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<!DOCTYPE html>
<html>
<head>
<title>Andean Abyss - Rulebook</title>
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<body>
<div id="page1" style="background-image:url('rulebook1.jpg');width:765.0pt;height:990.0pt">
<p style="top:674.3pt;left:124.5pt;font-size:52.5pt">R U L E S O F P L AY</p>
<p style="top:652.8pt;left:332.8pt;font-size:13.8pt"><b>SECOND EDITION</b></p>
<p style="top:728.8pt;left:339.0pt">by Volko Ruhnke</p>
<p style="top:770.8pt;left:288.6pt;font-size:15.0pt"><b>T A B L E O F C O N T E N T S</b></p>
<p style="top:794.1pt;left:79.7pt"><a href="#page2">1. Introduction</a> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . </p>
<p style="top:814.8pt;left:79.7pt"><a href="#page5">2. Sequence of Play</a> . . . . . . . . . . . . . . . . . . . . . . . . . . . </p>
<p style="top:835.4pt;left:79.7pt"><a href="#page6">3. Operations</a> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . </p>
<p style="top:856.0pt;left:79.7pt"><a href="#page8">4. Special Activities</a> . . . . . . . . . . . . . . . . . . . . . . . . . . </p>
<p style="top:876.6pt;left:79.7pt"><a href="#page10">5. Events</a> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . </p>
<p style="top:794.1pt;left:394.6pt"><a href="#page10">6. Propaganda Rounds</a> . . . . . . . . . . . . . . . . . . . . . . . . </p>
<p style="top:814.8pt;left:394.6pt"><a href="#page12">7. Victory</a> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . </p>
<p style="top:835.4pt;left:394.6pt;color:gray">8. Non-Player Factions . . . . . . . . . . . . . . . . . . . . . . . . </p>
<p style="top:856.0pt;left:394.6pt"><a href="#page19">Key Terms Index</a> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . </p>
<p style="top:876.6pt;left:394.6pt"><a href="#page20">Available Forces</a> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . </p>
<p style="top:794.1pt;right:400pt">2</p>
<p style="top:814.8pt;right:400pt">5</p>
<p style="top:835.4pt;right:400pt">6</p>
<p style="top:856.0pt;right:400pt">8</p>
<p style="top:876.6pt;right:400pt">10</p>
<p style="top:794.1pt;right:85pt">10</p>
<p style="top:814.8pt;right:85pt">12</p>
<p style="top:835.4pt;right:85pt;color:gray">12</p>
<p style="top:856.0pt;right:85pt">19</p>
<p style="top:876.6pt;right:85pt">20</p>
<p style="top:933.2pt;left:161.2pt;font-size:11.2pt">© 2018 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com</p>
</div>
<div id="page2" style="background-image:url('rulebook2.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:56.2pt">2</p>
<p style="top:37.6pt;left:348.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:67.3pt;left:56.2pt;font-size:21.3pt"><b><a class="h" id="1.0" href="#1.0">1.0</a> INTRODUCTION</b></p>
<p style="top:91.6pt;left:56.2pt"><i>Andean Abyss</i> is a 1-4-player game depicting insurgent and </p>
<p style="top:106.6pt;left:56.2pt">counterinsurgent (COIN) conflict in Colombia during the 1990s </p>
<p style="top:121.6pt;left:56.2pt">and early 2000s. Each player takes the role of a Faction seek-</p>
<p style="top:136.6pt;left:56.2pt">ing to run Colombian affairs: the Government (Govt) or 1 of 3 </p>
<p style="top:151.6pt;left:56.2pt">Insurgent Factions—the Marxist FARC, the right-wing AUC </p>
<p style="top:166.6pt;left:56.2pt">“paramilitaries”, or the narco-trafficking Cartels. Using military, </p>
<p style="top:181.6pt;left:56.2pt">political, and economic actions and exploiting various events, </p>
<p style="top:196.6pt;left:56.2pt">players build and maneuver forces to influence the population, </p>
<p style="top:211.6pt;left:56.2pt">extract resources, or otherwise achieve their Faction’s aims. A </p>
<p style="top:226.6pt;left:56.2pt">deck of cards regulates turn order, events, victory checks, and </p>
<p style="top:241.6pt;left:56.2pt">other processes. The rules can run non-player Factions, enabling </p>
<p style="top:256.6pt;left:56.2pt">solitaire, 2-player, or multi-player games.</p>
<p style="top:280.6pt;left:56.2pt"><i>Andean Abyss</i> is the inaugural volume in the COIN Series of </p>
<p style="top:295.6pt;left:56.2pt">games that use similar rules to cover a variety of insurgencies and </p>
<p style="top:310.6pt;left:56.2pt">other inter-factional conflicts. This Second Edition extensively </p>
<p style="top:325.6pt;left:56.2pt">alters and augments rules and play aids throughout to bring this </p>
<p style="top:340.6pt;left:56.2pt">volume up to date within the Series. Updated cards are marked </p>
<p style="top:355.6pt;left:56.2pt">“2nd Ed”.</p>
<p style="top:379.6pt;left:56.2pt">This rule book lists and defines key game terms in an index on </p>
<p style="top:394.6pt;left:56.2pt">pages 19-20. The most important game functions are summarized </p>
<p style="top:409.6pt;left:56.2pt">on several aid sheets. Game setup is explained on the flip side of </p>
<p style="top:424.6pt;left:56.2pt">the Sequence of Play aid sheet. </p>
<p style="top:451.4pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="1.1" href="#1.1">1.1</a> General Course of Play</b></p>
<p style="top:468.4pt;left:56.2pt"><i>Andean Abyss</i>—unlike most card-assisted war games—does not </p>
<p style="top:483.4pt;left:56.2pt">use hands of cards. Instead, cards are played from the deck one at </p>
<p style="top:498.4pt;left:56.2pt">time, with one card ahead revealed to all players. Each Event card </p>
<p style="top:513.4pt;left:56.2pt">shows the order in which the Factions become Eligible to choose </p>
<p style="top:528.4pt;left:56.2pt">between the card’s Event or one of a menu of Operations and </p>
<p style="top:543.4pt;left:56.2pt">Special Activities. Executing an Event or Operation carries the </p>
<p style="top:66.9pt;left:393.8pt">penalty of rendering that Faction Ineligible to do so on the next </p>
<p style="top:81.9pt;left:393.8pt">card. Propaganda cards mixed in with the Event cards provide </p>
<p style="top:96.9pt;left:393.8pt">periodic opportunities for instant wins and for activities such as </p>
<p style="top:111.9pt;left:393.8pt">collecting resources and influencing popular sympathies.</p>
<p style="top:138.6pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="1.2" href="#1.2">1.2</a> Components</b></p>
<p style="top:155.6pt;left:393.8pt">A complete set of <i>Andean Abyss</i> includes:</p>
<p style="top:175.1pt;left:393.8pt">• A 22”x34” mounted game board.</p>
<p style="top:193.7pt;left:393.8pt">• A deck of 76 cards.</p>
<p style="top:212.3pt;left:393.8pt">• 153 dark and light blue, red, green, and yellow wooden forces </p>
<p style="top:227.3pt;left:405.0pt">pieces, some embossed (<a href="#1.4">1.4</a>; see “Available Forces” on the rule </p>
<p style="top:242.3pt;left:405.0pt">book’s back for a complete listing).</p>
<p style="top:260.9pt;left:393.8pt">• 8 cylinders, embossed (<a href="#1.7">1.7</a>, <a href="#2.2">2.2</a>).</p>
<p style="top:279.5pt;left:393.8pt">• 6 black and 6 white pawns (<a href="#3.1.1">3.1.1</a>).</p>
<p style="top:298.1pt;left:393.8pt">• A sheet of markers.</p>
<p style="top:316.7pt;left:393.8pt">• 2 Sequence of Play and Setup sheets.</p>
<p style="top:335.3pt;left:393.8pt">• 4 Faction player aid foldouts.</p>
<p style="top:353.9pt;left:393.8pt">• 1 Non-player Insurgents flowcharts foldout.</p>
<p style="top:372.5pt;left:393.8pt">• 1 Non-player aid foldout with Government flowchart.</p>
<p style="top:391.1pt;left:393.8pt">• 3 6-sided dice: 1 red, 1 yellow, 1 green.</p>
<p style="top:409.7pt;left:393.8pt">• A background Playbook.</p>
<p style="top:428.3pt;left:393.8pt">• This rule book.</p>
<p style="top:455.1pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="1.3" href="#1.3">1.3</a> The Map</b></p>
<p style="top:472.1pt;left:393.8pt">The map shows the country of Colombia divided into various </p>
<p style="top:487.1pt;left:393.8pt">types of spaces, as well as parts of neighboring countries.</p>
<p style="top:507.7pt;left:393.8pt"><b><a class="h" id="1.3.1" href="#1.3.1">1.3.1</a> Map Spaces.</b> Map spaces include rural Departments </p>
<p style="top:522.7pt;left:393.8pt">(Depts), urban Cities, and Lines of Communication (LoCs) </p>
<p style="top:537.7pt;left:393.8pt">between them. All spaces—including LoCs—can hold forces. </p>
<p style="top:621.5pt;left:122.7pt;font-size:11.2pt"><b><i>Mountain Department</i></b></p>
<p style="top:635.0pt;left:199.1pt;font-size:11.2pt"><b><i>(Dept)</i></b></p>
<p style="top:668.8pt;left:119.8pt;font-size:11.2pt"><b><i>Line of Communication</i></b></p>
<p style="top:682.3pt;left:184.5pt;font-size:11.2pt"><b><i>(Pipeline)</i></b></p>
<p style="top:712.5pt;left:210.4pt;font-size:11.2pt"><b><i>City</i></b></p>
<p style="top:765.9pt;left:121.7pt;font-size:11.2pt"><b><i>Grassland Department</i></b></p>
<p style="top:799.8pt;left:140.2pt;font-size:11.2pt"><b><i>Forest Department</i></b></p>
<p style="top:626.1pt;left:559.0pt;font-size:11.2pt"><b><i>Town</i></b></p>
<p style="top:649.8pt;left:559.0pt;font-size:11.2pt"><b><i>Department Boundary</i></b></p>
<p style="top:710.4pt;left:559.0pt;font-size:11.2pt"><b><i>Department Name</i></b></p>
<p style="top:754.8pt;left:559.0pt;font-size:11.2pt"><b><i>Population Value</i></b></p>
<p style="top:773.9pt;left:559.0pt;font-size:11.2pt"><b><i>Place bases here</i></b></p>
<p style="top:796.0pt;left:559.0pt;font-size:11.2pt"><b><i>At Start set up</i></b></p>
<p style="top:815.2pt;left:559.0pt;font-size:11.2pt"><b><i>Line of Communication</i></b></p>
<p style="top:828.7pt;left:559.0pt;font-size:11.2pt"><b><i>(Road)</i></b></p>
<p style="top:872.9pt;left:559.0pt;font-size:11.2pt"><b><i>Place Terror markers here</i></b></p>
<p style="top:892.1pt;left:559.0pt;font-size:11.2pt"><b><i>Place Support and Opposition </i></b></p>
<p style="top:905.6pt;left:559.0pt;font-size:11.2pt"><b><i>markers here</i></b></p>
</div>
<div id="page3" style="background-image:url('rulebook3.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:702.8pt">3</p>
<p style="top:36.6pt;left:346.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:66.9pt;left:56.2pt"><b><a class="h" id="1.3.2" href="#1.3.2">1.3.2</a> Departments.</b> Each Department shows a Population value </p>
<p style="top:81.9pt;left:56.2pt">(Pop) of 0, 1, or 2 that affects victory via Support for or Oppo-</p>
<p style="top:96.9pt;left:56.2pt">sition to the Government (<a href="#1.6">1.6</a>) and some Insurgent Operations </p>
<p style="top:111.9pt;left:56.2pt">(<a href="#3.3">3.3</a>). Departments are further distinguished by terrain as Tropical </p>
<p style="top:126.9pt;left:56.2pt">Forest (Forest), Mountain, or Grassland, affecting some COIN </p>
<p style="top:141.9pt;left:56.2pt">Operations (<a href="#3.2">3.2</a>) and Events (<a href="#5.0">5.0</a>).</p>
<p style="top:165.9pt;left:56.2pt"><b><a class="h" id="1.3.3" href="#1.3.3">1.3.3</a> Cities.</b> Each City similarly shows a Population value of 1 </p>
<p style="top:180.9pt;left:56.2pt">to 8 (each Population value representing a million Colombians).</p>
<p style="top:204.9pt;left:56.2pt"><b><a class="h" id="1.3.4" href="#1.3.4">1.3.4</a> LoCs. </b>Each Line of Communication (LoC) shows an Eco-</p>
<p style="top:219.9pt;left:56.2pt">nomic value (Econ) of 1 to 3 that affects Government Resources </p>
<p style="top:234.9pt;left:56.2pt">(<a href="#1.7">1.7</a>). LoCs are further distinguished as Roads or Pipelines. </p>
<p style="top:249.9pt;left:56.2pt">Pipelines tend to have higher Economic value and affect certain </p>
<p style="top:264.9pt;left:56.2pt">Events.</p>
<p style="top:288.9pt;left:56.2pt"><i>DESIGN NOTE: LoCs also represent other transportation ar-</i></p>
<p style="top:303.9pt;left:56.2pt"><i>teries and infrastructure such as power lines that parallel roads </i></p>
<p style="top:318.9pt;left:56.2pt"><i>and pipelines.</i></p>
<p style="top:342.9pt;left:56.2pt"><b><a class="h" id="1.3.5" href="#1.3.5">1.3.5</a> Foreign Countries.</b> The map includes parts of Brazil (Bra-</p>
<p style="top:357.9pt;left:56.2pt">sil), Ecuador, Panamá, Perú, and Venezuela. They are not spaces </p>
<p style="top:372.9pt;left:56.2pt">(<a href="#1.3.1">1.3.1</a>) unless and until specified by Event (<a href="#5.0">5.0</a>). </p>
<p style="top:393.5pt;left:56.2pt"><i>EXAMPLE: The “Darién” Event renders Panamá a 0 Population </i></p>
<p style="top:408.5pt;left:56.2pt"><i>Forest Department for all purposes, except that Sweep Opera-</i></p>
<p style="top:423.5pt;left:56.2pt"><i>tions do not Activate Guerrillas there (<a href="#3.2.3">3.2.3</a>).</i></p>
<p style="top:444.1pt;left:56.2pt"><i>NOTE: Venezuela is next to Guainía but not Vaupés, affecting </i></p>
<p style="top:459.1pt;left:56.2pt"><i>the “Hugo Chávez” Event.</i></p>
<p style="top:483.1pt;left:56.2pt"><b><a class="h" id="1.3.6" href="#1.3.6">1.3.6</a> Adjacency.</b> Adjacency affects the movement of forces and </p>
<p style="top:498.1pt;left:56.2pt">implementation of certain Events. Any 2 spaces meeting one of </p>
<p style="top:513.1pt;left:56.2pt">the following conditions are adjacent:</p>
<p style="top:339.7pt;left:393.8pt">• Spaces that border on (touch) one another.</p>
<p style="top:354.7pt;left:393.8pt">• Departments separated by LoCs.</p>
<p style="top:369.7pt;left:393.8pt">• LoCs or Departments separated by Towns.</p>
<p style="top:393.7pt;left:393.8pt"><i>NOTE: Towns are not spaces; they merely separate LoCs or </i></p>
<p style="top:408.7pt;left:393.8pt"><i>Departments. </i></p>
<p style="top:432.7pt;left:393.8pt"><b><a class="h" id="1.3.7" href="#1.3.7">1.3.7</a> Coasts.</b> Spaces adjacent to blue areas are coastal, affecting </p>
<p style="top:447.7pt;left:393.8pt">the “Narco-Subs” Event.</p>
<p style="top:474.5pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="1.4" href="#1.4">1.4</a> Forces</b></p>
<p style="top:491.5pt;left:393.8pt">The wooden pieces represent the Factions’ various forces: Gov-</p>
<p style="top:506.5pt;left:393.8pt">ernment Troops (dark-blue cubes) and Police (light-blue cubes), </p>
<p style="top:521.5pt;left:393.8pt">Insurgent Guerrillas, and all Factions’ Bases. </p>
<p style="top:635.5pt;left:66.0pt;font-size:11.2pt"><b><i>Government Cubes:</i></b></p>
<p style="top:703.0pt;left:133.8pt;font-size:11.2pt"><b><i>FARC</i></b></p>
<p style="top:716.5pt;left:109.7pt;font-size:11.2pt"><b><i>Guerrillas:</i></b></p>
<p style="top:776.2pt;left:128.7pt;font-size:11.2pt"><b><i>Bases:</i></b></p>
<p style="top:660.9pt;left:188.6pt;font-size:11.2pt"><b><i>Troops</i></b></p>
<p style="top:660.9pt;left:282.3pt;font-size:11.2pt"><b><i>Police</i></b></p>
<p style="top:737.5pt;left:172.7pt;font-size:11.2pt"><b><i>Underground</i></b></p>
<p style="top:737.5pt;left:281.5pt;font-size:11.2pt"><b><i>Active</i></b></p>
<p style="top:800.2pt;left:331.3pt;font-size:11.2pt"><b><i>AUC</i></b></p>
<p style="top:800.2pt;left:171.5pt;font-size:11.2pt"><b><i>Cartels</i></b></p>
<p style="top:644.2pt;left:405.7pt;font-size:11.2pt"><b><i>Use to mark City and</i></b></p>
<p style="top:656.7pt;left:395.0pt;font-size:11.2pt"><b><i>Department Control (<a href="#1.8">1.8</a>)</i></b></p>
<p style="top:644.2pt;left:528.7pt;font-size:11.2pt"><b><i>Use to mark FARC Zones</i></b></p>
<p style="top:656.7pt;left:570.0pt;font-size:11.2pt"><b><i>(<a href="#6.4.4">6.4.4</a>)</i></b></p>
<p style="top:644.2pt;left:658.1pt;font-size:11.2pt"><b><i>Govt Capa-</i></b></p>
<p style="top:657.7pt;left:669.0pt;font-size:11.2pt"><b><i>bilities</i></b></p>
<p style="top:744.2pt;left:436.8pt;font-size:11.2pt"><b><i>Use on the Edge Track:</i></b></p>
<p style="top:756.7pt;left:414.4pt;font-size:11.2pt"><b><i>Victory-related and Aid markers</i></b></p>
<p style="top:744.2pt;left:612.4pt;font-size:11.2pt"><b><i>Use on the Propa-</i></b></p>
<p style="top:757.7pt;left:624.6pt;font-size:11.2pt"><b><i>ganda Track</i></b></p>
<p style="top:831.0pt;left:441.4pt;font-size:11.2pt"><b><i>Support and Opposition markers</i></b></p>
<p style="top:843.5pt;left:503.3pt;font-size:11.2pt"><b><i>(<a href="#1.6.2">1.6.2</a>)</i></b></p>
<p style="top:829.2pt;left:668.3pt;font-size:11.2pt"><b><i>Terror</i></b></p>
<p style="top:841.7pt;left:667.5pt;font-size:11.2pt"><b><i>(<a href="#3.3.4">3.3.4</a>)</i></b></p>
<p style="top:908.2pt;left:480.9pt;font-size:11.2pt"><b><i>Event Reminder</i></b></p>
<p style="top:920.7pt;left:498.4pt;font-size:11.2pt"><b><i>markers</i></b></p>
<p style="top:908.2pt;left:659.7pt;font-size:11.2pt"><b><i>Sabotage</i></b></p>
<p style="top:921.7pt;left:667.5pt;font-size:11.2pt"><b><i>(<a href="#3.3.4">3.3.4</a>)</i></b></p>
<p style="top:916.9pt;left:107.5pt;font-size:11.2pt"><b><i>Drug Shipment</i></b></p>
<p style="top:916.9pt;left:235.5pt;font-size:11.2pt"><b><i>Overflow marker</i></b></p>
