualify.

Place FARC’s Eligibility counter

into the “Op + Special Activity”

box on the Sequence of Play

display.

The Government will now carry

out the unshaded portion of the

Colombia Nueva event. The

Government shifts Pasto back

from Passive Support to Active

Support and gains +3 Resources

(from 16 to 19). Adjust the “Total

Support” from 54 back to 55.

Place the Government Eligibil-

FARC Terror in the cities of Pasto and Neiva, and in the Department

of Huila.

13

Andean Abyss

ity cylinder into the “LimOp or

Event” box on the Sequence of

Play display.

Draw Propaganda! on top of

Colombia Nueva, and reveal the

next card: #45, Los Derechos

Humanos!

Important: Unless using the

“No Reveal Option” (2.2), only

Limited Operations may be con-

ducted when resolving the card

immediately preceding the final

Propaganda Card of the game

(2.3.9)!

STOP. Please stop here and read sections 6.0 through 7.3

before continuing.

Place the “Prop Card” counter on the “Victory?” space of the Pro-

paganda Card track on the Sequence of Play display. During this

phase, we check to see if any faction has won the game. At this

time no faction has met their victory condition. Just for grins, let’s

look at the current victory margin for each faction (how close the

Factions are to winning):

The Government has 55 Total Support for a victory margin of –5

(55 – 60 = –5). The Cartels have 0 Resources and only 7 bases on

the map for a victory margin of –40 (0 – 40 = –40)—not even close!

The AUC has 1 base on the map compared with 5 FARC bases for a

victory margin of –4 (1 – 5 = –4). FARC has 23 Opposition + Bases

for a victory margin of –2 (23 – 25 = –2). So right now, FARC is in

first place; AUC is a close second; Government is not far behind in

third place; and the Cartels lag far behind in fourth place.

Move the “Prop Card” counter to the next space on the Propaganda

Card track, the “Control” space. Control only matters for the FARC

and the Government. FARC controls a space that has more FARC

pieces than all other factions put together. Similarly, the Govern-

ment controls all spaces where the Government has more pieces

than all other factions. Furthermore, control is mainly applicable in

departments and cities with a population of 1 or more—not LoCs

or 0-Population departments.

Currently the Government controls the following spaces: Santa

Marta, Sincelejo, Bucaramanga, Santander, Bogotá, Ibagué, Neiva,

and Cali. Place a control counter on the “Government Control” side

in each of these spaces.

FARC currently controls: Cesar, Nariño, and Guaviare. Place a

control counter on the “FARC Control” side in each of these spaces.

Next, if FARC controls any cities, a Sabotage counter is placed on

each un-sabotaged LoC connected to those cities. FARC, however,

does not control any cities at this time. Similarly, a Sabotage counter

is placed on each un-sabotaged LoC with more guerrillas (of any

combination of factions) than cubes. Right now there is no such

LoC.

Move the “Prop Card” counter over to the “Resources” space of the

Propaganda Card track on the Sequence of Play display. During this

phase, each faction will collect Resources:

The Government will collect 1 Resource for each un-sabotaged LoC.

The sum total economic value of all LoCs is 30 so the easy way to

calculate this is simply to subtract the economic value of each sabo-

taged LoC from 30. There are two 3-Econ LoCs which are marked

with a Sabotage counter so the Government gains +24 Resources

(30 – 6 = 24). Increase the Government’s Resources from 19 to 43.

Ordinarily the Government would also gain a number of Resources

equal to the number the “Aid” counter is covering on the numbered

track (currently the Government has 9 Aid). But when Samper is El

Presidente, the Government does not receive Aid.

FARC and the AUC receive 1 Resource for each base they have on

the map. AUC, therefore, receives 1 Resource. Increase the AUC’s

Resources from 10 to 11. FARC has 5 bases on the map so adjust

FARC Resources from 1 to 6.

The Cartels gain 3 Resources for each base they have on the map.

Cartels have 7 bases on the map so the Cartels gain 21 Resources.

Adjust Cartel Resources from 0 to 21.

Move the “Prop Card” counter over to the “Support” space of the

Propaganda Card track on the Sequence of Play display. During

this Phase, the Government and FARC can engage in Civic Ac-

tions and Agitation (respectively) in order to improve Support

and degrade Opposition(Government), or degrade Support and

improve Opposition (FARC). In order to conduct Civic Actions,

the Government must have control, troops, and police. In order to

conduct Agitation, FARC must have control.

First, the Government will conduct Civic Actions in Neiva. It costs

3 Resources (from 43 to 40) to remove the Terror counter. Once all

Terror counters are removed, the Government can spend more Re-

sources to adjust Support. The Government spends 3 more Resources

(from 40 to 37) to improve Support in Neiva from Passive to Active

Support. Adjust “Total Support” from 55 to 56.

Next, FARC Agitates in Cesar. It costs 1 Resource for FARC to

remove each Terror counter. FARC spends 1 Resource (from 6 to 5)

to remove the single Terror counter from Cesar. FARC will spend 1

more Resource (from 5 to 4) to improve Opposition from Passive

to Active Opposition. Adjust the “Opposition + Bases” counter

from 23 to 24.

The next thing we do in the Support phase is conduct the Election.

Support is less than 60, so move the El Presidente counter one box

to the right to show the new Presidente is Pastrana. One effect of

Pastrana’s election is that a FARC Zone counter must be placed.

FARC Zone counters must be placed into the space containing the

most FARC pieces. Guaviare has the most FARC pieces so the

14

Andean Abyss

FARC Zone counter is placed into that department. Any Government

pieces in a space receiving a FARC Zone counter must immediately

redeploy. Presently there are no Government pieces in Guaviare so

no redeployment is necessary. The Government will not be able to

place any of its pieces into the department of Guaviare so long as a

FARC Zone counter is in that space.

The last thing we do in the Support Phase is conduct “Elite Back-

ing” (see 6.4.4). The AUC now has the opportunity to conduct a

free Rally in any one space that is not marked with an Opposition

(Active or Passive) nor a Control counter (Government or FARC).

The AUC will opt to remove two of its Guerillas from Atlántico and

place one AUC Base into one of the two empty “Base” spaces in

that department. Take the AUC Base from the “2” space on the AUC

Bases track. Place the removed Guerrillas back into the Available

AUC Guerrillas box. This does not cost the AUC any Resources

since this is a “Free” Operation.

Move the “Prop Card” counter over to the “Redeploy” space of the

Propaganda Card track on the Sequence of Play display. During this

phase all Government Troops (not Police) on LoCs or in departments

without a Government base must redeploy to either a Government-

controlled city or a Government-controlled department containing

a Government base. If no such space exists, Troops can Redeploy

to Bogotá. All 3 Troops in Chocó Redeploy to Ibagué. The Troop

cube on the Pasto-Neiva road Redeploys to Neiva. All 3 Troop cubes

on the LoCs connected to Bogotá Redeploy to Bogotá. Finally, one

Troop cube from Bucaramanga will Redeploy to Santander (this is

an optional Redeployment; not a mandatory one like the previous

series of Re-deployments).

During the Redeploy phase, any and all Police cubes on the map

may Redeploy to any LoCs or Government-controlled spaces. One

Police cube in Cali Redeploys to the Pasto-Neiva road. One Police

cube in Cali Redeploys to the Neiva-Bogotá pipeline. One Police

cube in Bogotá Redeploys to the Bogotá-Yopal pipeline. All other

Police remain in place.

Move the “Prop Card” counter over to the “Reset” space of the Propa-

ganda Card track on the Sequence of Play display. During this phase

all factions have their Eligibility cylinder placed into the Eligible box

on the Sequence of Play. All Terror, Sabotage, and Control counters

are removed from the map. Any Insurgent Momentum cards in play

are discarded (none are currently in play). Finally, all guerrillas on

the map are flipped to their underground side.

Draw Los Derechos Humanos on top of the Propaganda card and

reveal the next card: #45, Raúl Reyes.

We’ll conclude this tutorial by resolving the Los Derechos Humanos

card. The AUC is the 1st Eligible faction on this card. Wanting to

reestablish neutrality in several spaces as well as harm the FARC

bases, the AUC decides to conduct a Terror Operation in Antioquia,

Arauca, and Huila. The AUC will also conduct an Assassinate

Special Activity.

STOP. Please stop here and read section 4.4.2 before con-

tinuing.

The first AUC target is Antioquia. Flip 1 AUC guerrilla in Antioquia

over to its Active side. Place 1 Terror counter and remove the Passive

Opposition counter from the department. Adjust the “Opposition +

Bases” from 24 to 22. Next, the AUC Assassinates in Antioquia,

killing the lone FARC guerrilla.

Next, the AUC conducts Terror in Arauca. Flip 1 AUC guerrilla in

the department over to its Active side. Place 1 Terror counter and

remove the Passive Opposition counter from the department. Adjust

the “Opposition + Bases” from 22 to 21. Next, the AUC Assassinates

in Arauca, killing the lone FARC guerrilla.

Finally, the AUC conducts Terror in Huila. Flip the AUC guerrilla

in the department over to its Active side. Place 1 Terror counter

and remove the Passive Opposition counter from the department.

Adjust the “Opposition + Bases” from 21 to 19. Next, the AUC As-

sassinates in Huila. For this Assassination Special Activity the AUC

will remove the lone FARC Base. Note that this IS possible even

though there are FARC guerrillas in the space—ANY enemy piece

in the location where an Assassination takes place can be eliminated!

Place the FARC base back on the “5” space of the FARC Bases track.

Adjust the “Opposition + Bases” from 19 to 18.

Because the AUC conducted Terror in more than 1 space, the Govern-

ment loses 5 Aid points (adjust from 9 to 4). Finally, the AUC has

to pay for all this destruction! Adjust AUC Resources from 11 to 8.

Place the AUC Eligibility cylinder into the “Op + Special Activity”

box on the Sequence of Play display.

By this time, you should have a pretty good understanding of the

game. There are a few rules, however, that we were unable to ad-

dress in this tutorial. We recommend that you read rule section 4.5

through 4.5.3 and all of section 5.

Section 8 of the rulebook contains the Non-Player rules for solitaire

play or for games with less than four players. We strongly recom-

mend that you learn the game’s core mechanics (sections 1-7) before

attempting to implement the Non-Player rules.

GO! Please feel free to continue the game from this point!

FARC is 2nd Eligible to play on “Los Derechos Humanos.”

Have fun!

15

Andean Abyss

GUIDE TO COIN OPERATIONS

Strategy Notes for the Government

by Joel Toppen

Here is an introduction to the forces and some key actions available

to the Government Faction.

Troops

Troops are your workhorses. They’re going to do all the

heavy lifting for you. Essentially, Troops are your pieces

that can be moved into spaces to search (Sweep) and de-

stroy (Assault) Insurgent Guerrillas and Bases.

Troops are brought into the game through the Train Operation.

Troops can move via:

• Sweep Operation—into an adjacent City or Department to find

(Activate) Insurgent Guerrillas.

• Patrol Operation—into and/or along LoCs to find (Activate)

Insurgent Guerrillas and perhaps kill them in one such space.

• Airlift Special Activity—any 3 troops (unlimited with Black-

hawks Government Capability) move from anywhere to anywhere

on the map. Do not underestimate the effectiveness of this Special

Activity!

Troops kill Insurgent Guerrillas via the Assault Operation, but only

Active guerillas.

Guerrillas must be Activated by a Sweep (or some action they them-

selves undertook) before Government Troops can eliminate them.

Also, through their presence, Troops can project Government control

of a space in a Control Phase of a Propaganda card. But, and this is

important, by themselves, Troops cannot alter Support/Opposition

status in an area. They need Police support to effect that. In the

Redeploy Phase, Troops in a LoC or Department space without a

Government Base must deploy out of that area (even if that space

is Government controlled). Thus their staying power outside a City

is limited.

Lastly, Troops, by their presence in a space, can inhibit the ability

of the AUC and FARC to make use of the Extort Special Action.

Also, when positioned with Support or on a LoC, Troops can spot

(Activate) marching Guerrillas.

Police

Police are very, very important Government pieces. While

much less mobile than Troops, Police give the Government

player crucial positional staying power.

Here’s what Police do for you:

• Police cannot move with Troops on a Sweep (unless the National

Defense & Security Council Government Capability is in play).

But they can, if already positioned in the space, assist the Troops

in the space being swept. Police cubes count when factoring the

effect of a Sweep.

• Police inhibit the ability of the Cartels to use the Cultivate Special

Action. Police can also inhibit FARC from using the Kidnapping

Special Action. Like Troops, Police on LoCs or in spaces with

Support can spot (Activate) marching Guerrillas (very important to

protect the Cities), and inhibit FARC and the AUC from Extorting

in a space.

• Police can be used to Patrol LoCs to activate Guerrillas on LoCs,

and even conduct an Assault on a LoC as a part of the Sweep.

• Within Cities, Police can participate in an Assault.

• Police, like Troops, can protect a Government Base from Attack

(cubes must be removed before a Base is removed).

So far they probably don’t sound terribly useful to the player. There

is, however, one crucial role Police have that makes them indispens-

able: Police enable the Government player to conduct Civic Actions

during a Propaganda card, and also as part of a Train Operation.

Civic Action is the means by which the Government player degrades

Opposition and/or adds/improves Support—necessary to fulfill the

Government victory conditions. At least 1 Police cube is required

to conduct Civic Action in a Propaganda Phase or as a postscript

to a Train Operation.

Police cannot move by Airlift or (usually) Sweep. They can only

be moved onto LoCs and/or Cities from an adjacent space during a

Patrol. If LoCs are free of Insurgent Guerrillas, Police can continue

to move from LoC to LoC and City to LoC, etc., until a guerrilla is

encountered or the player chooses to stop moving. But getting Police

into Departments is not quite as simple and requires some planning.

So how do you get Police to where you need them without using a

Patrol Operation? There are two methods principally:

Training—You can get Police into a space where they are needed by

simply undertaking the Train Operation and Training Police in that

space. For Cities, this is not a problem as you can Train in any City.

Training in a Department, however, requires a bit of planning.

In order to place cubes by Training in a Department, you must have

a Base there. In order to get a Base into that Department, you must

first have three cubes in that Department. OK, so how do you get

cubes into a Department so you can place a Base? Typically, you will

undertake a Sweep Operation to move Troops into a Department.

You could also use the Airlift Special Activity to fly an additional

3 Troops there. Then, in a subsequent turn, you undertake a Train

Operation in that Department, only you don’t place cubes; instead,

you remove 3 cubes and place a Base.

Once you have a Base, in a future turn, you can Train and place

Police into that Department. If you have Troops and Police and more

Government pieces than any other Faction in that Department, you

may also pay for Civic Action in order to improve Support (even

without a Base).

Redeploy—During the Redeploy Phase of a Propaganda card, the

Government player can reposition any and all of his Police to any

LoCs or any space with Government Control.

Adjacency does not apply during this Phase, so this is a very pow-

erful opportunity to move otherwise less-mobile Police around the

board. The player must plan very carefully here lest he be forced to

waste Resources and Operational tempo later on.

And so, in short, the Government player may reposition his Police

preemptively and for free during the Redeploy Phase. The Govern-

ment player may place new Police reactively and for a considerable

cost in Resources when undertaking a Train Operation during an

event card play. Police enable the Government to gain precious

support necessary to fulfilling his victory conditions. This then, will

likely free up Troops to deploy elsewhere against Insurgents. Police

give the Government player staying power.

16

Andean Abyss

Bases

Bases are crucial to Government success in that they

provide the only means by which the Government

player can maintain a constant Troop presence in the

countryside. The Government player has only three

Bases they can establish. Don’t waste them!

Where do you need Bases? You need them in Departments. You

do not need them in Cities. Why? Cities, are de facto Bases. Bases

enable the player to Train Troops and/or Police in that space. Since

you an already do that in a City, you do not need to give up three

cubes and use one of your three Base pieces there! The only good

a Base will do the Government in a City is deny the ability to place

a Base in that City to one of the Insurgent Factions. But since the

Government only has three Bases with which to work, this seems

to be a wasted use of a Base.

Why do you need Bases? You need Bases in order to Train Police

and Troops in a Department. In order to decrease Opposition and

increase Support for the Government, the Government player must

undertake Civic Actions either in conjunction with a Train Operation

or during a Propaganda card. In order to undertake a Civic Action,

one or more Police must be in that space. In order to get Police into

a Department where there are presently no Police, they must usually

be Trained there. To be Trained there, you need a Base.

Bases also allow Troops to remain in a Department during the

Redeploy Phase of a Propaganda card. And so if the Government

player is still fighting to wrest control of a Department from an

Insurgent faction when a Propaganda card is resolved, the presence

of a Base in that Department allows the Government player to keep

his Troops in the field.

So there you have it! Bases are one more important cog in the

Government’s machinery.

ROLE SUMMARIES

Government

Situation. Colombia is at the edge of abyss. Illegal armed

groups—flush with drug money—are multiplying in the

countryside. Terror, sabotage, assassination, and kidnapping

have reached alarming rates, and little of the rural population sup-

ports the national Government. Only a full-out, whole-of-Govern-

ment counterinsurgency (COIN) campaign can restore law and

order to your nation.

Goal. Expand the Government’s legitimacy throughout the country.

The more population that supports you, the greater your chance to

win.

Tools. You can train forces to outnumber and assault the enemy

with fearsome firepower. But guerrillas must first be flushed out

from underground by sweeping cities or rural departments where

they hide. Your troops are highly mobile by ground or air lift but

must return to bases or city garrisons. Police—once established in

a department—can stay. Police and troops together can conduct

civic action to build your popular support. But COIN requires

resources—be sure to control the country’s cities, pipelines, and

other lines of communications and cultivate foreign aid to ensure

your war chest remains full.

Deals. It’s tempting to single-mindedly hammer the FARC and let

the cartels and AUC do their thing, since FARC’s political interests

directly oppose yours. But the smaller insurgents can quietly gain

momentum and win. Imagine a temporary truce in which you leave

FARC free to fight off the dread paramilitaries, while your eradica-

tion of the Cartels’ fields helps FARC politically and fills your aid

coffers.

Tip. COIN is a gradual campaign—plan your territorial control and

civic action several operations ahead.

FARC

Situation. Colombia’s popular revolution is ready to tran-

sition to the mobile phase. The Government has abandoned

the countryside. Your revolutionary movement—the

FARC—is drawing resources from Colombia’s drug economy. It’s

time to move: rally your People’s Army and march on the strongholds

of reaction!

Goal. Build opposition to the Government to prepare its collapse.

The more of the country’s population you can swing from support

to opposition while sustaining your logistics, the better chance

you’ll win.

Tools. That probably will mean infiltrating cities with your guerril-

las to agitate the bourgeoisie into uprising. Wherever you control

the population by outnumbering all enemy forces with your fighters

and logistical bases, you can agitate. Even where you can’t control

territory, you can terrorize the populace into resenting Government

fecklessness. To operate, you’ll need resources: extort controlled

areas or kidnap and ransom resources away from wealthy drug lords

or Government collaborators. If the Government or the reactionary

paramilitaries come after you, ambush them first!

