R U L E S O F P L AY
SECOND EDITION
by Volko Ruhnke
T A B L E O F C O N T E N T S
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2. Sequence of Play . . . . . . . . . . . . . . . . . . . . . . . . . . .
3. Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4. Special Activities . . . . . . . . . . . . . . . . . . . . . . . . . .
5. Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6. Propaganda Rounds . . . . . . . . . . . . . . . . . . . . . . . .
7. Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8. Non-Player Factions . . . . . . . . . . . . . . . . . . . . . . . .
Key Terms Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Available Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2
5
6
8
10
10
12
12
19
20
© 2018 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com
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Andean Abyss
1.0 INTRODUCTION
Andean Abyss is a 1-4-player game depicting insurgent and
counterinsurgent (COIN) conflict in Colombia during the 1990s
and early 2000s. Each player takes the role of a Faction seek-
ing to run Colombian affairs: the Government (Govt) or 1 of 3
Insurgent Factions—the Marxist FARC, the right-wing AUC
“paramilitaries”, or the narco-trafficking Cartels. Using military,
political, and economic actions and exploiting various events,
players build and maneuver forces to influence the population,
extract resources, or otherwise achieve their Faction’s aims. A
deck of cards regulates turn order, events, victory checks, and
other processes. The rules can run non-player Factions, enabling
solitaire, 2-player, or multi-player games.
Andean Abyss is the inaugural volume in the COIN Series of
games that use similar rules to cover a variety of insurgencies and
other inter-factional conflicts. This Second Edition extensively
alters and augments rules and play aids throughout to bring this
volume up to date within the Series. Updated cards are marked
“2nd Ed”.
This rule book lists and defines key game terms in an index on
pages 19-20. The most important game functions are summarized
on several aid sheets. Game setup is explained on the flip side of
the Sequence of Play aid sheet.
1.1 General Course of Play
Andean Abyss—unlike most card-assisted war games—does not
use hands of cards. Instead, cards are played from the deck one at
time, with one card ahead revealed to all players. Each Event card
shows the order in which the Factions become Eligible to choose
between the card’s Event or one of a menu of Operations and
Special Activities. Executing an Event or Operation carries the
penalty of rendering that Faction Ineligible to do so on the next
card. Propaganda cards mixed in with the Event cards provide
periodic opportunities for instant wins and for activities such as
collecting resources and influencing popular sympathies.
1.2 Components
A complete set of Andean Abyss includes:
• A 22”x34” mounted game board.
• A deck of 76 cards.
• 153 dark and light blue, red, green, and yellow wooden forces
pieces, some embossed (1.4; see “Available Forces” on the rule
book’s back for a complete listing).
• 8 cylinders, embossed (1.7, 2.2).
• 6 black and 6 white pawns (3.1.1).
• A sheet of markers.
• 2 Sequence of Play and Setup sheets.
• 4 Faction player aid foldouts.
• 1 Non-player Insurgents flowcharts foldout.
• 1 Non-player aid foldout with Government flowchart.
• 3 6-sided dice: 1 red, 1 yellow, 1 green.
• A background Playbook.
• This rule book.
1.3 The Map
The map shows the country of Colombia divided into various
types of spaces, as well as parts of neighboring countries.
1.3.1 Map Spaces. Map spaces include rural Departments
(Depts), urban Cities, and Lines of Communication (LoCs)
between them. All spaces—including LoCs—can hold forces.
Mountain Department
(Dept)
Line of Communication
(Pipeline)
City
Grassland Department
Forest Department
Town
Department Boundary
Department Name
Population Value
Place bases here
At Start set up
Line of Communication
(Road)
Place Terror markers here
Place Support and Opposition
markers here
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Andean Abyss
1.3.2 Departments. Each Department shows a Population value
(Pop) of 0, 1, or 2 that affects victory via Support for or Oppo-
sition to the Government (1.6) and some Insurgent Operations
(3.3). Departments are further distinguished by terrain as Tropical
Forest (Forest), Mountain, or Grassland, affecting some COIN
Operations (3.2) and Events (5.0).
1.3.3 Cities. Each City similarly shows a Population value of 1
to 8 (each Population value representing a million Colombians).
1.3.4 LoCs. Each Line of Communication (LoC) shows an Eco-
nomic value (Econ) of 1 to 3 that affects Government Resources
(1.7). LoCs are further distinguished as Roads or Pipelines.
Pipelines tend to have higher Economic value and affect certain
Events.
DESIGN NOTE: LoCs also represent other transportation ar-
teries and infrastructure such as power lines that parallel roads
and pipelines.
1.3.5 Foreign Countries. The map includes parts of Brazil (Bra-
sil), Ecuador, Panamá, Perú, and Venezuela. They are not spaces
(1.3.1) unless and until specified by Event (5.0).
EXAMPLE: The “Darién” Event renders Panamá a 0 Population
Forest Department for all purposes, except that Sweep Opera-
tions do not Activate Guerrillas there (3.2.3).
NOTE: Venezuela is next to Guainía but not Vaupés, affecting
the “Hugo Chávez” Event.
1.3.6 Adjacency. Adjacency affects the movement of forces and
implementation of certain Events. Any 2 spaces meeting one of
the following conditions are adjacent:
• Spaces that border on (touch) one another.
• Departments separated by LoCs.
• LoCs or Departments separated by Towns.
NOTE: Towns are not spaces; they merely separate LoCs or
Departments.
1.3.7 Coasts. Spaces adjacent to blue areas are coastal, affecting
the “Narco-Subs” Event.
1.4 Forces
The wooden pieces represent the Factions’ various forces: Gov-
ernment Troops (dark-blue cubes) and Police (light-blue cubes),
Insurgent Guerrillas, and all Factions’ Bases.
Government Cubes:
FARC
Guerrillas:
Bases:
Troops
Police
Underground
Active
AUC
Cartels
Use to mark City and
Department Control (1.8)
Use to mark FARC Zones
(6.4.4)
Govt Capa-
bilities
Use on the Edge Track:
Victory-related and Aid markers
Use on the Propa-
ganda Track
Support and Opposition markers
(1.6.2)
Terror
(3.3.4)
Event Reminder
markers
Sabotage
(3.3.4)
Drug Shipment
Overflow marker
TYPES OF FORCES
ADJACENCY EXAMPLE: The 4 Departments and 4 LoCs around
the Town of Ayacucho are all adjacent to each other because they
are separated by a Town. Antioquia and the Forest Department
to the west are adjacent because they are separated by a LoC.
FARC
Govern-
ment
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Andean Abyss
• With 3 players, AUC runs the Cartels.
• With 2 players, Government runs AUC; FARC runs the Cartels.
A player running two Factions uses the lower victory margin of
the two (7.1-.3) and only causes play to end on a victory check
(6.1) if both Factions are meeting their conditions. Players may
not voluntarily transfer (1.5.2) between their own Factions.
Non-Player Option: If playing solitaire, or as an alternative
to the above with two or three players, use the Non-player
rules in section 8 to govern leftover Factions:
1.5.2 Negotiation. Players may make any mutual arrangements
within the rules but may voluntarily transfer only Resources (1.7)
or Shipments (4.5.3) and only during either’s execution by the
Sequence of Play (2.3.4) of an Operation or Event. All negoti-
ations are open. The rules do not bind players to agreements.