<p style="top:596.2pt;left:172.0pt;font-size:11.2pt"><b><i>TYPES OF FORCES</i></b></p>
<p style="top:270.2pt;left:393.8pt"><i>ADJACENCY EXAMPLE: The 4 Departments and 4 LoCs around </i></p>
<p style="top:285.2pt;left:393.8pt"><i>the Town of Ayacucho are all adjacent to each other because they </i></p>
<p style="top:300.2pt;left:393.8pt"><i>are separated by a Town. Antioquia and the Forest Department </i></p>
<p style="top:315.2pt;left:393.8pt"><i>to the west are adjacent because they are separated by a LoC. </i></p>
<p style="top:800.2pt;left:279.1pt;font-size:11.2pt"><b><i>FARC</i></b></p>
<p style="top:800.2pt;left:220.6pt;font-size:11.2pt"><b><i>Govern-</i></b></p>
<p style="top:812.7pt;left:227.2pt;font-size:11.2pt"><b><i>ment</i></b></p>
</div>
<div id="page4" style="background-image:url('rulebook4.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:56.2pt">4</p>
<p style="top:37.6pt;left:348.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:66.9pt;left:393.8pt">• With 3 players, AUC runs the Cartels.</p>
<p style="top:85.5pt;left:393.8pt">• With 2 players, Government runs AUC; FARC runs the Cartels. </p>
<p style="top:104.1pt;left:393.8pt">A player running two Factions uses the lower victory margin of </p>
<p style="top:119.1pt;left:393.8pt">the two (<a href="#7.1">7.1</a>-.3) and only causes play to end on a victory check </p>
<p style="top:134.1pt;left:393.8pt">(<a href="#6.1">6.1</a>) if both Factions are meeting their conditions. Players may </p>
<p style="top:149.1pt;left:393.8pt">not voluntarily transfer (<a href="#1.5.2">1.5.2</a>) between their own Factions.</p>
<p style="top:173.1pt;left:403.8pt"><b>Non-Player Option:</b> If playing solitaire, or as an alternative </p>
<p style="top:188.1pt;left:403.8pt">to the above with two or three players, use the Non-player </p>
<p style="top:203.1pt;left:403.8pt">rules in section 8 to govern leftover Factions:</p>
<p style="top:229.3pt;left:393.8pt"><b><a class="h" id="1.5.2" href="#1.5.2">1.5.2</a> Negotiation.</b> Players may make any mutual arrangements </p>
<p style="top:244.3pt;left:393.8pt">within the rules but may voluntarily transfer only Resources (<a href="#1.7">1.7</a>) </p>
<p style="top:259.3pt;left:393.8pt">or Shipments (<a href="#4.5.3">4.5.3</a>) and only during either’s execution by the </p>
<p style="top:274.3pt;left:393.8pt">Sequence of Play (<a href="#2.3.4">2.3.4</a>) of an Operation or Event. All negoti-</p>
<p style="top:289.3pt;left:393.8pt">ations are open. The rules do not bind players to agreements.</p>
<p style="top:316.1pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="1.6" href="#1.6">1.6</a> Support and Opposition </b></p>
<p style="top:333.1pt;left:393.8pt">Support and Opposition affect victory and some Operations. </p>
<p style="top:357.1pt;left:393.8pt"><b><a class="h" id="1.6.1" href="#1.6.1">1.6.1</a></b> Cities and Departments with at least 1 Population (<a href="#1.3.2">1.3.2</a>-3) </p>
<p style="top:372.1pt;left:393.8pt">always show 1 of 5 levels of its populace’s Support for or Oppo-</p>
<p style="top:387.1pt;left:393.8pt">sition to the Government that can shift during play: </p>
<p style="top:406.6pt;left:393.8pt">• Active Support.</p>
<p style="top:421.6pt;left:393.8pt">• Passive Support.</p>
<p style="top:436.6pt;left:393.8pt">• Neutral.</p>
<p style="top:451.6pt;left:393.8pt">• Passive Opposition.</p>
<p style="top:466.6pt;left:393.8pt">• Active Opposition.</p>
<p style="top:490.6pt;left:393.8pt"><b><a class="h" id="1.6.2" href="#1.6.2">1.6.2</a></b> Show Active or Passive Support or Opposition with mark-</p>
<p style="top:505.6pt;left:393.8pt">ers placed in each City or Department. Show Neutral spaces by </p>
<p style="top:520.6pt;left:393.8pt">the absence of such markers. Active Support/Opposition counts </p>
<p style="top:535.6pt;left:393.8pt">double for Total Support/Opposition (<a href="#1.6.3">1.6.3</a>). </p>
<p style="top:615.4pt;left:393.8pt"><i>NOTE: LoCs (<a href="#1.3.4">1.3.4</a>) and Population 0 Departments never hold </i></p>
<p style="top:630.4pt;left:393.8pt"><i>Support or Opposition markers (they are always Neutral). </i></p>
<p style="top:654.5pt;left:504.0pt"><b><a class="h" id="1.6.3" href="#1.6.3">1.6.3</a></b> <b>Total Support and Total Opposi-</b></p>
<p style="top:669.5pt;left:504.0pt"><b>tion. </b>Government or FARC victory de-</p>
<p style="top:684.5pt;left:504.0pt">pends on the total value of population </p>
<p style="top:699.5pt;left:504.0pt">Support or Opposition (plus FARC Bases, </p>
<p style="top:714.5pt;left:393.8pt">7.2), respectively. Adjust “Total Support” or “Opposi-</p>
<p style="top:729.5pt;left:393.8pt">tion + Bases” on the numbered edge track per the box </p>
<p style="top:744.5pt;left:393.8pt">below as any change to Support, Opposition, or the </p>
<p style="top:759.5pt;left:393.8pt">number of FARC Bases occurs.</p>
<p style="top:784.8pt;left:400.0pt"><b>Total Support and Opposition Equations</b></p>
<p style="top:805.4pt;left:400.0pt"><b>Total Support equals:</b></p>
<p style="top:820.6pt;left:400.0pt;font-size:12.3pt">(2 x Population in Active Support) + (1 x Population in Passive </p>
<p style="top:835.6pt;left:400.0pt;font-size:12.3pt">Support)</p>
<p style="top:856.1pt;left:400.0pt"><b>Total Opposition equals:</b></p>
<p style="top:871.1pt;left:400.0pt">(2 x Population in Active Opposition) + (1 x Population in </p>
<p style="top:886.1pt;left:400.0pt">Passive Opposition)</p>
<p style="top:906.7pt;left:400.0pt"><b>Opposition + Bases equals:</b></p>
<p style="top:921.7pt;left:400.0pt">Total Opposition + The number of FARC Bases on the map</p>
<p style="top:66.9pt;left:56.2pt"><i>DESIGN NOTE: Bases represent not only training and bivouac </i></p>
<p style="top:81.9pt;left:56.2pt"><i>facilities but also, for the Insurgents, political administration as </i></p>
<p style="top:96.9pt;left:56.2pt"><i>well as coca or poppy fields and processing labs.</i></p>
<p style="top:120.9pt;left:56.2pt"><i>PLAY NOTE: Use “Overflow” boxes for Forces that exceed the </i></p>
<p style="top:135.9pt;left:56.2pt"><i>room in a City or smaller Department on the map; place the </i></p>
<p style="top:150.9pt;left:56.2pt"><i>corresponding Overflow marker in that space.</i></p>
<p style="top:174.9pt;left:56.2pt"><b><a class="h" id="1.4.1" href="#1.4.1">1.4.1</a> Availability and Removal. </b>The inventory shown on the </p>
<p style="top:189.9pt;left:56.2pt">“Available Forces” chart on the back of this rule book limits the </p>
<p style="top:204.9pt;left:56.2pt">number of pieces that may be in play. Keep forces not on the </p>
<p style="top:219.9pt;left:56.2pt">map in the Available Forces holding areas. (Place Bases in the </p>
<p style="top:234.9pt;left:56.2pt">highest-numbered empty circles, revealing the number of on-map </p>
<p style="top:249.9pt;left:56.2pt">Bases to help track victory, <a href="#7.0">7.0</a>)</p>
<p style="top:269.4pt;left:56.2pt">• Forces may only be placed from or replaced with those avail-</p>
<p style="top:284.4pt;left:67.5pt">able in the holding areas—ignore any instructions to place </p>
<p style="top:299.4pt;left:67.5pt">forces if the appropriate type is not available because all are </p>
<p style="top:314.4pt;left:67.5pt">already on the map (remove rather than replace such pieces; </p>
<p style="top:329.4pt;left:67.5pt">see also next bullet).</p>
<p style="top:347.1pt;left:56.2pt">• <b><i>Important:</i></b> A player Faction while executing an Operation or </p>
<p style="top:362.1pt;left:67.5pt">Event by the Sequence of Play (<a href="#2.3.4">2.3.4</a>, <a href="#3.0">3.0</a>, <a href="#5.0">5.0</a>), may remove </p>
<p style="top:377.1pt;left:67.5pt">its own pieces to Available Forces. <i>EXAMPLE: Insurgents </i></p>
<p style="top:392.1pt;left:67.5pt"><i>without Available Guerrillas could remove Guerrillas during </i></p>
<p style="top:407.1pt;left:67.5pt"><i>a Rally (<a href="#3.3.1">3.3.1</a>) in order to place them Underground.</i> </p>
<p style="top:424.8pt;left:56.2pt">• Once an enemy Faction is targeted, removal or Activation </p>
<p style="top:439.8pt;left:67.5pt">of pieces to the extent of the executing Faction’s ability is </p>
<p style="top:454.8pt;left:67.5pt">required. <i>EXAMPLE: A Government Assault (<a href="#3.2.4">3.2.4</a>) with 3 </i></p>
<p style="top:469.8pt;left:67.5pt"><i>Troops in Forest must remove 3 Active pieces if there are at </i></p>
<p style="top:484.8pt;left:67.5pt"><i>least that many among those Factions targeted.</i></p>
<p style="top:508.8pt;left:56.2pt"><b><a class="h" id="1.4.2" href="#1.4.2">1.4.2</a> Stacking.</b> No more than 2 Bases (regardless of Faction) </p>
<p style="top:523.8pt;left:56.2pt">may occupy a single Department or City. Bases may not occupy </p>
<p style="top:538.8pt;left:56.2pt">LoCs. Government forces may not occupy a FARC Zone (<a href="#6.4.4">6.4.4</a>). </p>
<p style="top:553.8pt;left:56.2pt">(See also the “Sucumbíos” Event regarding Ecuador.) Ignore any </p>
<p style="top:568.8pt;left:56.2pt">instructions (such as from Operations or Events) to place or move </p>
<p style="top:583.8pt;left:56.2pt">forces if stacking would be violated. Except as noted above, any </p>
<p style="top:598.8pt;left:56.2pt">number of Government cubes and Guerrillas may occupy a space.</p>
<p style="top:622.8pt;left:133.0pt"><b><a class="h" id="1.4.3" href="#1.4.3">1.4.3</a> Underground/Active. </b>Guerrillas are either </p>
<p style="top:637.8pt;left:133.1pt">Underground—symbol end down—or Ac-</p>
<p style="top:652.8pt;left:133.1pt">tive-symbol end up. Certain actions and Events </p>
<p style="top:667.8pt;left:56.2pt">flip them from one to the other state. Bases, Troops, and Police </p>
<p style="top:682.8pt;left:56.2pt">are always Active. Always set up and place new Guerrillas Un-</p>
<p style="top:697.8pt;left:56.2pt">derground (including if replacing a piece).</p>
<p style="top:718.4pt;left:56.2pt"><i>NOTE: Unless instructions specify “Underground” Guerrilla, </i></p>
<p style="top:733.4pt;left:56.2pt"><i>it is sufficient to “Activate” already Active Guerrillas (they stay </i></p>
<p style="top:748.4pt;left:56.2pt"><i>Active).</i></p>
<p style="top:775.1pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="1.5" href="#1.5">1.5</a> Players & Factions</b></p>
<p style="top:792.1pt;left:56.2pt"><i>Andean Abyss</i> is playable by 1-4 players. The 1st player plays </p>
<p style="top:807.1pt;left:56.2pt">the Government (blue), the 2nd the FARC (red), the 3rd the AUC </p>
<p style="top:822.1pt;left:56.2pt">(yellow), and the 4th the Cartels (green) (<a href="#2.1">2.1</a>). (If preferred, the </p>
<p style="top:837.1pt;left:56.2pt">3rd player in a 3-player game can play Cartels instead of AUC.) </p>
<p style="top:852.1pt;left:56.2pt">Each of these Factions is enemy to all others. Leftover Factions </p>
<p style="top:867.1pt;left:56.2pt">are Non-Player; their actions are governed by rules section 8. </p>
<p style="top:882.1pt;left:56.2pt">See the Playbook for a Role Summary of each Faction. </p>
<p style="top:906.1pt;left:56.2pt"><b><a class="h" id="1.5.1" href="#1.5.1">1.5.1</a> Spare Factions. </b>With two or three players, the players run </p>
<p style="top:921.1pt;left:56.2pt">leftover Factions:</p>
</div>
<div id="page5" style="background-image:url('rulebook5.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:702.8pt">5</p>
<p style="top:36.6pt;left:346.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:66.8pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="1.7" href="#1.7">1.7</a> Resources and Aid</b></p>
<p style="top:83.8pt;left:117.7pt">At any moment, each Faction has between 0 and 99 </p>
<p style="top:98.8pt;left:117.7pt">Resources that it uses to pay for Operations (<a href="#3.0">3.0</a>). </p>
<p style="top:113.8pt;left:117.7pt">During some Propaganda Rounds (<a href="#6.3.1">6.3.1</a>) and </p>
<p style="top:128.8pt;left:117.7pt">Events, a level of Aid (between 0 and 29) adds to </p>
<p style="top:143.8pt;left:56.2pt">Government Resources. Mark Resources and Aid on the edge </p>
<p style="top:158.8pt;left:56.2pt">track—for Resources, with a cylinder of the Faction’s color (<a href="#1.5">1.5</a>).</p>
<p style="top:182.1pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="1.8" href="#1.8">1.8</a> Control</b></p>
<p style="top:243.3pt;left:109.3pt"> </p>
<p style="top:202.1pt;left:178.6pt">The Government Controls a City or </p>
<p style="top:217.1pt;left:178.4pt">Department if its pieces alone exceed </p>
<p style="top:232.1pt;left:178.4pt">those of all other Factions combined. In </p>
<p style="top:247.1pt;left:178.4pt">the same way, FARC Controls a City or </p>
<p style="top:262.1pt;left:56.2pt">Department if its pieces alone exceed those of all other Factions </p>
<p style="top:277.1pt;left:56.2pt">combined. Cities or Departments that are not Controlled by either </p>
<p style="top:292.1pt;left:56.2pt">the Government or FARC are Uncontrolled. As helpful, place </p>
<p style="top:307.1pt;left:56.2pt">appropriate Control markers on spaces as reminders.</p>
<p style="top:327.7pt;left:56.2pt"><i>PLAY NOTE: Control mainly affects Propaganda Round (<a href="#6.2">6.2</a>-6.5) </i></p>
<p style="top:342.7pt;left:56.2pt"><i>and some Non-player Government actions (section 8).</i></p>
<p style="top:363.3pt;left:56.2pt"><i>DESIGN NOTE: “FARC Control” of a City might not represent </i></p>
<p style="top:378.3pt;left:56.2pt"><i>complete military control of a major urban area but rather suf- </i></p>
<p style="top:393.3pt;left:56.2pt"><i>ficient presence to inhibit commerce and encourage resistance </i></p>
<p style="top:408.3pt;left:56.2pt"><i>to government authority.</i></p>
<p style="top:442.8pt;left:56.2pt;font-size:21.3pt"><b><a class="h" id="2.0" href="#2.0">2.0</a> SEQUENCE OF PLAY</b></p>
<p style="top:467.7pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="2.1" href="#2.1">2.1</a> Set Up</b></p>
<p style="top:484.7pt;left:56.2pt">Follow the instructions onthe flip side of the Sequence of Play </p>
<p style="top:499.7pt;left:56.2pt">aid sheet to decide upon various play options, assign Factions to </p>
<p style="top:514.7pt;left:56.2pt">players, prepare the deck, and set up markers and forces. </p>
<p style="top:540.5pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="2.2" href="#2.2">2.2</a> Start </b></p>
<p style="top:557.5pt;left:56.2pt">Begin play by revealing the top card of the draw deck and placing </p>
<p style="top:572.5pt;left:56.2pt">it onto a played cards pile. Then reveal the next card on top of </p>
<p style="top:587.5pt;left:56.2pt">the draw deck. The card on the played card stack is played first; </p>
<p style="top:602.5pt;left:56.2pt">the card on top of the draw deck will be played next. <i>NOTE: </i></p>
<p style="top:617.5pt;left:56.2pt"><i>Players will see 1 card ahead into the deck.</i> All played cards </p>
<p style="top:632.5pt;left:56.2pt">and the number of cards in the draw deck are open to inspection.</p>
<p style="top:656.5pt;left:56.2pt">RECORD STEPS: As the steps of each Event card play are </p>
<p style="top:671.5pt;left:56.2pt">completed, place a cylinder of the Faction’s color (<a href="#1.5">1.5</a>) into the </p>
<p style="top:686.5pt;left:56.2pt">Sequence of Play track’s appropriate box (or, for Propaganda </p>
<p style="top:701.5pt;left:56.2pt">Rounds [6.0], advance the Prop Card marker).</p>
<p style="top:728.3pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="2.3" href="#2.3">2.3</a> Event Card</b></p>
<p style="top:745.3pt;left:56.2pt">When playing an Event card, up to 2 Factions will execute Opera-</p>
<p style="top:760.3pt;left:56.2pt">tions or the Event; other Factions may Pass and collect Resources. </p>
<p style="top:779.8pt;left:56.2pt">• Factions whose cylinder is in the “Eligible” box receive these </p>
<p style="top:794.8pt;left:67.5pt">options in the left-to-right order of the Faction symbols shown </p>
<p style="top:809.8pt;left:67.5pt">at the top of the card. </p>
<p style="top:828.4pt;left:56.2pt">• Factions with cylinders in the “Ineligible” box do nothing. </p>
<p style="top:852.4pt;left:56.2pt"><b><a class="h" id="2.3.1" href="#2.3.1">2.3.1</a> Eligibility. </b>Factions that did not execute an Operation or </p>
<p style="top:867.4pt;left:56.2pt">Event on the previous card are Eligible (their cylinders will start </p>
<p style="top:882.4pt;left:56.2pt">the card in the “Eligible” box per 2.3.7). Factions that did are </p>
<p style="top:897.4pt;left:56.2pt">Ineligible. (All Factions start the game Eligible.) See also Free </p>
<p style="top:912.4pt;left:56.2pt">Operations, <a href="#3.1.2">3.1.2</a>.</p>