Deals. You share the countryside with the cartels and can protect

drug Bases by making the areas dangerous for troops or police. You

share with your Insurgent enemies an interest in a weak Govern-

ment—their terror can erode Government support and aid; you in

turn can limit the growth of your logistical bases to placate the AUC.

Even the Government may help you—giving you a pause to trim

the AUC or Cartels when too strong or doing so itself.

Tip. Strike the country’s lines of communications—they are the

arteries of Government resources and maneuver.

AUC

Situation. Colombia’s Government has proven incapable

of controlling the leftist scourge of the FARC. You will step

into the security vacuum and use the terrorists’ own tactics

against them. Funded by landowners who have suffered an epi-

demic of FARC kidnapping, you will rally the autodefensa militias

under the AUC banner and cleanse the land of leftist infrastruc-

ture—or at least provide a counterweight.

Goal. Eliminate FARC logistical bases while building your own. The

more disparity in AUC’s favor, the closer you are to winning.

Tools. Your guerrillas are every bit as effective as the FARC’s,

though often less numerous, and can ambush to guarantee a suc-

cessful attack. Your terror operations enable you to eliminate even

protected FARC logistical bases through assassination, neutralize

local opposition to the Government to allow you rally forces, and

even trim back popular support of and foreign aid for the Government

when it’s getting too strong. You can rally your forces in relatively

safe Government areas and extort there for resources, then march

a guerrilla army into a FARC stronghold to attack or infiltrate indi-

vidual units to terrorize.

17

Andean Abyss

Deals. You can help the Government by going where it can’t: Your

informants enable you to attack underground guerrillas, your terror

instantly dampens FARC-based popular opposition, and you can

take on FARC within demilitarized zones. But don’t dismiss hand-

shakes with other Insurgents. FARC rallying directly affects your

victory—offer truce. And your assassinations can easily target the

Cartels’ business—extract drug shipments for “protection”.

Tip. You’re a remora on the Government shark. Swim along, but

be ready for the day it shakes you off and bites.

Cartels

Situation. You have taken over Colombia’s illegal narcot-

ics industry. The bad news is that the Government is gear-

ing up its “war on drugs”, and the more it eradicates your

drug production bases, the more gringo aid it gets. The good news

is that the country is at the height of a civil war, and there are

plenty of other illegal groups around to keep the Government busy

and off your back.

Goal. Make money. And grow your productive base to make sure

that you can keep making money. The more resources and bases

you accumulate, the more likely you are to win.

Tools. You are a commercial insurgency and can attack and terror-

ize your enemies like the rest. But your gunmen are less numerous

and can’t protect everything you own. Your strength is that you are

the fastest growing enterprise in the country: cultivate and process

until you’re rich. Then bribe to neutralize whatever enemy guer-

rillas, police, or bases stand in your way. Process drugs and use

profits from the shipments to grease your operational skids and

grow even faster.

Deals. You got the drugs and the money, so you can get the deals.

Resources are transferable, and—sooner or later—you should have

garnered more than you need. Use them to buy friends. Or offer to

process shipments for other Insurgents—or even for a staged Gov-

ernment drug bust! Or agree to bribe away whatever threatens your

enemy—anything to keep the heat off your coca fields.

Tip. The potent Medellín gang just got shot up, so you are start-

ing weak. Try to get a lot of bases and shipments ready to earn

resources—but not so many as to draw unwanted attention!

1-PLAYER EXAMPLE OF PLAY

Once you have gone over the tutorial starting on page 2, we rec-

ommend trying out this step-by-step run through part of a solitaire

game: it will help you learn how Non-player Factions work for 2- or

3-player games as well. Follow along, referring to the illustrations,

or set up the game board and conduct the moves described. You can

fish out each card as it is named, or preset the deck with the card

order provided in the shaded box at right. A numbered paragraph be-

gins each new card played. Italicized shaded text adds comment.

The player decides to use no optional rules and sets up the board

and deck (rule 2.1). Playing ANDEAN ABYSS solo, the player is the

Government, trying to beat the 3 Insurgent Factions run by Non-

player rules (section 8).

1) The player flips the first card to be played and reveals the next:

they are Op Millenium and Raúl Reyes. The Cartels are 1st Eligible

on Op Millenium, so the player consults the gray (Non-player) text

on the Sequence of Play aid sheet, which indicates that a 1st Eligible

Non-player executes an Operation (Op), unless it has the leftmost

symbol on the card (8.1, 1st bullet). The Cartels on this card are

leftmost, so they will play the Event.

Non-players always use the shaded portion of dual-use Events

(8.4.1). This shaded text says to replace 2 Police with Cartels pieces:

because there are some Police to replace and some Cartels pieces

available, the Event will have an effect and so will be executed.

(For an Event with no effect, Cartels would have reverted to Ops,

per the 3rd bullet of 8.1). The player checks the Cartels panel of the

Non-Player foldout (because Op Millenium has the Cartels symbol

leftmost) to see if there are any special instructions for Non-player

execution of the event (8.4.4). There are: Police in random Cities

will be replaced before any in Departments.

The player next must determine the 2 random Cities where Cartels

pieces will replace Police. The player rolls the three colored dice

and obtains red 1, yellow 3, green 1. Referring to the Random City

or Department chart on the Non-Player foldout (8.2), red 1 yields

the left column of boxes, yellow 3 the middle row, and green 1 the

space at the top of that box, Medellín. Medellín is a City with Police

in it, so it will be the first space affected by the Event. It has only 1

Police, so a second space is needed.

The roll to select the second space is red 6, yellow 1, green 2—the

Department of Amazonas. Amazonas does not qualify because it is

not a City, so the player tracks down the column on the Random

City or Department chart (or finds Amazonas on the Planning Map

aid and follows the arrows) until a City (light purple) with Police

is reached: Neiva.

So the Non-player Cartels will replace 1 Police cube each in Medellín

and Neiva. Non-players always place Bases instead of Guerrillas, if

Preparing the Deck for This Example

If you want to set up the game to follow along with this example,

prepare the deck as follows:

Stack the following cards face down, in order from top to

bottom.

• Op Millenium

• Raúl Reyes

• Soldados Campesinos

• Gramaje

• Air Bridge

• Former Military

• Fuerza Aérea Colombiana

• Senado & Cámara

• Misil Antiaéreo

• Propaganda!

• Pipeline Repairs

• Sucumbíos

• Narco-War

• National Coordination Center

• Limpieza

• Oil Spill

• Deserters & Defectors

• Ayahuasca Tourism

• Propaganda!

Divide the remaining Event cards into 3 roughly equal piles

and shuffle a Propaganda card into 2 of the piles. Stack the 3

piles face down under the above cards, with the Propaganda

cards in the bottom 2 piles.

18

Andean Abyss

possible (8.1.2, 1st bullet). The Cartels do have Bases available, and

there is stacking room for the Bases in each City. The Police cubes

in Medellín and Neiva are placed into the Government’s Available

Forces box and an available Cartels Base is placed into each City,

bringing the total number of Cartels Bases to 8.

The Cartels have put down an off-shoot in Pablo Escobar’s

old territory!

The Government is 2nd Eligible and can execute an Operation and

Special Activity. The player decides to respond to the Cartels’ threat

by Training to add 3 Troops and 3 Police each to Medellín and Cali,

4 Troops and 2 Police to Neiva, and—looking ahead to fighting other

insurgents—2 Troops and 4 Police to Santander-Boyacá. Following

up with Civic Action to bring Cali to Active Support, the Government

brings Total Support up to 56 and has spent 18 Resources, down

to 22. Positioning for future operations in the Llanos interior, the

player then Air Lifts 3 of the Government’s now abundant Troops

from Cali to Guaviare.

Government training responds to the Cartels’ infiltration of Medel-

lín and Neiva.

2) Now Raúl Reyes is played (the top card of the deck, to be played

next, is revealed to be Soldados Campesinos). The Non-player FARC

is 1st Eligible and will execute the Event (8.1). There are instruc-

tions for Raúl Reyes on the Non-Player FARC aid panel, which are

to place the FARC Base in a space with FARC Guerrillas and with

Support, if possible. Santander-Boyacá has both a FARC Guerrilla

and (Active) Support and has room for a Base, so the FARC slips

in a new Base there: Opposition + Bases to 21. The battle for the

Colombian Andes is on! In addition, the Event grants the FARC +6

Resources, to 16.

Only the AUC remains Eligible. Because the 1st Eligible Faction

(FARC) executed the Event, the AUC as 2nd Eligible must execute

Ops. The player consults the Non-Player AUC aid (8.6). The first

question on the flowchart is whether the AUC has 6 or more Guerril-

las available or could place a Base (if it Rallied). It could not place

a Base, which would require removing 2 Guerrillas from a space,

but it does have at least 6 Guerrillas available. The answer to the

flowchart’s question is “Yes”, so the AUC will Rally.

Per the Rally box on the Non-Player AUC aid (8.6.1), the AUC

will Rally in up to 3 non-Opposition spaces by the following pri-

orities:

• First, placing Bases wherever there are at least 2 AUC Guerrillas.

That is nowhere.

• Next, flipping Guerrillas Underground in certain spaces with

Active AUC Guerrillas. There are no Active AUC Guerrillas, so

again nowhere.

• Finally, placing AUC Guerrillas wherever possible with FARC

Bases, then with AUC Bases, then randomly. Santander-Boyacá and

Huila-Tolima each have a FARC Base but no Opposition, so each of

those 2 spaces receives an AUC Guerrilla. Only Antioquia-Bolívar

has an AUC Base, so it is the third AUC Rally space, receiving 3

AUC Guerrillas. AUC has spent 3 Resources down to 7.

The flowchart’s “then” arrow takes us to the Extort box for the Non-

player AUC’s Special Activity (8.6.1). The box says to Extort every-

where that AUC outnumbers enemies and has underground Guerril-

las—in other words, everywhere possible. Only Antioquia-Bolívar and

Atlántico-Magdalena qualify: an AUC Guerrilla is flipped to Active

in each and the AUC receives +2 Resources, back to 9.

The AUC is girding for assassination in FARC base areas,

but its addition to the growing guerrilla presence in

pro-Government Santander-Boyacá is unwelcome to the

Government.

The Andes heat up as Left and Right gird for a fight.

3) The next played card is Soldados Campesinos, and the upcoming

Event will be Gramaje. With the AUC Ineligible, the player decides

to take advantage of Soldados Campesinos to quickly establish some

effective policing of the countryside. The Government places 1 Po-

lice each into Chocó-Córdoba, Nariño-Cauca, Putumayo-Caquetá,

Guaviare, Meta East, and Cesar-La Guajira.

Only the Cartels remain Eligible, and so, after the Government’s

Event, they conduct Ops and a Special Activity. Consulting the Non-

Player Cartels flowchart, the Cartels with at least 10 pieces—Guer-

rillas plus Bases—available will Rally (8.5).

The Cartels Rally box’s first 2 bullets do not apply, so the Cartels’

3 Rally spaces will begin where Cartels Bases have no Cartels

Guerrillas. There are 5 such spaces, so those which will receive

Cartels Guerrillas will be determined randomly. The first roll—2

lone Cartels Base. red, 4 yellow, 2 green—hits Medellín, which happens to have a

19

Andean Abyss

The next roll—6, 3, 6—is Huila, which does not have a Cartels

Base. So the player follows the arrows on the Planning Map (or the

Random City or Department chart) until a candidate Rally space

is reached: Huila to Pasto, Ecuador, Nariño, Chocó, Cali, Ibagué,

Antioquia, then Medellín. Medellín has a Base but has already been

selected for Rally, so the player continues along the arrows from

there, arriving eventually at Meta East for the second Rally.

The player could determine the third Rally space with the same

process, but decides it would be easier to randomly select among

the 3 remaining candidates with a single, equal chance die roll (see

8.2 Play Note). Assigning 1-2 to Neiva, 3-4 to Meta West, and 5-6

to Guaviare, the player rolls a 3. The third Cartels Rally will occur

in Meta West.

As reminders, the player places white Ops pawns into Medellín, Meta

East, and Meta West (3.1.1). Medellín receives 4 Cartels Guerrillas

and Meta East and Meta West get 2 Guerrillas each. The Cartels

have spent 3 Resources for the Rallying, down to 7.

The Non-Player Cartels flowchart indicates that the Cartels will now

Cultivate in a space with more than 0 Population and more Cartels

Guerrillas than Police. The first priority (1st bullet of the Cultivate

box) is to place a Base in a Department where the Cartels just Ral-

lied. Medellín is not a Department, and neither Meta East nor Meta

West has room to place a Base.

The next priority (bullet) is to move a Cartels Base to a space with

no Cartels Base. Because a Cultivate space must have more Cartels

Guerrillas than Police, and all spaces with Cartels Guerrillas already

have a Cartels Base, this priority similarly does not apply.

Per the final bullet, the Cartels therefore do not execute a Special

Activity. The Cartels’ actions and the card are completed, and the

player removes the 3 Ops pawns.

The Cartels have protected much of their businesses from

Government Assault—and Medellín is again a kingpin

haven!

Government and Cartels build strength in the central lowlands.

4) Gramaje is played, revealing Air Bridge. The FARC, leftmost on

the Gramaje card, executes the Event, taking the Cartels’ remaining

7 Resources to give itself a total of 23 Resources.

The FARC is well-resourced for the long term, but its leeching

off the Cartels may slow the latter’s growth down and ease

pressure on the Government in the short term.

AUC Ops and Special Activity are up next. With 7 AUC Guer-

rillas available (and the ability to place a Base in any event), the

Non-player AUC Rallies. By the AUC Rally box’s 1st bullet, AUC

replaces 2 Guerrillas in Antioquia-Bolívar with a new Base. (There

are 2 AUC Guerrillas in Santander-Boyacá, but no room for a Base.)

Non-players remove their Active before their Underground Guer-

rillas (8.1.2, 4th bullet), so the Active AUC Guerrilla in Antioquia

is one of those replaced.

The 2nd bullet of Rally does not apply, because the remaining space

with an Active AUC Guerrilla—Atlántico—has no cube. The 3rd

bullet results in placing AUC Guerrillas again in Santander and

Huila—the only 2 spaces with FARC Bases where AUC can Rally.

AUC then Extorts again in Antioquia—the only space where it

can—having spent 3 Resources and earned 1 back, ending with 7.

5) Air Bridge played reveals Former Military. The Cartels execute

the Air Bridge Event to place 3 Bases, one each into a Department

without Cartels pieces. (The Cartels being out of Resources does

not stop the Event.) With many candidate spaces, the player rolls on

the random spaces chart: 4, 3, 6 yields Meta East—already hosting

Cartels pieces and in any event fully stacked, so the first Cartels

Base goes to Vichada. Next, the rolls 1, 4, 5 yield Santander, again

already hosting 2 Bases, so placing the Cartels Base into the next

open Department along the chart sequence (or Planning Map ar-

rows), Atlántico. Finally, 1, 2, 1 leads (eventually) to Cesar for the

third Cartels Base.

Coca cultivation is exploding, even with the Cartels tapped

out of operating funds.

The Government player—seeing an opportunity to shut the FARC

out of the next card and to pocket some resources—decides to pass

(Government Resources to 25).

6) Former Military played reveals Fuerza Aérea Colombiana. Ex-

ecuting the Former Military Event, the AUC will free March and

then Ambush.

The Non-Player AUC sheet instructs to use AUC’s March and Attack

priorities for the Event, so the AUC will first free March into 1 space

per the March box on the Non-Player AUC panel. The candidate

space must have FARC—a FARC Base, if possible—and no AUC

Guerrillas. Such space into which AUC Guerrillas could March

and remain Underground must be chosen first. Also, the candidate

spaces must have AUC Guerrillas adjacent that would March, even

though only AUC Guerrillas in excess of 1 will leave spaces with

AUC Bases or with any FARC pieces (8.6.2).

A random space roll of 5, 3, 2 yields Meta West. The space has a

FARC Base, no AUC Guerrillas, and will allow 1 AUC Guerrilla to

slip in Underground. The adjacent AUC Guerrillas in Guaviare and

Putumayo will not March out because they are alone with FARC

pieces, but there are 2 AUC Guerrillas in Huila—one of which

could March into Meta West, Underground. All priorities are met,

so no further looking is needed: the AUC Guerrilla Marches from

Huila to Meta West.

Next, per the Event, the AUC Ambushes in Meta West per its Attack

priorities (8.6.3). There are no Shipments to target, so FARC is Am-

bushed, losing its 2 Guerrillas in Meta West. The Ambushing AUC

20

Andean Abyss

Guerrilla there goes Active and is joined by a fresh, Underground

AUC Guerrilla (4.3.2, 4.4.1).

Led by former military officers, AUC guerrillas strike into Meta

West.

The player, seeing a number of attractive targets for the free Air

Strikes with the next Event, again passes and afterall gives the FARC

its move. Government Resources rise to 28.

Per the Non-Player FARC flowchart, the FARC will Rally because

it has at least 9 Guerrillas available (8.7.1). The first 2 bullets in the

Rally box do not apply—the FARC cannot place any Bases with

Rally, nor are there any Active FARC Guerrillas. So FARC first will

Rally to place Guerrillas wherever it has Bases (and there is no Sup-

port). A total of 13 FARC Guerrillas appear among 6 Departments:

2 each in Chocó, Arauca, Meta East, Meta West, and Guaviare, and

3 in Huila.

But the FARC is not finished building. Its final Rally priority is to

place a Guerrilla into 1 additional, random space. A roll of 4, 1, 2

designates Atlántico—ineligible for FARC Rally because it has Sup-

port—leading to Cesar, which receives a FARC Guerrilla.

By the flowchart (or 8.7.1), the FARC now Extorts where it can

and it has at least 2 Underground Guerrillas: in Chocó-Córdoba,

Arauca-Casanare, and Huila-Tolima. It spent 7 Resources to Rally

and earned 3 by Extortion, ending the card with 19 total.

The FARC finally launches operations, quickly raising an

impressive force and covering its exposed Meta West base

against the pending Government air strikes.

7) Fuerza Aérea Colombiana is up; Senado & Cámara will be next.

The Government player decides to employ the Colombian Air Force

to trim the cocaleros, striking exposed Cartels Bases in Cesar-La

Guajira, Atlántico-Magdalena, and Guaviare. The only other Eligible

Faction is the Cartels. They are to Operate but have 0 Resources, so

they Pass instead (8.1, 4th bullet), gaining 1 Resource.

8) The AUC executes Senado & Cámara, protecting itself from

Government Sweep and Assault. The Cartels will Operate: they

have fewer than 10 pieces available, but they can use Rally to place

a Base in Medellín, replacing 2 of their Guerrillas to do so (8.5.1).