1.6 Support and Opposition
Support and Opposition affect victory and some Operations.
1.6.1 Cities and Departments with at least 1 Population (1.3.2-3)
always show 1 of 5 levels of its populace’s Support for or Oppo-
sition to the Government that can shift during play:
• Active Support.
• Passive Support.
• Neutral.
• Passive Opposition.
• Active Opposition.
1.6.2 Show Active or Passive Support or Opposition with mark-
ers placed in each City or Department. Show Neutral spaces by
the absence of such markers. Active Support/Opposition counts
double for Total Support/Opposition (1.6.3).
NOTE: LoCs (1.3.4) and Population 0 Departments never hold
Support or Opposition markers (they are always Neutral).
1.6.3 Total Support and Total Opposi-
tion. Government or FARC victory de-
pends on the total value of population
Support or Opposition (plus FARC Bases,
7.2), respectively. Adjust “Total Support” or “Opposi-
tion + Bases” on the numbered edge track per the box
below as any change to Support, Opposition, or the
number of FARC Bases occurs.
Total Support and Opposition Equations
Total Support equals:
(2 x Population in Active Support) + (1 x Population in Passive
Support)
Total Opposition equals:
(2 x Population in Active Opposition) + (1 x Population in
Passive Opposition)
Opposition + Bases equals:
Total Opposition + The number of FARC Bases on the map
DESIGN NOTE: Bases represent not only training and bivouac
facilities but also, for the Insurgents, political administration as
well as coca or poppy fields and processing labs.
PLAY NOTE: Use “Overflow” boxes for Forces that exceed the
room in a City or smaller Department on the map; place the
corresponding Overflow marker in that space.
1.4.1 Availability and Removal. The inventory shown on the
“Available Forces” chart on the back of this rule book limits the
number of pieces that may be in play. Keep forces not on the
map in the Available Forces holding areas. (Place Bases in the
highest-numbered empty circles, revealing the number of on-map
Bases to help track victory, 7.0)
• Forces may only be placed from or replaced with those avail-
able in the holding areas—ignore any instructions to place
forces if the appropriate type is not available because all are
already on the map (remove rather than replace such pieces;
see also next bullet).
• Important: A player Faction while executing an Operation or
Event by the Sequence of Play (2.3.4, 3.0, 5.0), may remove
its own pieces to Available Forces. EXAMPLE: Insurgents
without Available Guerrillas could remove Guerrillas during
a Rally (3.3.1) in order to place them Underground.
• Once an enemy Faction is targeted, removal or Activation
of pieces to the extent of the executing Faction’s ability is
required. EXAMPLE: A Government Assault (3.2.4) with 3
Troops in Forest must remove 3 Active pieces if there are at
least that many among those Factions targeted.
1.4.2 Stacking. No more than 2 Bases (regardless of Faction)
may occupy a single Department or City. Bases may not occupy
LoCs. Government forces may not occupy a FARC Zone (6.4.4).
(See also the “Sucumbíos” Event regarding Ecuador.) Ignore any
instructions (such as from Operations or Events) to place or move
forces if stacking would be violated. Except as noted above, any
number of Government cubes and Guerrillas may occupy a space.
1.4.3 Underground/Active. Guerrillas are either
Underground—symbol end down—or Ac-
tive-symbol end up. Certain actions and Events
flip them from one to the other state. Bases, Troops, and Police
are always Active. Always set up and place new Guerrillas Un-
derground (including if replacing a piece).
NOTE: Unless instructions specify “Underground” Guerrilla,
it is sufficient to “Activate” already Active Guerrillas (they stay
Active).
1.5 Players & Factions
Andean Abyss is playable by 1-4 players. The 1st player plays
the Government (blue), the 2nd the FARC (red), the 3rd the AUC
(yellow), and the 4th the Cartels (green) (2.1). (If preferred, the
3rd player in a 3-player game can play Cartels instead of AUC.)
Each of these Factions is enemy to all others. Leftover Factions
are Non-Player; their actions are governed by rules section 8.
See the Playbook for a Role Summary of each Faction.
1.5.1 Spare Factions. With two or three players, the players run
leftover Factions:
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Andean Abyss
1.7 Resources and Aid
At any moment, each Faction has between 0 and 99
Resources that it uses to pay for Operations (3.0).
During some Propaganda Rounds (6.3.1) and
Events, a level of Aid (between 0 and 29) adds to
Government Resources. Mark Resources and Aid on the edge
track—for Resources, with a cylinder of the Faction’s color (1.5).
1.8 Control
The Government Controls a City or
Department if its pieces alone exceed
those of all other Factions combined. In
the same way, FARC Controls a City or
Department if its pieces alone exceed those of all other Factions
combined. Cities or Departments that are not Controlled by either
the Government or FARC are Uncontrolled. As helpful, place
appropriate Control markers on spaces as reminders.
PLAY NOTE: Control mainly affects Propaganda Round (6.2-6.5)
and some Non-player Government actions (section 8).
DESIGN NOTE: “FARC Control” of a City might not represent
complete military control of a major urban area but rather suf-
ficient presence to inhibit commerce and encourage resistance
to government authority.
2.0 SEQUENCE OF PLAY
2.1 Set Up
Follow the instructions onthe flip side of the Sequence of Play
aid sheet to decide upon various play options, assign Factions to
players, prepare the deck, and set up markers and forces.
2.2 Start
Begin play by revealing the top card of the draw deck and placing
it onto a played cards pile. Then reveal the next card on top of
the draw deck. The card on the played card stack is played first;
the card on top of the draw deck will be played next. NOTE:
Players will see 1 card ahead into the deck. All played cards
and the number of cards in the draw deck are open to inspection.
RECORD STEPS: As the steps of each Event card play are
completed, place a cylinder of the Faction’s color (1.5) into the
Sequence of Play track’s appropriate box (or, for Propaganda
Rounds [6.0], advance the Prop Card marker).
2.3 Event Card
When playing an Event card, up to 2 Factions will execute Opera-
tions or the Event; other Factions may Pass and collect Resources.
• Factions whose cylinder is in the “Eligible” box receive these
options in the left-to-right order of the Faction symbols shown
at the top of the card.
• Factions with cylinders in the “Ineligible” box do nothing.
2.3.1 Eligibility. Factions that did not execute an Operation or
Event on the previous card are Eligible (their cylinders will start
the card in the “Eligible” box per 2.3.7). Factions that did are
Ineligible. (All Factions start the game Eligible.) See also Free
Operations, 3.1.2.
2.3.2 Faction Order. The Eligible Faction with the leftmost
symbol in its color (skipping any Ineligible Factions) is the 1st
Eligible to execute an Operation or Event or to Pass. The next
leftmost is the 2nd Eligible.
Faction
Order
NOTE: The gray 2 symbol and “2nd: Ops” on some cards affect
Non-player choices (8.1)—ignore them unless using Non-players.
2.3.3 Passing. If a 1st or 2nd Eligible Faction opts to Pass, it
receives +1 Resources (or +3 Resources if Government) and
remains Eligible for the next card. The next leftmost Eligible
Faction then replaces the Passing Faction as the new 1st or 2nd
Eligible Faction and receives the same options to execute or Pass.