<p style="top:66.9pt;left:393.8pt"><b><a class="h" id="2.3.2" href="#2.3.2">2.3.2</a> Faction Order.</b> The Eligible Faction with the leftmost </p>
<p style="top:81.9pt;left:393.8pt">symbol in its color (skipping any Ineligible Factions) is the 1st </p>
<p style="top:96.9pt;left:393.8pt">Eligible to execute an Operation or Event or to Pass. The next </p>
<p style="top:111.9pt;left:393.8pt">leftmost is the 2nd Eligible. </p>
<p style="top:162.3pt;left:659.0pt;font-size:11.2pt"><b><i>Faction </i></b></p>
<p style="top:174.8pt;left:659.0pt;font-size:11.2pt"><b><i>Order</i></b></p>
<p style="top:207.9pt;left:393.8pt"><i>NOTE: The gray 2 symbol and “2nd: Ops” on some cards affect </i></p>
<p style="top:222.9pt;left:393.8pt"><i>Non-player choices (<a href="#8.1">8.1</a>)—ignore them unless using Non-players.</i></p>
<p style="top:246.9pt;left:393.8pt"><b><a class="h" id="2.3.3" href="#2.3.3">2.3.3</a> Passing.</b> If a 1st or 2nd Eligible Faction opts to Pass, it </p>
<p style="top:261.9pt;left:393.8pt">receives +1 Resources (or +3 Resources if Government) and </p>
<p style="top:276.9pt;left:393.8pt">remains Eligible for the next card. The next leftmost Eligible </p>
<p style="top:291.9pt;left:393.8pt">Faction then replaces the Passing Faction as the new 1st or 2nd </p>
<p style="top:306.9pt;left:393.8pt">Eligible Faction and receives the same options to execute or Pass. </p>
<p style="top:321.9pt;left:393.8pt">If the last (rightmost) Eligible Faction Passes, adjust cylinders </p>
<p style="top:336.9pt;left:393.8pt">(<a href="#2.3.7">2.3.7</a>) and play the next card.</p>
<p style="top:360.9pt;left:393.8pt"><b><a class="h" id="2.3.4" href="#2.3.4">2.3.4</a> Options for Eligible Factions.</b> </p>
<p style="top:380.4pt;left:393.8pt">FIRST ELIGIBLE: If the 1st Eligible Faction does not Pass </p>
<p style="top:395.4pt;left:393.8pt">(<a href="#2.3.3">2.3.3</a>), it may execute either:</p>
<p style="top:414.9pt;left:393.8pt">• An Operation (<a href="#3.0">3.0</a>)—with or without a Special Activity (<a href="#4.0">4.0</a>)—or</p>
<p style="top:433.5pt;left:393.8pt">• The Event shown on the card.</p>
<p style="top:457.5pt;left:393.8pt">OPTIONS FOR 2ND ELIGIBLE: If the 2nd Eligible Faction </p>
<p style="top:472.5pt;left:393.8pt">does not Pass (<a href="#2.3.3">2.3.3</a>), it also may execute an Operation and pos-</p>
<p style="top:487.5pt;left:393.8pt">sibly the Event, but its options depend on what the 1st Eligible </p>
<p style="top:502.5pt;left:393.8pt">Faction executed:</p>
<p style="top:522.0pt;left:393.8pt">• Op Only: If the 1st Eligible Faction executed an Operation, the </p>
<p style="top:537.0pt;left:405.0pt">2nd Eligible Faction may execute a Limited Operation (<a href="#2.3.5">2.3.5</a>).</p>
<p style="top:555.6pt;left:393.8pt">• Op & Special Activity: If the 1st Eligible Faction executed an </p>
<p style="top:570.6pt;left:405.0pt">Operation with a Special Activity, the 2nd Eligible Faction </p>
<p style="top:585.6pt;left:405.0pt">may execute either a Limited Operation or the Event. (see also </p>
<p style="top:600.6pt;left:405.0pt">Final Event Card, <a href="#2.3.9">2.3.9</a>).</p>
<p style="top:619.2pt;left:393.8pt">• Event: If the 1st Eligible Faction executed the Event, the 2nd </p>
<p style="top:634.2pt;left:405.0pt">Eligible Faction may execute an Operation, with a Special </p>
<p style="top:649.2pt;left:405.0pt">Activity if desired.</p>
<p style="top:669.8pt;left:393.8pt"><i>NOTE: For ease of reference, these options are illustrated on the </i></p>
<p style="top:684.8pt;left:393.8pt"><i>Sequence of Play aid sheet and on the game board.</i></p>
<p style="top:708.8pt;left:393.8pt"><b><a class="h" id="2.3.5" href="#2.3.5">2.3.5</a> Limited Operation. </b>A Limited Operation (LimOp) is a </p>
<p style="top:723.8pt;left:393.8pt">player Operation in just 1 space, with no Special Activity. If the </p>
<p style="top:738.8pt;left:393.8pt">Limited Operation is a Patrol (<a href="#3.2.2">3.2.2</a>), Sweep (<a href="#3.2.3">3.2.3</a>), or March </p>
<p style="top:753.8pt;left:393.8pt">(<a href="#3.3.2">3.3.2</a>), it can involve pieces from multiple spaces but only 1 des-</p>
<p style="top:768.8pt;left:393.8pt">tination space. A Limited Operation counts as an Operation. See </p>
<p style="top:783.8pt;left:393.8pt">also Final Event Card (<a href="#2.3.9">2.3.9</a>) and Non-player Operations (<a href="#8.1">8.1</a>).</p>
<p style="top:807.8pt;left:393.8pt"><b><a class="h" id="2.3.6" href="#2.3.6">2.3.6</a> Ship.</b> Whenever a 1st or 2nd Eligible player Faction pays </p>
<p style="top:822.8pt;left:393.8pt">Resources to execute an Operation (including a Limited Oper-</p>
<p style="top:837.8pt;left:393.8pt">ation, <a href="#2.3.5">2.3.5</a>) but executes no Special Activity, it may remove a </p>
<p style="top:852.8pt;left:393.8pt">Shipment that it owns (<a href="#4.5.3">4.5.3</a>) to immediately execute an addition-</p>
<p style="top:867.8pt;left:393.8pt">al, free, Limited Operation of any type. Alternatively, a different </p>
<p style="top:882.8pt;left:393.8pt">Faction may remove its own Shipment to enable the 1st or 2nd </p>
<p style="top:897.8pt;left:393.8pt">Eligible Faction to execute such a free Operation. A Faction may </p>
<p style="top:912.8pt;left:393.8pt">only benefit from 1 such Shipment per card. </p>
</div>
<div id="page6" style="background-image:url('rulebook6.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:56.2pt">6</p>
<p style="top:37.6pt;left:348.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:66.9pt;left:56.2pt"><i>EXAMPLE: Cartels is 1st Eligible and executes a March, removes </i></p>
<p style="top:81.9pt;left:56.2pt"><i>a Shipment, then executes a Rally in 1 space at no Resource cost.</i></p>
<p style="top:105.9pt;left:56.2pt"><i>DESIGN NOTE: The added Op reflects proceeds from a major </i></p>
<p style="top:120.9pt;left:56.2pt"><i>drug deal greasing the skids.</i></p>
<p style="top:144.9pt;left:56.2pt"><b><a class="h" id="2.3.7" href="#2.3.7">2.3.7</a> Adjust Eligibility.</b> After the 1st and 2nd Eligible Factions </p>
<p style="top:159.9pt;left:56.2pt">complete all execution of Operations, Special Activities, and </p>
<p style="top:174.9pt;left:56.2pt">Events (or after all Eligible Factions instead have Passed), adjust </p>
<p style="top:189.9pt;left:56.2pt">cylinders on the Sequence of Play Track as follows:</p>
<p style="top:209.4pt;left:56.2pt">• Move the cylinder to the “Eligible” box if the Faction did not </p>
<p style="top:224.4pt;left:67.5pt">execute an Operation or Event (and not rendered Ineligible by </p>
<p style="top:239.4pt;left:67.5pt">an Event).</p>
<p style="top:257.3pt;left:56.2pt">• Move the cylinder to the “Ineligible” box if the Faction </p>
<p style="top:272.3pt;left:67.5pt">executed an Operation (including a Limited Operation) or </p>
<p style="top:287.3pt;left:67.5pt">Event (unless otherwise specified by the Event; see also Free </p>
<p style="top:302.3pt;left:67.5pt">Operations, <a href="#3.1.2">3.1.2</a>.).</p>
<p style="top:322.9pt;left:56.2pt"><b><a class="h" id="2.3.8" href="#2.3.8">2.3.8</a> Next Card.</b> After adjusting Eligibility, move the draw </p>
<p style="top:337.9pt;left:56.2pt">deck’s top card onto the played card pile face-up and reveal the </p>
<p style="top:352.9pt;left:56.2pt">draw deck’s next card. Play the card on the played card pile, </p>
<p style="top:367.9pt;left:56.2pt">proceeding with the appropriate sequence.</p>
<p style="top:391.9pt;left:56.2pt"><b><a class="h" id="2.3.9" href="#2.3.9">2.3.9</a> Final Event Card.</b> On the last Event card before the final </p>
<p style="top:406.9pt;left:56.2pt">Propaganda Card (<a href="#2.4.1">2.4.1</a>), any player Operations must be Limited </p>
<p style="top:421.9pt;left:56.2pt">(<a href="#2.3.5">2.3.5</a>, no Special Activities) and may not include Sweep (<a href="#3.2.3">3.2.3</a>) </p>
<p style="top:436.9pt;left:56.2pt">or March (<a href="#3.3.2">3.3.2</a>).</p>
<p style="top:463.7pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="2.4" href="#2.4">2.4</a> Propaganda Card</b></p>
<p style="top:480.7pt;left:56.2pt">If playing a Propaganda Card, conduct a Propaganda Round (<a href="#6.0">6.0</a>).</p>
<p style="top:504.7pt;left:56.2pt"><b><a class="h" id="2.4.1" href="#2.4.1">2.4.1</a> Final Propaganda.</b> If the 4th Propaganda card’s Round </p>
<p style="top:519.7pt;left:56.2pt">is completed without a victory (<a href="#6.1">6.1</a>), the game ends: determine </p>
<p style="top:534.7pt;left:56.2pt">victory by 7.3. </p>
<p style="top:558.7pt;left:66.2pt"><b>Short Game Option:</b> Agree at set up that the 3rd Propaganda </p>
<p style="top:573.7pt;left:66.2pt">card’s Round will be the final round.</p>
<p style="top:597.7pt;left:56.2pt"><i>PLAY NOTE: Set aside Propaganda cards to show how many </i></p>
<p style="top:612.7pt;left:56.2pt"><i>have gone by. Each series of Event cards up to a Propaganda </i></p>
<p style="top:627.7pt;left:56.2pt"><i>Round is called a “Campaign”.</i></p>
<p style="top:665.6pt;left:56.2pt;font-size:21.3pt"><b><a class="h" id="3.0" href="#3.0">3.0</a> OPERATIONS</b></p>
<p style="top:692.7pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="3.1" href="#3.1">3.1</a> Operations in General</b></p>
<p style="top:709.7pt;left:56.2pt">The Faction executing an Operation (Op) chooses 1 of the 4 Op-</p>
<p style="top:724.7pt;left:56.2pt">erations listed on its Faction aid sheet and, if applicable, selects </p>
<p style="top:739.7pt;left:56.2pt">the map spaces to be involved. The Faction usually pays a cost </p>
<p style="top:754.7pt;left:56.2pt">in Resources (not Aid, <a href="#1.7">1.7</a>), often per space selected; it must </p>
<p style="top:769.7pt;left:56.2pt">have enough Resources to pay for the Operation, including in </p>
<p style="top:784.7pt;left:56.2pt">each selected space. Select a given space only once for a given </p>
<p style="top:799.7pt;left:56.2pt">Operation. </p>
<p style="top:823.7pt;left:56.2pt">The executing Faction chooses the order of the spaces in which </p>
<p style="top:838.7pt;left:56.2pt">the Operation is resolved, the enemy Factions or pieces to be </p>
<p style="top:853.7pt;left:56.2pt">affected (targeted), and the friendly pieces to be placed or re-</p>
<p style="top:868.7pt;left:56.2pt">placed. A single Operation may target one or more Factions and </p>
<p style="top:883.7pt;left:56.2pt">ignore others. Once targeted, a Faction’s pieces are affected to </p>
<p style="top:898.7pt;left:56.2pt">the maximum extent possible (<a href="#1.4.1">1.4.1</a>).</p>
<p style="top:66.9pt;left:393.8pt"><i>NOTE: Players pay for Operations space by space as they go, </i></p>
<p style="top:81.9pt;left:393.8pt"><i>enabling Insurgents at 0 Resources to Extort, Kidnap, or Process </i></p>
<p style="top:96.9pt;left:393.8pt"><i>to add Resources and then pay for additional Operations spaces. </i></p>
<p style="top:111.9pt;left:393.8pt"><i>(See 4.1 and its EXAMPLE).</i></p>
<p style="top:135.9pt;left:393.8pt"><b><a class="h" id="3.1.1" href="#3.1.1">3.1.1</a> Pawns.</b> Players may mark spaces selected for Operations </p>
<p style="top:150.9pt;left:393.8pt">(<a href="#3.0">3.0</a>) with white pawns and Special Activities (<a href="#4.0">4.0</a>) with black </p>
<p style="top:165.9pt;left:393.8pt">pawns. (The pawns are for convenience, not a limit on the number </p>
<p style="top:180.9pt;left:393.8pt">of spaces that may be selected.)</p>
<p style="top:204.9pt;left:393.8pt"><b><a class="h" id="3.1.2" href="#3.1.2">3.1.2</a> Free Operations.</b> Certain Events (<a href="#5.5">5.5</a>), phases (<a href="#6.4.5">6.4.5</a>), or </p>
<p style="top:219.9pt;left:393.8pt">Shipping drugs (<a href="#2.3.6">2.3.6</a>) grant free Operations or Special Activities: </p>
<p style="top:234.9pt;left:393.8pt">they cost no Resources and, if executed by a Faction other than </p>
<p style="top:249.9pt;left:393.8pt">the one playing an Event, could leave it Eligible (<a href="#2.3.7">2.3.7</a>). Other </p>
<p style="top:264.9pt;left:393.8pt">requirements and procedures still apply unless trumped by Event </p>
<p style="top:279.9pt;left:393.8pt">text (<a href="#5.1.1">5.1.1</a>, <a href="#5.5">5.5</a>.).</p>
<p style="top:306.6pt;left:431.6pt;font-size:15.0pt"><b><a class="h" id="3.2" href="#3.2">3.2</a> COIN Operations</b></p>
<p style="top:323.6pt;left:431.6pt">The Government chooses from Train, Patrol, Sweep, and </p>
<p style="top:338.6pt;left:393.8pt">Assault Operations. <i>Note: The Government may never place or </i></p>
<p style="top:353.6pt;left:393.8pt"><i>move its pieces into FARC Zones; see 6.4.4.</i> </p>
<p style="top:377.6pt;left:393.8pt"><b><a class="h" id="3.2.1" href="#3.2.1">3.2.1</a> Train. </b>Training Operations augment Government forces </p>
<p style="top:392.6pt;left:393.8pt">and possibly build Support (<a href="#1.6">1.6</a>). Select any Departments or </p>
<p style="top:407.6pt;left:393.8pt">Cities and pay 3 Resources per selected space.</p>
<p style="top:431.6pt;left:393.8pt">PROCEDURE: First, in each selected Department with a Gov-</p>
<p style="top:446.6pt;left:393.8pt">ernment Base AND in each selected City, place up to 6 cubes </p>
<p style="top:461.6pt;left:393.8pt">(any combination of Available Troops and Police). Then, in up </p>
<p style="top:476.6pt;left:393.8pt">to 1 selected space, either: </p>
<p style="top:496.1pt;left:393.8pt">• Replace any 3 cubes with 1 Government Base (within </p>
<p style="top:511.1pt;left:405.0pt">stacking,1.4.2), OR </p>
<p style="top:529.7pt;left:393.8pt">• Conduct Civic Action (<a href="#6.4.1">6.4.1</a>) to build Support. As during the </p>
<p style="top:544.7pt;left:405.0pt">Support Phase, the Government must have Troops, Police, and </p>
<p style="top:559.7pt;left:405.0pt">Control (a majority of forces, <a href="#1.8">1.8</a>) in the space and must pay </p>
<p style="top:574.7pt;left:405.0pt">added Resources per 6.4.1 (even if Training was free).</p>
<p style="top:598.7pt;left:393.8pt"><b><a class="h" id="3.2.2" href="#3.2.2">3.2.2</a> Patrol.</b> Patrol Operations protect LoCs by moving Troops </p>
<p style="top:613.7pt;left:393.8pt">or Police onto them and finding and removing Guerrillas there. </p>
<p style="top:628.7pt;left:393.8pt">Pay 3 Resources total (not per space). If a Limited Operation </p>
<p style="top:643.7pt;left:393.8pt">(<a href="#2.3.5">2.3.5</a>), all moving cubes must end on a single destination space. </p>
<p style="top:667.7pt;left:393.8pt">PROCEDURE: Move any number of cubes from any spaces. </p>
<p style="top:682.7pt;left:393.8pt">Each cube may move into any adjacent LoC or City (<a href="#1.3.6">1.3.6</a>) </p>
<p style="top:697.7pt;left:393.8pt">and may keep entering adjacent LoCs or Cities until the player </p>
<p style="top:712.7pt;left:393.8pt">chooses to stop moving it or it enters a space containing 1 or more </p>
<p style="top:727.7pt;left:393.8pt">Guerrillas. Then, in each LoC (even if a LimOp, and whether or </p>
<p style="top:742.7pt;left:393.8pt">not a cube just moved there), Activate 1 Guerrilla for each cube </p>
<p style="top:757.7pt;left:393.8pt">there. Then, if desired, conduct an Assault (<a href="#3.2.4">3.2.4</a>) in 1 LoC at </p>
<p style="top:772.7pt;left:393.8pt">no added cost. If a Limited Operation (<a href="#2.3.5">2.3.5</a>), the Assault must </p>
<p style="top:787.7pt;left:393.8pt">be in the destination LoC.</p>
<p style="top:811.7pt;left:393.8pt"><b><a class="h" id="3.2.3" href="#3.2.3">3.2.3</a> Sweep.</b> Sweep Operations move Troops (typically, into </p>
<p style="top:826.7pt;left:393.8pt">contested areas) and locate enemy Guerrillas. Select any Cities </p>
<p style="top:841.7pt;left:393.8pt">or Departments as destinations (not FARC Zones, <a href="#6.4.4">6.4.4</a>). Pay 3 </p>
<p style="top:856.7pt;left:393.8pt">Resources per space selected. Sweep is not allowed on the final </p>
<p style="top:871.7pt;left:393.8pt">Event card (<a href="#2.3.9">2.3.9</a>). </p>
<p style="top:895.7pt;left:393.8pt">PROCEDURE: First, simultaneously move any adjacent Troops </p>
<p style="top:910.7pt;left:393.8pt">desired into selected spaces. In addition, Troops may first move </p>
</div>
<div id="page7" style="background-image:url('rulebook7.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:702.8pt">7</p>
<p style="top:36.6pt;left:346.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:66.9pt;left:56.2pt">onto adjacent LoCs (<a href="#1.3.6">1.3.6</a>) that are free of Guerrillas and then </p>
<p style="top:81.9pt;left:56.2pt">into adjacent spaces. (Any Troops that move must reach spaces </p>
<p style="top:96.9pt;left:56.2pt">paid for as destinations.) </p>
<p style="top:116.4pt;left:56.2pt">• Then, in selected spaces other than Forest, Activate 1 Guerrilla </p>