Since the Cartels then again reach 0 Resources, they conduct no

further Rally (8.1, 4th bullet). No Cultivate priorities are met, so

the Cartels conduct no Special Activity (8.5.1).

9) Misil Antiaéreo is the next card played, revealing Propaganda!

thereafter. The FARC executes the Event, sharply if temporarily

constraining Government Special Activities. (Per 8.1, Insurgent

Momentum always counts as an effect for Non-player execution,

no matter how briefly it will remain in play.)

The player takes advantage of the Government receiving the final

move before the Propaganda Round to position for Civic Action

in 3 Departments: 3 Troops from Bogotá use the empty Road to

Guaviare; 1 Troop from Cali Sweeps Nariño-Cauca; and 1 other

Troop from Cali and 3 from Medellín Sweep Chocó-Córdoba. The

Government then Eradicates the Cartels Base in Vichada, placing a

FARC Guerrilla there. Government Resources drop to 19 and Aid

rises to 13.

Government troops sweep into FARC regions in the west and east.

10) The first Propaganda! card proceeds as follows:

• VICTORY: No Faction has met its Victory condition (and

even if the Government had, per 8.8, this 1-player game would

continue).

• CONTROL: The player puts Govt Control markers in Chocó-

Córdoba, Nariño-Cauca, Guaviare, and Santander-Boyacá

(and decides just to keep in mind that all Cities also are Govt

Controlled). The player marks FARC Control in Huila-Tolima,

Arauca-Casanare, and Vichada.

• RESOURCES: Government Resources increase to 49, FARC to

26, AUC to 9, and Cartels to 24.

• SUPPORT: The player decides to increase Support with as

much Civic Action as possible—obtaining 4 shifts each in

Chocó, Nariño, and Guaviare, for a whopping expenditure of 36

Resources, down to 13.

• With plenty of money, FARC similarly Agitates to the maximum

extent possible (8.7.5). It shifts Huila-Tolima to Active Opposition,

spending 2 Resources, to 24.

• Between the Civic Action and Agitation, Total Opposition + FARC

Bases has dropped a net 2, to 19. Total Support is 62, and Samper

remains in power.

• The AUC’s free Rally with Elite Backing cannot place a Base,

so its places Guerrillas by its priorities, adding 4 Guerrillas to its

21

Andean Abyss

Bases in Antioquia-Bolívar (8.6.1).

• REDEPLOY: The player Redeploys 2 Police each from Cali to

Nariño, Medellín to Chocó, and Santander to Guaviare, and the

Troops from each of those 3 destination Departments 1 each to

Medellín and Cali and the remaining 9 to Bogotá-Villavicencio.

The Government has risked committing most of its re-

sources to rural development while still facing substantial

insurgent forces. And with Samper still in, foreign aid will

remain scarce.

• RESET: The board is Reset: the two Momentum Events are

discarded, all Guerrillas go Underground, and all Factions are

Eligible.

11) The next card played is Pipeline Repairs, revealing Sucumbíos

thereafter. The AUC plays the Event (regardless of whether or not

doing so directly benefits that Faction). Pipeline Repairs sabotages

3 Pipelines with or adjacent to FARC Guerrillas. The highest-Econ

Pipelines are chosen first (8.3, 1st bullet). All three 3-Econ Pipe-

lines are adjacent to FARC Guerrillas, so each is Sabotaged, further

constraining future Government Resources.

The Cartels have 11 pieces available, so Rally. They cannot place

a Base, nor do they have any Active Guerrillas. But they do have

an unprotected Base in Neiva, so they Rally to place 2 Guerrillas

there (8.5.1, 3rd bullet).

The Cartels then Rally in 1 more space (only: 8.5.1, 4th bullet), in

a Department where they could then Cultivate. A roll of 6 red, 1

yellow, 3 green starts the search for a candidate Department at Pu-

tumayo, already stacked full. The Planning Map arrows pass through

Guaviare—where there are too many Police to Cultivate with the 1

Guerrilla that the Cartels would receive there—Meta West, Neiva,

and finally Huila, where Cultivation will be possible. The Cartels

Rally to place 1 Guerrilla in Huila-Tolima and then Cultivate there

to place a Base (8.5.1). The Cartels have spent 2 Resources to 22.

Huila-Tolima-Meta-Guaviare: 4-way contest.

12) FARC executes Sucumbíos, placing both of its available Bases

into Ecuador (8.4.2) and increasing Opposition + FARC Bases to

21. The next card revealed is Narco-War.

With intelligence that a Narco-War is brewing and the Government

on a shoestring, the player decides to Pass, and thereby be Eligible

to spark an Event that will whittle down and expose the competing

Cartel networks.

The FARC finds a sanctuary.

13) Narco-War is played, and National Coordination Center will be

the next card. The Cartels are leftmost and would execute the Event

by 8.1. However, checking the instructions for Narco-War on the

Non-player Cartels sheet, the player sees that Non-player Factions

always choose Ops on that card.

Rally by the Cartels could place a Base in Neiva, so that is what

they do, replacing their 2 Guerrillas there. A random space roll then

determines that their Rally and Cultivate occur in Atlántico-Magda-

lena, which receives a Cartels Guerrilla and Base. The cost of Rally

in 2 spaces drops Cartels Resources to 20.

The Government then plays the Event, hoping that a renewed narco-

war between the Cali and Medellín Cartels—albeit at the cost of a

spasm of terror—will finally break their power. Each of the several

spaces hosting 2 Cartels Guerrillas is stripped to just 1. All Cartels

Guerrillas execute free Terror, going Active, and sinking Total Sup-

port to 55 and Opposition + FARC Bases to 16.

The Government will have to jump on the opening against

the Cartels by Assaulting their exposed networks before they

duck back Underground.

Eve of the Cartels’ downfall? An internecine narco-war may provide

an opening for a Government counter-drug assault but leaves cities

and countryside ravaged.

22

Andean Abyss

Arauca-Casanare, where FARC could place Bases, and FARC has 2

Bases available to place there. Opposition + Bases rises to 13.

Continuing to follow the bullets in the Rally box, there are no Active

FARC Guerrillas, so the FARC next Rallies wherever it can place

Guerrillas with its Bases: in Meta West and Meta East, placing 4

Guerrillas total. (It cannot place any more pieces in Ecuador because

of the Sucumbíos Event text.)

Finally, the FARC Rallies to place a Guerrilla in a random space.

A roll of 4, 4, 1 makes that space Vichada, where the new Guer-

rilla unit joins a FARC Guerrilla already there. FARC has spent 5

Resources, down to 19.

Cartels—AUC terror wave and partial FARC recovery.

For its Special Activity, the FARC now Extorts in each space where

it has more forces than all enemies and at least 2 Underground Guer-

rillas (only, since it has no forces on LoCs: 8.7.1). Its Resources

rise again to 24.

Cartels and AUC terror ravaged the FARC politically, but the

FARC’s army has now grown almost to its maximum and

still has plenty of cash.

15) Playing Limpieza (next card will be Oil Spill), the Cartels are

1st Eligible but not leftmost, so will execute Ops (8.1, 1st bullet).

They have fewer than 10 pieces available and could not replace 2

Guerrillas with a Base, so the answer to the question in the first

diamond on the Non-Player Cartels flowchart is “No”, pointing to

the next diamond down. That question asks if there is a Shipment

available: there are 4, so the answer is “Yes”, indicating that the

Cartels should March.

By the March box’s 2nd bullet, however, the Cartels would March

only with Guerrillas beyond 1 in each space with a Cartels Base.

The player realizes that the Cartels will not be able to execute any

March, because they have only 1 Guerrilla per space (after the recent

narco-war), all already protecting their Bases. So the player follows

the flowchart’s “If none” arrow back up to the Rally box (8.1.1).

The Cartels will Rally after all!

The Rally cannot place Bases (1st bullet) but will flip Guerrillas

Underground (2nd bullet) in 3 of the 4 spaces with Active Cartels

14) The AUC is up to execute the National Coordination Center

Event (Limpieza will be next), but the event would have no effect

because all AUC Guerrillas are already Underground. Therefore,

the AUC will execute Ops instead (8.1, 3rd bullet).

The AUC does not have 6 Guerrillas available, nor is it in position

to place a Base, so it will not Rally (8.6.1).

Per the Non-Player AUC flowchart, the player next checks to see if

the AUC has Guerrillas in at least half the spaces with FARC Bases.

There are 8 spaces with FARC Bases (Chocó, Santander, Huila,

Arauca, Meta West, Meta East, Guaviare, and Ecuador). Five of the

8 spaces have AUC Guerrillas, so the answer is “Yes”, and AUC

therefore will not March (8.6.2).

Finally, the player checks whether any Underground AUC Guerrilla

is in a space with a FARC Base. There are several, so the answer

is “Yes”, and thus the AUC will execute Terror rather than Attack

(8.6.3-4).

According to the Non-Player AUC Terror box (8.6.4), the AUC will

execute Terror in up to 3 spaces with its Underground Guerrillas. The

first space is one with a FARC Base. There are 5 candidate spaces,

so the player rolls the dice: 1 red, 3 yellow, 2 green yields Medellín,

pointing to Bucaramanga, and then to Santander—where there are

Underground AUC Guerrillas and a FARC Base.

The next priority (2nd bullet in the Terror box) is 1 City or Depart-

ment with any FARC piece. A roll of 6, 4, 5 yields Huila, which

qualifies.

The final priority is in random Cities or Departments. A roll of 3, 6,

2 yields Vichada, leading eventually to Putumayo—where there is

an Underground AUC Guerrilla—as the third Terror space.

For its Special Activity, the AUC will Assassinate in each of the

Terror spaces where its Guerrillas exceed Police (8.6.4). So it will

Assassinate in Santander-Boyacá (3 AUC Guerrillas, 2 Police) and

Huila-Tolima (no Police) and execute Terror without Assassination

in Putumayo-Caquetá (1 AUC Guerrilla and 1 Police).

The Terror-Assassination in Santander removes the FARC Base

(8.6.4 and 8.1.2) and shifts the space to Passive Support, and in

Huila removes another FARC Base and shifts the space to Neutral.

Terror in Putumayo shifts that space to Neutral. Total Support drops

to 53, Opposition + FARC Bases to 11, and Aid to 8. The AUC has

spent 3 Resources, down to 6.

The only Eligible Faction remaining is the FARC, so it is 2nd Eli-

gible. The player must determine whether it will execute the Event

or Operations. The situation on the map has changed: the Terror

caused some AUC Guerrillas to go Active in spaces with cubes

(Santander and Putumayo). The shaded Event is no longer Ineffective

and therefore can be chosen by Non-player Factions for execution

(8.1, 3rd bullet). The FARC nevertheless will execute Ops instead

of the Event because the card bears the gray “2” symbol, meaning

2nd Eligible Non-player Factions will choose Ops rather than the

Event (8.1, 2nd bullet). The FARC will not use its action simply to

help its AUC adversary!

The FARC can place Bases, so will Rally (8.7.1). While a player

Faction’s Operation following the AUC Ops would have to be Lim-

ited, the Non-player FARC is not so restricted (8.1, 5th bullet).

Following the Non-player FARC Rally box (8.7.1), FARC first re-

places Guerrillas with Bases. There are 2 spaces, Huila-Tolima and

23

Andean Abyss

Guaviare—removing 1 AUC Guerrilla and 1 Police. The Ambush

in Santander removes 2 Underground AUC Guerrillas, leaving 1

Active AUC Guerrilla in the space (8.1.2, 3rd bullet) and places a

new Underground FARC Guerrilla.

Central Colombia after the FARC counter-offensive.

The FARC’s attacks have preempted potential AUC Assas-

sinations and solidified its forces’ control of several Depart-

ments where later Agitation can re-generate Opposition.

The AUC is 2nd Eligible. Because the FARC used a Special Activity

(Ambush)—and because the Oil Spill card has no gray “2nd: Ops”

symbol—the AUC executes the shaded Event (8.1, 2nd bullet).

The first instruction on the Event is to Sabotage a Pipeline. Random

LoC selection (8.3) begins with the highest Econ: all 3-Econ Pipe-

lines are already Sabotaged, so the player must randomly select a

2-Econ Pipeline to receive a Sabotage marker. The next step is to

find a LoC candidate adjacent to a random City (8.3, 2nd bullet).

A roll of 6, 6, 3 turns up first the City of Cali—it has no 2-Econ

LoCs adjacent—and then leads to Ibagué—which does. The player

places a Sabotage marker on the central Ibagué-Bucaramanga-Bo-

gotá Pipeline.

The Event next says to shift a Department adjacent to the selected

Pipeline 1 level toward Active Opposition. Non-player shifts of

Support or Opposition via Event text first select spaces with the

greatest impact on Total Support and Total Opposition (8.4.3)—typi-

cally meaning wherever the greatest Population resides. All three

Departments adjacent to the affected Pipeline have 2 Population, so

that a 1-level shift in any would affect either Support or Opposition

totals by 2. So the player rolls to select a space among them: 6, 6, 6

points from Chocó to Antioquia—the AUC heartland—which shifts

to Passive Opposition. Total Opposition + FARC Bases is now 15.

17) Play of Deserters & Defectors reveals Ayahuasca Tourism.

The Cartels Rally to flip their Active Guerrilla in Putumayo and

to place 2 Guerrillas each into Meta East—to cover their exposed

Base there—and in the randomly-selected Atlántico-Magdalena, to

Guerrillas, cubes, and a Cartels Base: Medellín, Cali, Putumayo,

and Meta East. Die rolls determine that Rally flips the Guerrillas in

Medellín, Cali, and Meta East. The Cartels spend 3 Resources, down

to 17—having protected their urban Bases from Assault.

By the flowchart, the Cartels then Cultivate. They cannot execute the

1st bullet of the Cultivate box, to place a Base in a Department just

selected for Rally: the only such Department was Meta East, where

there is no stacking room and as many Police as Cartels Guerrillas.

By the 2nd bullet, the Cartels would move a Base to a space with no

Cartels Bases, but that is also not possible: Cartels Guerrillas in the

destination space must outnumber Police, and all Cartels Guerrillas

on the map are already with Cartels Bases. So, by the 3rd bullet, the

Cartels execute no Special Activity.

The Government is 2nd Eligible and—because the 1st Eligible

Cartels executed Operations only—may only execute a Limited

Operation or Pass. Frustrated in not being able to strike a greater

blow at the recently exposed Cartels, the player decides at least to

Assault and remove the 2 unprotected Cartels Bases in Neiva. The

Government spends 3 Resources, down to 13.

Neiva cleaned up, but the Medellín and Cali Cartels remain securely

in business.

16) The FARC is up, 1st Eligible with Oil Spill (Deserters & De-

fectors will be next). It is not leftmost, so executes Ops. While the

FARC has Guerrillas positioned to place a Base in Vichada, it has

no Bases available, so will not Rally (8.7.1).

The next question (next diamond-shaped box down on the Non-

Player FARC flowchart) is whether a space with Support or a LoC

has 3 or more FARC forces or an Underground FARC Guerrilla

(8.7.2). No LoCs host FARC pieces, but several spaces with either

Active or Passive Support do. So the answer is “Yes”, leading down

the flowchart to the next diamond question.

That question is whether the FARC has more Resources than

the Government. The FARC has 24 Resources compared to the

Government’s 13, so the answer is “Yes”, and so the FARC will

Attack (8.7.3).

According to the Attack box, the FARC will Attack enemies in all

spaces with at least 3 FARC Guerrillas, plus in 1 other space where

the FARC could Ambush. The player marks Chocó-Córdoba, Meta

West, Meta East, and Guaviare with Ops pawns, then rolls 2, 3, 3

to determine that Santander will be the 1 other space—a total of 5

Attack spaces. FARC Resources drop to 19.

For its Special Activity, the FARC will Ambush in the Attack space

with the fewest FARC Guerrillas: Santander-Boyacá.

All Attacking FARC Guerrillas go Active. There are no Ship-

ments to target, so Attacks will remove AUC, then Government,

then Cartels pieces (8.7.3). The Attack rolls and results are: 6 in

Chocó—failing; 2 in Meta West—removing 2 AUC Guerrillas ; 2

in Meta East—removing 1 Police and 1 Cartels Guerrilla; and 4 in

24

Andean Abyss

set up a Cultivation that places a second Base there as well. Cartels

Resources drop to 14.

The player contemplates a Limited Operation, but wants to save

the Government’s diminished Resources for an Op with a Special

Activity. With no options on the next card, a Pass is also uninvit-

ing. So the Government executes the Deserters & Defectors Event

in a bid to hang on to the Active Support in Guaviare. The player

replaces 2 FARC Guerrillas in Guaviare with (Underground) Cartels

Guerrillas, robbing FARC forces of Control there.

18) Play of Ayahuasca Tourism reveals a Propaganda! card beneath.

The AUC, 1st Eligible but not leftmost on Ayahuasca Tourism, will

execute Ops. After taking losses in the recent FARC Attacks, the

AUC again has at least 6 Guerrillas available, so will Rally in up

to 3 spaces (8.6.1). Its first 2 Rally bullets do not apply. But the

first priority within the 3rd bullet—to place Guerrillas at all FARC

Bases—applies to 4 spaces where the AUC could Rally: Chocó-

Córdoba, Huila-Tolima, Ecuador, and Guaviare. Random space

rolls determine that the 3 of the 4 spaces to receive AUC Guerrillas

are Huila, Ecuador, and Guaviare: each receives 1 Underground

AUC Guerrilla.

The AUC then Extorts (8.6.1) in Antioquia. AUC Resources end

the move at 4.

The FARC, 2nd Eligible, then executes the Event, because Aya-

huasca Tourism has no 2nd: Ops symbol. Although the FARC is

executing the Event, the relevant special instructions are on the

Non-Player Cartels sheet, because the Cartels symbol is leftmost

on the Ayahuasca Tourism card. Per the instructions, it will be the

FARC’s Guerrillas that execute free Terror, Active Guerrillas before

Underground (since “any” Guerrillas can be used).

FARC Terror hits Chocó-Córdoba, Nariño-Cauca, Putumayo-Ca-

quetá, Meta West, and Guaviare. Each of those Forest Departments

adds a Terror marker and shifts 1 level toward Active Opposition.

Total Support drops to 50, and Opposition + Bases rises to 17. The

Underground FARC Guerrilla in Nariño-Cauca goes Active. FARC

adds +15 Resources to 34.

Government efforts to generate Support in the lowlands

have proven vulnerable to the continued presence of FARC

guerrillas. The amply resourced leftist rebels will generate

even more Opposition by Agitating in the coming Propa-

ganda Round.

19) The second Propaganda! card proceeds as follows:

VICTORY: Again, no Faction has met its Victory condition.

CONTROL: The player puts Govt Control markers in Santander-

Boyacá, Nariño-Cauca, and the 2 Cities where Civic Action will be

possible: Medellín and Cali (mentally noting for possible Redeploy-

ment that all other Cities also are Govt Controlled). The player marks

FARC Control where Agitation will be possible: Chocó-Córdoba

and Meta East.