If the last (rightmost) Eligible Faction Passes, adjust cylinders
(2.3.7) and play the next card.
2.3.4 Options for Eligible Factions.
FIRST ELIGIBLE: If the 1st Eligible Faction does not Pass
(2.3.3), it may execute either:
• An Operation (3.0)—with or without a Special Activity (4.0)—or
• The Event shown on the card.
OPTIONS FOR 2ND ELIGIBLE: If the 2nd Eligible Faction
does not Pass (2.3.3), it also may execute an Operation and pos-
sibly the Event, but its options depend on what the 1st Eligible
Faction executed:
• Op Only: If the 1st Eligible Faction executed an Operation, the
2nd Eligible Faction may execute a Limited Operation (2.3.5).
• Op & Special Activity: If the 1st Eligible Faction executed an
Operation with a Special Activity, the 2nd Eligible Faction
may execute either a Limited Operation or the Event. (see also
Final Event Card, 2.3.9).
• Event: If the 1st Eligible Faction executed the Event, the 2nd
Eligible Faction may execute an Operation, with a Special
Activity if desired.
NOTE: For ease of reference, these options are illustrated on the
Sequence of Play aid sheet and on the game board.
2.3.5 Limited Operation. A Limited Operation (LimOp) is a
player Operation in just 1 space, with no Special Activity. If the
Limited Operation is a Patrol (3.2.2), Sweep (3.2.3), or March
(3.3.2), it can involve pieces from multiple spaces but only 1 des-
tination space. A Limited Operation counts as an Operation. See
also Final Event Card (2.3.9) and Non-player Operations (8.1).
2.3.6 Ship. Whenever a 1st or 2nd Eligible player Faction pays
Resources to execute an Operation (including a Limited Oper-
ation, 2.3.5) but executes no Special Activity, it may remove a
Shipment that it owns (4.5.3) to immediately execute an addition-
al, free, Limited Operation of any type. Alternatively, a different
Faction may remove its own Shipment to enable the 1st or 2nd
Eligible Faction to execute such a free Operation. A Faction may
only benefit from 1 such Shipment per card.
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Andean Abyss
EXAMPLE: Cartels is 1st Eligible and executes a March, removes
a Shipment, then executes a Rally in 1 space at no Resource cost.
DESIGN NOTE: The added Op reflects proceeds from a major
drug deal greasing the skids.
2.3.7 Adjust Eligibility. After the 1st and 2nd Eligible Factions
complete all execution of Operations, Special Activities, and
Events (or after all Eligible Factions instead have Passed), adjust
cylinders on the Sequence of Play Track as follows:
• Move the cylinder to the “Eligible” box if the Faction did not
execute an Operation or Event (and not rendered Ineligible by
an Event).
• Move the cylinder to the “Ineligible” box if the Faction
executed an Operation (including a Limited Operation) or
Event (unless otherwise specified by the Event; see also Free
Operations, 3.1.2.).
2.3.8 Next Card. After adjusting Eligibility, move the draw
deck’s top card onto the played card pile face-up and reveal the
draw deck’s next card. Play the card on the played card pile,
proceeding with the appropriate sequence.
2.3.9 Final Event Card. On the last Event card before the final
Propaganda Card (2.4.1), any player Operations must be Limited
(2.3.5, no Special Activities) and may not include Sweep (3.2.3)
or March (3.3.2).
2.4 Propaganda Card
If playing a Propaganda Card, conduct a Propaganda Round (6.0).
2.4.1 Final Propaganda. If the 4th Propaganda card’s Round
is completed without a victory (6.1), the game ends: determine
victory by 7.3.
Short Game Option: Agree at set up that the 3rd Propaganda
card’s Round will be the final round.
PLAY NOTE: Set aside Propaganda cards to show how many
have gone by. Each series of Event cards up to a Propaganda
Round is called a “Campaign”.
3.0 OPERATIONS
3.1 Operations in General
The Faction executing an Operation (Op) chooses 1 of the 4 Op-
erations listed on its Faction aid sheet and, if applicable, selects
the map spaces to be involved. The Faction usually pays a cost
in Resources (not Aid, 1.7), often per space selected; it must
have enough Resources to pay for the Operation, including in
each selected space. Select a given space only once for a given
Operation.
The executing Faction chooses the order of the spaces in which
the Operation is resolved, the enemy Factions or pieces to be
affected (targeted), and the friendly pieces to be placed or re-
placed. A single Operation may target one or more Factions and
ignore others. Once targeted, a Faction’s pieces are affected to
the maximum extent possible (1.4.1).
NOTE: Players pay for Operations space by space as they go,
enabling Insurgents at 0 Resources to Extort, Kidnap, or Process
to add Resources and then pay for additional Operations spaces.
(See 4.1 and its EXAMPLE).
3.1.1 Pawns. Players may mark spaces selected for Operations
(3.0) with white pawns and Special Activities (4.0) with black
pawns. (The pawns are for convenience, not a limit on the number
of spaces that may be selected.)
3.1.2 Free Operations. Certain Events (5.5), phases (6.4.5), or
Shipping drugs (2.3.6) grant free Operations or Special Activities:
they cost no Resources and, if executed by a Faction other than
the one playing an Event, could leave it Eligible (2.3.7). Other
requirements and procedures still apply unless trumped by Event
3.2 COIN Operations
The Government chooses from Train, Patrol, Sweep, and
Assault Operations. Note: The Government may never place or
move its pieces into FARC Zones; see 6.4.4.
3.2.1 Train. Training Operations augment Government forces
and possibly build Support (1.6). Select any Departments or
Cities and pay 3 Resources per selected space.
PROCEDURE: First, in each selected Department with a Gov-
ernment Base AND in each selected City, place up to 6 cubes
(any combination of Available Troops and Police). Then, in up
to 1 selected space, either:
• Replace any 3 cubes with 1 Government Base (within
stacking,1.4.2), OR
• Conduct Civic Action (6.4.1) to build Support. As during the
Support Phase, the Government must have Troops, Police, and
Control (a majority of forces, 1.8) in the space and must pay
added Resources per 6.4.1 (even if Training was free).
3.2.2 Patrol. Patrol Operations protect LoCs by moving Troops
or Police onto them and finding and removing Guerrillas there.
Pay 3 Resources total (not per space). If a Limited Operation
(2.3.5), all moving cubes must end on a single destination space.
PROCEDURE: Move any number of cubes from any spaces.
Each cube may move into any adjacent LoC or City (1.3.6)
and may keep entering adjacent LoCs or Cities until the player
chooses to stop moving it or it enters a space containing 1 or more
Guerrillas. Then, in each LoC (even if a LimOp, and whether or
not a cube just moved there), Activate 1 Guerrilla for each cube
there. Then, if desired, conduct an Assault (3.2.4) in 1 LoC at
no added cost. If a Limited Operation (2.3.5), the Assault must
be in the destination LoC.
3.2.3 Sweep. Sweep Operations move Troops (typically, into
contested areas) and locate enemy Guerrillas. Select any Cities
or Departments as destinations (not FARC Zones, 6.4.4). Pay 3
Resources per space selected. Sweep is not allowed on the final
Event card (2.3.9).