<p style="top:131.4pt;left:67.5pt">(<a href="#1.4.3">1.4.3</a>) for each cube there (Police plus Troops, whether they </p>
<p style="top:146.4pt;left:67.5pt">just moved or were already there). </p>
<p style="top:165.0pt;left:56.2pt">• In Forest spaces, Activate only 1 Guerrilla for every 2 cubes </p>
<p style="top:180.0pt;left:67.5pt">(round odd cubes down). </p>
<p style="top:200.6pt;left:56.2pt"><i>NOTE: Sweeps do not have to both move Troops and Activate </i></p>
<p style="top:215.6pt;left:56.2pt"><i>Guerrillas; they may move where no Guerrillas and may simply </i></p>
<p style="top:230.6pt;left:56.2pt"><i>Activate Guerrillas in place.</i></p>
<p style="top:467.2pt;left:56.2pt"><i>EXAMPLE: The Government selects Cesar-La Guajira Depart-</i></p>
<p style="top:482.2pt;left:56.2pt"><i>ment for a Sweep. There are no Guerrillas on any LoCs. Troops </i></p>
<p style="top:497.2pt;left:56.2pt"><i>could move from Cúcuta, Bucaramanga, and Sincelejo to the </i></p>
<p style="top:512.2pt;left:56.2pt"><i>LoCs south of Baranquilla and from there into Cesar. Troops </i></p>
<p style="top:527.2pt;left:56.2pt"><i>already in Baranquilla or any of the 3 Departments or 4 LoCs </i></p>
<p style="top:542.2pt;left:56.2pt"><i>adjacent to Cesar also could enter Cesar. </i></p>
<p style="top:566.2pt;left:56.2pt"><b><a class="h" id="3.2.4" href="#3.2.4">3.2.4</a> Assault.</b> Assault Operations eliminate Insurgent forces. </p>
<p style="top:581.2pt;left:56.2pt">Select any spaces and pay 3 Resources per space selected. </p>
<p style="top:605.2pt;left:56.2pt">PROCEDURE: In each selected space, remove 1 Active Guerrilla </p>
<p style="top:620.2pt;left:56.2pt">(<a href="#1.4.3">1.4.3</a>) for each Troops cube there. Once a targeted Faction has </p>
<p style="top:635.2pt;left:56.2pt">no Guerrillas in the space, remove its Bases instead. </p>
<p style="top:654.7pt;left:56.2pt">• In a City or LoC, also remove 1 enemy piece for each Police </p>
<p style="top:669.7pt;left:67.5pt">cube there. </p>
<p style="top:688.3pt;left:56.2pt">• In Mountain, instead remove only 1 piece for every 2 Troops </p>
<p style="top:703.3pt;left:67.5pt">(rounded down). </p>
<p style="top:727.3pt;left:56.2pt"><i>DESIGN NOTE: Guerrillas are less militarily capable than </i></p>
<p style="top:742.3pt;left:56.2pt"><i>Government forces but enjoy an information advantage in that </i></p>
<p style="top:757.3pt;left:56.2pt"><i>Government Operations generally must first Sweep to Activate </i></p>
<p style="top:772.3pt;left:56.2pt"><i>(locate) them before Assaulting them. </i></p>
<p style="top:792.9pt;left:56.2pt"><i>NOTE: The Faction aid sheets use the phrase “Bases last” to </i></p>
<p style="top:807.9pt;left:56.2pt"><i>remind that an Operation cannot remove an enemy Base as long </i></p>
<p style="top:822.9pt;left:56.2pt"><i>as Guerrillas (Active or Underground), Troops, or Police of the </i></p>
<p style="top:837.9pt;left:56.2pt"><i>same Faction remain in the same space. Also, all of a Faction’s </i></p>
<p style="top:852.9pt;left:56.2pt"><i>Guerrillas in a space may be Underground, preventing further </i></p>
<p style="top:867.9pt;left:56.2pt"><i>removal via Assault of its pieces (including Bases) until the </i></p>
<p style="top:882.9pt;left:56.2pt"><i>Guerrillas are Activated. </i></p>
<p style="top:907.0pt;left:56.2pt"><b><a class="h" id="3.2.5" href="#3.2.5">3.2.5</a> Drug Bust. </b>For each Shipment (<a href="#4.5.3">4.5.3</a>) removed by Assault, </p>
<p style="top:922.0pt;left:56.2pt">add +6 to Aid (to a maximum of 29).</p>
<p style="top:66.8pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="3.3" href="#3.3">3.3</a> Insurgent Operations</b></p>
<p style="top:83.8pt;left:393.8pt">Insurgent Factions (FARC, AUC, and Car-</p>
<p style="top:98.8pt;left:393.8pt">tels) choose from Rally, March, Attack, and </p>
<p style="top:113.8pt;left:393.8pt">Terror Operations.</p>
<p style="top:134.4pt;left:393.8pt">Note that, on the Faction aid sheets under “Insurgent Operations”, </p>
<p style="top:149.4pt;left:393.8pt">the terms “Guerrillas” and “Bases” mean those of the executing </p>
<p style="top:164.4pt;left:393.8pt">Faction (friendly), unless otherwise specified.</p>
<p style="top:188.4pt;left:393.8pt"><b><a class="h" id="3.3.1" href="#3.3.1">3.3.1</a> Rally. </b>Rally Operations augment or recover friendly </p>
<p style="top:203.4pt;left:393.8pt">forces. Select any Departments or Cities. Pay 1 Resource per </p>
<p style="top:218.4pt;left:393.8pt">space selected. </p>
<p style="top:237.9pt;left:393.8pt">• FARC may only select Neutral or Opposition spaces, not those </p>
<p style="top:252.9pt;left:405.0pt">with Support (<a href="#1.6">1.6</a>).</p>
<p style="top:271.5pt;left:393.8pt">• AUC may only select Neutral or Support spaces, not those </p>
<p style="top:286.5pt;left:405.0pt">with Opposition. </p>
<p style="top:310.5pt;left:393.8pt">PROCEDURE: In each selected space, the executing Faction </p>
<p style="top:325.5pt;left:393.8pt">places 1 of its Available Guerrillas or replaces 2 of its Guerrillas </p>
<p style="top:340.5pt;left:393.8pt">with 1 of its Bases, within stacking (<a href="#1.4.2">1.4.2</a>). If the space already </p>
<p style="top:355.5pt;left:393.8pt">has at least 1 of that Faction’s Bases, the Faction may instead </p>
<p style="top:370.5pt;left:393.8pt">either: </p>
<p style="top:390.0pt;left:393.8pt">• Place a number of its Available Guerrillas up to the number </p>
<p style="top:405.0pt;left:405.0pt">of its Bases there plus the space’s Population value (<a href="#1.3.2">1.3.2</a>-.3) </p>
<p style="top:420.0pt;left:405.0pt">OR </p>
<p style="top:438.6pt;left:393.8pt">• Move any of its Guerrillas from any spaces on the map to </p>
<p style="top:453.6pt;left:405.0pt">there and flip all its Guerrillas there Underground (whether </p>
<p style="top:468.6pt;left:405.0pt">they moved or not) (<a href="#1.4.3">1.4.3</a>). </p>
<p style="top:492.6pt;left:393.8pt"><b><a class="h" id="3.3.2" href="#3.3.2">3.3.2</a> March. </b>March Operations move friendly Guerrillas. Se-</p>
<p style="top:507.6pt;left:393.8pt">lect any spaces as the origins of the moving Guerrillas. Pay 1 </p>
<p style="top:522.6pt;left:393.8pt">Resource per City or Department that Guerrillas move into (0 </p>
<p style="top:537.6pt;left:393.8pt">Resources to move onto LoCs). If a Limited Operation (<a href="#2.3.5">2.3.5</a>), </p>
<p style="top:552.6pt;left:393.8pt">all moving Guerrillas must end in a single destination space. </p>
<p style="top:567.6pt;left:393.8pt">Players may not March on the final Event card (<a href="#2.3.9">2.3.9</a>).</p>
<p style="top:591.6pt;left:393.8pt">PROCEDURE: The executing Faction moves any of its Guerril-</p>
<p style="top:606.6pt;left:393.8pt">las desired into adjacent spaces (<a href="#1.3.6">1.3.6</a>). No Guerrilla moves more </p>
<p style="top:621.6pt;left:393.8pt">than once. Guerrillas moving from 1 space to another move as a </p>
<p style="top:636.6pt;left:393.8pt">single group. Set Guerrillas of a moving group to Active (<a href="#1.4.3">1.4.3</a>) if: </p>
<p style="top:656.1pt;left:393.8pt">• The destination space is a LoC or is a City or Department with </p>
<p style="top:671.1pt;left:405.0pt">Support (<a href="#1.6">1.6</a>)—or, for AUC March, Support or Opposition—</p>
<p style="top:686.1pt;left:405.0pt">AND</p>
<p style="top:704.7pt;left:393.8pt">• The moving group’s number of Guerrillas plus the number </p>
<p style="top:719.7pt;left:405.0pt">of cubes in the destination space exceeds 3. For AUC March, </p>
<p style="top:734.7pt;left:405.0pt">count FARC Guerrillas as cubes. </p>
<p style="top:758.7pt;left:393.8pt"><i>EXAMPLE: A group of 2 Underground FARC Guerrillas March </i></p>
<p style="top:773.7pt;left:393.8pt"><i>from Meta East to Santander-Boyacá, which has Passive Sup-</i></p>
<p style="top:788.7pt;left:393.8pt"><i>port and where there are 1 Police and 1 Troops cubes. Because </i></p>
<p style="top:803.7pt;left:393.8pt"><i>the destination is a Department with Support and the total of 4 </i></p>
<p style="top:818.7pt;left:393.8pt"><i>cubes and moving Guerrillas involved exceeds 3, the 2 moving </i></p>
<p style="top:833.7pt;left:393.8pt"><i>Guerrillas flip to Active.</i></p>
<p style="top:854.3pt;left:393.8pt"><i>NOTE: March often Activates Guerrillas, but moves by Event </i></p>
<p style="top:869.3pt;left:393.8pt"><i>(<a href="#5.0">5.0</a>) do so only if specified.</i></p>
</div>
<div id="page8" style="background-image:url('rulebook8.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:56.2pt">8</p>
<p style="top:37.6pt;left:348.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:66.9pt;left:56.2pt"><b><a class="h" id="3.3.3" href="#3.3.3">3.3.3</a> Attack.</b> Attack Operations seek to eliminate enemy forc-</p>
<p style="top:81.9pt;left:56.2pt">es; particularly successful attacks augment friendly Guerrillas </p>
<p style="top:96.9pt;left:56.2pt">(by capturing enemy weapons, equipment, rations, recruits, or </p>
<p style="top:111.9pt;left:56.2pt">drugs). Select any spaces where the executing Faction has at </p>
<p style="top:126.9pt;left:56.2pt">least 1 Guerrilla and 1 enemy piece; pay 1 Resource per space.</p>
<p style="top:150.9pt;left:56.2pt">PROCEDURE: In each selected space, Activate (<a href="#1.4.3">1.4.3</a>) all the </p>
<p style="top:165.9pt;left:56.2pt">executing Faction’s Guerrillas and then roll a die: if the roll is less </p>
<p style="top:180.9pt;left:56.2pt">than or equal to the number of the executing Faction’s Guerrillas </p>
<p style="top:195.9pt;left:56.2pt">there (whether or not they began Active), remove up to 2 enemy </p>
<p style="top:210.9pt;left:56.2pt">pieces (executing Faction’s choice; may include Underground </p>
<p style="top:225.9pt;left:56.2pt">Guerrillas). The 2 pieces may belong to different Factions. A </p>
<p style="top:240.9pt;left:56.2pt">targeted Faction’s Bases cannot be removed before all its cubes </p>
<p style="top:255.9pt;left:56.2pt">or Guerrillas in the space.</p>
<p style="top:279.9pt;left:56.2pt">CAPTURED GOODS: If the roll was a “1”, place 1 of the exe-</p>
<p style="top:294.9pt;left:56.2pt">cuting Faction’s Available Guerrillas (<a href="#1.4.1">1.4.1</a>) there. If a Shipment </p>
<p style="top:309.9pt;left:56.2pt">(<a href="#4.5.3">4.5.3</a>) was removed, place it in the space with a Guerrilla of the </p>
<p style="top:324.9pt;left:56.2pt">executing Faction.</p>
<p style="top:348.9pt;left:160.9pt"><b><a class="h" id="3.3.4" href="#3.3.4">3.3.4</a> Terror. </b>Terror Operations in Depart-</p>
<p style="top:363.9pt;left:160.9pt">ments or Cities neutralize (or, for FARC, </p>
<p style="top:378.9pt;left:160.9pt">build) Support or Opposition (<a href="#1.6">1.6</a>) and </p>
<p style="top:393.9pt;left:160.9pt">place Terror markers that hinder future </p>
<p style="top:408.9pt;left:56.2pt">efforts to influence it. On LoCs, they place Sabotage markers </p>
<p style="top:423.9pt;left:56.2pt">that block Government Resource earnings (<a href="#6.3.1">6.3.1</a>). AUC Terror </p>
<p style="top:438.9pt;left:56.2pt">harms Aid to the Government. Select any spaces where the ex-</p>
<p style="top:453.9pt;left:56.2pt">ecuting Faction has at least 1 Underground Guerrilla; pay 1 </p>
<p style="top:468.9pt;left:56.2pt">Resource per City or Department (0 for LoCs).</p>
<p style="top:492.9pt;left:56.2pt">PROCEDURE: Activate 1 friendly Underground Guerrilla in </p>
<p style="top:507.9pt;left:56.2pt">each selected space. </p>
<p style="top:527.4pt;left:56.2pt">• If the space is a Department or City, place a Terror marker and </p>
<p style="top:542.4pt;left:67.5pt">shift any Support or Opposition 1 level toward Neutral (remove </p>
<p style="top:557.4pt;left:67.5pt">Passive or shift Active to Passive and adjust Total Support or </p>
<p style="top:572.4pt;left:67.5pt">Opposition, <a href="#1.6">1.6</a>) OR, if FARC, toward Active Opposition. </p>
<p style="top:591.0pt;left:56.2pt">• If the space is a LoC without a Sabotage marker, place a </p>
<p style="top:606.0pt;left:67.5pt">Sabotage marker.</p>
<p style="top:624.6pt;left:56.2pt">• Do not place a Terror/Sabotage marker if all are already on </p>
<p style="top:639.6pt;left:67.5pt">the map. (There are 40.) </p>
<p style="top:663.6pt;left:56.2pt">AID CUT: If AUC is executing the Terror (including via Event, </p>
<p style="top:678.6pt;left:56.2pt">5.0), drop Aid by –3 if the Terror occurred in a single space or </p>
<p style="top:693.6pt;left:56.2pt">by –5 if in 2 or more spaces, to a minimum of 0 (<a href="#1.7">1.7</a>). <i>Note: Aid </i></p>
<p style="top:708.6pt;left:56.2pt"><i>at 0 does not stop AUC Terror.</i> </p>
<p style="top:746.5pt;left:56.2pt;font-size:21.3pt"><b><a class="h" id="4.0" href="#4.0">4.0</a> SPECIAL ACTIVITIES</b></p>
<p style="top:773.6pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="4.1" href="#4.1">4.1</a> Special Activities in General </b></p>
<p style="top:790.6pt;left:56.2pt">When a Faction per the Event Card sequence of play (<a href="#2.3">2.3</a>) exe-</p>
<p style="top:805.6pt;left:56.2pt">cutes an Operation in at least 1 space (<a href="#3.0">3.0</a>), it may also execute </p>
<p style="top:820.6pt;left:56.2pt">1 type of its Special Activities (Exception: Limited Operations, </p>
<p style="top:835.6pt;left:56.2pt">2.3.5). Some Events grant free Special Activities (<a href="#3.1.2">3.1.2</a>).</p>
<p style="top:855.1pt;left:56.2pt">• As with Operations, the executing Faction selects spaces, </p>
<p style="top:870.1pt;left:67.5pt">Factions, or pieces affected and the order of actions. A Faction </p>
<p style="top:885.1pt;left:67.5pt">may execute its Special Activity at any one time immediately </p>
<p style="top:900.1pt;left:67.5pt">before, during, or immediately after the execution of its Op-</p>
<p style="top:915.1pt;left:67.5pt">eration. </p>
<p style="top:66.9pt;left:393.8pt"><i>EXAMPLE: FARC with 0 Resources Extorts or Kidnaps enough </i></p>
<p style="top:81.9pt;left:393.8pt"><i>to pay for the necessary accompanying Operations thereafter </i></p>
<p style="top:96.9pt;left:393.8pt"><i>(<a href="#4.1.1">4.1.1</a>). </i></p>
<p style="top:120.9pt;left:393.8pt"><i>PLAY NOTE: If the 1st Eligible Faction uses a Special Activity, </i></p>
<p style="top:135.9pt;left:393.8pt"><i>the 2nd Eligible will have the option of executing the card’s </i></p>
<p style="top:150.9pt;left:393.8pt"><i>Event (<a href="#2.3.4">2.3.4</a>). </i></p>
<p style="top:174.9pt;left:393.8pt"><b><a class="h" id="4.1.1" href="#4.1.1">4.1.1</a>. Accompanying Operations.</b> Some Special Activities </p>
<p style="top:189.9pt;left:393.8pt">specify that they may only accompany certain types of Opera-</p>
<p style="top:204.9pt;left:393.8pt">tions (<a href="#3.0">3.0</a>). Certain Special Activities may take place only in the </p>
<p style="top:219.9pt;left:393.8pt">locations of their Accompanying Operations. If not otherwise </p>
<p style="top:234.9pt;left:393.8pt">specified, Special Activities may accompany any Operations and </p>
<p style="top:249.9pt;left:393.8pt">take place in any otherwise valid spaces. </p>
<p style="top:276.6pt;left:431.6pt;font-size:15.0pt"><b><a class="h" id="4.2" href="#4.2">4.2</a> Government Special Activities</b></p>
<p style="top:293.6pt;left:431.6pt">The Government may choose from Air Lift, Air Strike, </p>
<p style="top:308.6pt;left:393.8pt">or Eradicate Special Activities.</p>
<p style="top:332.6pt;left:393.8pt"><b><a class="h" id="4.2.1" href="#4.2.1">4.2.1</a> Air Lift. </b>Air Lift moves Troops, especially to mass them </p>
<p style="top:347.6pt;left:393.8pt">quickly for an Operation. </p>
<p style="top:371.6pt;left:393.8pt">PROCEDURE: Move up to 3 Troops from 1 space to another </p>
<p style="top:386.6pt;left:393.8pt">(not FARC Zone, <a href="#6.4.4">6.4.4</a>).</p>
<p style="top:410.6pt;left:393.8pt"><b><a class="h" id="4.2.2" href="#4.2.2">4.2.2</a> Air Strike. </b>An Air Strike destroys an exposed Insurgent </p>
<p style="top:425.6pt;left:393.8pt">unit. It may only accompany a Patrol, Sweep, or Assault (<a href="#3.2.2">3.2.2</a>-.4) </p>
<p style="top:440.6pt;left:393.8pt">and take place in a single Department or LoC (not City).</p>
<p style="top:464.6pt;left:393.8pt">PROCEDURE: Remove 1 Active Guerrilla or, if the targeted </p>
<p style="top:479.6pt;left:393.8pt">Faction has no Guerrillas in the space, 1 of its Bases.</p>
<p style="top:503.6pt;left:393.8pt"><b><a class="h" id="4.2.3" href="#4.2.3">4.2.3</a> Eradicate.</b> Eradication destroys rural Cartels Bases and </p>
<p style="top:518.6pt;left:393.8pt">earns Aid but at a cost of increasing local sympathy for FARC. </p>
<p style="top:533.6pt;left:393.8pt">It may take place in any 1 Department with Cartels pieces (even </p>