RESOURCES: Government Resources—crimped by pipeline dis-

ruptions and lack of aid—increase by only 19, to 32. The FARC’s

grow to 43, the AUC’s to 6, and the Cartels’ to 44.

SUPPORT: The player decides that the Government is too poor to

create Support everywhere it has established Control—especially

before the political effects of terror have faded. Civic Action could

bump Support in Santander-Boyacá, but FARC and especially AUC

Guerrillas there are likely to execute Terror again, so the player

decides to wait. Nariño-Cauca is Controlled by Police but has no

Troops positioned for Civic Action. Only the populous Medellín and

Cali seem like defensible venues for Civic Action, bringing Total

Support from 50 to 56 and spending 12 Resources down to 20.

Flush, the FARC again Agitates wherever it can (8.7.5). Spending 6

Resources (down to 38), it removes Terror from and shifts Chocó-

Córdoba and Meta East each to Active Opposition. Opposition +

Bases grows to 20, while Total Support drops back 1 point to 55.

An Election finally removes Samper in favor of Pastrana. The

player places a FARC Zone where the FARC has the most pieces,

in Meta East.

Elite Backing still cannot place a Base, but the AUC can place a

Guerrilla with a FARC Base (8.6.1). By random selection, the new

AUC Guerrilla is placed in Guaviare—putting the AUC in a 3-way

race to establish the next Insurgent Base there.

The Cartels are coming on strong despite the Government-sponsored

narco-war, and the FARC has accomplished a resurgence. Removal

of Cartels and FARC Bases should be a Government priority next

campaign.

Had this been the final Propaganda Round, the outcome would have

been as follows. Victory margins:

Government –5

FARC –5

AUC –7

Cartels 0.

The Government’s margin would be 5 below (5

worse than) the highest Insurgent margin, the Car-

tels’—a score of less than 0 for a result of “COIN

Failure” (8.8).

Fortunately for the player, this was not the final

round. Nevertheless, here ends our example (a

game played by the designer), having introduced

most routines used in solitaire play. You can con-

tinue from here against the Insurgents: reveal the

next card after Propaganda!, Redeploy Govern-

ment Forces per 6.5, Reset per 6.6, and play the

next card. ... Or start a new game on your own.

Best of luck!

“Ayahuasca Terrorism” strikes the southern forests.

25

Andean Abyss

Non-Player FARC March Example

The occasional March by FARC can be the most intricate Non-player

Operation to implement. To follow this example, first set up the map

as if for a new game (2.1), then place 2 more FARC Guerrillas in

each space with a FARC Base except Huila-Tolima (5 spaces). Or

simply refer to the nearby illustration.

It is early in a 1-player game, and the FARC is to March. Follow

along the bullet lists in the March box of the Non-Player FARC

flowchart sheet, referring as needed to Rules section 8.7.2.

Non-player FARC will March between all applicable adjacent spaces

until it runs out of Resources or candidate Guerrillas. It is easiest

to begin by determining which spaces have FARC Guerrillas that

can March by the bottom 2 bullets of the March box (8.7.2). The

FARC will March only from spaces already at Active Opposition,

spaces with 0 Population, or LoCs already Sabotaged. As an added

stricture, the FARC must leave 1 Guerrilla in each space where any

Faction has a Base. In the example, all spaces with FARC Guerrillas

qualify as origins for March except Santander-Boyacá and Huila-

Tolima (each with Population not in Active Opposition, as well as

having only 1 FARC Guerrilla with a Base).

By the 1st bullet in the March box (8.7.2), because the next Propa-

ganda will not be final, the FARC Marches 1 Guerrilla onto each

unSabotaged LoC that the FARC can reach and that does not already

have a Guerrilla.

A. The FARC selects highest Econ LoCs first (8.3), so 1 Guerrilla

Marches from Arauca-Casanare onto the adjacent 3-Econ

Pipeline—the only 3-Econ LoC that FARC can reach.

B. Among 2-Econ LoCs, the FARC can reach only Sincelejo-

Medellín, Bogotá-Neiva, and Bogotá-Yopal. A Chocó Guerrilla

Marches onto the Sincelejo Pipeline, and a Meta West Guerrilla

onto Bogotá-Neiva. The FARC can reach Bogotá-Yopal from

either Arauca or Meta East: an equal-chance roll (8.2, 8.7.2 note)

determines that a FARC Guerrilla Marches from Meta East.

C. Guerrillas can reach several 1-Econ LoCs, so the player selects

destination LoCs in random order: the random-selected City

Medellín has a 1-Econ LoC to the south, onto which a Guerrilla

Marches from Chocó. On another Random City roll, the first

City adjacent to an unoccupied 1-Econ LoC that the FARC can

reach is Bogotá, so a Guerrilla will March onto the San José

del Guaviare Road. A roll determines that the FARC Guerrilla

moves from Meta West.

26

Andean Abyss

D. The only other reachable LoCs that do not already hold FARC

Guerrillas are those adjacent to Nariño and Putumayo. (Chocó’s 1

remaining Guerrilla in will not March away from the Base there.)

One of the 2 Putumayo FARC Guerrillas enters the Neiva-Pasto

Road (the only way for FARC to reach that LoC). A roll selects

the Pasto-Tumaco Road as destination for the lone Guerrilla from

Nariño (where there is no Base).

E. By the 2nd bullet in the March box (8.7.2), the FARC will now

March into up to 3 spaces at Support or Neutral where Agitation

(6.4.2) is not yet possible, selecting first those spaces where a

March that keeps Underground Guerrillas Underground (3.3.2)

is possible. Spaces meeting those priorities include Antioquia-

Bolívar and all the Cities with just 1 cube—a good reason to

garrison your Cities as the Government! (Huila-Tolima—though

Neutral—does not qualify because Agitation is already possible;

Santander-Boyacá and the larger Cities are lower priority

because any FARC Guerrillas Marching in would go Active.)

No remaining candidate Marching Guerrillas are adjacent to

Antioquia, any northern Cities, nor Pasto. So the remaining

highest-priority destination—Neiva—receives an Underground

FARC Guerrilla from Meta West, leaving a last FARC Guerrilla

with the Bases there (costing FARC 1 Resource, down to 9).

F. Only 3 origin spaces remain: Arauca-Casanare, Meta East, and

Guaviare. Arauca can reach the lower-priority destination of

Santander-Boyacá, and Meta East either Santander or Bogotá.

A roll selects Santander: a Guerrilla each from Arauca and Meta

East enter Santander and go Active (Resources to 8).

G. Only Guaviare remains as an origin, and it cannot reach a 3rd

space for the March box’s 2nd bullet. So the player consults the

final “March To” bullet: March to a space with greater than 0

Population from the space with the most FARC Guerrillas that

could still move. Guaviare will be the origin and either Meta

East, Meta West, or Putumayo-Caquetá the destination. A roll

selects Meta East, and so 3 Guerrillas March there from Guaviare

(Resources to 7). March priorities are at an end—FARC will now

Extort (8.7.1).

What if a Non-Player Faction

Cannot Execute its Assigned

Operation?

Rarely, a Non-player flowchart will lead to a type of Operation that

that Faction cannot execute in the given situation on the board, even

though it has Resources. In such a case, rule 8.1.1 “OP NOT POS-

SIBLE” kicks in: follow the curved “if none” arrow up one box and

execute that next higher Operation (and then Special Activity) on the

chart instead. If Rally is assigned but impossible, Pass instead.

Examples that can arise include:

• Cartels March when Cartels Guerrillas are spread 1 per Cartels

Base space.

• AUC Attack when the AUC has only 1 or 2 Active Guerrillas in

each target space.

• FARC Terror when FARC Guerrillas are all Active or they occupy

only already-Sabotage LoCs and no Kidnap targets or spaces that

could be shifted toward Active Opposition.

27

Andean Abyss

DESIGN NOTES

ANDEAN ABYSS seeks to depict Colombia’s recent struggle in a

game that captures key principles of insurgency and counterinsurgen-

cy (COIN). Such principles include a focus on legitimacy (popular

support or opposition), the contest between government firepower

and guerrilla information advantage, and multiparty warfare. I aimed

to present the topic via rules no harder to learn than Labyrinth: The

War on Terror and with enthralling gameplay spanning multiplayer,

2-player, and solitaire. These Notes go into some of the reasoning

and history behind the game and its mechanics.

Origins

Why a COIN Series?

Insurgency is the most widespread form of warfare today. Indeed,

though military establishments persist in regarding it as “irregu-

lar” or “unconventional”, guerrilla war has been the commonest

of conflicts throughout history, occurring in one variety or another

in almost all known societies.

—David Kilcullen, Counterinsurgency, 2010

Much like the study of warfare (in my country at least), board

wargaming traditionally has focused on conventional conflict. Even

within the realm of modern conflict, designers often choose hypo-

thetical conventional wars rather than real, ongoing insurgencies.

This fact leaves fields of virgin snow for the game designer who

would venture into the complicated topic of insurgency—the effort

of armed groups to use both violent and non-violent means to affect

political affairs within a state. I design and play wargames in part

to grapple with historically relevant issues, and the frequency of

insurgency in our life-times surely makes it among the most relevant

sorts to conflicts to us today.

Perhaps because insurgency (like terrorism) so intimately blends

politics with the use of force, too few boardgames have succeeded in

adequately representing even the fundamentals of counterinsurgency

(or COIN), such as the complex relationship between area control

and political legitimacy, to name just one.

The first board wargame that I came across that delved substantially

into COIN was Nick Karp’s Vietnam 1965-1975 (Victory Games,

1984), and once I played it, I was hooked on gaming guerrilla

ambushes in the jungle, airborne sweeps, pacification, and the rest.

But, for all its merits in depicting COIN, Vietnam still focused on

the maneuvers and clashes of big military units, with political affairs

as a backdrop, and in any event took several hundred hours to play

if its political-strategic aspects were to be included.

The greatest recent advances in boardgaming COIN, in my view, are

to be found in the designs of Canadian Brian Train. Brian’s wargames

feature insurgency itself (rather than a hex-and-counter tradition)

as their starting perspective, then build accessible simulations from

there. His Algeria: The War of Independence, 1954-1962 (Fiery

Dragon, 2006) more than any other game, provided the conceptual

basis for ANDEAN ABYSS. ANDEAN ABYSS’s mechanics rendering

asymmetric Operations, Troops and Police, Underground Guer-

rillas, Government Redeploy and Guerrilla March, Civic Action,

territorial Control, Terror and political Support all have starting

points in Algeria.

The menu of topics for future volumes in the COIN Series is rich.

For Volume II, Cuba Libre, ANDEAN ABYSS playtester Jeff Gross-

man and I adapted the Colombia game to Fidel Castro’s 1957-1958

insurgency. Cuba Libre exploits the same core system for ease of

learning, but portrays a far different insurgency and four factions

that each plays quite differently from those in ANDEAN ABYSS. I

plan the COIN Series in future to visit Africa, East Asia, and the

Mid-East—design time and gamer interest being the only limits.

Why Colombia?

With the wide menu of topics available, I chose Colombia for COIN

Volume I both because it is among those topics under-treated in con-

flict simulation and because of the remarkable richness of its story.

As far as I know, only one other boardgame about Colombia’s recent

insurgency exists, Crisis Games: Colombia by Karsten and Kaarin

Engelmann, (published in 1990, coincidentally, from my own town

of Vienna, Virginia). And that, printed over 20 years ago, predates

the period that ANDEAN ABYSS depicts.

The violence has worsened in Colombia, as the insurgent armed

struggle has become more entrenched and widespread. The most

violent zones of the country are those where two or more of the ac-

tors involved in social conflict—guerrillas, drug cartels, and illegal

self-defense (paramilitary) groups—are active.

Colombian Labyrinth, RAND Project Air Force, 2001

Colombia’s recent history features a full array of combatants of

different objectives and tactics, ample to fuel a 4-way asymmetric

multiplayer game. The Colombian state in the mid-1990s faced

several simultaneous and well-resourced insurgencies—the FARC

and its ally ELN, the Cali Cartel and its successors, and the AUC.

By the mid-2000s, the state had contained each of them as significant

threats to governance. How? I wanted to explore that.

It was in the period chosen for the game that the Colombian Gov-

ernment learned how to do COIN—jointly by military and civil

institutions, extending state presence throughout the national terri-

tory, building legitimacy by taking on all illegal armed groups. (See

“Why does only the Government get permanent events?” below.)

According to some researchers, Colombia is a model COIN success,

and indeed the Colombians are now teaching other states.

Why multiplayer?

My previous designs, Labyrinth and Wilderness War, feature 2-way

asymmetry of roles as a central theme. I wished my next design to

take asymmetry to a new level: 4-way, including a solitaire experi-

ence that would bring home the complex interplay of many interests

that is COIN.

Counterinsurgency is fundamentally a competition between many

groups, each seeking to mobilize the population in support of its

agenda—counterinsurgency is always more than two-sided.

—Kilcullen, “Twenty-eight Articles”, reproduced in Counter-

insurgency

In ANDEAN ABYSS, the 4-way contest allows exploration, for

example, of the ambiguous, multi-faceted relationships between

Colombia’s Government and the right-wing AUC paramilitaries,

and between the FARC and the drug cartels. How long do such

28

Andean Abyss

uncomfortable bedfellows cooperate? When do they turn on each

other? Such decision points become key features of the game’s nar-

rative, as they were in history.

As in Labyrinth, ends (victory conditions) differ among roles just

as do ways and means (operations and forces). I had played Joe

Miranda’s Battle for Baghdad (MCS Group, 2010) and was taken

with its 6-way, overlapping victory conditions: each player con-

stantly has to watch the progress of every other against the unique

conditions of each, and more than one player can be making progress

without directly impeding the other. The play tension and diplomatic

depth offered thereby are tremendous. ANDEAN ABYSS attempts

something similar (if more modest, with just four factions).

The greatest design challenge was to render such a multi-faction

contest in a solitaire system. ANDEAN ABYSS provides multiple,

asymmetric algorithms for solitaire play—I hope in an accessible

enough form that solo players, once used to the play aids, will find

the non-player routines well worth the effort of implementing. They

generate a kaleidoscopic narrative, in which “bots” react to one

another as well as to the player. At the same time, the separate non-

player algorithms allow two or three players to represent Colombia’s

4-way conflict in a variety of player combinations.

An incidental benefit of ANDEAN ABYSS’s role-specific non-player

system is that any player but the Government can leave a game in

progress, and that game can continue with the system smoothly

taking over the departed player’s role (a benefit revealed to good

effect during pre-publication demonstrations of ANDEAN ABYSS

at game stores and conventions).

Core Mechanics

Why no hands of cards?

ANDEAN ABYSS is not in the Card-Driven Game (CDG) family. But

it does draw from CDG tradition the exemplary ability of cards with

choices between operations and events to bring detailed political and

economic occurrences into a wargame’s narrative without fuss.

Instead of dealing hands of cards, ANDEAN ABYSS offers events one

at a time from a face-down deck. This puts the focus not on “what’s

in my hand” but on “what’s happening on the map,” which seems

a more direct representation of managing an insurgent or counter-

insurgent campaign. Meanwhile, the unique design of the game’s

event card sequence of play interweaves the event and operations

choices with the exertion of influence by a faction with the initiative

over the options of an adversary or ally.

With both the current and upcoming event card exposed, and me-

chanics such as lingering “Govt Capabilities” events, ANDEAN

ABYSS retains the painful tradeoffs between short- and long-term

benefits of great CDGs. But player interaction and development

of board position dominate rather than hand or deck management.

Insurgency and COIN are long-term strategies, and players who

build their position on the map of Colombia toward the endgame

tend to succeed.

Why so many dual-use events?

In the development of Labyrinth, Joel Toppen and I found ourselves

adding more and more events that featured effects that differed

depending on which side played them. Because of Labyrinth’s

mechanic of card play triggering an enemy event, and therefore the

need to have a majority of events dedicated to only one side or the

other, these dual-use events had to be limited in number. But they

appeared so useful to represent alternative historical paths and the

ambiguous nature of real-world occurrences, that I set dual-use

events as the norm for ANDEAN ABYSS.

Dual-use events proved particularly helpful in representing the

historical and ideological controversy over Colombia’s struggle

prevalent in the sources that I had available (see “Fantasy of the

Right—or Left?” below). But these event cards represent not only

alternative interpretations, but also alternative history (that which

did not occur, but could have) and double-edged swords (uncertain-

ties over which of two effects might most influence the course of

conflict).

Where dual-use events at least in part represent alternative interpreta-

tions, I have sought to provide representatives of both views in the

event background notes and their sourcing in this playbook.

Why different sets of operations?

Beyond giving each faction its own historical identity and flavor,

ANDEAN ABYSS tries to model the asymmetric contest between

insurgent guerrillas and government security forces. The most central

distinction in this regard is the pitting of the insurgents’ information

advantage against the counterinsurgents’ firepower advantage—and

the nature of insurgent and COIN operations in the game reflects

this distinction.

Government forces must sweep to expose (find) underground

guerrillas before organizing a strike upon them—often giving the

insurgents a chance to escape first. Guerrillas know who and where

their enemies are, but their attacks are weak compared to govern-

ment troop assaults.

Since the insurgents get their information advantage from melding

with the local population, a hostile population can undo that advan-

tage by reporting on (exposing) guerrillas that march into their area.

Even a neutral population will quietly tolerate armed forces in their

midst, so allowing guerrillas to move safely.

These game mechanics represent the real-life cat-and-mouse char-

acteristic of COIN engagement, whether in an army “search and

destroy” mission against guerrilla columns in the jungle hinterland

or a police investigation of an urban underground.

Why does only the Government get permanent events?

In ANDEAN ABYSS, the Government alone may receive potent

improvements to capability that last the remainder of the game.

The insurgents, in contrast, can achieve only a momentum that

dissipates after a single campaign. This difference represents the

fact that, as mentioned above, the period of Colombian conflict

portrayed was fundamentally characterized by a steady building of

the Government’s COIN skill and capacity.

That building capacity rested on unifying COIN into one effort by

the whole government: national political leadership from president to

legislature, the joint military services, national police and judiciary,

and economic development orchestrated as never before to win

the war. It also included a better understanding of the nature of the

enemy’s strategy, so that military operations could be more effective

and supportive of a counter-strategy. The game’s Govt Capabilities

events National Defense & Security Council, 1st Division, Tapias,

Ospina & Mora and others represent this organizational and strategic

development of a potent Colombian COIN.

Uribe pursued an aggressive plan to address Colombia’s decade-long

conflict with the country’s leftist guerrillas and rightist paramilitary

groups and to reduce the production of illicit drugs. ... [Colombia]

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Andean Abyss

has made significant progress in reestablishing government control

over much of its territory, combating drug trafficking and terrorist

activities, and reducing poverty.