PROCEDURE: First, simultaneously move any adjacent Troops
desired into selected spaces. In addition, Troops may first move
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Andean Abyss
onto adjacent LoCs (1.3.6) that are free of Guerrillas and then
into adjacent spaces. (Any Troops that move must reach spaces
paid for as destinations.)
• Then, in selected spaces other than Forest, Activate 1 Guerrilla
(1.4.3) for each cube there (Police plus Troops, whether they
just moved or were already there).
• In Forest spaces, Activate only 1 Guerrilla for every 2 cubes
(round odd cubes down).
NOTE: Sweeps do not have to both move Troops and Activate
Guerrillas; they may move where no Guerrillas and may simply
Activate Guerrillas in place.
EXAMPLE: The Government selects Cesar-La Guajira Depart-
ment for a Sweep. There are no Guerrillas on any LoCs. Troops
could move from Cúcuta, Bucaramanga, and Sincelejo to the
LoCs south of Baranquilla and from there into Cesar. Troops
already in Baranquilla or any of the 3 Departments or 4 LoCs
adjacent to Cesar also could enter Cesar.
3.2.4 Assault. Assault Operations eliminate Insurgent forces.
Select any spaces and pay 3 Resources per space selected.
PROCEDURE: In each selected space, remove 1 Active Guerrilla
(1.4.3) for each Troops cube there. Once a targeted Faction has
no Guerrillas in the space, remove its Bases instead.
• In a City or LoC, also remove 1 enemy piece for each Police
cube there.
• In Mountain, instead remove only 1 piece for every 2 Troops
(rounded down).
DESIGN NOTE: Guerrillas are less militarily capable than
Government forces but enjoy an information advantage in that
Government Operations generally must first Sweep to Activate
(locate) them before Assaulting them.
NOTE: The Faction aid sheets use the phrase “Bases last” to
remind that an Operation cannot remove an enemy Base as long
as Guerrillas (Active or Underground), Troops, or Police of the
same Faction remain in the same space. Also, all of a Faction’s
Guerrillas in a space may be Underground, preventing further
removal via Assault of its pieces (including Bases) until the
Guerrillas are Activated.
3.2.5 Drug Bust. For each Shipment (4.5.3) removed by Assault,
add +6 to Aid (to a maximum of 29).
3.3 Insurgent Operations
Insurgent Factions (FARC, AUC, and Car-
tels) choose from Rally, March, Attack, and
Terror Operations.
Note that, on the Faction aid sheets under “Insurgent Operations”,
the terms “Guerrillas” and “Bases” mean those of the executing
Faction (friendly), unless otherwise specified.
3.3.1 Rally. Rally Operations augment or recover friendly
forces. Select any Departments or Cities. Pay 1 Resource per
space selected.
• FARC may only select Neutral or Opposition spaces, not those
with Support (1.6).
• AUC may only select Neutral or Support spaces, not those
with Opposition.
PROCEDURE: In each selected space, the executing Faction
places 1 of its Available Guerrillas or replaces 2 of its Guerrillas
with 1 of its Bases, within stacking (1.4.2). If the space already
has at least 1 of that Faction’s Bases, the Faction may instead
either:
• Place a number of its Available Guerrillas up to the number
of its Bases there plus the space’s Population value (1.3.2-.3)
OR
• Move any of its Guerrillas from any spaces on the map to
there and flip all its Guerrillas there Underground (whether
they moved or not) (1.4.3).
3.3.2 March. March Operations move friendly Guerrillas. Se-
lect any spaces as the origins of the moving Guerrillas. Pay 1
Resource per City or Department that Guerrillas move into (0
Resources to move onto LoCs). If a Limited Operation (2.3.5),
all moving Guerrillas must end in a single destination space.
Players may not March on the final Event card (2.3.9).
PROCEDURE: The executing Faction moves any of its Guerril-
las desired into adjacent spaces (1.3.6). No Guerrilla moves more
than once. Guerrillas moving from 1 space to another move as a
single group. Set Guerrillas of a moving group to Active (1.4.3) if:
• The destination space is a LoC or is a City or Department with
Support (1.6)—or, for AUC March, Support or Opposition—
AND
• The moving group’s number of Guerrillas plus the number
of cubes in the destination space exceeds 3. For AUC March,
count FARC Guerrillas as cubes.
EXAMPLE: A group of 2 Underground FARC Guerrillas March
from Meta East to Santander-Boyacá, which has Passive Sup-
port and where there are 1 Police and 1 Troops cubes. Because
the destination is a Department with Support and the total of 4
cubes and moving Guerrillas involved exceeds 3, the 2 moving
Guerrillas flip to Active.
NOTE: March often Activates Guerrillas, but moves by Event
(5.0) do so only if specified.
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Andean Abyss
3.3.3 Attack. Attack Operations seek to eliminate enemy forc-
es; particularly successful attacks augment friendly Guerrillas
(by capturing enemy weapons, equipment, rations, recruits, or
drugs). Select any spaces where the executing Faction has at
least 1 Guerrilla and 1 enemy piece; pay 1 Resource per space.
PROCEDURE: In each selected space, Activate (1.4.3) all the
executing Faction’s Guerrillas and then roll a die: if the roll is less
than or equal to the number of the executing Faction’s Guerrillas
there (whether or not they began Active), remove up to 2 enemy
pieces (executing Faction’s choice; may include Underground
Guerrillas). The 2 pieces may belong to different Factions. A
targeted Faction’s Bases cannot be removed before all its cubes
or Guerrillas in the space.
CAPTURED GOODS: If the roll was a “1”, place 1 of the exe-
cuting Faction’s Available Guerrillas (1.4.1) there. If a Shipment
(4.5.3) was removed, place it in the space with a Guerrilla of the
executing Faction.
3.3.4 Terror. Terror Operations in Depart-
ments or Cities neutralize (or, for FARC,
build) Support or Opposition (1.6) and
place Terror markers that hinder future
efforts to influence it. On LoCs, they place Sabotage markers
that block Government Resource earnings (6.3.1). AUC Terror
harms Aid to the Government. Select any spaces where the ex-
ecuting Faction has at least 1 Underground Guerrilla; pay 1
Resource per City or Department (0 for LoCs).
PROCEDURE: Activate 1 friendly Underground Guerrilla in
each selected space.
• If the space is a Department or City, place a Terror marker and
shift any Support or Opposition 1 level toward Neutral (remove
Passive or shift Active to Passive and adjust Total Support or
Opposition, 1.6) OR, if FARC, toward Active Opposition.
• If the space is a LoC without a Sabotage marker, place a
Sabotage marker.
• Do not place a Terror/Sabotage marker if all are already on
the map. (There are 40.)
AID CUT: If AUC is executing the Terror (including via Event,
5.0), drop Aid by –3 if the Terror occurred in a single space or
by –5 if in 2 or more spaces, to a minimum of 0 (1.7). Note: Aid
at 0 does not stop AUC Terror.
4.0 SPECIAL ACTIVITIES
4.1 Special Activities in General
When a Faction per the Event Card sequence of play (2.3) exe-
cutes an Operation in at least 1 space (3.0), it may also execute
1 type of its Special Activities (Exception: Limited Operations,
2.3.5). Some Events grant free Special Activities (3.1.2).