<p style="top:548.6pt;left:393.8pt">Cartels Guerrillas without Bases).</p>
<p style="top:572.6pt;left:393.8pt">PROCEDURE: Boost Aid by +4, to a maximum of 29 (<a href="#1.7">1.7</a>). </p>
<p style="top:587.6pt;left:393.8pt">Remove all Cartels Bases in the selected space (regardless of </p>
<p style="top:602.6pt;left:393.8pt">Guerrillas there). Then:</p>
<p style="top:622.1pt;left:393.8pt">• Shift that or an adjacent Department 1 level toward Active </p>
<p style="top:637.1pt;left:405.0pt">Opposition (<a href="#1.6.1">1.6.1</a>), if possible.</p>
<p style="top:655.7pt;left:393.8pt">• Or, if not possible (because all are already at Active Opposition </p>
<p style="top:670.7pt;left:405.0pt">or have 0 Population), instead place 1 available FARC Guerrilla </p>
<p style="top:685.7pt;left:405.0pt">in that Department.</p>
<p style="top:709.7pt;left:393.8pt"><i>DESIGN NOTE: Farmers of coca and other crops harmed tend </i></p>
<p style="top:724.7pt;left:393.8pt"><i>to resent Government spraying.</i></p>
<p style="top:751.5pt;left:431.5pt;font-size:15.0pt"><b><a class="h" id="4.3" href="#4.3">4.3</a> FARC Special Activities</b></p>
<p style="top:768.5pt;left:431.5pt">FARC may choose from Ambush, Extort, or Kidnap </p>
<p style="top:783.5pt;left:393.8pt">Special Activities.</p>
<p style="top:807.5pt;left:393.8pt"><b><a class="h" id="4.3.1" href="#4.3.1">4.3.1</a> Extort.</b> Extortion enables FARC to gain Resources from </p>
<p style="top:822.5pt;left:393.8pt">regions they dominate. FARC may simultaneously Extort in any </p>
<p style="top:837.5pt;left:393.8pt">spaces (including LoCs) where FARC forces include at least 1 </p>
<p style="top:852.5pt;left:393.8pt">Underground Guerrilla and FARC has Control (its forces out-</p>
<p style="top:867.5pt;left:393.8pt">number all enemies, <a href="#1.8">1.8</a>). </p>
<p style="top:891.5pt;left:393.8pt">PROCEDURE: For each selected space, Activate 1 Underground </p>
<p style="top:906.5pt;left:393.8pt">FARC Guerrilla there (<a href="#1.4.3">1.4.3</a>) and add +1 to FARC Resources </p>
<p style="top:921.5pt;left:393.8pt">(<a href="#1.7">1.7</a>).</p>
</div>
<div id="page9" style="background-image:url('rulebook9.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:702.8pt">9</p>
<p style="top:36.6pt;left:346.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:66.9pt;left:56.2pt"><b><a class="h" id="4.3.2" href="#4.3.2">4.3.2</a> Ambush.</b> An Ambush enables FARC to ensure the complete </p>
<p style="top:81.9pt;left:56.2pt">success of an Attack in 1 space. It must take place in a space </p>
<p style="top:96.9pt;left:56.2pt">selected for Attack (<a href="#3.3.3">3.3.3</a>, not yet resolved) and that has at least </p>
<p style="top:111.9pt;left:56.2pt">1 Underground FARC Guerrilla (<a href="#1.4.3">1.4.3</a>).</p>
<p style="top:135.9pt;left:56.2pt">PROCEDURE: Instead of the usual Attack procedure (<a href="#3.3.3">3.3.3</a>), </p>
<p style="top:150.9pt;left:56.2pt">the Attack in that space Activates 1 Underground Guerrilla only </p>
<p style="top:165.9pt;left:56.2pt">and automatically succeeds (do not roll; remove the 2 enemy </p>
<p style="top:180.9pt;left:56.2pt">pieces normally). Place an Available FARC Guerrilla in the space </p>
<p style="top:195.9pt;left:56.2pt">(Underground, <a href="#1.4.3">1.4.3</a>) as if a “1” had been rolled.</p>
<p style="top:219.9pt;left:56.2pt"><b><a class="h" id="4.3.3" href="#4.3.3">4.3.3</a> Kidnap.</b> Kidnapping takes variable amounts of Resources </p>
<p style="top:234.9pt;left:56.2pt">(<a href="#1.7">1.7</a>) from the Government or the Cartels or a Shipment (<a href="#4.5.3">4.5.3</a>) </p>
<p style="top:249.9pt;left:56.2pt">from the Cartels, at a small risk of adding to AUC growth. It may </p>
<p style="top:264.9pt;left:56.2pt">take place in up to 3 spaces that:</p>
<p style="top:284.4pt;left:56.2pt">• Were or will be selected for Terror (<a href="#3.3.4">3.3.4</a>) this Operation, AND</p>
<p style="top:299.4pt;left:56.2pt">• Are City, LoC, or have a Cartels Base, AND </p>
<p style="top:314.4pt;left:56.2pt">• Have more FARC Guerrillas than Police.</p>
<p style="top:338.4pt;left:56.2pt">PROCEDURE: Target either the Government if the space is a </p>
<p style="top:353.4pt;left:56.2pt">City or LoC, or the Cartels if the space has 1 or 2 Cartels Bases. </p>
<p style="top:368.4pt;left:56.2pt">Roll a die for each space and transfer to FARC from the targeted </p>
<p style="top:383.4pt;left:56.2pt">Faction a number of Resources equal to the die roll. Whenever a </p>
<p style="top:398.4pt;left:56.2pt">“6” is rolled, AUC places 1 Available piece in that space (within </p>
<p style="top:413.4pt;left:56.2pt">stacking, <a href="#1.4.2">1.4.2</a>). If a targeted Faction runs out of Resources, no </p>
<p style="top:428.4pt;left:56.2pt">more is transferred.</p>
<p style="top:452.4pt;left:56.2pt">DRUG RANSOM: If targeting the Cartels where they hold a </p>
<p style="top:467.4pt;left:56.2pt">Shipment (<a href="#4.5.3">4.5.3</a>), instead of rolling, place the Shipment with a </p>
<p style="top:482.4pt;left:56.2pt">FARC Guerrilla there.</p>
<p style="top:506.4pt;left:56.2pt"><i>DESIGN NOTE: This Special Activity represents the potentially </i></p>
<p style="top:521.4pt;left:56.2pt"><i>lucrative kidnapping of family members of drug lords, politicians, </i></p>
<p style="top:536.4pt;left:56.2pt"><i>and other wealthy. Routine kidnapping is represented in the game </i></p>
<p style="top:551.4pt;left:56.2pt"><i>within Terror and Extort.</i></p>
<p style="top:578.1pt;left:94.0pt;font-size:15.0pt"><b><a class="h" id="4.4" href="#4.4">4.4</a> AUC Special Activities</b></p>
<p style="top:595.1pt;left:94.0pt">AUC may choose from Extort, Ambush, or Assassinate </p>
<p style="top:610.1pt;left:56.2pt">Special Activities.</p>
<p style="top:634.1pt;left:56.2pt"><b><a class="h" id="4.4.1" href="#4.4.1">4.4.1</a> Extort & Ambush.</b> AUC Extorts and Ambushes the same </p>
<p style="top:649.1pt;left:56.2pt">as FARC (<a href="#4.3.1">4.3.1</a>-2) but using AUC instead of FARC forces.</p>
<p style="top:673.1pt;left:56.2pt"><b><a class="h" id="4.4.2" href="#4.4.2">4.4.2</a> Assassinate.</b> Assassination efficiently eliminates enemy </p>
<p style="top:688.1pt;left:56.2pt">units—even protected Bases. It may occur in any of up to 3 </p>
<p style="top:703.1pt;left:56.2pt">spaces selected for AUC Terror (<a href="#3.3.4">3.3.4</a>) this Operation in which </p>
<p style="top:718.1pt;left:56.2pt">AUC Guerrillas outnumber Police.</p>
<p style="top:740.3pt;left:56.2pt">PROCEDURE: In each such space, remove any 1 enemy piece.</p>
<p style="top:762.5pt;left:56.2pt">COMMANDEER: If an Assassination forces the removal of a </p>
<p style="top:777.5pt;left:56.2pt">Shipment (<a href="#4.5.3">4.5.3</a>) place it with an AUC Guerrilla in the space.</p>
<p style="top:804.3pt;left:94.0pt;font-size:15.0pt"><b><a class="h" id="4.5" href="#4.5">4.5</a> Cartels Special Activities</b></p>
<p style="top:821.3pt;left:94.0pt">The Cartels may choose from Cultivate, Process, or Bribe </p>
<p style="top:836.3pt;left:56.2pt">Special Activities.</p>
<p style="top:860.3pt;left:56.2pt"><b><a class="h" id="4.5.1" href="#4.5.1">4.5.1</a> Cultivate.</b> Cultivation relocates trafficking activity or </p>
<p style="top:875.3pt;left:56.2pt">propagates a new growing area. It may only accompany a Rally </p>
<p style="top:890.3pt;left:56.2pt">or March Operation (<a href="#3.3.1">3.3.1</a>-.2). The destination is 1 Department </p>
<p style="top:905.3pt;left:56.2pt">or City with Population greater than 0 and with more Cartels </p>
<p style="top:920.3pt;left:56.2pt">Guerrillas than Police.</p>
<p style="top:66.9pt;left:393.8pt">PROCEDURE: Relocate 1 Cartels Base from any space to the </p>
<p style="top:81.9pt;left:393.8pt">selected space (within stacking, <a href="#1.4.2">1.4.2</a>). Or, if the space is a De-</p>
<p style="top:96.9pt;left:393.8pt">partment selected for a Rally Operation (whether or not it just </p>
<p style="top:111.9pt;left:393.8pt">received a Guerrilla), if desired instead place 1 Cartels Base there. </p>
<p style="top:135.9pt;left:393.8pt"><i>DESIGN NOTE: Cultivation represents the ability of drug syn-</i></p>
<p style="top:150.9pt;left:393.8pt"><i>dicates quickly and clandestinely to arrange purchase from new </i></p>
<p style="top:165.9pt;left:393.8pt"><i>growers and move processing labs and delivery routes.</i></p>
<p style="top:189.9pt;left:393.8pt"><b><a class="h" id="4.5.2" href="#4.5.2">4.5.2</a> Process.</b> Processing prepares major drug Shipments or </p>
<p style="top:204.9pt;left:393.8pt">exchanges Bases for Resources. It may only accompany a Rally </p>
<p style="top:219.9pt;left:393.8pt">or March Operation (<a href="#3.3.1">3.3.1</a>-.2) and may occur in any spaces with </p>
<p style="top:234.9pt;left:393.8pt">at least 1 Cartels Base. </p>
<p style="top:258.9pt;left:393.8pt">PROCEDURE: Remove any Cartels Bases desired and add +3 </p>
<p style="top:273.9pt;left:393.8pt">Cartels Resources for each Base removed. Alternatively, place a </p>
<p style="top:288.9pt;left:393.8pt">total of 1 or 2 available Shipments (<a href="#4.5.3">4.5.3</a>) under any Guerrillas </p>
<p style="top:303.9pt;left:393.8pt">in spaces with Cartels Bases.</p>
<p style="top:327.9pt;left:459.6pt"><b><a class="h" id="4.5.3" href="#4.5.3">4.5.3</a> Shipment Markers.</b> The 4 Shipment markers </p>
<p style="top:342.9pt;left:459.7pt">represent major processed drug caches awaiting </p>
<p style="top:357.9pt;left:459.7pt">delivery and are a limit on play. On the map, they </p>
<p style="top:372.9pt;left:459.7pt">are always placed beneath a Guerrilla and move </p>
<p style="top:387.9pt;left:393.8pt">with it. That Guerrilla’s Faction owns the Shipment. A Guerrilla </p>
<p style="top:402.9pt;left:393.8pt">may hold several Shipments. The owner may transfer the Ship-</p>
<p style="top:417.9pt;left:393.8pt">ment to another Guerrilla in the same space at any time (even as </p>
<p style="top:432.9pt;left:393.8pt">the Guerrilla is removed or replaced and including to another </p>
<p style="top:447.9pt;left:393.8pt">Faction’s Guerrilla). Shipments are only removed via Event (<a href="#5.0">5.0</a>) </p>
<p style="top:462.9pt;left:393.8pt">or as follows:</p>
<p style="top:482.4pt;left:393.8pt">• If a Guerrilla holding a Shipment is removed, the owner must </p>
<p style="top:497.4pt;left:405.0pt">immediately transfer the Shipment to another Guerrilla <s>if possible,</s> </p>
<p style="top:512.4pt;left:405.0pt"><s>otherwise</s> <mark>or</mark> remove it. </p>
<p style="top:531.0pt;left:393.8pt">• Players after executing Operations without Special Activities </p>
<p style="top:546.0pt;left:405.0pt">may remove a Shipment they own for a free, extra Limited </p>
<p style="top:561.0pt;left:405.0pt">Operation (<a href="#2.3.6">2.3.6</a>).</p>
<p style="top:579.6pt;left:393.8pt">• During the Resource Phase, all Shipments are removed and </p>
<p style="top:594.6pt;left:405.0pt">provide the owner either a Base or +6 Resources (<a href="#6.3.3">6.3.3</a>).</p>
<p style="top:618.6pt;left:393.8pt"><b><a class="h" id="4.5.4" href="#4.5.4">4.5.4</a> Bribe.</b> Bribes neutralize other Factions’ units or expose or </p>
<p style="top:633.6pt;left:393.8pt">hide Guerrillas but cost Resources (<a href="#1.7">1.7</a>). They may occur in any </p>
<p style="top:648.6pt;left:393.8pt">of up to 3 spaces, and may accompany any Cartels Operation.</p>
<p style="top:672.6pt;left:393.8pt">PROCEDURE: For each space, reduce Cartels Resources –3 and </p>
<p style="top:687.6pt;left:393.8pt">remove up to 2 cubes there, remove or flip up to 2 Guerrillas </p>
<p style="top:702.6pt;left:393.8pt">there, or remove a Base there. <i>NOTE: Bribe is the only Special </i></p>
<p style="top:717.6pt;left:393.8pt"><i>Activity with a Resource cost.</i> </p>
<p style="top:741.6pt;left:393.8pt">CONTRABAND: The Cartels player may transfer any Shipments </p>
<p style="top:756.6pt;left:393.8pt">(<a href="#4.5.3">4.5.3</a>) removed by Bribe to any Guerrilla in the space.</p>
</div>
<div id="page10" style="background-image:url('rulebook10.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:56.2pt">10</p>
<p style="top:37.6pt;left:348.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:337.3pt;left:56.2pt;font-size:21.3pt"><b><a class="h" id="5.0" href="#5.0">5.0</a> EVENTS</b></p>
<p style="top:361.6pt;left:56.2pt"><i>Each Event bears a title, italicized flavor text, and Event text. </i></p>
<p style="top:376.6pt;left:56.2pt"><i>Flavor text provides historical interest and has no effect on play. </i></p>
<p style="top:391.6pt;left:56.2pt"><i>Cards with text updated for this edition are marked “2nd Ed”.</i></p>
<p style="top:415.0pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="5.1" href="#5.1">5.1</a> Executing Events</b></p>
<p style="top:432.0pt;left:56.2pt">When a Faction executes an Event, it carries out the Event text </p>
<p style="top:447.0pt;left:56.2pt">literally (sometimes involving actions or decisions by other </p>
<p style="top:462.0pt;left:56.2pt">Factions). Unless otherwise specified, the executing Faction </p>
<p style="top:477.0pt;left:56.2pt">makes all selections involved in implementing the text, such </p>
<p style="top:492.0pt;left:56.2pt">as which pieces are affected. <i>EXAMPLE: A Faction executing </i></p>
<p style="top:507.0pt;left:56.2pt"><i>an Event that forces another Faction to Attack could choose </i></p>
<p style="top:522.0pt;left:56.2pt"><i>the Attacking Faction; the Attacking Faction would make any </i></p>
<p style="top:537.0pt;left:56.2pt"><i>selections allowed within the Event’s required Attack (per 3.1).</i> </p>
<p style="top:552.0pt;left:56.2pt">Some Events with lasting effects have markers as aids to play. </p>
<p style="top:567.0pt;left:56.2pt">(For Events that place FARC Zones, see 6.4.4.)</p>
<p style="top:591.0pt;left:56.2pt"><b><a class="h" id="5.1.1" href="#5.1.1">5.1.1</a></b> Where Event text contradicts rules, the Event takes prece-</p>
<p style="top:606.0pt;left:56.2pt">dence. <i>EXAMPLE: If the Event says any Guerrilla in a partic-</i></p>
<p style="top:621.0pt;left:56.2pt"><i>ular space executes Terror or Ambush, even an already Active </i></p>
<p style="top:636.0pt;left:56.2pt"><i>Guerrilla there can do so.</i> However: </p>
<p style="top:655.5pt;left:56.2pt">• Events never place pieces that are not available (<a href="#1.4.1">1.4.1</a>); they </p>
<p style="top:670.5pt;left:67.5pt">remove rather than replace if the replacement is not available. </p>
<p style="top:689.1pt;left:56.2pt">• Events may not violate stacking (<a href="#1.4.2">1.4.2</a>, including no </p>
<p style="top:704.1pt;left:67.5pt">Government forces into FARC Zones, <a href="#6.4.4">6.4.4</a>).</p>
<p style="top:722.7pt;left:56.2pt">• Events may not raise Aid beyond 29 or a Faction’s Resources </p>
<p style="top:737.7pt;left:67.5pt">beyond 99 (<a href="#1.7">1.7</a>).</p>
<p style="top:756.3pt;left:56.2pt">• Events never allow a Faction to execute a type of Operation </p>
<p style="top:771.3pt;left:67.5pt">or Special Activity available only to other Factions (<a href="#3.0">3.0</a>, <a href="#4.0">4.0</a>).</p>
<p style="top:795.3pt;left:56.2pt"><b><a class="h" id="5.1.2" href="#5.1.2">5.1.2</a></b> If two Events contradict, the currently played Event takes </p>
<p style="top:810.3pt;left:56.2pt">precedence.</p>
<p style="top:830.9pt;left:56.2pt"><i>EXAMPLE: “Former Military” could result in Assault against </i></p>
<p style="top:845.9pt;left:56.2pt"><i>FARC even if FARC had just played “Senado & Cámara”.</i></p>
<p style="top:869.9pt;left:56.2pt"><b><a class="h" id="5.1.3" href="#5.1.3">5.1.3</a></b> If not all of an executed Event’s text can be carried out, </p>
<p style="top:884.9pt;left:56.2pt">implement that which can.</p>
<p style="top:66.8pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="5.2" href="#5.2">5.2</a> Dual Use</b></p>
<p style="top:83.8pt;left:393.8pt">Many Events have both unshaded and shaded Event text. The </p>
<p style="top:98.8pt;left:393.8pt">executing Faction may select either the unshaded or shaded text </p>
<p style="top:113.8pt;left:393.8pt">to carry out (not both). While the unshaded text often favors the </p>
<p style="top:128.8pt;left:393.8pt">Government, a player may select either text option regardless </p>
<p style="top:143.8pt;left:393.8pt">of Faction.</p>
<p style="top:164.4pt;left:393.8pt"><i>DESIGN NOTE: Dual-use events represent opposed effects of </i></p>
<p style="top:179.4pt;left:393.8pt"><i>the same cause, forks in the historical road, or instances subject </i></p>