—Congressional Research Service Report for Congress, 2011

With increasing US training and equipment assistance during the

period, first under the “War on Drugs” then the “War on Terror”,

and with Uribe’s full-force war effort against illegal groups, mate-

rial COIN capacity built along with skill and strategy. So we have

Blackhawks for air mobility, High Mountain Battalions for Andean

operations, 7th Special Forces for US training, and so on.

This treatment of a building COIN versus more ephemeral insurgent

capabilities contrasts with that in Volume II, Cuba Libre. There, to

represent the growth of insurgent potency contrasted with the Batista

regime’s failure to adapt its means, the game reverses mechanics

and instead presents lasting “Insurgent Capabilities” and temporary

“Govt Momentum”.

Why include lines of communication?

The game’s mechanics surrounding lines of communication (LoCs)

represent the dependence of the country’s economy, government

revenues, and therefore COIN operations tempo on railways, roads,

powerlines, and—in Colombia especially—pipelines delivering

energy exports.

A guerrilla sabotage and kidnapping campaign against the LoCs

of a government that is already resource-limited can spike a COIN

campaign. But insurgent players will find that sabotage is not cake:

LoCs are dangerous places for guerrillas, as security forces can reach

them quickly and tend to defend them aggressively.

What does the Propaganda Round represent?

ANDEAN ABYSS’s Propaganda Rounds punctuate insurgency-COIN

campaigns at irregular and not precisely predictable moments. They

represents less a given moment or time period distinct from the

general course of the conflict and more an accounting of various

matters that are really progressing concurrently with the game’s

events and operations: tax collection, export earnings, the political

effects of ongoing and steady FARC propaganda activities (agita-

tion) and government investment (civic action), relocation of forces

among relatively quiet or controlled areas, and the development of

effective local police forces.

Knowing only with very little warning exactly when this accounting

will take place adds to play tension and represents the real-world

uncertainties in war regarding the outcomes of these larger, cumula-

tive processes (how much revenue will we collect? how popular will

our political and military efforts be? and the like).

COIN History in the Game:

Local Security as a Key

Establishing local security for the population in order to deny support

to guerrillas is another key aspect of counterinsurgency represented

ANDEAN ABYSS’s mechanics. US COIN scholar Tom Marks de-

scribes the local security situation in the Colombian countryside

as of the mid-1990s—a good description of the challenge for the

Government player at the beginning of the game:

Domination of local areas was the linchpin of the counterinsurgent

effort, and a variety of imaginative solutions were tried to maintain

state presence in affected areas... But in the absence of local forces,

which had fallen afoul of constitutional court restrictions and thus

were disbanded, it was difficult to consolidate gains. As areas were

retaken, they could not be garrisoned with home guards. Instead,

regular units rotated in and out in a perpetual shell game designed

to keep FARC off balance.

Military Review, March-April 2007

Troops and Police. In the game, Troops represent the Government’s

regular forces: highly mobile across the countryside and hard-hitting

against enemy forces, but eventually forced to return to garrison

in cities or bases. Police represent the local security forces: time-

consuming to build to effectiveness in contested areas, but essential

to day-to-day law and order and therefore to the Government’s

legitimacy and popular support.

In ANDEAN ABYSS, Government troops can sweep into an enemy

area and locate and assault guerrilla forces. As troops establish con-

trol, police eventually can deploy into the area to stay. Or the troops

can establish a Government base to more quickly train local police.

Only once both troops and effective police forces are in place, can

the Government invest in local development through civic action,

thereby building popular support and countering the insurgency.

“Imaginitive Solutions”—Help for the Government to Stay

in Local Areas

The above process is time-consuming and uncertain for the Govern-

ment. However, several events can help it establish effective day-

to-day security in the countryside more quickly. One example is the

establishment of local forces platoons called Soldados Campesinos:

forces that blend the advantages of regular troops and regional

police.

Whether these opportunities become available is not entirely up to

the Government COIN strategist: Will the talent to discover and

implement imaginative solutions emerge? Will politics and bureau-

cracy allow them to bear fruit? In the game, the event card may or

may not come up, and the Government player may or may not be

eligible to play it when it does, or may decide that other operations

are more urgent.

The Other Edge of the Sword—Military and “Paramilitary”

In light of Colombia’s tradition of local self-defense militias and

the evolution of those “autodefensas” into anti-FARC illegal armed

groups (labeled “paramilitaries”) eventually under the leadership

of Carlos Castaño’s AUC, there historically was concern that new

local forces platoons would simply augment the AUC’s reactionary

insurgents. In the game, the AUC is more likely than the Government

to get the first crack at the Soldados Campesinos event (because of

the order of the faction symbols on the card). And the AUC player

(or non-player, if run by the game system) would almost certainly

implement the card’s shaded, pro-insurgent effect, turning defecting

rural police into AUC guerrillas.

And so what is the FARC doing about it?

Beyond such special occurrences as defections, the Government’s

rural forces will have to weather the more routine threats that are

within the capabilities of the insurgent factions: FARC ambushes,

AUC assassinations, Cartels Bribes, and the like. Insurgent players

on the ball will be gunning for any newly established rural police

before Government civic action can gain the populace’s support

and make local insurgent operations that much more difficult: once

populations support the Government, they block FARC from ral-

lying new forces and (as discussed above) report on any guerrillas

entering the area, flushing them from underground status and thereby

blocking their ability to terrorize, ambush, and extort.

30

Andean Abyss

FARC History in the Game:

Nation Held Hostage

Insurgencies, like governments, need resources to operate, but the

collapse of the Soviet Union in 1991 left the world’s leftist move-

ments largely on their own. In their 2010 book about Colombian

hostages, journalists Victoria Bruce, Karin Hayes, and Jorge Enrique

Botero describe how Colombia’s revolutionary FARC insurgency

turned to the drug trade for financing—contributing by the mid-

1990s both to its development of a kidnapping industry and to the

rise of the autodefensas that later merged into the FARC’s right-wing

AUC enemy:

The FARC ... controlled many of the coca-growing regions in central

and southern Colombia, while the cartels managed much of the co-

caine production and trafficking. The guerrillas operated by taxing

the cartels and drug producers for protection and services. ... This

economic alliance began to collapse when the leaders of the cartels

... began investing their newfound wealth in property, primarily

large cattle ranches which placed them firmly in the ranks of the

guerrillas’ traditional enemy—the landowning elite. ... In turn, the

guerrillas began a policy of kidnapping and extortion of the cartel

members. For protection and retaliation, the drug lords organized

and financed their own paramilitary armies.

—Hostage Nation: Colombia’s Guerrilla Army and the Failed

War on Drugs, 2010

Map from official Colombian sources

showing intensity of FARC guerrilla ac-

tivity during the period covered by the

game. Western Meta and Caquetá De-

partments are a hotbed containing the

sites of famous captures of both Colom-

bian presidential candidate Betancourt

and of three US DoD contractors.

FARC Kidnapping, Cartels and Government Victims, and

AUC Growth

Colombian analysts in 1998 estimated that kidnappings by the FARC

and its sister group, the ELN, accounted for 20 to 30 percent of all

kidnappings in the world (RAND, Colombian Labyrinth, p32). The

FARC held hundreds of hostages at a time—a large-scale ransoming

enterprise for them and a tragedy for the country that developed into

a political issue and a cause for national hatred of the guerrillas.

ANDEAN ABYSS depicts the enterprise through the kidnapping spe-

cial activity that the FARC faction may add to its terror operations.

It also depicts the impact of FARC hostage-taking on politics and

military affairs through a series of event cards.

In the game, FARC can use underground Guerrillas to terrorize local

populations into opposing the Colombian government. If the terror-

ized region has a drug cartels base or is a city or line of communica-

tion—and if FARC guerrillas outnumber local police—FARC may

kidnap as well to forcibly transfer a die roll’s worth of resources (or

a drug shipment) in ransom from the Cartels or Government faction

to FARC. As reaction to FARC kidnapping historically contributed

to growth of the right-wing “paramilitaries”, a particularly costly

kidnapping (a die roll of “6”) mobilizes a local AUC guerrilla unit

or base.

Defense Against Kidnapping

To avoid a grievous drain of resources from the counterinsurgency,

the Government will have to protect the populace from FARC kid-

nappers with police patrols of the country’s roads and cities. The

Cartels often can better afford the drain, but it may at some point

have to turn on the FARC parasite, relocate to FARC-free areas,

or just pay off the FARC player. The latter option illustrates how

ANDEAN ABYSS explores the multifaceted relations among the

contenders for control of 1990s Colombia through varied avenues

for player diplomacy.

AUC History in the Game:

Right-Wing Army

Colombia in the mid-1990s saw the leftist FARC insurgency build-

ing its strength dramatically as it transitioned from small-unit terror

tactics to military attacks on the Colombian Army. But the Govern-

ment was not yet on a war footing and still tacitly conceded immense

areas of countryside to the guerrillas. To protect themselves from

FARC terror, landowners in several localities raised self-defense

forces, autodefensas, that would use the FARC’s own tactics against

it. By 1996, these local anti-FARC units formed a nationwide force

under the Autodefensas Unidas de Colombia (United Self-Defense

Forces of Colombia or AUC) umbrella.

Over the next decade, the AUC grew to an estimated 17,000 fighters,

approaching the FARC’s strength. Journalist Mario Murillo describes

this illegal armed power:

Along with the ongoing collaboration between elements of the army

and the AUC, [as of 2004] there are approximately 1,000 active

AUC members who have served in the Colombian military, includ-

ing fifty-three retired military officers who have served as advisors

to the AUC. They have up to fourteen state of the art helicopters, a

dozen small planes, and countless speed-boats with mounted ma-

chine guns to use in their war against the guerrillas. Indeed, they

are a full-fledged army, operating almost with complete impunity

throughout the country.

—Colombia and the United States: War, Unrest, and Destabiliza-

tion, 2004

Logo of the AUC

FARC guerrillas

31

Andean Abyss

Potent Anti-FARC Faction

In ANDEAN ABYSS, the AUC faction can build an army rivaling the

FARC’s in the number of guerrilla pieces—and an army as military

effective and typically not under the pressure that Government

forces place on the FARC. Both FARC and AUC guerrillas can use

an ambush special activity that guarantees a successful attack and

the capture of materiel and recruits to form a new underground unit.

And a variety of event cards depict additional AUC capacities, both

military and terrorist.

AUC Aces in the Hole: Death Squads and Assassination

More than on military attacks, the AUC relied on terror and mas-

sacres as its principal means of taking control of FARC-dominated

areas. They mimicked FARC terror, but on a more brutal level,

including mass-murders of suspected FARC sympathizers and other

undesirables—so-called “limpiezas” that resembled the “ethnic

cleansing” that the same period featured in the Balkans. In the game,

the AUC can accompany its terror operations with assassination

special activities. Provided the AUC can position underground

guerrillas in a target area, AUC terror can eliminate an enemy base

even when protected by enemy guerrillas. Because the AUC wins by

reducing FARC bases to fewer in number than its own, assassination

of FARC base pieces is a key AUC tactic.

Double-Edged Sword for the Government

The AUC as blood enemy to the FARC would seem an unalloyed

friend to the Government, able to strike the enemy in ways that legal

Government forces cannot. But the AUC nevertheless remains an

insurgency—an illegal armed group that challenges Government

law and order and must in the end be suppressed.

In the game, too many AUC forces in a region block Government

control and thus the ability to build popular support—the Govern-

ment’s victory condition. AUC terror wrecks not only FARC’s politi-

cal base but support for the Government, as victimized populations

resent the Government’s failure to protect them. And international

suspicion of Colombian Army complicity in AUC atrocities costs

the Government foreign aid resources. This interplay of capabilities

and victory conditions poses the question every game: when will

the Government turn on its brutal AUC helpmate—as it ultimately

did historically—to trim its control of the countryside?

Cartels History in the Game:

Chess Player of Cali

[Cali cartel co-founder Gilberto Rodríguez] became known as the

“Chess Player” for his ruthless and calculating approach to the drug

business. ... The Rodríguez brothers ... controlled Cali in the way

that feudal barons once ruled medieval estates. ... Buy Colombia,

rather than terrorize it, became their guiding philosophy. ... The

cartel built dozens of high-rise offices and apartment buildings as

a way of laundering their money. The Cali skyline changed, and

thousands of jobs were created. Their money permeated the city’s

economy, and the natives became addicted to laundered cash and

conspicuous consumption.

—Ron Chepesiuk, Drug Lords—The Rise and Fall of the Cali

Cartel, 2003

Along with Government security forces, FARC rebels, and AUC

paramilitaries, ANDEAN ABYSS also depicts the Colombian drug

cartels. While the illegal drug industry does not care much about

legitimacy, it is an insurgency nevertheless. By definitions laid out

by National War College scholar Bard O’Neill, the cartels are “com-

mercialist insurgent” groups—contesting political power purely to

aid their acquisition of material resources (Insurgency & Terrorism:

From Revolution to Apocalypse, 2005).

In the game, the Cartels faction wins not through popular support

or opposition but by building its criminal organization (expanding

its bases) and amassing resources. But its presence can get in the

way of other factions’ objectives of territorial control and political

support. The Cartels, for example, start the game within one rally

action of controlling Cali, which begins politically neutral rather

than supportive of the Government.

As a result of the dismantling of the drug cartels, trafficking has

experienced radical changes in structure. ... There are [now] be-

tween 250 and 300 trafficking organizations in Colombia. Their

leaders are some of the former cartels’ second-rank members ... The

new organizations are smaller, closed, and secret ... . [They] have

developed strategies, methods and techniques aimed at making the

business more dynamic, sneaking away from law enforcement and

blending in better in their respective regions.

—Álvaro Camacho and Andrés López, “From Smugglers to

Drug Lords to Traquetos—Changes in Illicit Colombian Drug

Organizations,” in Peace, Democracy, and Human Rights in

Colombia, 2007

War of Weeds

The historical period of game—mid-1990s to mid-2000s—saw the

sunset of Colombia’s flashy, politically active drug cartels, but not

of the illicit drug industry that the game’s Cartels faction represents.

And so, in ANDEAN ABYSS, the Cartels can reconstitute themselves,

able to slip readily out of areas of danger and regrow elsewhere.

Unlike other insurgents, the Cartels can recruit forces anywhere:

battalions of hired guns—sicarios—await among the poor. But

the Cartels’ guerrilla force pool is the smallest: it cannot organize

One way to get drugs to US market: a narco-submarine, designed

to evade detection while it carries its load of product on the pas-

sage northward.

Cali skyline

Photo by D.A. Rendón

32

Andean Abyss

campaigns on the scale of the more military FARC or AUC. And the

Cartels do not have the other insurgents’ potent battle tactics.

The Cartels faction wins by accumulating resources (money) and

bases (the coca and poppy fields, processing labs, and distribution

infrastructure needed to continue making money). It will find it hard

to protect its bases with its smaller number of guerrillas, and rural

Cartels bases are vulnerable to aerial spraying (the Government’s

eradication action).

But the Cartels also can place new bases more easily than any other

faction, quickly though special cultivation actions or with delay but

cheaply though processing actions to ready drug shipments. Ship-

ment markers represent major caches of processed cocaine or heroin

awaiting delivery to market outside Colombia—they are vulnerable

to seizure by the other factions: any insurgent faction can liquidate

them to accelerate operations. But if defended and held long enough

to get to market (in the Propaganda Round), they yield resources

or a free base.

Cartels terror can hurt the Government or FARC politically, but the

Cartels’ most potent weapon is corruption: they can bribe to expose,

hide, or neutralize enemy forces—anywhere. Bribes are expensive,

however, and so only become a true threat once the Cartels are well

above their victory goal in resources. And so the other factions face

a choice: dedicate precious time and resources early on to trim the

Cartels weeds, or risk the Cartels growing so rich that they can block

any offensive by bribing their way out.

Fantasy of the Right—or Left?

English language studies of the Colombian conflict read so differ-

ently from one another that they seem to be describing multiple

countries. Is Colombia a thriving democracy, with a popular gov-

ernment that has brought economic prosperity and relative peace

to its people in the face of vicious terrorist and criminal threats?

Or is Colombia a harsh dictatorship by an economic elite, dressed

up as democracy but in fact using state-sponsored terror to keep its

ever more impoverished masses under heel, and the FARC simply

the people’s defense? You can find either thesis in North American

scholarship.

ANDEAN ABYSS does not attempt to settle these questions. I took

care to draw from writers (necessarily, for me, in English) who

view Colombia’s conflict from a range of political perspectives (see

Selected Sources). No one view seems able to tell the full story, and

I hope that players of a variety of persuasions will find something

relevant in the game’s design.

The game does take some positions. For example, it does not fully

buy the Left’s thesis of the AUC as an “extension” of the Govern-

ment in that both defend elite interests against the rest of the people

(see Murillo somewhat and Hristov especially). Yes, the Colombian

Government and AUC shared a core interest in suppressing the

FARC, and ANDEAN ABYSS accounts for this shared interest in the

factions’ victory conditions. Indeed, Government and AUC players

often will collaborate.

But the Government under Uribe developed and executed a plan to

extend its writ throughout the country—a true and, by the far-Left

model, unnecessary departure—including against AUC. Casualties

caused the AUC, extraditions of its leaders, and its imperfect but not

false demobilization show a real parting of Government and AUC

ways. And Colombia’s vigorous electoral politicking and, under

Uribe, undeniable and widespread popular enthusiasm for President,

government, and army seemed to gainsay the Leftist model of Co-

lombia as an exploitative oligarchy defended from its people by force

of terror. So ANDEAN ABYSS has the Government seeking popular

support to win, rather than the exploitation of the country’s poor by

the violence-backed rich, as the far Left might have it.

As for the nature of the FARC, the game does not depict the group

as mere “narco-terrorists” who have left people’s revolution behind

and continue mainly for personal drug profit (as some on the Right

argue). An insurgency may at once benefit from the drug trade and

provide much needed services to rural under-privileged. ANDEAN

ABYSS models the latter aspect with the FARC Agitation mechanic

and the effects of events such as Crop Substitution, Unión Sindical

Obrera, and others.

The persistence in hard times of the FARC’s leaders and fighters

demonstrates ideological commitment—dedication to something

larger than self. Purely commercialist insurgent leaders at some

point wish to live the high life. In contrast, Reyes, Mono Jojoy,

Cano, and the rest carried on in the face of the hardships of lethal

Government pursuit—and despite opportunities for reconciliation.

In the game, FARC victory depends directly on popular opposi-

tion and the strength of the movement’s political and logistical

base—the preconditions for an eventual revolution and overthrow

of the existing order.