• As with Operations, the executing Faction selects spaces,
Factions, or pieces affected and the order of actions. A Faction
may execute its Special Activity at any one time immediately
before, during, or immediately after the execution of its Op-
eration.
EXAMPLE: FARC with 0 Resources Extorts or Kidnaps enough
to pay for the necessary accompanying Operations thereafter
(4.1.1).
PLAY NOTE: If the 1st Eligible Faction uses a Special Activity,
the 2nd Eligible will have the option of executing the card’s
Event (2.3.4).
4.1.1. Accompanying Operations. Some Special Activities
specify that they may only accompany certain types of Opera-
tions (3.0). Certain Special Activities may take place only in the
locations of their Accompanying Operations. If not otherwise
specified, Special Activities may accompany any Operations and
take place in any otherwise valid spaces.
4.2 Government Special Activities
The Government may choose from Air Lift, Air Strike,
or Eradicate Special Activities.
4.2.1 Air Lift. Air Lift moves Troops, especially to mass them
quickly for an Operation.
PROCEDURE: Move up to 3 Troops from 1 space to another
(not FARC Zone, 6.4.4).
4.2.2 Air Strike. An Air Strike destroys an exposed Insurgent
unit. It may only accompany a Patrol, Sweep, or Assault (3.2.2-.4)
and take place in a single Department or LoC (not City).
PROCEDURE: Remove 1 Active Guerrilla or, if the targeted
Faction has no Guerrillas in the space, 1 of its Bases.
4.2.3 Eradicate. Eradication destroys rural Cartels Bases and
earns Aid but at a cost of increasing local sympathy for FARC.
It may take place in any 1 Department with Cartels pieces (even
Cartels Guerrillas without Bases).
PROCEDURE: Boost Aid by +4, to a maximum of 29 (1.7).
Remove all Cartels Bases in the selected space (regardless of
Guerrillas there). Then:
• Shift that or an adjacent Department 1 level toward Active
Opposition (1.6.1), if possible.
• Or, if not possible (because all are already at Active Opposition
or have 0 Population), instead place 1 available FARC Guerrilla
in that Department.
DESIGN NOTE: Farmers of coca and other crops harmed tend
to resent Government spraying.
4.3 FARC Special Activities
FARC may choose from Ambush, Extort, or Kidnap
Special Activities.
4.3.1 Extort. Extortion enables FARC to gain Resources from
regions they dominate. FARC may simultaneously Extort in any
spaces (including LoCs) where FARC forces include at least 1
Underground Guerrilla and FARC has Control (its forces out-
number all enemies, 1.8).
PROCEDURE: For each selected space, Activate 1 Underground
FARC Guerrilla there (1.4.3) and add +1 to FARC Resources
(1.7).
9
Andean Abyss
4.3.2 Ambush. An Ambush enables FARC to ensure the complete
success of an Attack in 1 space. It must take place in a space
selected for Attack (3.3.3, not yet resolved) and that has at least
1 Underground FARC Guerrilla (1.4.3).
PROCEDURE: Instead of the usual Attack procedure (3.3.3),
the Attack in that space Activates 1 Underground Guerrilla only
and automatically succeeds (do not roll; remove the 2 enemy
pieces normally). Place an Available FARC Guerrilla in the space
(Underground, 1.4.3) as if a “1” had been rolled.
4.3.3 Kidnap. Kidnapping takes variable amounts of Resources
(1.7) from the Government or the Cartels or a Shipment (4.5.3)
from the Cartels, at a small risk of adding to AUC growth. It may
take place in up to 3 spaces that:
• Were or will be selected for Terror (3.3.4) this Operation, AND
• Are City, LoC, or have a Cartels Base, AND
• Have more FARC Guerrillas than Police.
PROCEDURE: Target either the Government if the space is a
City or LoC, or the Cartels if the space has 1 or 2 Cartels Bases.
Roll a die for each space and transfer to FARC from the targeted
Faction a number of Resources equal to the die roll. Whenever a
“6” is rolled, AUC places 1 Available piece in that space (within
stacking, 1.4.2). If a targeted Faction runs out of Resources, no
more is transferred.
DRUG RANSOM: If targeting the Cartels where they hold a
Shipment (4.5.3), instead of rolling, place the Shipment with a
FARC Guerrilla there.
DESIGN NOTE: This Special Activity represents the potentially
lucrative kidnapping of family members of drug lords, politicians,
and other wealthy. Routine kidnapping is represented in the game
within Terror and Extort.
4.4 AUC Special Activities
AUC may choose from Extort, Ambush, or Assassinate
Special Activities.
4.4.1 Extort & Ambush. AUC Extorts and Ambushes the same
as FARC (4.3.1-2) but using AUC instead of FARC forces.
4.4.2 Assassinate. Assassination efficiently eliminates enemy
units—even protected Bases. It may occur in any of up to 3
spaces selected for AUC Terror (3.3.4) this Operation in which
AUC Guerrillas outnumber Police.
PROCEDURE: In each such space, remove any 1 enemy piece.
COMMANDEER: If an Assassination forces the removal of a
Shipment (4.5.3) place it with an AUC Guerrilla in the space.
4.5 Cartels Special Activities
The Cartels may choose from Cultivate, Process, or Bribe
Special Activities.
4.5.1 Cultivate. Cultivation relocates trafficking activity or
propagates a new growing area. It may only accompany a Rally
or March Operation (3.3.1-.2). The destination is 1 Department
or City with Population greater than 0 and with more Cartels
Guerrillas than Police.
PROCEDURE: Relocate 1 Cartels Base from any space to the
selected space (within stacking, 1.4.2). Or, if the space is a De-
partment selected for a Rally Operation (whether or not it just
received a Guerrilla), if desired instead place 1 Cartels Base there.
DESIGN NOTE: Cultivation represents the ability of drug syn-
dicates quickly and clandestinely to arrange purchase from new
growers and move processing labs and delivery routes.
4.5.2 Process. Processing prepares major drug Shipments or
exchanges Bases for Resources. It may only accompany a Rally
or March Operation (3.3.1-.2) and may occur in any spaces with
at least 1 Cartels Base.
PROCEDURE: Remove any Cartels Bases desired and add +3
Cartels Resources for each Base removed. Alternatively, place a
total of 1 or 2 available Shipments (4.5.3) under any Guerrillas
in spaces with Cartels Bases.
4.5.3 Shipment Markers. The 4 Shipment markers
represent major processed drug caches awaiting
delivery and are a limit on play. On the map, they
are always placed beneath a Guerrilla and move
with it. That Guerrilla’s Faction owns the Shipment. A Guerrilla
may hold several Shipments. The owner may transfer the Ship-
ment to another Guerrilla in the same space at any time (even as
the Guerrilla is removed or replaced and including to another
Faction’s Guerrilla). Shipments are only removed via Event (5.0)
or as follows:
• If a Guerrilla holding a Shipment is removed, the owner must
immediately transfer the Shipment to another Guerrilla if possible,
otherwise or remove it.
• Players after executing Operations without Special Activities
may remove a Shipment they own for a free, extra Limited
Operation (2.3.6).
• During the Resource Phase, all Shipments are removed and
provide the owner either a Base or +6 Resources (6.3.3).
4.5.4 Bribe. Bribes neutralize other Factions’ units or expose or
hide Guerrillas but cost Resources (1.7). They may occur in any
of up to 3 spaces, and may accompany any Cartels Operation.