<p style="top:194.4pt;left:393.8pt"><i>to alternative historical interpretation.</i></p>
<p style="top:221.1pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="5.3" href="#5.3">5.3</a> Govt Capabilities </b></p>
<p style="top:238.1pt;left:500.0pt">Dual-use Events marked “GOVT CAPA-</p>
<p style="top:253.1pt;left:500.0pt">BILITIES” have lasting effects that either </p>
<p style="top:268.1pt;left:500.0pt">help or hurt the Government. When exe-</p>
<p style="top:283.1pt;left:500.0pt">cuting such an Event, place the correspond-</p>
<p style="top:298.1pt;left:393.8pt">ing marker on the appropriate side in the Govt Capabilities box. </p>
<p style="top:313.1pt;left:393.8pt">The Event’s effects last for the rest of the game.</p>
<p style="top:339.9pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="5.4" href="#5.4">5.4</a> Insurgent Momentum</b></p>
<p style="top:356.9pt;left:393.8pt">Dual-use shaded Event text marked “INSURGENT MOMEN-</p>
<p style="top:371.9pt;left:393.8pt">TUM” has lasting effects that hurt the Government. When ex-</p>
<p style="top:386.9pt;left:393.8pt">ecuting such shaded text, place the card in one of the Insurgent </p>
<p style="top:401.9pt;left:393.8pt">Momentum holding boxes. The effects last until the next Pro-</p>
<p style="top:416.9pt;left:393.8pt">paganda round’s Reset phase (<a href="#6.6">6.6</a>), when the card is discarded. </p>
<p style="top:431.9pt;left:393.8pt"><i>Note: The 2 holding boxes are intended for convenience and </i></p>
<p style="top:446.9pt;left:393.8pt"><i>not a limit on the number of Insurgent Momentum Events that </i></p>
<p style="top:461.9pt;left:393.8pt"><i>can be in play.</i></p>
<p style="top:488.6pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="5.5" href="#5.5">5.5</a> Free Operations</b></p>
<p style="top:505.6pt;left:393.8pt">Some Events allow the Executing or another Faction an im-</p>
<p style="top:520.6pt;left:393.8pt">mediate Operation or Special Activity that interrupts the usual </p>
<p style="top:535.6pt;left:393.8pt">sequence of play and typically is free: it bears no Resource cost </p>
<p style="top:550.6pt;left:393.8pt">and does not affect Eligibility (<a href="#3.1.2">3.1.2</a>, <a href="#2.3.1">2.3.1</a>), though other require-</p>
<p style="top:565.6pt;left:393.8pt">ments remain unless trumped by Event text (<a href="#5.1.1">5.1.1</a>). </p>
<p style="top:589.6pt;left:393.8pt"><i>EXAMPLE: Free Terror must Activate an Underground Guerrilla </i></p>
<p style="top:604.6pt;left:393.8pt"><i>per 3.3.4, but Event text specifying Terror by “any Guerrilla” </i></p>
<p style="top:619.6pt;left:393.8pt"><i>could use an already Active Guerrilla.</i></p>
<p style="top:657.5pt;left:393.8pt;font-size:21.3pt"><b><a class="h" id="6.0" href="#6.0">6.0</a> PROPAGANDA ROUNDS</b></p>
<p style="top:681.9pt;left:393.8pt">Conduct a Propaganda Round in the sequence of phases below </p>
<p style="top:696.9pt;left:393.8pt">as each Propaganda Card is played. The Sequence of Play sheet </p>
<p style="top:711.9pt;left:393.8pt">and board also list this sequence. </p>
<p style="top:735.9pt;left:393.8pt"><b><i>EXCEPTION:</i></b> Never conduct more than 1 Propaganda Round </p>
<p style="top:750.9pt;left:393.8pt">in a row (without at least 1 Event card in between)—instead, </p>
<p style="top:765.9pt;left:393.8pt">additional Propaganda cards are played without a Propaganda </p>
<p style="top:780.9pt;left:393.8pt">Round. If such an additional Propaganda card is final (<a href="#2.4.1">2.4.1</a>), </p>
<p style="top:795.9pt;left:393.8pt">end the game and determine victory (<a href="#7.3">7.3</a>). </p>
<p style="top:822.6pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="6.1" href="#6.1">6.1</a> Victory Phase</b></p>
<p style="top:839.6pt;left:393.8pt">If any Faction has met its Victory condition, the game ends (ex-</p>
<p style="top:854.6pt;left:393.8pt">ceptions: Non-player option [1.5]; 1-player [8.8]). See Victory </p>
<p style="top:869.6pt;left:393.8pt">(<a href="#7.0">7.0</a>) to determine winner and rank order. Otherwise, continue </p>
<p style="top:884.6pt;left:393.8pt">with the Propaganda Round. After completing the final Propa-</p>
<p style="top:899.6pt;left:393.8pt">ganda card’s Round (<a href="#2.4.1">2.4.1</a>), determine victory per 7.3.</p>
<p style="top:909.9pt;left:699.4pt"> </p>
<p style="top:87.2pt;left:259.8pt;font-size:11.2pt"><b><i>Card Number</i></b></p>
<p style="top:110.5pt;left:259.8pt;font-size:11.2pt"><b><i>Faction Order</i></b></p>
<p style="top:191.7pt;left:259.8pt;font-size:11.2pt"><b><i>Title</i></b></p>
<p style="top:206.7pt;left:259.8pt;font-size:11.2pt"><b><i>Italicized Flavor Text</i></b></p>
<p style="top:221.7pt;left:259.8pt;font-size:11.2pt"><b><i>Event Text</i></b></p>
<p style="top:249.3pt;left:259.8pt;font-size:11.2pt"><b><i>Lasting Effects Indicator</i></b></p>
<p style="top:278.0pt;left:259.8pt;font-size:11.2pt"><b><i>Shaded Text</i></b></p>
<p style="top:291.5pt;left:259.8pt;font-size:11.2pt"><b><i>(see Dual Use 5.2)</i></b></p>
</div>
<div id="page11" style="background-image:url('rulebook11.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:696.4pt">11</p>
<p style="top:36.6pt;left:346.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:66.8pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="6.2" href="#6.2">6.2</a> Sabotage Phase</b></p>
<p style="top:68.0pt;left:303.7pt;font-size:15.0pt"><b> </b></p>
<p style="top:85.0pt;left:113.4pt">Sabotage (<a href="#3.3.4">3.3.4</a>) each unSabotaged LoC </p>
<p style="top:100.0pt;left:113.4pt">where total Guerrillas exceed cubes or </p>
<p style="top:115.0pt;left:113.4pt">for which an adjacent City is under </p>
<p style="top:130.0pt;left:113.4pt">FARC Control. </p>
<p style="top:156.8pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="6.3" href="#6.3">6.3</a> Resources Phase</b></p>
<p style="top:173.8pt;left:56.2pt">Add to Factions’ Resources per the following sequence, to a </p>
<p style="top:188.8pt;left:56.2pt">maximum of 99 (<a href="#1.7">1.7</a>).</p>
<p style="top:212.8pt;left:56.2pt"><b><a class="h" id="6.3.1" href="#6.3.1">6.3.1</a> Government Earnings.</b> Add the total Economic value </p>
<p style="top:227.8pt;left:56.2pt">(<a href="#1.3.4">1.3.4</a>) of all LoCs that have no Sabotage markers (30 minus the </p>
<p style="top:242.8pt;left:56.2pt">Econ of Sabotaged LoCs) plus Aid. <b><i>Exception:</i></b> If El Presidente </p>
<p style="top:257.8pt;left:56.2pt">(<a href="#6.4.3">6.4.3</a>) is Samper, do not add Aid.</p>
<p style="top:281.8pt;left:56.2pt"><b><a class="h" id="6.3.2" href="#6.3.2">6.3.2</a> Insurgent Earnings.</b> Add to:</p>
<p style="top:301.2pt;left:56.2pt">• FARC and AUC: The number of its Bases.</p>
<p style="top:316.2pt;left:56.2pt">• Cartels: Three times its Bases.</p>
<p style="top:340.2pt;left:56.2pt"><b><a class="h" id="6.3.3" href="#6.3.3">6.3.3</a> Drug Profits. </b>FARC, then AUC, then Cartels remove </p>
<p style="top:355.2pt;left:56.2pt">any Shipments (<mark><a href="#4.5.3">4.5.3</a></mark>) that they own, selecting to receive for </p>
<p style="top:370.2pt;left:56.2pt">each either an available Base at the Shipment’s location (within </p>
<p style="top:385.2pt;left:56.2pt">stacking, <a href="#1.4.2">1.4.2</a>) or +6 Resources.</p>
<p style="top:412.0pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="6.4" href="#6.4">6.4</a> Support Phase</b></p>
<p style="top:429.0pt;left:56.2pt">The Government then FARC may spend Resources to affect </p>
<p style="top:444.0pt;left:56.2pt">popular Support and Opposition (<a href="#1.6">1.6</a>), then an Election is held.</p>
<p style="top:468.0pt;left:56.2pt"><b><a class="h" id="6.4.1" href="#6.4.1">6.4.1</a> Civic Action.</b> Government may spend any number of </p>
<p style="top:483.0pt;left:56.2pt">Resources to build Support in Govt-Controlled Cities or De-</p>
<p style="top:498.0pt;left:56.2pt">partments (<a href="#1.8">1.8</a>) that have both Troops and Police. Every 3 </p>
<p style="top:513.0pt;left:56.2pt">Resources spent removes 1 Terror marker or—once no Terror </p>
<p style="top:528.0pt;left:56.2pt">is in a space—shifts it 1 level toward Active Support. (Adjust </p>
<p style="top:543.0pt;left:56.2pt">Total Support, <a href="#1.6.3">1.6.3</a>.)</p>
<p style="top:563.6pt;left:56.2pt"><i>DESIGN NOTE: Troops and Police together provide the security </i></p>
<p style="top:578.6pt;left:56.2pt"><i>needed to make gains in popular support. See also Training, <a href="#3.2.1">3.2.1</a>.</i></p>
<p style="top:602.6pt;left:56.2pt"><b><a class="h" id="6.4.2" href="#6.4.2">6.4.2</a> Agitation.</b> FARC similarly may spend Resources to encour-</p>
<p style="top:617.6pt;left:56.2pt">age Opposition in FARC-Controlled Cities or Departments (<a href="#1.8">1.8</a>). </p>
<p style="top:632.6pt;left:56.2pt">Every 1 Resource spent removes 1 Terror marker or—once no </p>
<p style="top:647.6pt;left:56.2pt">Terror is in a space—shifts it 1 level toward Active Opposition. </p>
<p style="top:662.6pt;left:56.2pt">(Adjust Opposition+Bases, <a href="#1.6.3">1.6.3</a>.) (1-player: see 8.7.5.)</p>
<p style="top:686.6pt;left:56.2pt"><b><a class="h" id="6.4.3" href="#6.4.3">6.4.3</a> Election.</b> A track called El Presidente records who cur-</p>
<p style="top:701.6pt;left:56.2pt">rently is the President of Colombia and notes his effects. If El </p>
<p style="top:716.6pt;left:56.2pt">Presidente is Samper or Pastrana and Total Support is 60 or less, </p>
<p style="top:731.6pt;left:56.2pt">advance the El Presidente marker 1 box rightward and carry out </p>
<p style="top:746.6pt;left:56.2pt">the noted effect.</p>
<p style="top:766.1pt;left:56.2pt">• If Samper, the Government will not collect Resources from </p>
<p style="top:781.1pt;left:67.5pt">Aid during Propaganda Rounds (<a href="#6.3.1">6.3.1</a>; it may still do so via </p>
<p style="top:796.1pt;left:67.5pt">Events).</p>
<p style="top:814.7pt;left:56.2pt">• If Pastrana, the Government must immediately place 1 FARC </p>
<p style="top:829.7pt;left:67.5pt">Zone (below).</p>
<p style="top:848.3pt;left:56.2pt">• If Uribe, immediately remove all FARC Zones. (Events may </p>
<p style="top:863.3pt;left:67.5pt">still place them.)</p>
<p style="top:887.3pt;left:169.6pt"><b><a class="h" id="6.4.4" href="#6.4.4">6.4.4</a> FARC Zones.</b> Whenever Events or </p>
<p style="top:902.3pt;left:169.6pt">the El Presidente track (<a href="#6.4.3">6.4.3</a>) specify that </p>
<p style="top:917.3pt;left:169.6pt">a FARC Zone is to be placed, the Gov-</p>
<p style="top:66.9pt;left:393.8pt">ernment selects from among Departments with the most FARC </p>
<p style="top:81.9pt;left:393.8pt">pieces that is not already a FARC Zone to receive a FARC Zone </p>
<p style="top:96.9pt;left:393.8pt">marker. </p>
<p style="top:116.4pt;left:393.8pt">• The Government must immediately Redeploy any cubes (<a href="#6.5">6.5</a>; </p>
<p style="top:131.4pt;left:405.0pt">judge Control, <a href="#6.2">6.2</a>, at the moment that a FARC Zone is placed) </p>
<p style="top:146.4pt;left:405.0pt">and remove any of its Bases there. </p>
<p style="top:165.0pt;left:393.8pt">• Government Forces may not enter or be placed into a FARC </p>
<p style="top:180.0pt;left:405.0pt">Zone Department (<a href="#1.4.2">1.4.2</a>), even by Event (<a href="#5.1.1">5.1.1</a>). </p>
<p style="top:204.0pt;left:393.8pt"><i>EXAMPLE: The “Zona de Convivencia” Event places a FARC </i></p>
<p style="top:219.0pt;left:393.8pt"><i>Zone into the Mountain Department with the most FARC pieces. </i></p>
<p style="top:234.0pt;left:393.8pt"><i>The Government player chooses among any Mountain spaces </i></p>
<p style="top:249.0pt;left:393.8pt"><i>tied for most FARC pieces.</i></p>
<p style="top:273.0pt;left:393.8pt"><i>PLAY NOTE: FARC Zones have no effect on Air Strikes (<a href="#4.2.2">4.2.2</a>), </i></p>
<p style="top:288.0pt;left:393.8pt"><i>Eradication (<a href="#4.2.3">4.2.3</a>), or the movement or placement of Insurgent </i></p>
<p style="top:303.0pt;left:393.8pt"><i>forces.</i></p>
<p style="top:327.0pt;left:393.8pt"><b><a class="h" id="6.4.5" href="#6.4.5">6.4.5</a> Elite Backing.</b> AUC now may free Rally (<a href="#3.3.1">3.3.1</a>) in 1 space </p>
<p style="top:342.0pt;left:393.8pt">with neither Opposition, nor Govt Control, nor FARC Control </p>
<p style="top:357.0pt;left:393.8pt">(<a href="#1.8">1.8</a>). </p>
<p style="top:383.7pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="6.5" href="#6.5">6.5</a> Redeploy Phase</b></p>
<p style="top:400.7pt;left:393.8pt">The Government relocates its forces as described below. Control </p>
<p style="top:415.7pt;left:393.8pt">does not change until all Redeployment is complete.</p>
<p style="top:439.7pt;left:393.8pt"><b><a class="h" id="6.5.1" href="#6.5.1">6.5.1</a></b> The Government <i>must</i> move any Troops on LoCs or in </p>
<p style="top:454.7pt;left:393.8pt">Departments without Government Bases to Govt-Controlled </p>
<p style="top:469.7pt;left:393.8pt">spaces (<a href="#1.8">1.8</a>) that either are Cities or have Government Bases (if </p>
<p style="top:484.7pt;left:393.8pt">no such spaces, then to Bogotá).</p>
<p style="top:508.7pt;left:393.8pt"><b><a class="h" id="6.5.2" href="#6.5.2">6.5.2</a> </b>The Government <i>may</i> move any other Troops to such </p>
<p style="top:523.7pt;left:393.8pt">Govt-Controlled Cities or Bases. </p>
<p style="top:547.7pt;left:393.8pt"><b><a class="h" id="6.5.3" href="#6.5.3">6.5.3</a></b> The Government <i>may</i> move any Police to any LoCs or </p>
<p style="top:562.7pt;left:393.8pt">Govt-Controlled spaces. </p>
<p style="top:586.7pt;left:393.8pt"><b><a class="h" id="6.5.4" href="#6.5.4">6.5.4</a></b> Once all Redeployment is finished, Control of all Cities </p>
<p style="top:601.7pt;left:393.8pt">and Departments adjusts per 1.8.</p>
<p style="top:625.7pt;left:393.8pt"><i>DESIGN AND PLAY NOTE: While Troops are the Government’s </i></p>
<p style="top:640.7pt;left:393.8pt"><i>main means of attacking Insurgents in the countryside, Police </i></p>
<p style="top:655.7pt;left:393.8pt"><i>are its main means of maintaining presence over time. </i></p>
<p style="top:682.5pt;left:393.8pt;font-size:15.0pt"><b><a class="h" id="6.6" href="#6.6">6.6</a> Reset Phase</b></p>
<p style="top:699.5pt;left:393.8pt">Prepare for the next card as follows:</p>
<p style="top:719.0pt;left:393.8pt">• Mark all Factions Eligible (<a href="#2.3.1">2.3.1</a>). </p>
<p style="top:737.6pt;left:393.8pt">• Remove all Terror and Sabotage markers. </p>
<p style="top:756.2pt;left:393.8pt">• Place any cards in the Insurgent Momentum holding boxes </p>
<p style="top:771.2pt;left:405.0pt">onto the played cards—their Events’ effects no longer apply </p>
<p style="top:786.2pt;left:405.0pt">(<a href="#5.4">5.4</a>). </p>
<p style="top:804.8pt;left:393.8pt">• Flip all Guerrillas to Underground (<a href="#1.4.3">1.4.3</a>). </p>
<p style="top:823.4pt;left:393.8pt">• Play the next card from the draw deck and reveal the draw </p>
<p style="top:838.4pt;left:405.0pt">deck’s new top card (<a href="#2.3.8">2.3.8</a>). </p>
<p style="top:862.4pt;left:393.8pt"><i>PLAY NOTE: In the final Round of the game, players should </i></p>
<p style="top:877.4pt;left:393.8pt"><i>conduct as much Civic Action and Agitation as possible (<a href="#6.4.1">6.4.1</a>-2) </i></p>
<p style="top:892.4pt;left:393.8pt"><i>and can skip the Redeploy and Reset phases (<a href="#6.5">6.5</a>-6).</i></p>
</div>
<div id="page12" style="background-image:url('rulebook12.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:56.2pt">12</p>
<p style="top:37.6pt;left:348.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:67.3pt;left:56.2pt;font-size:21.3pt"><b><a class="h" id="7.0" href="#7.0">7.0</a> VICTORY </b></p>
<p style="top:91.6pt;left:56.2pt">Each Faction has unique victory conditions, covered below and </p>
<p style="top:106.6pt;left:56.2pt">on the Faction aid sheets.</p>
<p style="top:133.4pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="7.1" href="#7.1">7.1</a> Ranking Wins and Breaking Ties </b></p>
<p style="top:150.4pt;left:56.2pt">If any Non-player Faction (<a href="#8.0">8.0</a>) passes a victory check (<a href="#7.2">7.2</a>), all </p>
<p style="top:165.4pt;left:56.2pt">players lose equally. Otherwise, whenever any player does so or </p>
<p style="top:180.4pt;left:56.2pt">if none does by game end, the Faction that reached the highest </p>
<p style="top:195.4pt;left:56.2pt">victory margin (<a href="#7.3">7.3</a>) comes in 1st place, 2nd-highest comes in </p>
<p style="top:210.4pt;left:56.2pt">2nd place, and so on. Ties go to Non-players, then Cartels, then </p>
<p style="top:225.4pt;left:56.2pt">AUC, then FARC. (See also 1-player victory, <a href="#8.8">8.8</a>.)</p>