Finally, ANDEAN ABYSS represents the US-sponsored “War on

Drugs” as neither clear failure nor clear success. Eradication in the

game may be a mixed bag politically, but, used judiciously, it is a

necessary and potent means for the Government to keep the Cartels

in check. Historically, aerial coca eradication has had its place in

curbing supply, as have the successes of the kingpin strategy of the

Colombian Police and US DEA. Economics being what they are,

Colombian coca production continues. But the country has escaped

the level of terror and political challenge of the big cartels that now

traumatize Mexico and Central America so brutally. Colombians

today can take pride in a low murder rate, growing economy, and

better governance.

Thanks and Dedication

My special gratitude is due to several groups and individuals for their

efforts on behalf of ANDEAN ABYSS: To Joel Toppen, who patiently

heard me out as we drove through the desert, when all I had was

first drafts of curious ops menus. To GMT Games and the testers

and players across many countries who made this project happen.

And to Dr. Thomas Marks of the National Defense University, for

sharing with me his photos and his deep and personal knowledge

of Colombian COIN.

Finally, I dedicate the design of ANDEAN ABYSS to Juan Fran-

cisco’s nation and people: They have faced their past—may they

overcome it.

Volko F. Ruhnke

January, 2012 Vienna, Virginia

33

Andean Abyss

EVENT TEXT AND BACKGROUND

This section reproduces the full text of each event card, along with

sourced historical and other background commentary.

1. 1st Division GFAC

GOVT CAPABILITIES

Jointness: 1 Civic Action space each Support Phase requires Govt

Control and any cube.

Service parochialism: Civic Action requires at least 2 Troops and

2 Police.

The Colombian Army’s 1st Division in late 2004 became a joint

operational command, part of a process of integrating services to

replace exclusively army divisional areas. (Marks p137)

2. Ospina & Mora GFAC

GOVT CAPABILITIES

COIN experts take charge: Sweep costs 1 Resource per space.

COIN strategy eludes Army: Sweep Operations may target only 1

space per card.

Senior army commanders Carlos Ospina Ovalle and Jorge Mora

Rangel collaborated intimately—Ospina fathering a sound coun-

terinsurgent strategy from his study of captured FARC documents

and Mora ensuring its practical implementation. (Conversation with

Tom Marks, 30Apr2011; Ospina pp57,58,60)

General Mora Photo by Tom Marks

3. Tapias GFAC

GOVT CAPABILITIES

CO tightens civil-military bonds: Assault costs 1 Resource per

space.

Civil-military rivalries fester: Assault Operations may target only

1 space per card.

Military Forces Commander Fernando Tapias Stahelin drew the

political backing to forge a whole-of-government COIN effort.

(Conversation with Tom Marks, 30Apr2011; Marks, p139; Ospina

p60)

4. Caño Limón—Coveñas GFCA

Profitable pipeline: Add twice the Econ of 3 unSabotaged pipelines

to Government Resources.

Pipeline draws attacks: Sabotage the 3 pipelines with highest value

and no cubes.

A particularly lucrative energy export pipeline from Arauca to the

sea attracted both rebel attacks and US training assistance. (Brittain

p23; Ricks-Lightner pp25,58,80; Hristov p34)

5. Occidental & Ecopetrol GFCA

Oil company security: Place 6 Police onto pipelines. 3 Guerrillas

there or adjacent flip to Active.

Industry thought exploitative: Shift a space adjacent to a 3-Econ

LoC by 2 levels toward Active Opposition.

Joint ventures between US and Colombian oil companies provided

enough government revenue to justify major security measures.

(Brittain p228; Ricks-Lightner p80) A $93-million batch of US

counterterrorism aid in 2003, for example, focused on protection

of Colombian assets of California-based Occidental Petroleum.

(Hristov p34) Critics saw government concessions to multinational

oil giants as overly generous and tied poverty and human rights

violations to US support for oil industry in the country. (Murillo

pp87-88; Hristov pp17-18,34-35)

6. Oil Spill GFCA

Rebels blamed: Shift 2 Opposition or Neutral Departments adjacent

to Sabotage to Passive Support.

Multinationals make mess: Sabotage a pipeline. Shift an adjacent

Department by 1 level toward Active Opposition.

Spilled oil from attacks created substantial environmental damage,

generating local hostility against whichever combatant side got the

blame. (Ricks-Lightner p80)

7. 7th Special Forces GAFC

GOVT CAPABILITIES

Infrastructure protection training: Each Control phase, Govt may

remove 1-3 Terror or Sabotage.

US training ineffective: Control phase—Sabotage LoCs with any

Guerrillas equal to cubes.

The US Bush Administration deployed some 600 personnel of the 7th

Special Forces Group (Airborne), most to train a new “infrastructure

protection brigade” in embattled Arauca Department. (Marks p131;

Ricks-Lightner p25)

8. Fuerza Aérea Colombiana GAFC

COIN strike aircraft: Govt executes 3 free Air Strikes.

Budget diverted to expensive jets: Government Resources –9.

After FARC successes in the late 1990s in overrunning remote

government centers, the Colombian military equipped its air force

with night-vision gear and learned to integrate air power in support

of ground operations. (RAND pp101-102) Less relevant to COIN,

Colombia also maintained a force of high-speed Kfir and Mirage

V jets. (RAND p42)

9. High Mountain Battalions GAFC

GOVT CAPABILITIES

Elites guard high-altitude corridors: Assault treats Mountain as

City.

Equipment not delivered: Assault in Mountain removes only 1 piece

for 4 Troops.

The Army in the Pastrana years equipped and situated special bat-

talions to block insurgent mobility corridors through hitherto inac-

cessible heights. (Marks p135)

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Andean Abyss

10. Blackhawks GACF

GOVT CAPABILITIES

US helos delivered: Air Lift moves any number of Troops.

Delivery of US helos delayed: Air Lift moves only 1 Troops cube.

The military as of 2000 had only 17 operational heavy-lift helicop-

ters. The US was to add 30 UH-60 Blackhawk and 33 UH-1H Huey

transports, but they had yet to be delivered. (RAND pp63,65,68-

69,104)

11. National Defense & Security Council GACF

GOVT CAPABILITIES

Military-police jointness: 1 Police may enter each Sweep space.

Military-police rivalry: A Sweep Operation Activates Guerrillas via

Troops or Police, not both.

Uribe’s “Democratic Security and Defense Policy” integrated

COIN planning, adding a National Defense and Security Council

to ensure coordinated and unified action by all state bodies. (Marks

pp132-133)

12. Plan Colombia GACF

US “War on Drugs”: Add lesser of Aid or +20 to Govt Resources.

Then Aid +10.

INSURGENT MOMENTUM

US aid focuses on drug war: No Air Strike or Activation by Patrol

until next Propaganda.

The Pastrana Government’s response to Colombia’s insurgency,

Plan Colombia, included seeking $3.5-billion in foreign aid. The

US earmarked 3/4ths of its part of that aid to counternarcotics.

(RAND pp61-62)

13. Plan Meteoro GCFA

GOVT CAPABILITIES

Transport protection units: Patrol conducts a free Assault in each

LoC.

Transport security deemphasized: Patrols do not conduct a free

Assault.

The Uribe Administration funded special transportation network

protection units under “Plan Meteor”. (Marks p135)

14. Tres Esquinas GCFA

Forward base: Government places 1 Base and 3 Troops into any

Department.

Base overrun: Remove 1 Government Base and 1 cube from a

Department.

During the late-1990s heyday of the FARC’s large-unit “mobile

warfare”, it succeeded in overrunning a series of isolated army po-

sitions and briefly holding the capital of Vaupés. (Ospina pp59-60;

Marks p127; RAND pp42-43) Tres Esquinas was a key army base

at the heart of later Government sweeps into the FARC strongholds

of the southeast. (www.GlobalSecurity.org; Brittain pp226-227)

As of 2002, it hosted a Joint Intelligence Center and some 100 US

military advisors. (Hristov p35)

15. War Tax GCFA

Defense budget shot in the arm: Roll a die and add 4 times the result

to Government Resources.

Middle class resents cost of war: Shift a City from Neutral or Pas-

sive Support to Passive Opposition.

Uribe shifted and increased the tax burden in order to help fund the

military effort against the guerrillas. (Brittain p228-229)

16. Coffee Prices GCAF

They’re up: Each Mountain, +5 Resources to Faction with most

pieces, tied spaces to Govt.

They’re down: Government Resources –10.

Export income from coffee—a traditional source of economic

security to the Colombian highlands—fluctuated wildly from the

1990s on, mostly downward. (Brittain pp84-88; Hristov p191;

RAND p5) The late 1990s saw increased guerrilla presence in

the country’s agricultural backbone, the central coffee-growing

departments, apparently as part of FARC, ELN, and AUC strategy.

(RAND pp46-47)

17. Madrid Donors GCAF

Aid conference generous: Add lesser of Aid or +20 to Govt Re-

sources. Then Aid +6.

INSURGENT MOMENTUM

EU aid focuses on reconstruction: No Sweep or Assault in Depts

until next Propaganda.

European and Japanese donors to Colombia channeled aid to non-

military programs. A July 2000 donors’ conference in Madrid, for

example, pledged $619-million, mostly for social development

projects. (RAND pp62,64)

18. NSPD-18 GCAF

US “War on Terror” takes on FARC: Add lesser of Aid or +20 to

Govt Resources. Then Aid +20.

US focused on Mid-East and South Asia: Government Resources

–6. Subtract a die roll from Aid.

In a departure from the more restrictive “war on drugs”, the US Bush

Administration’s 2002 National Security Presidential Directive 18,

“Supporting Democracy in Colombia”, called on the State Depart-

ment to implement a new US political-military plan in direct support

of Colombian national security strategy. The Bush Administration

had linked the counternarcotics fight to the “war on terror” and

would pursue not only cartels but the FARC and the AUC directly.

(Marks p131; Chepesiuk p281)

19. General Offensive FGAC

In each space possible, choose and execute either free Sweep without

movement or Assault (if Government), or free Attack or Terror (if

Insurgent).

The conflict during the late 1990s and early 2000s saw a number of

FARC offensives, including the use of homemade armored vehicles.

The Government’s 2003-2004 Plan Patriota included a major military

offensive around the capital and into FARC-held territory in the

southeast. (Ospina pp59-60; CRS p10; Hristov p36)

35

Andean Abyss

20. Mono Jojoy FGAC

KIA puts FARC in disarray: Govt player repositions up to 6 FARC

Guerrillas into adjacent spaces.

Military strategist: FARC free Marches any of its Guerrillas then

flips up to 3 of its Guerrillas Underground.

A Colombian military and police operation in Meta Department in

September 2010 killed the FARC’s operational second-in-command,

Victor Julio Suárez Rojas, alias Jorge Briceño Suárez or “Mono

Jojoy”, adding to a period of strong pressure on guerrilla remnants.

(CRS pp1,13)

21. Raúl Reyes FGAC

FARC Deputy killed: FARC Resources –6. Remove 1 FARC Base.

FARC Deputy channels foreign support: FARC Resources +6. Place

a FARC Base in a City or Department.

A 2008 Colombian military raid into Ecuador killed then second-

highest FARC commander Luís Édgar Devia Silva (“Raúl Reyes”)

and recovered evidence of planned Venezuelan and possibly Ecua-

doran support to the FARC. (CRS p10; Marks pp140-141n)

22. Alfonso Cano FGCA

FARC leader killed in military strike: Shift an Opposition space to

Neutral.

INSURGENT MOMENTUM

Ideologue: May Agitate also in up to 3 spaces with FARC piece

and no Govt Control.

Communist Bogotá University student Guillermo León Sáenz Vargas

joined the FARC in the 1980s and eventually became its master

revolutionary ideologue, “Alfonso Cano”. (Bruce-Hayes-Botero

pp138-139) A 2011 military strike in Cauca Department killed him.

(www.ColombiaReports.com)

23. DoD Contractors FGCA

US provides aircrew: In a Dept, Activate all Guerrillas and remove

all Cartels Bases.

Plane down—hostage search and evasion: Govt removes 3 Troops.

Mark Govt and FARC Ineligible through next card.

US contractors provided pilots for crop spraying over FARC-held ter-

ritory and for reconnaissance flights to pinpoint guerrillas. Patrolling

FARC guerrillas in 2003 shot down one such flight along the western

slopes of Caquetá and took three US personnel hostage, setting off a

Colombian Army manhunt. (Bruce-Hayes-Botero pp3-19,107)

24. Operación Jaque FGCA

Dramatic hostage rescue: 1 City to Active Support. Mark FARC

Ineligible through next card.

Hostage rescue goes awry: Remove 2 Troops from a space with

FARC pieces. Shift a City with Support to Neutral.

In a show of operational prowess, Colombian forces in 2008 tricked

FARC captors into delivering celebrity hostage Ingrid Betancourt

and 3 US DoD contractors held since 2003. (Bruce-Hayes-Botero

pp238-256)

25. Ejército de Liberación Nacional FAGC

ELN and FARC jockey: Remove all FARC pieces from 1 Moun-

tain.

ELN and FARC coordinate ops: Place any 3 FARC pieces into

Antioquia or an adjacent Department.

Colombia’s second-largest revolutionary army, the Castroite ELN,

concentrated in the northern mountains, where it sought a Sierra

Maestra-style stronghold. While the ELN and the FARC shared the

same enemies and often coordinated operations, the two Marxist

groups occasionally clashed over territory or resources. (RAND

pp30-31,44; CRS pp13-14)

26. Gramaje FAGC

FARC protection rejected: All Cartels Guerrillas in spaces with

FARC free Attack FARC.

Schedule of fees: Cartels transfers 3 Resources to FARC for each

space with Cartels Base and FARC Guerrilla.

The FARC had a precise schedule of fees, gramaje, that it charged

to drug producers and smugglers for protection and other services.

Though imposed by the guerrillas, these taxes served as a US argu-

ment that the FARC and the drug lords were in cahoots. (RAND

p32; Camacho-López p80)

27. Misil Antiaéreo FAGC

FARC MANPADs deemed a myth: Government executes 3 free

Special Activities.

INSURGENT MOMENTUM

MANPADs feared: Until next Propaganda, no Govt Special Activi-

ties where Guerrillas.

Given the importance of air power to Colombian COIN, fears grew

that guerrilla use of surface-to-air missiles could change the strategic

balance. (RAND pp35,102)

28. Hugo Chávez FACG

Caracas controls border: Remove up to 3 Insurgent pieces from a

space next to Venezuela.

Caracas aids rebels: Place a FARC Base in a Dept next to Venezuela.

Sabotage each empty LoC touching Cúcuta.

FARC information taken in the 2008 raid on Raúl Reyes suggested

that Venezuela was providing support to the insurgent group, includ-

ing plans by the Hugo Chávez regime to grant millions of dollars for

weapons purchases. Chávez later that year called on the FARC to

cease military operations, signaling a change in at least Venezuela’s

public stance. (CRS p10)

29. Kill Zone FACG

Army sniffs out FARC trap: Govt in 1 space Activates all FARC and

executes free Assault.

Tactics lure enemy in: FARC or AUC in a space executes 2 free

Ambushes with any of its Guerrillas without Activating.

The FARC between 1996 and 2000 developed a tactic to lure Army

reaction forces into a prepared kill zone surrounded by intercon-

nected rifle pits and bunkers. In one such kill-zone action in late

2000 along a key route from Antioquia to Chocó, guerrillas inflicted

heavy casualties on special forces of the Colombian 4th Brigade.

Often, however, the army could detect the kill zone before falling

into the trap. (RAND pp44-45,45n)

36

Andean Abyss

30. Peace Commission FACG

FARC accused in Commissioner’s killing: Remove 1 FARC Zone.

Peace bid: Government places 1 FARC Zone. (See 6.4.3)

The FARC’s ambush and execution in late 2000 of the head of the

Colombian congressional peace commission, Diego Torbay, dealt

Pastrana’s peace policy a new blow. (RAND pp73-74)

31. Betancourt FCGA

Sympathy for famous hostage: Shift 2 Cities and 1 Dept 1 level each

toward Active Support.

Hostage negotiations forum for FARC: Shift 3 spaces from Passive

Opposition to Active Opposition

Spitfire senator and presidential candidate Ingrid Betancourt—

known among other things for her outreach to the FARC—fell

hostage in 2002 as she toured the recently remilitarized FARC

zone. She became an international symbol of Colombia’s hostage

tragedy—and of the FARC’s role in it. (Bruce-Hayes-Botero pp94-

102,145,168-171,242)

32. Secuestrados FCGA

Fed up with hostage-taking: Shift 2 spaces from Neutral or Passive

Opposition to Passive Support.

Ransoming highly profitable: FARC Resources +12.

Colombian media constantly reminded the populace that kidnap-

pings were garnering 100s of millions of dollars for the FARC and

other groups. Public outcry grew under Pastrana as negotiations

with FARC failed to end the scourge, and regular radio messages

from loved ones to hostages further broadcast the trauma. (Bruce-

Hayes-Botero pp95-96,141-143,173)

33. Sucumbíos FCGA

Ecuadoran buffer zone: Remove up to 3 Insurgent pieces from a

space bordering Ecuador.

Cross-border war: Place 2 pieces in Ecuador. It is a 0 Pop Dept. No

more than 2 pieces per Faction may stack there.

As the 2008 Colombian raid on a FARC camp in the Ecuadoran

province of Sucumbíos vividly illustrated, Colombia’s insurgency

and counterinsurgency often spilled over borders. The FARC used

Ecuador’s territory for rest, resupply, and training; and some coca

processing took place there as well. (CRS pp10,23-24) Ecuadoran

troops at times clashed with suspected Colombian guerrillas within

Ecuador. Quito planned increases in development spending in border

provinces such as Sucumbíos to create a social and economic buffer

zone. (RAND pp88-89)

34. Airdropped AKs FCAG

Insurgents scammed by Russian criminals: Drop an Insurgent

Faction’s Resources by –5.

Covert weapons delivery: An Insurgent Faction places 2 Guerrillas

and 1 Base into a 0 Population Department.

A creative arms-for-drugs deal brokered by Russian mafia in 2000

included Russian planes parachuting as many as 30,000 automatic

rifles to the FARC in eastern Colombia. (Bruce-Hayes-Botero p91;

RAND pp36-37)

35. Crop Substitution FCAG

Government initiative: Replace the Cartels Bases in 1 Department

with 1 Police each. Aid +3.

FARC proposals lauded: Shift a Department with a Cartels Base by

2 levels toward Active Opposition.

Crop substitution or “alternative development” programs sought to

supplement coca and poppy eradication by providing licit income

to farmers who otherwise would replant drug crops. FARC initia-

tives in its zone in 1999-2002 drew attention and support from the

United Nations, the European Union, and other foreigners. (Brittain

pp95-98) US support via Plan Colombia also featured crop substitu-

tion. The US Agency for International Development claimed such

a program from 2005-2009 reduced coca growing by 85% in a key

cultivation region of western Meta. (CRS pp26-29)

36. Zona de Convivencia FCAG

ELN gets its DMZ: Govt places a FARC Zone in Mountain. (See

6.4.3) Shift 2 adjacent Neutral spaces to Passive Support, if possible.