PROCEDURE: For each space, reduce Cartels Resources –3 and
remove up to 2 cubes there, remove or flip up to 2 Guerrillas
there, or remove a Base there. NOTE: Bribe is the only Special
Activity with a Resource cost.
CONTRABAND: The Cartels player may transfer any Shipments
(4.5.3) removed by Bribe to any Guerrilla in the space.
10
Andean Abyss
5.0 EVENTS
Each Event bears a title, italicized flavor text, and Event text.
Flavor text provides historical interest and has no effect on play.
Cards with text updated for this edition are marked “2nd Ed”.
5.1 Executing Events
When a Faction executes an Event, it carries out the Event text
literally (sometimes involving actions or decisions by other
Factions). Unless otherwise specified, the executing Faction
makes all selections involved in implementing the text, such
as which pieces are affected. EXAMPLE: A Faction executing
an Event that forces another Faction to Attack could choose
the Attacking Faction; the Attacking Faction would make any
selections allowed within the Event’s required Attack (per 3.1).
Some Events with lasting effects have markers as aids to play.
(For Events that place FARC Zones, see 6.4.4.)
5.1.1 Where Event text contradicts rules, the Event takes prece-
dence. EXAMPLE: If the Event says any Guerrilla in a partic-
ular space executes Terror or Ambush, even an already Active
Guerrilla there can do so. However:
• Events never place pieces that are not available (1.4.1); they
remove rather than replace if the replacement is not available.
• Events may not violate stacking (1.4.2, including no
Government forces into FARC Zones, 6.4.4).
• Events may not raise Aid beyond 29 or a Faction’s Resources
beyond 99 (1.7).
• Events never allow a Faction to execute a type of Operation
or Special Activity available only to other Factions (3.0, 4.0).
5.1.2 If two Events contradict, the currently played Event takes
precedence.
EXAMPLE: “Former Military” could result in Assault against
FARC even if FARC had just played “Senado & Cámara”.
5.1.3 If not all of an executed Event’s text can be carried out,
implement that which can.
5.2 Dual Use
Many Events have both unshaded and shaded Event text. The
executing Faction may select either the unshaded or shaded text
to carry out (not both). While the unshaded text often favors the
Government, a player may select either text option regardless
of Faction.
DESIGN NOTE: Dual-use events represent opposed effects of
the same cause, forks in the historical road, or instances subject
to alternative historical interpretation.
5.3 Govt Capabilities
Dual-use Events marked “GOVT CAPA-
BILITIES” have lasting effects that either
help or hurt the Government. When exe-
cuting such an Event, place the correspond-
ing marker on the appropriate side in the Govt Capabilities box.
The Event’s effects last for the rest of the game.
5.4 Insurgent Momentum
Dual-use shaded Event text marked “INSURGENT MOMEN-
TUM” has lasting effects that hurt the Government. When ex-
ecuting such shaded text, place the card in one of the Insurgent
Momentum holding boxes. The effects last until the next Pro-
paganda round’s Reset phase (6.6), when the card is discarded.
Note: The 2 holding boxes are intended for convenience and
not a limit on the number of Insurgent Momentum Events that
can be in play.
5.5 Free Operations
Some Events allow the Executing or another Faction an im-
mediate Operation or Special Activity that interrupts the usual
sequence of play and typically is free: it bears no Resource cost
and does not affect Eligibility (3.1.2, 2.3.1), though other require-
ments remain unless trumped by Event text (5.1.1).
EXAMPLE: Free Terror must Activate an Underground Guerrilla
per 3.3.4, but Event text specifying Terror by “any Guerrilla”
could use an already Active Guerrilla.
6.0 PROPAGANDA ROUNDS
Conduct a Propaganda Round in the sequence of phases below
as each Propaganda Card is played. The Sequence of Play sheet
and board also list this sequence.
EXCEPTION: Never conduct more than 1 Propaganda Round
in a row (without at least 1 Event card in between)—instead,
additional Propaganda cards are played without a Propaganda
Round. If such an additional Propaganda card is final (2.4.1),
end the game and determine victory (7.3).
6.1 Victory Phase
If any Faction has met its Victory condition, the game ends (ex-
ceptions: Non-player option [1.5]; 1-player [8.8]). See Victory
(7.0) to determine winner and rank order. Otherwise, continue
with the Propaganda Round. After completing the final Propa-
ganda card’s Round (2.4.1), determine victory per 7.3.
Card Number
Faction Order
Title
Italicized Flavor Text
Event Text
Lasting Effects Indicator
Shaded Text
(see Dual Use 5.2)
11
Andean Abyss
6.2 Sabotage Phase
Sabotage (3.3.4) each unSabotaged LoC
where total Guerrillas exceed cubes or
for which an adjacent City is under
FARC Control.
6.3 Resources Phase
Add to Factions’ Resources per the following sequence, to a
maximum of 99 (1.7).
6.3.1 Government Earnings. Add the total Economic value
(1.3.4) of all LoCs that have no Sabotage markers (30 minus the
Econ of Sabotaged LoCs) plus Aid. Exception: If El Presidente
(6.4.3) is Samper, do not add Aid.
6.3.2 Insurgent Earnings. Add to:
• FARC and AUC: The number of its Bases.
• Cartels: Three times its Bases.
6.3.3 Drug Profits. FARC, then AUC, then Cartels remove
any Shipments (4.5.3) that they own, selecting to receive for
each either an available Base at the Shipment’s location (within
stacking, 1.4.2) or +6 Resources.
6.4 Support Phase
The Government then FARC may spend Resources to affect
popular Support and Opposition (1.6), then an Election is held.
6.4.1 Civic Action. Government may spend any number of
Resources to build Support in Govt-Controlled Cities or De-
partments (1.8) that have both Troops and Police. Every 3
Resources spent removes 1 Terror marker or—once no Terror
is in a space—shifts it 1 level toward Active Support. (Adjust
Total Support, 1.6.3.)
DESIGN NOTE: Troops and Police together provide the security
needed to make gains in popular support. See also Training, 3.2.1.
6.4.2 Agitation. FARC similarly may spend Resources to encour-
age Opposition in FARC-Controlled Cities or Departments (1.8).
Every 1 Resource spent removes 1 Terror marker or—once no
Terror is in a space—shifts it 1 level toward Active Opposition.
(Adjust Opposition+Bases, 1.6.3.) (1-player: see 8.7.5.)
6.4.3 Election. A track called El Presidente records who cur-
rently is the President of Colombia and notes his effects. If El
Presidente is Samper or Pastrana and Total Support is 60 or less,
advance the El Presidente marker 1 box rightward and carry out
the noted effect.
• If Samper, the Government will not collect Resources from
Aid during Propaganda Rounds (6.3.1; it may still do so via
Events).
• If Pastrana, the Government must immediately place 1 FARC
Zone (below).
• If Uribe, immediately remove all FARC Zones. (Events may
still place them.)
6.4.4 FARC Zones. Whenever Events or
the El Presidente track (6.4.3) specify that
a FARC Zone is to be placed, the Gov-
ernment selects from among Departments with the most FARC
pieces that is not already a FARC Zone to receive a FARC Zone
marker.