<p style="top:252.1pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="7.2" href="#7.2">7.2</a> During Propaganda Rounds</b></p>
<p style="top:269.1pt;left:56.2pt">Check victory at the start of each Propaganda Round (<a href="#6.1">6.1</a>). </p>
<p style="top:284.1pt;left:56.2pt">Victory conditions are:</p>
<p style="top:303.6pt;left:56.2pt">• Government: Total Support exceeds 60.</p>
<p style="top:322.2pt;left:56.2pt">• FARC: Total Opposition plus the number of FARC Bases </p>
<p style="top:337.2pt;left:67.5pt">exceeds 25.</p>
<p style="top:355.8pt;left:56.2pt">• AUC: AUC has more Bases than FARC. </p>
<p style="top:374.4pt;left:56.2pt">• Cartels: Cartels have more than 10 Bases and have Resources </p>
<p style="top:389.4pt;left:67.5pt">above 40. </p>
<p style="top:416.2pt;left:56.2pt;font-size:15.0pt"><b><a class="h" id="7.3" href="#7.3">7.3</a> After Final Propaganda </b></p>
<p style="top:433.2pt;left:56.2pt">If the final Propaganda Round (<a href="#2.4.1">2.4.1</a>) is completed without a </p>
<p style="top:448.2pt;left:56.2pt">victory check win (<a href="#7.2">7.2</a>), the Faction with the highest victory </p>
<p style="top:463.2pt;left:56.2pt">margin wins. A Victory Margin is the amount a Faction is beyond </p>
<p style="top:478.2pt;left:56.2pt">or short of its victory condition set forth in 7.2.</p>
<p style="top:498.8pt;left:56.2pt"><i>NOTE: The victory margin will be positive if the Faction has </i></p>
<p style="top:513.8pt;left:56.2pt"><i>reached its goal, negative or zero if it has not. See the Playbook’s </i></p>
<p style="top:528.8pt;left:56.2pt"><i>tutorial for a full example of victory determination.</i></p>
<p style="top:552.8pt;left:56.2pt"><b>• Government:</b> Total Support – 60. </p>
<p style="top:567.8pt;left:56.2pt"><b>• FARC:</b> Total Opposition + FARC Bases – 25. </p>
<p style="top:582.8pt;left:56.2pt"><b>• AUC:</b> AUC Bases – FARC Bases.</p>
<p style="top:597.8pt;left:56.2pt"><b>• Cartels:</b> Take the <i>lower</i> of the following: Cartels Bases – 10, </p>
<p style="top:612.8pt;left:67.5pt">or Cartels Resources – 40.</p>
</div>
<div id="page19" style="background-image:url('rulebook19.jpg');width:765.0pt;height:990.0pt">
<p style="top:36.6pt;left:346.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:67.3pt;left:301.6pt;font-size:21.3pt"><b>KEY TERMS INDEX</b></p>
<p style="top:94.6pt;left:56.2pt;font-size:11.2pt"><b>Accompanying:</b> Operation required for Spe-</p>
<p style="top:107.8pt;left:56.2pt;font-size:11.2pt">cial Activity. (<a href="#4.1.1">4.1.1</a>)</p>
<p style="top:124.5pt;left:56.2pt;font-size:11.2pt"><b>Activate:</b> Flip or leave Guerrilla Active. (<a href="#1.4.3">1.4.3</a>)</p>
<p style="top:141.2pt;left:56.2pt;font-size:11.2pt"><b>Active:</b> Guerrilla symbol end up: vulnerable to </p>
<p style="top:154.3pt;left:56.2pt;font-size:11.2pt">Assault or Air Strike (<a href="#1.4.3">1.4.3</a>); City or Depart-</p>
<p style="top:167.5pt;left:56.2pt;font-size:11.2pt">ment in open Support or Opposition (<a href="#1.6.1">1.6.1</a>).</p>
<p style="top:184.2pt;left:56.2pt;font-size:11.2pt"><b>Adjacent:</b> Spaces next to each other for move-</p>
<p style="top:197.3pt;left:56.2pt;font-size:11.2pt">ment or Events. (<a href="#1.3.3">1.3.3</a>)</p>
<p style="top:214.0pt;left:56.2pt;font-size:11.2pt"><b>Agitate: </b>FARC action during Propaganda to </p>
<p style="top:227.2pt;left:56.2pt;font-size:11.2pt">increase Opposition. (<a href="#6.4.2">6.4.2</a>)</p>
<p style="top:243.9pt;left:56.2pt;font-size:11.2pt"><b>Aid: </b>Foreign assistance that adds to Govern-</p>
<p style="top:257.0pt;left:56.2pt;font-size:11.2pt">ment Resources during Propaganda Rounds or </p>
<p style="top:270.1pt;left:56.2pt;font-size:11.2pt">by Event.(<a href="#1.7">1.7</a>, <a href="#6.3.1">6.3.1</a>)</p>
<p style="top:286.9pt;left:56.2pt;font-size:11.2pt"><b>Air Lift:</b> Government Special Activity that </p>
<p style="top:300.0pt;left:56.2pt;font-size:11.2pt">moves Troops. (<a href="#4.2.1">4.2.1</a>)</p>
<p style="top:316.7pt;left:56.2pt;font-size:11.2pt"><b>Air Strike: </b>Government Special Activity that </p>
<p style="top:329.8pt;left:56.2pt;font-size:11.2pt">removes enemy piece. (<a href="#4.2.2">4.2.2</a>)</p>
<p style="top:346.6pt;left:56.2pt;font-size:11.2pt"><b>Ambush:</b> FARC/AUC Special Activity ensur-</p>
<p style="top:359.7pt;left:56.2pt;font-size:11.2pt">ing Attack success. (<a href="#4.3.2">4.3.2</a>, <a href="#4.4.1">4.4.1</a>)</p>
<p style="top:376.4pt;left:56.2pt;font-size:11.2pt"><b>Attack:</b> Insurgent Operation that removes </p>
<p style="top:389.5pt;left:56.2pt;font-size:11.2pt">enemy pieces. (<a href="#3.3.3">3.3.3</a>)</p>
<p style="top:406.3pt;left:56.2pt;font-size:11.2pt"><b>Assassinate:</b> AUC Special Activity that re-</p>
<p style="top:419.4pt;left:56.2pt;font-size:11.2pt">moves enemy piece. (<a href="#4.4.2">4.4.2</a>)</p>
<p style="top:436.1pt;left:56.2pt;font-size:11.2pt"><b>Assault:</b> Government Operation that removes </p>
<p style="top:449.2pt;left:56.2pt;font-size:11.2pt">enemy pieces. (<a href="#3.2.4">3.2.4</a>)</p>
<p style="top:466.0pt;left:56.2pt;font-size:11.2pt"><b>AUC: </b>An Insurgent Faction (Autodefensas </p>
<p style="top:479.1pt;left:56.2pt;font-size:11.2pt">Unidas de Colombia: United Self-Defense </p>
<p style="top:492.2pt;left:56.2pt;font-size:11.2pt">Forces of Colombia). (<a href="#1.0">1.0</a>, <a href="#1.5">1.5</a>)</p>
<p style="top:508.9pt;left:56.2pt;font-size:11.2pt"><b>Available:</b> Force pieces in holding boxes that </p>
<p style="top:522.1pt;left:56.2pt;font-size:11.2pt">may be placed. (<a href="#1.4.1">1.4.1</a>)</p>
<p style="top:538.8pt;left:56.2pt;font-size:11.2pt"><b>Base:</b> Mostly-immobile force pieces that affect </p>
<p style="top:551.9pt;left:56.2pt;font-size:11.2pt">Rally, Resources, and Victory, among other </p>
<p style="top:565.0pt;left:56.2pt;font-size:11.2pt">functions. (<a href="#1.4">1.4</a>)</p>
<p style="top:581.8pt;left:56.2pt;font-size:11.2pt"><b>Bases Last: </b>Requirement for some actions that </p>
<p style="top:594.9pt;left:56.2pt;font-size:11.2pt">a target Faction have no cubes or Guerrillas in a </p>
<p style="top:608.0pt;left:56.2pt;font-size:11.2pt">space before its Bases can be removed. (<a href="#3.2.4">3.2.4</a>, </p>
<p style="top:621.1pt;left:56.2pt;font-size:11.2pt">3.3.3, <a href="#4.2.2">4.2.2</a>)</p>
<p style="top:637.9pt;left:56.2pt;font-size:11.2pt"><b>Bribe: </b>Cartels Special Activity that removes </p>
<p style="top:651.0pt;left:56.2pt;font-size:11.2pt">or flips pieces. (<a href="#4.5.4">4.5.4</a>)</p>
<p style="top:667.7pt;left:56.2pt;font-size:11.2pt"><b>Campaign:</b> Event card series leading up to a </p>
<p style="top:680.8pt;left:56.2pt;font-size:11.2pt">Propaganda Round. (<a href="#2.4.1">2.4.1</a>)</p>
<p style="top:697.6pt;left:56.2pt;font-size:11.2pt"><b>Captured Goods:</b> Place Guerrilla or take </p>
<p style="top:710.7pt;left:56.2pt;font-size:11.2pt">Shipment via Attack. (<a href="#3.3.3">3.3.3</a>.2) </p>
<p style="top:727.4pt;left:56.2pt;font-size:11.2pt"><b>Cartels: </b>An Insurgent Faction: Colombian </p>
<p style="top:740.5pt;left:56.2pt;font-size:11.2pt">narco-traffickers. (<a href="#1.0">1.0</a>, <a href="#1.5">1.5</a>)</p>
<p style="top:757.3pt;left:56.2pt;font-size:11.2pt"><b>City: </b>Type of space: urban areas. (<a href="#1.3.3">1.3.3</a>)</p>
<p style="top:774.0pt;left:56.2pt;font-size:11.2pt"><b>Civic Action: </b>Government action to increase </p>
<p style="top:787.1pt;left:56.2pt;font-size:11.2pt">Support. (<a href="#3.2.1">3.2.1</a>, <a href="#6.4.1">6.4.1</a>)</p>
<p style="top:803.8pt;left:56.2pt;font-size:11.2pt"><b>Coastal:</b> Space touching blue area (including </p>
<p style="top:817.0pt;left:56.2pt;font-size:11.2pt">Panamá, Ecuador, and Atlántico). (<a href="#1.3.4">1.3.4</a>)</p>
<p style="top:833.7pt;left:56.2pt;font-size:11.2pt"><b>COIN (Counterinsugency): </b>Government </p>
<p style="top:846.8pt;left:56.2pt;font-size:11.2pt">Operations. (<a href="#3.2">3.2</a>)</p>
<p style="top:863.5pt;left:56.2pt;font-size:11.2pt"><b>Commandeer: </b>Take Shipment via Assassinate. </p>
<p style="top:876.7pt;left:56.2pt;font-size:11.2pt">(<a href="#4.4.3">4.4.3</a>) </p>
<p style="top:893.4pt;left:56.2pt;font-size:11.2pt"><b>Contraband: </b>Shipment transfer via Bribe. </p>
<p style="top:906.5pt;left:56.2pt;font-size:11.2pt">(<a href="#4.5.4">4.5.4</a>) </p>
<p style="top:94.6pt;left:279.4pt;font-size:11.2pt"><b>Control:</b> Possession of more Forces in a De-</p>
<p style="top:107.8pt;left:279.4pt;font-size:11.2pt">partment or City by Government or FARC than </p>
<p style="top:120.9pt;left:279.4pt;font-size:11.2pt">all others combined. (<a href="#1.8">1.8</a>, <a href="#3.2.1">3.2.1</a>, <a href="#4.3.1">4.3.1</a>)</p>
<p style="top:137.6pt;left:279.4pt;font-size:11.2pt"><b>Cost:</b> Resources given up for an Operation. </p>
<p style="top:150.7pt;left:279.4pt;font-size:11.2pt">(<a href="#3.1">3.1</a>)</p>
<p style="top:167.5pt;left:279.4pt;font-size:11.2pt"><b>Cylinder:</b> Token to mark a Faction’s Resources </p>
<p style="top:180.6pt;left:279.4pt;font-size:11.2pt">or Eligibility (<a href="#1.7">1.7</a>, <a href="#2.2">2.2</a>)</p>
<p style="top:197.3pt;left:279.4pt;font-size:11.2pt"><b>Cube: </b>Troops or Police piece. (<a href="#1.4">1.4</a>)</p>
<p style="top:214.0pt;left:279.4pt;font-size:11.2pt"><b>Cultivate:</b> Cartels Special Activity to place or </p>
<p style="top:227.2pt;left:279.4pt;font-size:11.2pt">relocate a Base. (<a href="#4.5.1">4.5.1</a>)</p>
<p style="top:243.9pt;left:279.4pt;font-size:11.2pt"><b>Department (Dept):</b> Type of space represent-</p>
<p style="top:257.0pt;left:279.4pt;font-size:11.2pt">ing rural areas. (<a href="#1.3.2">1.3.2</a>)</p>
<p style="top:273.7pt;left:279.4pt;font-size:11.2pt"><b>Deployment: </b>Initial set up of forces. (<a href="#2.1">2.1</a>, back </p>
<p style="top:286.9pt;left:279.4pt;font-size:11.2pt">of rulebook)</p>
<p style="top:303.6pt;left:279.4pt;font-size:11.2pt"><b>Drug Bust: </b>Assault removing Shipment for </p>
<p style="top:316.7pt;left:279.4pt;font-size:11.2pt">Aid. (<a href="#3.2.5">3.2.5</a>)<b> </b></p>
<p style="top:333.4pt;left:279.4pt;font-size:11.2pt"><b>Drug Ransom: </b>Take Shipment via Kidnap. </p>
<p style="top:346.6pt;left:279.4pt;font-size:11.2pt">(<a href="#4.3.3">4.3.3</a>) </p>
<p style="top:363.3pt;left:279.4pt;font-size:11.2pt"><b>Dual Use: </b>Event with 2 alternative effects. (<a href="#5.2">5.2</a>)</p>
<p style="top:380.0pt;left:279.4pt;font-size:11.2pt"><b>Economic Value (Econ): </b>Resources that an </p>
<p style="top:393.1pt;left:279.4pt;font-size:11.2pt">unSabotaged LoC will provide Government </p>
<p style="top:406.3pt;left:279.4pt;font-size:11.2pt">each Propaganda Round. (<a href="#1.3.4">1.3.4</a>, <a href="#6.3.1">6.3.1</a>) </p>
<p style="top:423.0pt;left:279.4pt;font-size:11.2pt"><b>Eligible: </b>Faction able to execute Event or </p>
<p style="top:436.1pt;left:279.4pt;font-size:11.2pt">Operation: per Faction order, 1st and 2nd Eli-</p>
<p style="top:449.2pt;left:279.4pt;font-size:11.2pt">gible. (<a href="#2.3.1">2.3.1</a>-.2)</p>
<p style="top:466.0pt;left:279.4pt;font-size:11.2pt"><b>Elite Backing: </b>AUC option to free Rally </p>
<p style="top:479.1pt;left:279.4pt;font-size:11.2pt">during the Support Phase. (<a href="#6.4.5">6.4.5</a>) </p>
<p style="top:495.8pt;left:279.4pt;font-size:11.2pt"><b>El Presidente:</b> Track showing current Presi-</p>
<p style="top:508.9pt;left:279.4pt;font-size:11.2pt">dent of Colombia. (<a href="#6.4.3">6.4.3</a>)</p>
<p style="top:525.7pt;left:279.4pt;font-size:11.2pt"><b>Enemy: </b>Assets of another Faction than the </p>
<p style="top:538.8pt;left:279.4pt;font-size:11.2pt">executing Faction. (<a href="#1.5">1.5</a>)</p>
<p style="top:555.5pt;left:279.4pt;font-size:11.2pt"><b>Eradicate:</b> Government Special Activity to </p>
<p style="top:568.6pt;left:279.4pt;font-size:11.2pt">remove rural Cartels Bases and add Aid. (<a href="#4.2.3">4.2.3</a>)</p>
<p style="top:585.4pt;left:279.4pt;font-size:11.2pt"><b>Event:</b> Card with Faction order and text a </p>
<p style="top:598.5pt;left:279.4pt;font-size:11.2pt">Faction may execute. (<a href="#2.3">2.3</a>, <a href="#5.0">5.0</a>)</p>
<p style="top:615.2pt;left:279.4pt;font-size:11.2pt"><b>Execute:</b> Implement Event or conduct Opera-</p>
<p style="top:628.3pt;left:279.4pt;font-size:11.2pt">tion or Special Activity. (<a href="#2.3">2.3</a>)</p>
<p style="top:645.1pt;left:279.4pt;font-size:11.2pt"><b>Extort:</b> FARC/AUC Special Activity that adds </p>
<p style="top:658.2pt;left:279.4pt;font-size:11.2pt">Resources. (<a href="#4.3.1">4.3.1</a>, <a href="#4.4.1">4.4.1</a>)</p>
<p style="top:674.9pt;left:279.4pt;font-size:11.2pt"><b>Faction:</b> Player or Non-Player role: Govt, </p>
<p style="top:688.0pt;left:279.4pt;font-size:11.2pt">FARC, AUC, Cartels. (<a href="#1.5">1.5</a>)</p>
<p style="top:704.8pt;left:279.4pt;font-size:11.2pt"><b>Faction Order:</b> Card symbols determining 1st </p>
<p style="top:717.9pt;left:279.4pt;font-size:11.2pt">and 2nd Eligible. (<a href="#2.3.2">2.3.2</a>)</p>
<p style="top:734.6pt;left:279.4pt;font-size:11.2pt"><b>FARC: </b>An Insurgent Faction (Fuerzas Arma-</p>
<p style="top:747.7pt;left:279.4pt;font-size:11.2pt">das Revolucionarias de Colombia: Revolu-</p>
<p style="top:760.9pt;left:279.4pt;font-size:11.2pt">tionary Armed Forces of Colombia). (<a href="#1.0">1.0</a>, <a href="#1.5">1.5</a>)</p>
<p style="top:777.6pt;left:279.4pt;font-size:11.2pt"><b>FARC Zone:</b> Dept that Govt forces may not </p>
<p style="top:790.7pt;left:279.4pt;font-size:11.2pt">enter. (<a href="#1.4.2">1.4.2</a>, <a href="#6.4.4">6.4.4</a>)</p>
<p style="top:807.4pt;left:279.4pt;font-size:11.2pt"><b>Final:</b> 4th (optionally, 3rd) Propaganda card’s </p>
<p style="top:820.6pt;left:279.4pt;font-size:11.2pt">round, game end. (<a href="#2.4.1">2.4.1</a>, <a href="#7.3">7.3</a>)</p>
<p style="top:837.3pt;left:279.4pt;font-size:11.2pt"><b>Flip: </b>Switch Guerrilla between Underground </p>
<p style="top:850.4pt;left:279.4pt;font-size:11.2pt">and Active. (<a href="#1.4.3">1.4.3</a>)</p>
<p style="top:867.1pt;left:279.4pt;font-size:11.2pt"><b>Forces:</b> Troops, Police, Guerrillas, or Bases </p>
<p style="top:880.3pt;left:279.4pt;font-size:11.2pt">(pieces). (<a href="#1.4">1.4</a>)</p>
<p style="top:897.0pt;left:279.4pt;font-size:11.2pt"><b>Foreign Country: </b>State bordering Colombia. </p>
<p style="top:910.1pt;left:279.4pt;font-size:11.2pt">(<a href="#1.3.5">1.3.5</a>)</p>
<p style="top:94.6pt;left:502.5pt;font-size:11.2pt"><b>Forest (Tropical):</b> Department type that hin-</p>
<p style="top:107.8pt;left:502.5pt;font-size:11.2pt">ders Sweep. (<a href="#1.3.2">1.3.2</a>, <a href="#3.2.3">3.2.3</a>)</p>
<p style="top:124.5pt;left:502.5pt;font-size:11.2pt"><b>Free: </b>Operation or Special Activity via Event </p>
<p style="top:137.6pt;left:502.5pt;font-size:11.2pt">or Shipping that does not cost Resources or </p>
<p style="top:150.7pt;left:502.5pt;font-size:11.2pt">affect Eligibility. (<a href="#2.3.6">2.3.6</a>, <a href="#3.1.2">3.1.2</a>, <a href="#5.5">5.5</a>)</p>
<p style="top:167.5pt;left:502.5pt;font-size:11.2pt"><b>Friendly: </b>Assets of the executing Faction.</p>
<p style="top:184.2pt;left:502.5pt;font-size:11.2pt"><b>Government (Govt):</b> The non-Insurgent Fac-</p>
<p style="top:197.3pt;left:502.5pt;font-size:11.2pt">tion. (<a href="#1.0">1.0</a>, <a href="#1.5">1.5</a>)</p>
<p style="top:214.0pt;left:502.5pt;font-size:11.2pt"><b>Govt Capabilities: </b>Enduring event effects that </p>
<p style="top:227.2pt;left:502.5pt;font-size:11.2pt">help or hurt Government actions. (<a href="#5.3">5.3</a>)</p>
<p style="top:243.9pt;left:502.5pt;font-size:11.2pt"><b>Grassland:</b> Department type that does not </p>
<p style="top:257.0pt;left:502.5pt;font-size:11.2pt">hinder Operations. (<a href="#1.3.2">1.3.2</a>)</p>
<p style="top:273.7pt;left:502.5pt;font-size:11.2pt"><b>Guerrilla: </b>Mobile Insurgent forces piece. (<a href="#1.4">1.4</a>)</p>
<p style="top:290.5pt;left:502.5pt;font-size:11.2pt"><b>Ineffective Events:</b> Non-player avoidance of </p>
<p style="top:303.6pt;left:502.5pt;font-size:11.2pt">Events without effect (<a href="#8.1">8.1</a>).</p>
<p style="top:320.3pt;left:502.5pt;font-size:11.2pt"><b>Ineligible:</b> Faction skipped in Faction order. </p>
<p style="top:333.4pt;left:502.5pt;font-size:11.2pt">(<a href="#2.3.1">2.3.1</a>-.2)</p>
<p style="top:350.2pt;left:502.5pt;font-size:11.2pt"><b>Insurgent:</b> FARC, AUC, or Cartels Faction. </p>
<p style="top:363.3pt;left:502.5pt;font-size:11.2pt">(<a href="#1.0">1.0</a>)</p>
<p style="top:380.0pt;left:502.5pt;font-size:11.2pt"><b>Insurgent Discord: </b>A Sequence of Play </p>