Executing Faction remains Eligible past this card.

The Pastrana administration explored negotiations with the ELN,

parallel to those with the FARC. The ELN demanded a zone analo-

gous to that granted to the FARC, and Pastrana agreed in principle to

a 5000km2 “live-and-let-live zone” around the juncture of Antioquia,

Bolívar, and Santander. (RAND pp41,74) Uribe also pursued the

ELN’s negotiated demobilization, but the group broke off talks in

2008. (CRS pp13-14)

37. Former Military AGFC

Ties that bind: Government free Sweeps or Assaults FARC within

each space, no moves; AUC Guerrillas act as Troops.

Ex-officers advise paramilitaries: AUC free Marches any of its

Guerrillas and then, at any 1 destination, free Ambushes.

The AUC was purported to collaborate with elements of the Colom-

bian Army and to have some 1000 active members who had served

in the nation’s armed forces, including 53 retired military officers

who acted as AUC advisors. AUC leader Carlos Castaño himself

corroborated these estimates when in 2000 he claimed to have more

than 1000 ex-soldiers and 135 former army officers among his forces.

(Murillo p100; Hristov pp71,86-87)

38. National Coordination Center AGFC

New command fights paramilitaries: Remove all Active AUC Guer-

rillas from up to 3 spaces with cubes or Support.

Sympathizers alert AUC: All AUC Guerrillas in spaces with cubes

or Support to Underground.

The Colombian Government as of 2000 had declared the battle

against illegal autodefensas to be a strategic priority and established

the National Coordination Center to lead that fight. Government-

reported kills and captures of paramilitaries had been far lower than

of rebel guerrillas in absolute numbers. The casualties were more

comparable in percentages of total AUC and FARC-ELN strength,

however. Moreover, argued the Defense Ministry, the fact that rebels

sought out confrontations with security forces more often than would

paramilitaries explained any disparity. (RAND pp57-58)

37

Andean Abyss

39. Soldados Campesinos AGFC

Local forces platoons: Place 1 Police into each of 6 Depts.

Local forces augment autodefensas: In up to 3 Depts, replace 1

Police with 1 available AUC Guerrilla.

The reestablishment of local forces—Soldados Campesinos (“Peas-

ant Soldiers”), later Soldados de mi Pueblo (“Home Guards”)—and

a related expansion of municipal police proved indispensable to

Uribe’s counterinsurgency in providing a state presence in threatened

areas. (Marks p135,136) Others saw such forces as legitimation of

paramilitaries, in light of the overlap of their membership with that

of the AUC. (Murillo pp103,113-114)

40. Demobilization AGCF

Negotiated reintegration: Replace 3 AUC Guerrillas with available

Police.

Talks a ruse, fighters recycled: Move all cubes in a Dept with AUC

to any Cities. Place 1 AUC piece in each of 2 Cities.

The Uribe administration in 2003-2006 negotiated the AUC’s

demobilization. Some suspected that the aim was to rein in para-

militaries mainly to legitimize the state’s main offensive against the

FARC. (Murillo p102) Others charged that—while thousands of

AUC members demobilized and turned in weapons—much of the

demobilization was faked or of only temporary impact on paramili-

tary capabilities. (Hristov pp146-160) A UN and US view was that

remaining paramilitary bands were of a different nature, criminal

rather than political in purpose. (CRS p14)

41. Mancuso AGCF

AUC No.2 extradited: AUC Resources –6. Remove all AUC pieces

from 1 space.

AUC drug lord: AUC Resources +3 for each space with AUC and

Cartels pieces.

The FARC was far from the only insurgent group to benefit from

the drug trade. The AUC’s chief in 2000 acknowledged that the

paramilitary coalition received a majority of its financing from

drug trafficking. The US labeled the AUC a “cocaine-smuggling

terrorist” organization and sought its leaders’ extradition. Colom-

bian authorities extradited AUC deputy and military commander

Salvatore Mancuso to the US in 2008. (Camacho-López pp85-86;

Bruce-Hayes-Botero pp90-91; Murillo pp105,111-112; Hristov p80;

Chepesiuk p280; www.ColombiaReports.com)

42. Senado & Cámara AGCF

Unity behind Presidential war policy: 2 Neutral spaces to Passive

Support. Govt Resources +3.

INSURGENT MOMENTUM

Insurgent sympathies: No Sweep or Assault against executing Fac-

tion until next Propaganda.

The Left charged that not only the military but the entire Colombian

political system defended elite interests by protecting right-wing

paramilitary violence, and therefore constituted no more than a

“death-squad democracy”. (Brittain pp204-205) Some claimed that

a third to a half of Colombian legislators were pro-AUC. (Murillo

pp105,212n34; Hristov p133) Paramilitary intimidation of politicians

may have played a role. (Hristov p125) Other AUC sympathies in

the legislature may have represented popular views, in light of polls

seeing the paramilitaries as less of a threat than the FARC. (RAND

pp56,59) As for the cartels, buying politicians rather than terrorizing

the public was a key Cali tactic, and some drug lords themselves

competed electorally at the local level. (Chepesiuk p68; Camacho-

López pp75-76) Finally, legislators and political candidates who saw

themselves as Government-FARC interlocutors engaged personally

in the peace process. (Bruce-Hayes-Botero pp94-97) In any event,

by Uribe’s term, public distaste for the status quo provided a uni-

fied political front for his war on all illegal armed groups. (Marks

pp129,131,138-139; Ospina p60)

43. Calima Front AFGC

Suspect leftists massacred: Place 2 Terror in and remove all FARC

Bases from a Dept with Troops.

Brutality blamed on Army: Place 2 Terror in a Dept with Troops.

Aid –9.

Affected communities charged that paramilitaries carried out assas-

sinations in broad daylight and close proximity to military posts. The

Army in 1999 in Cauca reportedly helped set up a paramilitary group

called the Calima Front, with military officers providing weapons,

logistics, and intelligence to AUC fighters—a case emblematic to

human rights observers of the AUC’s ability to wage war on civilians

with impunity. (Murillo pp94-97)

44. Colombia Nueva AFGC

Anti-corruption campaign: Shift a non-Opposition City to Active

Support. Govt Resources +3.

Political campaign divisive: Shift a City from Support to Neutral.

Govt Resources –3.

Young congresswoman and later senator Ingrid Betancourt made her

political reputation by outing fellow legislators for corruption and

by pursuing President Samper’s impeachment. Her tenacity earned

her both wild popularity and death threats. By her 2002 presidential

run— “Colombia Nueva” was her slogan—she had lost her popular-

ity, blamed for airing Colombia’s dirty laundry internationally in

her French-published autobiography. (Bruce-Hayes-Botero, pp94-

97,136-137)

45. Los Derechos Humanos AFGC

Officers disciplined: Shift each space with cubes and Terror 1 level

toward Active Support.

International human rights cartel: –1 Aid for each space with AUC

pieces. Subtract a die roll from Govt Resources.

Debates in the US Congress over aid funding focused on allega-

tions of human rights abuses on all sides, especially by paramilitary

groups and the Colombian military. Colombian authorities took

steps against military-paramilitary collusion, for example, in 2000

dismissing 388 military officers and NCOs for human rights abuses

or corruption and indicting several generals. (RAND, p58) By

2010, the Obama Administration certified to Congress that “years

of reforms and training [were] leading to an increased respect for ...

human rights by most members of the [Colombian] Armed Forces.”

Some outside observers felt that human rights charges had gone

too far and constituted “lawfare” against Colombia’s self-defense

by an international “human rights cartel”. In this view, foreign crit-

ics—hostile to the Colombian state itself—remained unwilling to

acknowledge any human rights progress despite a surging national

popularity of military and government. (Murillo p19; CRS pp14-

15,18-19,36; Marks pp129,137)

38

Andean Abyss

46. Limpieza AFCG

Ruthless elimination: An Insurgent Faction executes free Terror

with any Guerrilla, removes any 2 enemy pieces in the space, and

sets it to Passive Support or Opposition (unless 0 Pop). The Terror

places 2 markers.

“Limpieza social” (“social cleansing”) killings rose in Colombia in

the late-1990s and early-2000s, as both leftist guerrillas and rightist

paramilitaries sought to consolidate control by eliminating people

considered misfits or suspected of collaboration with the other side.

(RAND p6-7) Paramilitaries would defend areas from guerrillas

preemptively, by drawing up lists of potential leftist sympathizers

and then exterminating them, or using random terror to seed fear

and show what might happen to anyone leaning toward the FARC

or ELN. (Hristov pp74,92-94)

47. Pinto & del Rosario AFCG

Human rights investigators: All AUC Guerrillas Active. All Police

free Assault AUC as if Troops.

Prosecutors killed: AUC places 2 Guerrillas in Cúcuta, executes free

Terror there, and flips any 2 AUC Guerrillas Underground.

Colombian police and judicial authorities investigating right-wing

involvement in massacres became targets of threats and assassina-

tion. (Hristov p133) In what appeared to be one such case in 2001,

Cúcuta special prosecutor María del Rosario Silva Ríos and then her

replacement Carlos Arturo Pinto Bohórquez were both shot to death.

Authorities later convicted Cúcuta regional paramilitary commander

Jorge Iván “The Iguana” Laverde Zapata in the killings. Demobi-

lized paramilitary Orlando Bocanegra Arteaga also acknowledged

responsibility. (www.ElEspectador.com; www.ElTiempo.com)

48. Unión Sindical Obrera AFCG

AUC targets oil labor organizers: Remove 1 Opposition or FARC

Base adjacent to 3-Econ pipeline.

Labor backs FARC: Shift 1 level toward Active Opposition in 2

Cities other than Bogotá.

Labor unions—suspected of a similar social agenda as that of the

rebel guerrillas and therefore of collusion with them—became fre-

quent targets of right-wing paramilitary violence. The FARC and

the ELN had maintained a strong presence around the oil-refining

town of Barrancabermeja in Santander, a hotbed of the powerful oil

workers union, Unión Sindical Obrera (USO). The AUC entered the

area in 2001, killing 180 and displacing some 4000—acts popularly

seen as a continuation of efforts to suppress popular organizing

in the town. AUC leader Carlos Castaño in 2003 sent a menacing

email to the union, declaring all USO leaders and the children of

USO members to be “military targets”. (Murillo pp87-88; Hristov

pp77,117,120)

49. Bloques ACGF

Militias defy Castaño: Permanently remove 3 available AUC Guer-

rillas.

Independent militias join AUC: Place an AUC Guerrilla and Base

in any Department.

The AUC came together in the mid-1990s as an umbrella for several

regional “self-defense” organizations (bloques). An amalgam of

autonomous groups, the AUC was less cohesive than the FARC.

Several powerful groups, such as the Bloque Central Bolívar, did

not recognize AUC leadership, and paramilitaries fought turf wars

amongst themselves. (RAND pp54-55; Hristov p70; Murillo p108;

Brittain p126)

50. Carabineros ACGF

National police field forces: Govt places a total of up to 3 Police

into any Departments.

National police corruption: Remove any 2 Police or replace them

with available AUC Guerrillas.

During the Pastrana and then Uribe years, Colombia systematically

established police presence in every county of the country. Those

areas historically thought too dangerous for police presence were

manned by police field forces (Carabineros), similar in size and na-

ture to army local forces but more mobile and better armed. (Marks

pp136,145n38) As with the Army, however, some police were

suspected of collusion with the paramilitaries, for example taking

payments in return for armed protection of paramilitary units while

the latter carried out their terror campaigns. (Hristov, p87)

51. Pipeline Repairs ACGF

Speedy patching: Remove all Pipeline Sabotage or, if none, Govern-

ment Resources +12.

Security concerns hinder maintenance: Sabotage 3 Pipelines with

or adjacent to FARC Guerrillas.

Guerrilla action against energy pipelines often becomes a race be-

tween how often the saboteurs can damage the line and how quickly

the defenders can repair them. Attacks on the key northern-Colom-

bian Caño-Limón pipeline in the guerrilla heyday of 2001 shut it

down for 240 days out of the year. (Ricks-Lightner p80) Coordinated

FARC pipeline attacks as late as 2008 halted production of over

800,000 barrels of oil. (Brittain p23)

52. Castaño ACFG

AUC leader’s memoir a best seller: Shift 2 City or Mountain each

1 level toward Active Support.

Charismatic AUC political leader: Place an AUC Base into a space

with AUC, then add +1 AUC Resources per AUC Base.

Charismatic AUC chief Carlos Castaño Gil gave interviews to lead-

ing national publications and obtained favorable media coverage to

portray the movement as a politically legitimate “third actor” in the

Colombian conflict. The 2001 book Mi Confesión, purporting to

“reveal his secrets”, sold in all major Colombian cities and became

one of the most popular books in the country. (Murillo p99)

53. Criminal Air Force ACFG

Insurgent access to small aircraft: An Insurgent Faction moves 1

or 2 Guerrillas between any 2 Departments and flips them Under-

ground.

The AUC as of 2004 reportedly fielded up to 14 state-of-art helicop-

ters and a dozen small planes. (Murillo p100) AUC chief Castaño

in 2001 claimed to have loaned helicopters to the Cali Cartel.

(Chepesiuk p143) Witnesses reported Army helicopters deploying

AUC fighters to new regions or supplying them with ammunition

and medications while on terror operations. (Hristov pp85,88) Some

charged that troops wearing AUC armbands in 2003 parachuted

from military aircraft into a region of Arauca to conduct a massacre.

(Brittain p136)

39

Andean Abyss

54. Deserters & Defectors ACFG

Remove up to 2 Guerrillas or replace them with any other Factions’

available Guerrillas.

AUC ranks contained numerous FARC deserters, because of the

harsh discipline imposed by the FARC and because the AUC of-

fered protection from retaliation by former comrades. (RAND p56)

Castaño in 2000 claimed 800 ex-leftist guerrillas among his forces.

One such defector from the FARC led the rightist Bloque Norte y

Anorí. The AUC also offered monthly wages to unemployed youth

who had worked as sicarios for the drug organizations, if they would

serve as AUC troops. (Hristov pp71,88,96,106)

55. DEA Agents CGFA

Law enforcement assistance: Remove a Shipment and any 5 Cartels

Guerrillas.

Más Yanquis: In 3 spaces with Cartels pieces, shift 1 level toward

Active Opposition.

Colombian-US counternarcotics cooperation thrived from the mid-

1990s on, especially via the US Drug Enforcement Administration.

Some regard the takedown of the Cali Cartel during this period as

the DEA’s greatest victory. The relationship was not without its

political frictions, though, including a struggle under Samper over

how much control the Colombians would have over DEA activities

in the country. Exaggeration in Colombian media may have added

to the tension: the press in 1995 reported the presence of more than

500 DEA agents in Cali alone, even though the agency in reality

had no more than 2 or 3 agents there at a time. (Chepesiuk pp201-

202,272)

56. Drogas La Rebaja CGFA

Cali cartel’s drugstore chain seized: Transfer 9 Resources from

Cartels to Government.

Retail empire: Add twice Cartels pieces in Cities to Cartels Re-

sources. Then place a Cartels Base in each of 2 Cities.

The Cali Cartel’s Rodríguez brothers used their cocaine profits

to build a semi-legal business empire, the heart of which was the

Drogas La Rebaja drugstore chain. The Government in 2004 seized

the 400-store chain, breaking the back of that cartel’s finances.

(Chepesiuk pp68-69,259)

57. Op Millennium CGFA

Colombian-US strike at Bernal syndicate: Replace up to 3 Cartels

pieces with available Police.

Investigation penetrated: In each of 2 spaces, replace a Police with

an available Cartels piece.

After dismembering the Medellín and Cali cartels, Colombian and

US authorities pressed ahead with joint efforts to capture leaders

of the surviving, decentralized “cartelitos”. Operation Millenium

in 1999 netted drug group leader Alejandro Bernal and previously

released Medellín Cartel co-founder Fabio Ochoa. But an estimated

several hundred small cartels remained, into which Colombian po-

lice and the US DEA had little insight. (Chepesiuk pp241,276-277;

RAND pp15-16)

58. General Serrano CGAF

National Police hammer cartels: Cartels Resources –6. Remove all

Cartels Guerrillas.

Officials on cartel payroll: Cartels relocate up to 4 Police to any

spaces.

Colombian police—traditionally seen as corrupt, and many of whose

members were at the service of the Cali Cartel—in the mid-1990s

effectively declared war against drug traffickers. (Camacho-López

p79) Studious and tough Policía Nacional chief General Rosso José

Serrano Cadena cleaned house and from late 1994 on led the as-

sault on the Cali Cartel, in close alliance with the US. (Chepesiuk

pp xxi,192-197)

59. Salcedo CGAF

Cartel informant: All Cartels Guerrillas to Active. Free Assault

against Cartels in each space.

Cali cartel security chief: Cartels flip all their Guerrillas Under-

ground and relocate up to 3 of them anywhere.

Jorge Salcedo was a key member of the Cali Cartel’s intelligence

and security team—the talented, charismatic son of a Colombian

general, he had military training, counterinsurgency field experience,

excellent computer skills, and fluent English. Turned informant

by US enforcement authorities, Salcedo opened a window on Cali

Cartel operations and enabled the capture of its leaders. (Chepesiuk

pp137-138,212-219)

60. The Chess Player CGAF

Kingpin strategy scores: Remove all Cartels pieces from 2 Cities

or 1 Dept. Govt Resources +6.

Cali’s Gilberto Rodríguez Orejuela expands empire: Cartels place

an available Base in each of 2 Cities and free Bribe in 1 space.

Less violent than Medellín’s Pablo Escobar, Cali Cartel co-found-

ers Gilberto (“The Chess Player”—cartel strategic planner) and

Miguel (“El Señor”—cartel boss) Rodríguez Orejuela only became

a Government priority after Escobar’s death in late 1993 and a drug

financing scandal reached the Presidency of Ernesto Samper in 1994.

A Colombian-US strategy of combining leads and focusing resources

on capturing cartel leaders netted the Rodríguez brothers’ arrests by

1996 and extradition to the US by 2005. (Camacho-López pp78-79;

Chepesiuk, pp xxi,22-23,68,95,202,269-270)

61. Air Bridge CFGA

Peruvian coca supply controlled: Remove all Cartels pieces from

1 City. Cartels Resources –6.

Colombian coca growers fill Peruvian void: Place 1 Cartels Base

into each of 3 Depts with no Cartels pieces.

Traditionally, the bulk of coca processed into cocaine in Colombia

had been grown in Peru and Bolivia. An “air-bridge” strategy of

US-Peruvian interdiction of coca deliveries into Colombia denied

Colombian traffickers most of this central-Andean crop—with the

unintended effect of encouraging coca cultivation inside Colombia.

Between 1995 and 1999, Colombia became the center of all stages

of cocaine production, from harvest to delivery. (RAND pp12,20-21;

Camacho-López pp 82-83)

40

Andean Abyss

66. Tingo María CFAG

Coca crop fails: Remove 3 Cartels Bases from Forest.