• The Government must immediately Redeploy any cubes (6.5;
judge Control, 6.2, at the moment that a FARC Zone is placed)
and remove any of its Bases there.
• Government Forces may not enter or be placed into a FARC
Zone Department (1.4.2), even by Event (5.1.1).
EXAMPLE: The “Zona de Convivencia” Event places a FARC
Zone into the Mountain Department with the most FARC pieces.
The Government player chooses among any Mountain spaces
tied for most FARC pieces.
PLAY NOTE: FARC Zones have no effect on Air Strikes (4.2.2),
Eradication (4.2.3), or the movement or placement of Insurgent
forces.
6.4.5 Elite Backing. AUC now may free Rally (3.3.1) in 1 space
with neither Opposition, nor Govt Control, nor FARC Control
(1.8).
6.5 Redeploy Phase
The Government relocates its forces as described below. Control
does not change until all Redeployment is complete.
6.5.1 The Government must move any Troops on LoCs or in
Departments without Government Bases to Govt-Controlled
spaces (1.8) that either are Cities or have Government Bases (if
no such spaces, then to Bogotá).
6.5.2 The Government may move any other Troops to such
Govt-Controlled Cities or Bases.
6.5.3 The Government may move any Police to any LoCs or
Govt-Controlled spaces.
6.5.4 Once all Redeployment is finished, Control of all Cities
and Departments adjusts per 1.8.
DESIGN AND PLAY NOTE: While Troops are the Government’s
main means of attacking Insurgents in the countryside, Police
are its main means of maintaining presence over time.
6.6 Reset Phase
Prepare for the next card as follows:
• Mark all Factions Eligible (2.3.1).
• Remove all Terror and Sabotage markers.
• Place any cards in the Insurgent Momentum holding boxes
onto the played cards—their Events’ effects no longer apply
(5.4).
• Flip all Guerrillas to Underground (1.4.3).
• Play the next card from the draw deck and reveal the draw
deck’s new top card (2.3.8).
PLAY NOTE: In the final Round of the game, players should
conduct as much Civic Action and Agitation as possible (6.4.1-2)
and can skip the Redeploy and Reset phases (6.5-6).
12
Andean Abyss
7.0 VICTORY
Each Faction has unique victory conditions, covered below and
on the Faction aid sheets.
7.1 Ranking Wins and Breaking Ties
If any Non-player Faction (8.0) passes a victory check (7.2), all
players lose equally. Otherwise, whenever any player does so or
if none does by game end, the Faction that reached the highest
victory margin (7.3) comes in 1st place, 2nd-highest comes in
2nd place, and so on. Ties go to Non-players, then Cartels, then
AUC, then FARC. (See also 1-player victory, 8.8.)
7.2 During Propaganda Rounds
Check victory at the start of each Propaganda Round (6.1).
Victory conditions are:
• Government: Total Support exceeds 60.
• FARC: Total Opposition plus the number of FARC Bases
exceeds 25.
• AUC: AUC has more Bases than FARC.
• Cartels: Cartels have more than 10 Bases and have Resources
above 40.
7.3 After Final Propaganda
If the final Propaganda Round (2.4.1) is completed without a
victory check win (7.2), the Faction with the highest victory
margin wins. A Victory Margin is the amount a Faction is beyond
or short of its victory condition set forth in 7.2.
NOTE: The victory margin will be positive if the Faction has
reached its goal, negative or zero if it has not. See the Playbook’s
tutorial for a full example of victory determination.
• Government: Total Support – 60.
• FARC: Total Opposition + FARC Bases – 25.
• AUC: AUC Bases – FARC Bases.
• Cartels: Take the lower of the following: Cartels Bases – 10,
or Cartels Resources – 40.
Andean Abyss
KEY TERMS INDEX
Accompanying: Operation required for Spe-
cial Activity. (4.1.1)
Activate: Flip or leave Guerrilla Active. (1.4.3)
Active: Guerrilla symbol end up: vulnerable to
Assault or Air Strike (1.4.3); City or Depart-
ment in open Support or Opposition (1.6.1).
Adjacent: Spaces next to each other for move-
ment or Events. (1.3.3)
Agitate: FARC action during Propaganda to
increase Opposition. (6.4.2)
Aid: Foreign assistance that adds to Govern-
ment Resources during Propaganda Rounds or
Air Lift: Government Special Activity that
moves Troops. (4.2.1)
Air Strike: Government Special Activity that
removes enemy piece. (4.2.2)
Ambush: FARC/AUC Special Activity ensur-
ing Attack success. (4.3.2, 4.4.1)
Attack: Insurgent Operation that removes
enemy pieces. (3.3.3)
Assassinate: AUC Special Activity that re-
moves enemy piece. (4.4.2)
Assault: Government Operation that removes
enemy pieces. (3.2.4)
AUC: An Insurgent Faction (Autodefensas
Unidas de Colombia: United Self-Defense
Forces of Colombia). (1.0, 1.5)
Available: Force pieces in holding boxes that
may be placed. (1.4.1)
Base: Mostly-immobile force pieces that affect
Rally, Resources, and Victory, among other
functions. (1.4)
Bases Last: Requirement for some actions that
a target Faction have no cubes or Guerrillas in a
space before its Bases can be removed. (3.2.4,
Bribe: Cartels Special Activity that removes
or flips pieces. (4.5.4)
Campaign: Event card series leading up to a
Propaganda Round. (2.4.1)
Captured Goods: Place Guerrilla or take
Shipment via Attack. (3.3.3.2)
Cartels: An Insurgent Faction: Colombian
City: Type of space: urban areas. (1.3.3)
Civic Action: Government action to increase
Coastal: Space touching blue area (including
Panamá, Ecuador, and Atlántico). (1.3.4)
COIN (Counterinsugency): Government
Operations. (3.2)
Commandeer: Take Shipment via Assassinate.
(4.4.3)
Contraband: Shipment transfer via Bribe.
(4.5.4)
Control: Possession of more Forces in a De-
partment or City by Government or FARC than
all others combined. (1.8, 3.2.1, 4.3.1)
Cost: Resources given up for an Operation.
(3.1)
Cylinder: Token to mark a Faction’s Resources
Cube: Troops or Police piece. (1.4)
Cultivate: Cartels Special Activity to place or
relocate a Base. (4.5.1)
Department (Dept): Type of space represent-
ing rural areas. (1.3.2)
Deployment: Initial set up of forces. (2.1, back
of rulebook)
Drug Bust: Assault removing Shipment for
Aid. (3.2.5)
Drug Ransom: Take Shipment via Kidnap.