<p style="top:393.1pt;left:502.5pt;font-size:11.2pt">exception in 2-player games that blocks the </p>
<p style="top:406.3pt;left:502.5pt;font-size:11.2pt">FARC player from determining Non-player </p>
<p style="top:419.4pt;left:502.5pt;font-size:11.2pt">Event use. (<a href="#8.1">8.1</a>)</p>
<p style="top:436.1pt;left:502.5pt;font-size:11.2pt"><b>Insurgent Momentum:</b> Events whose shaded </p>
<p style="top:449.2pt;left:502.5pt;font-size:11.2pt">portion stays in effect until next Propaganda </p>
<p style="top:462.4pt;left:502.5pt;font-size:11.2pt">Round. (<a href="#5.4">5.4</a>)</p>
<p style="top:479.1pt;left:502.5pt;font-size:11.2pt"><b>Kidnap:</b> FARC Special Activity that transfers </p>
<p style="top:492.2pt;left:502.5pt;font-size:11.2pt">Resources. (<a href="#4.3.3">4.3.3</a>)</p>
<p style="top:508.9pt;left:502.5pt;font-size:11.2pt"><b>Level:</b> Support/Opposition status of a space. </p>
<p style="top:522.1pt;left:502.5pt;font-size:11.2pt">(<a href="#1.6.1">1.6.1</a>)</p>
<p style="top:538.8pt;left:502.5pt;font-size:11.2pt"><b>Limited Operation (LimOp):</b> A player Op-</p>
<p style="top:551.9pt;left:502.5pt;font-size:11.2pt">eration in just 1 (destination) space, with no </p>
<p style="top:565.0pt;left:502.5pt;font-size:11.2pt">Special Activity. (<a href="#2.3.5">2.3.5</a>)</p>
<p style="top:581.8pt;left:502.5pt;font-size:11.2pt"><b>LoC:</b> Line of Communication: Pipeline or </p>
<p style="top:594.9pt;left:502.5pt;font-size:11.2pt">Road. (<a href="#1.3.4">1.3.4</a>)</p>
<p style="top:611.6pt;left:502.5pt;font-size:11.2pt"><b>March:</b> Insurgent Operation to move Guer-</p>
<p style="top:624.7pt;left:502.5pt;font-size:11.2pt">rillas. (<a href="#3.3.2">3.3.2</a>)</p>
<p style="top:641.5pt;left:502.5pt;font-size:11.2pt"><b>Mountain:</b> Department type that hinders As-</p>
<p style="top:654.6pt;left:502.5pt;font-size:11.2pt">sault. (<a href="#1.3.2">1.3.2</a>, <a href="#3.2.4">3.2.4</a>)</p>
<p style="top:671.3pt;left:502.5pt;font-size:11.2pt"><b>Non-Player:</b> Faction controlled by the game. </p>
<p style="top:684.4pt;left:502.5pt;font-size:11.2pt">(<a href="#1.5">1.5</a>, <a href="#8.0">8.0</a>)</p>
<p style="top:701.2pt;left:502.5pt;font-size:11.2pt"><b>Neutral: </b>Space not in Support nor Opposition. </p>
<p style="top:714.3pt;left:502.5pt;font-size:11.2pt">(<a href="#1.6.1">1.6.1</a>)</p>
<p style="top:731.0pt;left:502.5pt;font-size:11.2pt"><b>Open Deployment: </b>Option with latitude in set </p>
<p style="top:744.1pt;left:502.5pt;font-size:11.2pt">up of player forces. (<a href="#2.1">2.1</a>)</p>
<p style="top:760.9pt;left:502.5pt;font-size:11.2pt"><b>Operation (Op): </b>Core action Faction performs </p>
<p style="top:774.0pt;left:502.5pt;font-size:11.2pt">with its forces. (<a href="#3.0">3.0</a>)</p>
<p style="top:790.7pt;left:502.5pt;font-size:11.2pt"><b>Opposition:</b> Status of space’s population </p>
<p style="top:803.8pt;left:502.5pt;font-size:11.2pt">against the Government. (<a href="#1.6">1.6</a>)</p>
<p style="top:820.6pt;left:502.5pt;font-size:11.2pt"><b>Opposition + Bases: </b>Total Opposition plus </p>
<p style="top:833.7pt;left:502.5pt;font-size:11.2pt">the number of FARC Bases on the map. (<a href="#1.6.3">1.6.3</a>, </p>
<p style="top:846.8pt;left:502.5pt;font-size:11.2pt">7.2-.3)</p>
<p style="top:863.5pt;left:502.5pt;font-size:11.2pt"><b>Overflow: </b>Boxes and markers to help manage </p>
<p style="top:876.7pt;left:502.5pt;font-size:11.2pt">occasional cases of Forces overcrowding. (<a href="#1.4">1.4</a>)</p>
<p style="top:893.4pt;left:502.5pt;font-size:11.2pt"><b>Pass:</b> Decline to execute an Event or Op when </p>
<p style="top:906.5pt;left:502.5pt;font-size:11.2pt">Eligible. (<a href="#2.3.3">2.3.3</a>)</p>
</div>
<div id="page20" style="background-image:url('rulebook20.jpg');width:765.0pt;height:990.0pt">
<p style="top:37.6pt;left:348.0pt"><b><i>Andean Abyss</i></b></p>
<p style="top:940.8pt;left:335.4pt;font-size:10.0pt"><i>© 2018 GMT Games, LLC</i></p>
<p style="top:69.0pt;left:56.2pt;font-size:11.2pt"><b>Passive:</b> City or Department in reserved Sup-</p>
<p style="top:82.1pt;left:56.2pt;font-size:11.2pt">port or Opposition. (<a href="#1.6.1">1.6.1</a>)</p>
<p style="top:98.8pt;left:56.2pt;font-size:11.2pt"><b>Pastrana:</b> Andrés Pastrana Arango: El Presi-</p>
<p style="top:112.0pt;left:56.2pt;font-size:11.2pt">dente 1998-2002, after Samper. (<a href="#6.4.3">6.4.3</a>)</p>
<p style="top:128.7pt;left:56.2pt;font-size:11.2pt"><b>Patrol:</b> Government Operation to protect </p>
<p style="top:141.8pt;left:56.2pt;font-size:11.2pt">LoCs. (<a href="#3.2.2">3.2.2</a>)</p>
<p style="top:158.5pt;left:56.2pt;font-size:11.2pt"><b>Pawn:</b> Token to designate spaces selected for </p>
<p style="top:171.7pt;left:56.2pt;font-size:11.2pt">Operation (black) or Special Activity (white). </p>
<p style="top:184.8pt;left:56.2pt;font-size:11.2pt">(<a href="#3.1.1">3.1.1</a>)</p>
<p style="top:201.5pt;left:56.2pt;font-size:11.2pt"><b>Phase:</b> Segment of a Propaganda Round. (<a href="#6.0">6.0</a>)</p>
<p style="top:218.2pt;left:56.2pt;font-size:11.2pt"><b>Piece:</b> Force unit: Troop or Police cube, Guer-</p>
<p style="top:231.4pt;left:56.2pt;font-size:11.2pt">rilla, or Base (not a marker like Shipment). (<a href="#1.4">1.4</a>)</p>
<p style="top:248.1pt;left:56.2pt;font-size:11.2pt"><b>Pipeline:</b> LoC type representing petroleum or </p>
<p style="top:261.2pt;left:56.2pt;font-size:11.2pt">gas pipelines and parallel or nearby road or </p>
<p style="top:274.3pt;left:56.2pt;font-size:11.2pt">rail. (<a href="#1.3.4">1.3.4</a>)</p>
<p style="top:291.1pt;left:56.2pt;font-size:11.2pt"><b>Place:</b> Move a piece from Available to map. </p>
<p style="top:304.2pt;left:56.2pt;font-size:11.2pt">(<a href="#1.4.1">1.4.1</a>)</p>
<p style="top:320.9pt;left:56.2pt;font-size:11.2pt"><b>Police:</b> Govt forces that maintain rural control </p>
<p style="top:334.0pt;left:56.2pt;font-size:11.2pt">and hinder crime. (<a href="#1.4">1.4</a>)</p>
<p style="top:350.8pt;left:56.2pt;font-size:11.2pt"><b>Population (Pop): </b>Representation of the pop-</p>
<p style="top:363.9pt;left:56.2pt;font-size:11.2pt">ulace of a Department or City, about 1 million </p>
<p style="top:377.0pt;left:56.2pt;font-size:11.2pt">people per point. (<a href="#1.3.2">1.3.2</a>-.3)</p>
<p style="top:393.7pt;left:56.2pt;font-size:11.2pt"><b>Priorities: </b>Rules guiding Non-player Factions. </p>
<p style="top:406.9pt;left:56.2pt;font-size:11.2pt">(<a href="#8.0">8.0</a>)</p>
<p style="top:423.6pt;left:56.2pt;font-size:11.2pt"><b>Process:</b> Cartels Special Activity to prepare </p>
<p style="top:436.7pt;left:56.2pt;font-size:11.2pt">Shipment or liquidate Base. (<a href="#4.5.2">4.5.2</a>)</p>
<p style="top:453.4pt;left:56.2pt;font-size:11.2pt"><b>Propaganda: </b>Cards triggering Rounds of the </p>
<p style="top:466.6pt;left:56.2pt;font-size:11.2pt">same name that include victory checks, Re-</p>
<p style="top:479.7pt;left:56.2pt;font-size:11.2pt">source acquisition, and several other periodic </p>
<p style="top:492.8pt;left:56.2pt;font-size:11.2pt">functions. (<a href="#2.4">2.4</a>, <a href="#6.0">6.0</a>)</p>
<p style="top:509.5pt;left:56.2pt;font-size:11.2pt"><b>Rally: </b>Insurgent Operation to place or regroup </p>
<p style="top:522.7pt;left:56.2pt;font-size:11.2pt">pieces. (<a href="#3.3.1">3.3.1</a>)</p>
<p style="top:539.4pt;left:56.2pt;font-size:11.2pt"><b>Redeploy:</b> Propaganda phase in which Gov-</p>
<p style="top:552.5pt;left:56.2pt;font-size:11.2pt">ernment moves cubes. (<a href="#6.5">6.5</a>)</p>
<p style="top:569.2pt;left:56.2pt;font-size:11.2pt"><b>Remove:</b> Take from map (forces to Available). </p>
<p style="top:582.4pt;left:56.2pt;font-size:11.2pt">(<a href="#1.4.1">1.4.1</a>)</p>
<p style="top:69.0pt;left:279.4pt;font-size:11.2pt"><b>Replace:</b> Exchange pieces between Available </p>
<p style="top:82.1pt;left:279.4pt;font-size:11.2pt">and map. (<a href="#1.4.1">1.4.1</a>)</p>
<p style="top:98.8pt;left:279.4pt;font-size:11.2pt"><b>Reset: </b>Propaganda phase to ready for next </p>
<p style="top:112.0pt;left:279.4pt;font-size:11.2pt">card. (<a href="#6.6">6.6</a>)</p>
<p style="top:128.7pt;left:279.4pt;font-size:11.2pt"><b>Resources:</b> Factions’ wherewithal for Opera-</p>
<p style="top:141.8pt;left:279.4pt;font-size:11.2pt">tions and other actions. (<a href="#1.7">1.7</a>)</p>
<p style="top:158.5pt;left:279.4pt;font-size:11.2pt"><b>Road:</b> LoC representing transport route such </p>
<p style="top:171.7pt;left:279.4pt;font-size:11.2pt">as highway or rail. (<a href="#1.3.4">1.3.4</a>)</p>
<p style="top:188.4pt;left:279.4pt;font-size:11.2pt"><b>Sabotage:</b> Place a Sabotage marker on a LoC </p>
<p style="top:201.5pt;left:279.4pt;font-size:11.2pt">that does not have one, temporarily damaging </p>
<p style="top:214.6pt;left:279.4pt;font-size:11.2pt">it to block addition of Government Resources. </p>
<p style="top:227.8pt;left:279.4pt;font-size:11.2pt">(<a href="#3.3.4">3.3.4</a>, <a href="#6.2">6.2</a>, <a href="#6.3">6.3</a>)</p>
<p style="top:244.5pt;left:279.4pt;font-size:11.2pt"><b>Samper:</b> Ernesto Samper Pizano: El Presidente </p>
<p style="top:257.6pt;left:279.4pt;font-size:11.2pt">1994-1998 and at game start. (<a href="#2.1">2.1</a>, <a href="#6.4.3">6.4.3</a>)</p>
<p style="top:274.3pt;left:279.4pt;font-size:11.2pt"><b>Select:</b> Choose an action’s locations or targets. </p>
<p style="top:287.5pt;left:279.4pt;font-size:11.2pt">(<a href="#3.1">3.1</a>, <a href="#3.1.1">3.1.1</a>, <a href="#4.1">4.1</a>, 5.1)</p>
<p style="top:304.2pt;left:279.4pt;font-size:11.2pt"><b>Shaded:</b> 2nd text choice of Dual-Use Event, </p>
<p style="top:317.3pt;left:279.4pt;font-size:11.2pt">often anti-Government. (<a href="#5.2">5.2</a>)</p>
<p style="top:334.0pt;left:279.4pt;font-size:11.2pt"><b>Shift:</b> Change a space’s Support/Opposition. </p>
<p style="top:347.2pt;left:279.4pt;font-size:11.2pt">(<a href="#1.6.1">1.6.1</a>)</p>
<p style="top:363.9pt;left:279.4pt;font-size:11.2pt"><b>Ship:</b> Deliver Shipment and use proceeds for </p>
<p style="top:377.0pt;left:279.4pt;font-size:11.2pt">immediate operation. (<a href="#2.3.6">2.3.6</a>)</p>
<p style="top:393.7pt;left:279.4pt;font-size:11.2pt"><b>Shipment: </b>Marker representing major cache of </p>
<p style="top:406.9pt;left:279.4pt;font-size:11.2pt">processed drugs awaiting delivery to market. </p>
<p style="top:420.0pt;left:279.4pt;font-size:11.2pt">(<a href="#4.5.3">4.5.3</a>)</p>
<p style="top:436.7pt;left:279.4pt;font-size:11.2pt"><b>Space:</b> Map area that holds pieces in play: </p>
<p style="top:449.8pt;left:279.4pt;font-size:11.2pt">Department, City, LoC. (<a href="#1.3.1">1.3.1</a>)</p>
<p style="top:466.6pt;left:279.4pt;font-size:11.2pt"><b>Special Activities: </b>Actions accompanying </p>
<p style="top:479.7pt;left:279.4pt;font-size:11.2pt">Operations; most are cost-free and unique to </p>
<p style="top:492.8pt;left:279.4pt;font-size:11.2pt">a Faction. (<a href="#4.0">4.0</a>)</p>
<p style="top:509.5pt;left:279.4pt;font-size:11.2pt"><b>Stacking: </b>Limits on pieces that can occupy a </p>
<p style="top:522.7pt;left:279.4pt;font-size:11.2pt">space. (<a href="#1.4.2">1.4.2</a>)</p>
<p style="top:539.4pt;left:279.4pt;font-size:11.2pt"><b>Standard Deployment: </b>Option with pre-de-</p>
<p style="top:552.5pt;left:279.4pt;font-size:11.2pt">termined set up of forces. (<a href="#2.1">2.1</a>)</p>
<p style="top:569.2pt;left:279.4pt;font-size:11.2pt"><b>Support:</b> Status of space’s population favoring </p>
<p style="top:582.4pt;left:279.4pt;font-size:11.2pt">the Government. (<a href="#1.6">1.6</a>)</p>
<p style="top:69.0pt;left:502.5pt;font-size:11.2pt"><b>Sweep:</b> Government Operation to move Troops </p>
<p style="top:82.1pt;left:502.5pt;font-size:11.2pt">into a space and flip Guerrillas Active. (<a href="#3.2.3">3.2.3</a>)</p>
<p style="top:98.8pt;left:502.5pt;font-size:11.2pt"><b>Target:</b> Enemy Faction or piece that is the </p>
<p style="top:112.0pt;left:502.5pt;font-size:11.2pt">object of an Operation, Special Activity, or </p>
<p style="top:125.1pt;left:502.5pt;font-size:11.2pt">Event. (<a href="#3.1">3.1</a>, <a href="#4.1">4.1</a>)</p>
<p style="top:141.8pt;left:502.5pt;font-size:11.2pt"><b>Terror:</b> Insurgent Operation that places marker </p>
<p style="top:154.9pt;left:502.5pt;font-size:11.2pt">of same name in City or Department or Sabo-</p>
<p style="top:168.1pt;left:502.5pt;font-size:11.2pt">tage on LoC. (<a href="#3.3.4">3.3.4</a>)</p>
<p style="top:184.8pt;left:502.5pt;font-size:11.2pt"><b>Total Opposition:</b> Passive Opposition Popula-</p>
<p style="top:197.9pt;left:502.5pt;font-size:11.2pt">tion plus twice Active Opposition Population. </p>
<p style="top:211.0pt;left:502.5pt;font-size:11.2pt">(<a href="#1.6.3">1.6.3</a>)</p>
<p style="top:227.8pt;left:502.5pt;font-size:11.2pt"><b>Total Support:</b> Passive Support Population </p>
<p style="top:240.9pt;left:502.5pt;font-size:11.2pt">plus twice Active Support Population. (<a href="#1.6.3">1.6.3</a>)</p>
<p style="top:257.6pt;left:502.5pt;font-size:11.2pt"><b>Town: </b>Map feature that bounds LoCs (not a </p>
<p style="top:270.7pt;left:502.5pt;font-size:11.2pt">space). (<a href="#1.3.3">1.3.3</a>)</p>
<p style="top:287.5pt;left:502.5pt;font-size:11.2pt"><b>Train:</b> Govt Operation to place pieces and </p>
<p style="top:300.6pt;left:502.5pt;font-size:11.2pt">conduct Civic Action. (<a href="#3.2.1">3.2.1</a>)</p>
<p style="top:317.3pt;left:502.5pt;font-size:11.2pt"><b>Transfer: </b>Give Resource or Shipment to an-</p>
<p style="top:330.4pt;left:502.5pt;font-size:11.2pt">other Faction. (<a href="#1.5.1">1.5.1</a>)</p>
<p style="top:347.2pt;left:502.5pt;font-size:11.2pt"><b>Troops:</b> Mobile Govt forces specializing in </p>
<p style="top:360.3pt;left:502.5pt;font-size:11.2pt">Sweep and rural Assault. (<a href="#1.4">1.4</a>)</p>
<p style="top:377.0pt;left:502.5pt;font-size:11.2pt"><b>Uncontrolled: </b>A City or Dept with neither </p>
<p style="top:390.1pt;left:502.5pt;font-size:11.2pt">Govt nor FARC Control. (<a href="#6.2">6.2</a>)</p>
<p style="top:406.9pt;left:502.5pt;font-size:11.2pt"><b>Underground:</b> Guerrilla, symbol end down: </p>
<p style="top:420.0pt;left:502.5pt;font-size:11.2pt">not subject to Assault or Air Strike and capable </p>
<p style="top:433.1pt;left:502.5pt;font-size:11.2pt">of Terror or Ambush. (<a href="#1.4.3">1.4.3</a>)</p>
<p style="top:449.8pt;left:502.5pt;font-size:11.2pt"><b>Unshaded:</b> 1st text choice of Dual-Use Event, </p>
<p style="top:463.0pt;left:502.5pt;font-size:11.2pt">often pro-Government. (<a href="#5.2">5.2</a>)</p>
<p style="top:479.7pt;left:502.5pt;font-size:11.2pt"><b>Uribe:</b> Álvaro Uribe Vélez, El Presidente </p>
<p style="top:492.8pt;left:502.5pt;font-size:11.2pt">2002-2010, after Pastrana. (<a href="#6.4.3">6.4.3</a>)</p>
<p style="top:509.5pt;left:502.5pt;font-size:11.2pt"><b>Victory Margin:</b> Calculation, unique to a Fac-</p>
<p style="top:522.7pt;left:502.5pt;font-size:11.2pt">tion, of closeness to its victory condition. (<a href="#7.3">7.3</a>)</p>
<p style="top:651.5pt;left:225.5pt;font-size:21.3pt"><b>AVAILABLE FORCES (<a href="#1.4.1">1.4.1</a>)</b></p>
<p style="top:675.8pt;left:225.5pt"><i>(Total, before set up)</i></p>
<p style="top:699.8pt;left:225.5pt"><b><i> </i></b></p>
<p style="top:699.8pt;left:283.6pt"><b><i>Government </i></b></p>
<p style="top:699.8pt;left:366.9pt"><b><i>FARC </i></b></p>
<p style="top:699.8pt;left:426.4pt"><b><i>AUC </i></b></p>
<p style="top:699.8pt;left:477.1pt"><b><i>Cartels</i></b></p>
<p style="top:723.8pt;left:225.5pt"> Troops </p>
<p style="top:723.8pt;left:304.6pt">30 x </p>
<p style="top:723.8pt;left:380.9pt">- </p>
<p style="top:723.8pt;left:437.2pt">- </p>
<p style="top:723.8pt;left:493.4pt">-</p>
<p style="top:747.8pt;left:225.5pt"> Police </p>
<p style="top:747.8pt;left:304.6pt">30 x </p>
<p style="top:747.8pt;left:380.9pt">- </p>
<p style="top:747.8pt;left:437.2pt">- </p>
<p style="top:747.8pt;left:493.4pt">-</p>
<p style="top:771.8pt;left:225.5pt"> Guerrillas </p>
<p style="top:771.8pt;left:313.4pt">- </p>
<p style="top:771.8pt;left:370.5pt"> 30 x </p>
<p style="top:771.8pt;left:426.8pt"> 18 x </p>
<p style="top:771.8pt;left:484.6pt">12 x</p>
<p style="top:795.8pt;left:225.5pt"> Bases </p>
<p style="top:795.8pt;left:307.7pt">3 x </p>
<p style="top:795.8pt;left:373.7pt"> 9 x </p>
<p style="top:795.8pt;left:429.9pt"> 6 x </p>
<p style="top:795.8pt;left:483.0pt"> 15 x</p>
<p style="top:893.4pt;left:331.7pt"><b>GMT Games, LLC</b></p>
<p style="top:907.7pt;left:219.2pt;font-size:11.9pt"><b> </b>P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com</p>
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