Hearty coca variety: Within stacking, place an available Cartels

Base into each Forest that already has one.

Under pressure from the Government’s coca eradication spraying

to shift cultivation to less ideal terrain, growers adapted by devel-

oping new varieties of the coca plant. One such variety, the Tingo

María, would produce 3 times as much coca as the traditional plant.

(RAND p66)

67. Mexican Traffickers CAGF

Major shipment busted en route: Cartels Resources –10.

INSURGENT MOMENTUM

New routes to US market: This Resources phase, Cartels add Re-

sources equal to 4 x Bases.

The Cali Cartel had relied on its own delivery networks to get cocaine

to US market. Disruption of that cartel’s distribution routes through

the Caribbean and the dismantling of the Cartel itself in 1995-1996

created opportunities for Mexican traffickers to provide Colombian

wholesalers with delivery and retailing services. Already prior to

Op Millenium, the Colombian Bernal group was working with a

Mexican Ciudad Juárez-based cartel to deliver 20-30 tons of cocaine

monthly to the United States. Mexicans soon came to dominate US

cocaine distribution with more extensive and efficient networks.

(Camacho-López p83; Chepesiuk p278; RAND p15)

68. Narco-Subs CAGF

Submersibles seized: Remove from coastal spaces 2 Cartels pieces

or up to 2 Shipments.

Littoral stealth: Cartels Resources +2 per Cartels piece in coastal

spaces.

A predawn Colombian police raid on a Bogotá warehouse in 2000

discovered a 100-foot submarine under construction, a joint proj-

ect between a Colombian cartel and the Russian mob, intended to

smuggle tons of narcotics. (Chepesiuk pp227-8)

69. Riverines & Fast Boats CAGF

Move any of your cubes or Guerrillas from 1 space through a chain

of up to 3 adjacent Depts. You then may execute a free Op other

than Patrol or March within the final space.

Colombia features two major river valleys—the Magdalena and

the Cauca—running south-to-north along the Andes, numerous

major rivers draining the eastern plains into the Amazon, and both

Pacific and Atlantic coasts. In all, 18,000km of navigable rivers in

Colombia serve as highways for Government forces, guerrillas,

62. Amazonía CFGA

Brasília’s Op Cobra blocks border: Remove up to 3 Insurgent pieces

from 0 Population Forests.

Jungle landing strips: Place 1 Cartels Base each in Guainía, Vaupés,

and Amazonas.

The lowlands of eastern Colombia, comprising 60 percent of national

territory but only 4 percent of population, formed a vast hinterland

vacuum for illegal groups to fill. Government pressure in the late

1990s and early 2000s pushed these groups—coca growers and

FARC alike—ever deeper into jungle sanctuaries. Brazil shared an

interest with Colombia in controlling their vast Amazonian frontier.

So it sought to block the daily clandestine flights between Colombia

and its airspace and, with Colombian authorities, dismantled numer-

ous jungle landing strips near the border. In 2000, it launched its

3-year Operation Cobra to augment its border presence with the

deployment of 6,000 Brazilian troops to the region. (Marks p129;

RAND pp66,90-91)

63. Narco-War CFGA

Rival syndicates go for the throat: In each space with Cartels Guer-

rillas, remove all but 1; Cartels conduct free Terror with that 1. Mark

Cartels Ineligible through next card.

Pablo Escobar’s Medellín Cartel in 1993 fell into a tit-for-tat ter-

ror battle with a vigilante group (“los pepes”) backed by the Cali

Cartel—a narco-war that played a substantial role in Escobar’s fall.

(Chepesiuk pp139-142) Fighting among cartels as of the late 1990s

remained a major cause of the country’s 30,000 murders annually.

(RAND p17)

64. Cocaine Labs CFAG

FARC taps suppliers: Place a Shipment with a FARC Guerrilla in

the same space as a Cartels Base.

Well-oiled industry: For each Cartels Base, Cartels Resources +2 if

in City, +1 if in Dept.

Colombia’s illicit drug industry built on a long tradition of Latin

American smuggling. It initially required only the investment in

urban laboratories to process rural crop into cocaine and heroin.

Over decades, cartels built up into large-scale enterprises. The

Cali Cartel boasted safe houses strategically spread across the city

and an intelligence network of hotel clerks, corrupt police, street

vendors, and 5,000 taxi drivers. With the breakup of the big urban

cartels in the mid-1990s, profits declined, but the industry continued.

(Camacho-López pp61,64-67,82-84; Chepesiuk pp203-204) The

FARC helped fill any vacuum. For a fee, it would protect cocaine

laboratories and landing strips, transport precursor chemicals, or

ship finished cocaine. (RAND pp32-33)

65. Poppies CFAG

Growers and Government eradication focus on heroin source:

Place or remove 1 Shipment or Insurgent Base in any Mountain

Department.

Colombia in the 1990s became the Western Hemisphere’s largest

producer of opium poppies and refined heroin (though Asia produced

far more), with an estimated 7,500 hectares under poppy cultiva-

tion as of 1999. Locals in coffee-growing regions had responded

to a precipitous drop in coffee prices by switching to poppies, and

the Government quickly responded with aerial spraying. (RAND

pp12-13; Chepesiuk p27; Hristov p191)

41

Andean Abyss

and drug shipments. To exploit and control these waterways, the

Government with US support in 1999 established a riverine brigade

of 5 battalions spread throughout the country. The AUC meanwhile

fielded large numbers of speedboats with mounted machineguns

for their war against the FARC. And on the coasts, Colombian

narcotraffickers and guerrillas used fast boats that outclassed those

available to regional navies. (RAND pp xix,33,65,86,97; Hristov

p190; Bruce-Hayes-Botero p90; Murillo p100)

70. Ayahuasca Tourism CAFG

Eco-tourism helps trade balance: Government Resources +6 for

each Forest without Guerrillas.

Eco-tourists taken: A Faction executes free Terror with any 1 Guer-

rilla in each Forest and gets +3 Resources per Terror.

Colombia hosts some of the most pristine rain forests in South

America, drawing a growing eco-tourist trade (locally known as

Ayahuasca tourism). Pharmaceutical companies have shown in-

creased interest in the Colombian forest for potential medicines. The

amazing variety of species also supports a thriving illegal export of

animals. (Ricks-Lightner pp12-13)

71. Darién CAFG

Arms traffic interdicted: Remove a Guerrilla from Chocó; its Faction

suffers –5 Resources.

Border sanctuary: Place 1-2 Bases in Panamá. It is a 0 Pop Forest.

Sweep does not Activate Guerrillas there.

Arms stockpiles from the Salvadoran and Nicaraguan civil wars of

the 1980s were a major source of weapons smuggled into Colombia.

Central American arms arrived in part via a network of 40-50 foot-

paths through the triple-canopy jungle of Panama’s Darién province

bordering Colombia. The same network served to smuggle drugs

in the opposite direction. The FARC reportedly maintained 2 bat-

talion-sized units and a major logistics and support base in Darién,

outgunning the Panamanians. (RAND pp35,36f,85-86)

72. Sicarios CAFG

Hired drug guns unreliable: Replace all Cartels Guerrillas in 2

spaces with other Guerrillas.

Unemployed ready to work for syndicates: Place all available Cartels

Guerrillas into spaces with Cartels Bases.

Colombia’s big drug traffickers and guerrilla groups created a

violent social type—the sicario: a poor youngster, mainly urban,

who for a sum of money would kill a cartel’s opponents. The M19

guerrilla group in the 1980s, before its demobilization, organized

and trained such poor urban youth, who later became gangsters for

hire to the highest bidder, typically the cartels. (Camacho-López

pp79-80) The AUC in turn offered monthly wages to unemployed

youth who had worked as sicarios for the drug organizations, if they

would serve as AUC troops. (Hristov p96) Finally, ex-AUC fight-

ers with few alternatives often became sicarios for drug traffickers.

(Hristov p155)

SELECTED SOURCES

(roughly, from Right to Left)

“Insights from Colombia’s ‘Prolonged War’” by Carlos Alberto

Ospina Ovalle, JFQ, issue 42, 3rd quarter 2006. The importance

of strategy, doctrine, and legitimacy in internal war, from the

architect of modern Colombian COIN.

“Colombia—Learning Institutions Enable Integrated Response”

by Thomas A. Marks, Prism 1, No.4, August 2010. How the

Colombian Army and Government learned COIN during the

period of the game and won against FARC and AUC.

Colombian Labyrinth—The Synergy of Drugs and Insurgency

and Its Implications for Regional Stability by Angel Rabasa

and Peter Chalk, RAND, 2001. From mid-period of the game,

a US view of how to win as the Government.

Colombia—Issues for Congress by June Beittel, Congressional

Research Service (CRS), March 2011. Looking back on prog-

ress in Colombian COIN and counter-narcotics, as assessed

for the US Congress.

Drug Lords—The Rise and Fall of the Cali Cartel by Ron

Chepesiuk, Milo Books Ltd, 2003. Focused on US assistance

to the Government in fighting the last flashy cartel.

Insurgency & Terrorism—From Revolution to Apocalypse by

Bard O’Neill, Potomac Books, Inc., 2005. Theoretical discus-

sion of insurgency and COIN, including the nature of egalitarian

(FARC), preservationist (AUC), and commercialist (Cartels)

insurgencies worldwide.

Colombia: d20—Guerilla Warfare by Tom Ricks and Ken

Lightner, Holistic Design Inc., 2003. Background for roleplay-

ing the Colombian conflict, including economic and cultural

aspects.

“From Smugglers to Drug Lords to Traquetos—Changes in

Illicit Colombian Drug Organizations” by Álvaro Camacho

Guizado and Andrés López Restrepo, Peace, Democracy, and

Human Rights in Colombia, University of Notre Dame Press,

2007. How the big cartels learned to decentralize and keep a

low profile.

Hostage Nation—Colombia’s Guerrilla Army and the Failed

War on Drugs by Victoria Bruce and Karin Hayes, with Jorge

Enrique Botero, Alfred A. Knopf, 2010. The stories of the most

famous FARC hostages of the Uribe period.

Colombia and the United States—War, Unrest and Destabiliza-

tion by Mario A. Murillo, Seven Stories Press, 2003. Discus-

sion of the development, nature, and capabilities of the AUC;

sees Government design in the formation and tolerance of the

paramilitaries.

Blood and Capital—The Paramilitarization of Colombia by

Jasmin Hristov, Ohio University Press, 2009. A catalogue of

human rights abuses by AUC and Army, pinned herein on class

interests and Government complicity.

Revolutionary Social Change in Colombia—The Origin and

Direction of the FARC-EP by James J. Brittain, Pluto Press,

2010. The Marxist view of the conflict and why FARC is

destined to win.

42

Andean Abyss

43

Andean Abyss

CREDITS

Game Design: Volko Ruhnke

Development: Joel Toppen

Art Director, Cover Art and Package De-

sign: Rodger B. MacGowan

Map and Counters: Chechu Nieto, Xavier

Carrascosa

Cards: Mark Simonitch and Chechu Nieto

Rules and Charts: Mark Simonitch and

Charles Kibler

Playtest: Solitaire Aces—Steve Caler, James

“Norbert” Stockdale, Todd Quinn; 2-Player

Remoras—Jeremy Antley, Mike Owens;

3-Player Home Front—Andrew Ruhnke,

Daniel Ruhnke; Cartels Kingpin—Darién

Fenoglio; Team Bogotá—Juan Francisco

Torres; Devil’s Advocates—Jeff Baker,

John Gitzen, Dan McGuire, Patrick Neary,

Joel Tamburo; Demo King—Mark Mitchell;

Guerrilleros—Paul Aceto, Wendell Al-

bright, Mike Bertucelli, Jeff Grossman, Igor

Horst, Michael Lessard, Fred Manzo, Tim

Porter, Stéphane Renard, Martin Sample,

Roger Taylor.

VASSAL Module: Joel Toppen

Images: 1st Division, Ospina & Mora,

High Mountain Battalions, Plan Meteoro,

Kill Zone, Soldados Campesinos, National

Coordination Center, Carabineros—Tom

Marks; Caño Limón-Coveñas—Sémhur;

Occidental & Ecopetrol—Pedro Filipe;

War Tax, Colombia Nueva —Julián Ortega

Martínez & equinoXio; DoD Contractors—P

Alejandro Diaz; Gramaje—Luis Acosta;

Hugo Chávez—Presidencia Argentina;

Peace Commission—Germán Cabrejo;

Secuestrados—Paola Vargas & equinoXio;

Former Military—TerceraInformacion.

es; Calima Front—La FM; Senado & Cá-

mara—Leandro Neumann Ciuffo; Pinto &

del Rosario—Louise Wolff; Unión Sindical

Obrera—Mennonot; Bloques—Silvia An-

drea Moreno; Castaño—Socialist Worker;

Criminal Air Force—Mabadia71; Deserters

& Defectors—John Jairo Bonilla; Drogas

La Rebaja—jthadeo; Amazonía—Navy of

Brazil; Narco-War—F3rn4nd0; Cocaine

Labs—Valter Campanato ABr; Tingo

María—H Zell; Darién—Christian Ziegler;

Sicarios—Luis Pérez.

Production Coordination: Tony Curtis

Producers: Tony Curtis, Rodger Mac-

Gowan, Andy Lewis, Gene Billingsley and

Mark Simonitch

GFAC

1. 1st Division

2. Ospina & Mora

3. Tapias

GFCA

4. Caño Limón - Coveñas

5. Occidental & Ecopetrol

6. Oil Spill

GAFC

7. 7th Special Forces

8. Fuerza Aérea Colombiana

9. High Mountain Battalions

GACF

10. Blackhawks

11. National Defense & Security Council

12. Plan Colombia

GCFA

13. Plan Meteoro

14. Tres Esquinas

15. War Tax

GCAF

16. Coffee Prices

17. Madrid Donors

18. NSPD-18

FGAC

19. General Offensive

20. Mono Jojoy

21. Raúl Reyes

FGCA

22. Alfonso Cano

23. DoD Contractors

24. Operación Jaque

FAGC

25. Ejército de Liberación Nacional

26. Gramaje

27. Misil Antiaéreo

FACG

28. Hugo Chávez

29. Kill Zone

30. Peace Commission

FCGA

31. Betancourt

32. Secuestrados

33. Sucumbíos

FCAG

34. Airdropped AKs

35. Crop Substitution

36. Zona de Convivencia

AGFC

37. Former Military

38. National Coordination Center

39. Soldados campesinos

AGCF

40. Demobilization

41. Mancuso

42. Senado & Cámara

AFGC

43. Calima Front

44. Colombia Nueva

45. Los Derechos Humanos

AFCG

46. Limpieza

47. Pinto & del Rosario

48. Unión Sindical Obrera

ACGF

49. Bloques

50. Carabineros

51. Pipeline Repairs

ACFG

52. Castaño

53. Criminal Air Force

54. Deserters & Defectors

CGFA

55. DEA Agents

56. Drogas La Rebaja

57. Op Millennium

CGAF

58. General Serrano

59. Salcedo

60. The Chess Player

CFGA

61. Air Bridge

62. Amazonía

63. Narco-War

CFAG

64. Cocaine Labs

65. Poppies

66. Tingo María

CAGF

67. Mexican Traffickers

68. Narco-Subs

69. Riverines & Fast Boats

CAFG

70. Ayahuasca Tourism

71. Darién

72. Sicarios

73-76. Propaganda!

CARD LIST

44

Andean Abyss

GMT Games, LLC

P.O. Box 1308, Hanford, CA 93232-1308

www.GMTGames.com

SPACES LIST

Cities

Pop

Bogotá & Villavicencio . . . . . . . . .

8

Cali. . . . . . . . . . . . . . . . . . . . . . . . .

3

Medellín. . . . . . . . . . . . . . . . . . . . .

3

Bucaramanga . . . . . . . . . . . . . . . . .

2

Ibagué & Pereira . . . . . . . . . . . . . .

2

Santa Marta & Barranquilla. . . . . .

2

Cartagena . . . . . . . . . . . . . . . . . . . .

1

Cúcuta . . . . . . . . . . . . . . . . . . . . . .

1

Neiva . . . . . . . . . . . . . . . . . . . . . . .

1

Pasto . . . . . . . . . . . . . . . . . . . . . . .

1

Sincelejo & Montería. . . . . . . . . . .

1

Total Population: 25

Departments

Type

Pop

Antioquia - Bolívar . . . . . . . . .Mtn. . . .2

Huila - Tolima . . . . . . . . . . . . .Mtn. . . .2

Santander - Boyacá . . . . . . . . .Mtn. . . .2

Arauca - Casanare . . . . . . . . . Grass . . .1

Atlántico - Magdalena . . . . . .Forest. . .1

Cesar - La Guajira . . . . . . . . . .Mtn. . . .1

Chocó - Córdoba . . . . . . . . . .Forest. . .1

Guaviare. . . . . . . . . . . . . . . . .Forest. . .1

Meta East . . . . . . . . . . . . . . . . Grass . . .1

Meta West . . . . . . . . . . . . . . .Forest. . .1

Nariño - Cauca. . . . . . . . . . . .Forest. . .1

Putumayo - Caquetá . . . . . . .Forest. . .1

Amazonas. . . . . . . . . . . . . . . .Forest. . .0

Guainía. . . . . . . . . . . . . . . . . .Forest. . .0

Vaupés . . . . . . . . . . . . . . . . . .Forest. . .0

Vichada . . . . . . . . . . . . . . . . . Grass . . .0

Total Population: 15

Lines of Communication

Type Econ

Arauca - Cúcuta . . . . . . . . . . . Pipe. . . .3

Cúcuta - Ayacucho . . . . . . . . . Pipe. . . .3

Ayachucho - Sincelejo . . . . . . Pipe. . . .3

Bucaramanga - Ayacucho. . . . Pipe. . . .2

Ayacucho - Barranquilla . . . . Pipe. . . .2

Medellín - Sincelejo. . . . . . . . Pipe . . .2

Neiva - Bogotá. . . . . . . . . . . . Pipe. . . .2

Yopal - Bogotá . . . . . . . . . . . . Pipe. . . .2

Bogotá-Ibagué-Bucaramanga Pipe. . . .2

Cartagena - Sincelejo. . . . . . . Pipe. . . .1

Medellín - Ibagué. . . . . . . . . . Pipe. . . .1

Ibagué - Cali. . . . . . . . . . . . . . Pipe. . . .1

Cali - Buenaventura . . . . . . . . Pipe. . . .1

Cartagena - Barranquilla . . . . Road . . .1

Bogotá - San José. . . . . . . . . . Road . . .1

Cali - Pasto. . . . . . . . . . . . . . . Road . . .1

Neiva - Pasto . . . . . . . . . . . . . Road . . .1

Pasto - Tumaco. . . . . . . . . . . . Road . . .1

Total Economic Value: 30