(4.3.3)
Dual Use: Event with 2 alternative effects. (5.2)
Economic Value (Econ): Resources that an
unSabotaged LoC will provide Government
each Propaganda Round. (1.3.4, 6.3.1)
Eligible: Faction able to execute Event or
Operation: per Faction order, 1st and 2nd Eli-
gible. (2.3.1-.2)
Elite Backing: AUC option to free Rally
during the Support Phase. (6.4.5)
El Presidente: Track showing current Presi-
dent of Colombia. (6.4.3)
Enemy: Assets of another Faction than the
executing Faction. (1.5)
Eradicate: Government Special Activity to
remove rural Cartels Bases and add Aid. (4.2.3)
Event: Card with Faction order and text a
Faction may execute. (2.3, 5.0)
Execute: Implement Event or conduct Opera-
tion or Special Activity. (2.3)
Extort: FARC/AUC Special Activity that adds
Faction: Player or Non-Player role: Govt,
FARC, AUC, Cartels. (1.5)
Faction Order: Card symbols determining 1st
and 2nd Eligible. (2.3.2)
FARC: An Insurgent Faction (Fuerzas Arma-
das Revolucionarias de Colombia: Revolu-
tionary Armed Forces of Colombia). (1.0, 1.5)
FARC Zone: Dept that Govt forces may not
Final: 4th (optionally, 3rd) Propaganda card’s
Flip: Switch Guerrilla between Underground
and Active. (1.4.3)
Forces: Troops, Police, Guerrillas, or Bases
(pieces). (1.4)
Foreign Country: State bordering Colombia.
(1.3.5)
Forest (Tropical): Department type that hin-
Free: Operation or Special Activity via Event
or Shipping that does not cost Resources or
affect Eligibility. (2.3.6, 3.1.2, 5.5)
Friendly: Assets of the executing Faction.
Government (Govt): The non-Insurgent Fac-
Govt Capabilities: Enduring event effects that
help or hurt Government actions. (5.3)
Grassland: Department type that does not
hinder Operations. (1.3.2)
Guerrilla: Mobile Insurgent forces piece. (1.4)
Ineffective Events: Non-player avoidance of
Events without effect (8.1).
Ineligible: Faction skipped in Faction order.
(2.3.1-.2)
Insurgent: FARC, AUC, or Cartels Faction.
(1.0)
Insurgent Discord: A Sequence of Play
exception in 2-player games that blocks the
FARC player from determining Non-player
Event use. (8.1)
Insurgent Momentum: Events whose shaded
portion stays in effect until next Propaganda
Round. (5.4)
Kidnap: FARC Special Activity that transfers
Resources. (4.3.3)
Level: Support/Opposition status of a space.
(1.6.1)
Limited Operation (LimOp): A player Op-
eration in just 1 (destination) space, with no
Special Activity. (2.3.5)
LoC: Line of Communication: Pipeline or
Road. (1.3.4)
March: Insurgent Operation to move Guer-
rillas. (3.3.2)
Mountain: Department type that hinders As-
Non-Player: Faction controlled by the game.
Neutral: Space not in Support nor Opposition.
(1.6.1)
Open Deployment: Option with latitude in set
up of player forces. (2.1)
Operation (Op): Core action Faction performs
with its forces. (3.0)
Opposition: Status of space’s population
against the Government. (1.6)
Opposition + Bases: Total Opposition plus
the number of FARC Bases on the map. (1.6.3,
7.2-.3)
Overflow: Boxes and markers to help manage
occasional cases of Forces overcrowding. (1.4)
Pass: Decline to execute an Event or Op when
Eligible. (2.3.3)
Andean Abyss
© 2018 GMT Games, LLC
Passive: City or Department in reserved Sup-
port or Opposition. (1.6.1)
Pastrana: Andrés Pastrana Arango: El Presi-
dente 1998-2002, after Samper. (6.4.3)
Patrol: Government Operation to protect
LoCs. (3.2.2)
Pawn: Token to designate spaces selected for
Operation (black) or Special Activity (white).
(3.1.1)
Phase: Segment of a Propaganda Round. (6.0)
Piece: Force unit: Troop or Police cube, Guer-
rilla, or Base (not a marker like Shipment). (1.4)
Pipeline: LoC type representing petroleum or
gas pipelines and parallel or nearby road or
rail. (1.3.4)
Place: Move a piece from Available to map.
(1.4.1)
Police: Govt forces that maintain rural control
and hinder crime. (1.4)
Population (Pop): Representation of the pop-
ulace of a Department or City, about 1 million
people per point. (1.3.2-.3)
Priorities: Rules guiding Non-player Factions.
(8.0)
Process: Cartels Special Activity to prepare
Shipment or liquidate Base. (4.5.2)
Propaganda: Cards triggering Rounds of the
same name that include victory checks, Re-
source acquisition, and several other periodic
Rally: Insurgent Operation to place or regroup
pieces. (3.3.1)
Redeploy: Propaganda phase in which Gov-
ernment moves cubes. (6.5)
Remove: Take from map (forces to Available).
(1.4.1)
Replace: Exchange pieces between Available
and map. (1.4.1)
Reset: Propaganda phase to ready for next
card. (6.6)
Resources: Factions’ wherewithal for Opera-
tions and other actions. (1.7)
Road: LoC representing transport route such
as highway or rail. (1.3.4)
Sabotage: Place a Sabotage marker on a LoC
that does not have one, temporarily damaging
it to block addition of Government Resources.
Samper: Ernesto Samper Pizano: El Presidente
1994-1998 and at game start. (2.1, 6.4.3)
Select: Choose an action’s locations or targets.
Shaded: 2nd text choice of Dual-Use Event,
often anti-Government. (5.2)
Shift: Change a space’s Support/Opposition.
(1.6.1)
Ship: Deliver Shipment and use proceeds for
immediate operation. (2.3.6)
Shipment: Marker representing major cache of
processed drugs awaiting delivery to market.
(4.5.3)
Space: Map area that holds pieces in play:
Department, City, LoC. (1.3.1)
Special Activities: Actions accompanying
Operations; most are cost-free and unique to
a Faction. (4.0)
Stacking: Limits on pieces that can occupy a
space. (1.4.2)
Standard Deployment: Option with pre-de-
termined set up of forces. (2.1)
Support: Status of space’s population favoring
the Government. (1.6)
Sweep: Government Operation to move Troops
into a space and flip Guerrillas Active. (3.2.3)
Target: Enemy Faction or piece that is the
object of an Operation, Special Activity, or
Terror: Insurgent Operation that places marker
of same name in City or Department or Sabo-
tage on LoC. (3.3.4)
Total Opposition: Passive Opposition Popula-
tion plus twice Active Opposition Population.
(1.6.3)
Total Support: Passive Support Population
plus twice Active Support Population. (1.6.3)
Town: Map feature that bounds LoCs (not a
space). (1.3.3)
Train: Govt Operation to place pieces and
conduct Civic Action. (3.2.1)
Transfer: Give Resource or Shipment to an-
other Faction. (1.5.1)
Troops: Mobile Govt forces specializing in
Sweep and rural Assault. (1.4)
Uncontrolled: A City or Dept with neither
Govt nor FARC Control. (6.2)
Underground: Guerrilla, symbol end down:
not subject to Assault or Air Strike and capable
of Terror or Ambush. (1.4.3)
Unshaded: 1st text choice of Dual-Use Event,
often pro-Government. (5.2)
Uribe: Álvaro Uribe Vélez, El Presidente
2002-2010, after Pastrana. (6.4.3)
Victory Margin: Calculation, unique to a Fac-
tion, of closeness to its victory condition. (7.3)
AVAILABLE FORCES (1.4.1)
(Total, before set up)
Government
FARC
AUC
Cartels
Troops
30 x
-
-
-
Police
30 x
-
-
-
Guerrillas
-
30 x
18 x
12 x
Bases
3 x
9 x
6 x
15 x
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