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Soviets: Discard 0-2 Cards To Activate Areas
Soviets: Discard 0-2 Cards To Activate Areas
Soviets: Discard 0-2 Cards To Activate Areas
Complete a RESUPPLY, STRATEGY, or OPERATIONS Turn—then Impact starts on 0 for both players. Rumours in the battle area
resolve any combat. are removed. Then, the attacker must commit a block.
The losing side then holds the initiative until they take the
STRATEGY Play 1 strategy card to resolve its effect
OPERATIONS Discard 0-2 cards to activate areas lead. Battle ends when the side with the initiative passes.
RESUPPLY 1. Discard half your hand (round up) Victor is the player with higher impact total, Soviets win Ties.
2. Make your Disordered blocks Mobilized
3. Draw 5 cards Orientation Location Card? Notes
Consecutive Resupply
Area Activation & Movement Adjacent Ambush & Fire Support blocks remain in their areas.
Operation Card Cost Effect
If the Insurgents win, may replace a Lashkar with a Captured
URGENT 0 Activate 1 non-disordered block
Artillery (Disordered) in the battle area.
ESSENTIAL 1 Activate 1 area
RESTRICTED 1 Activate 3 areas, no combat
CASUALTIES
MAJOR 2 Activate 6 areas
Player which lost the battle must reveal all blocks in the battle
When an area activates, each non-Disordered block may: do area and take casualties equal to difference in impact.
nothing, move (& become Mobilized) in a group, OR change its Each block can absorb casualties up to its current impact
orientation. Each block may be activated once per turn. factor. Any block which absorbs at least 1 casualty is
Blocks move in groups. A group is 1-9 blocks which start & end eliminated.
their move together. Owner chooses which blocks absorb casualties, subject to
following priorities:
Each border may only be crossed once per turn before
combat. Insurgents groups must stop upon crossing an 1. Disordered blocks in the battle area
2. Committed Fortified blocks in the battle area
international boundary. A group must stop upon entering an
3. Any other committed blocks in the battle area
area containing enemy blocks, unless an Overrun occurs.
4. Committed blocks in adjacent areas
Type Move Notes 5. Uncommitted blocks in the battle area
BASE MOVEMENT 1
ONLY HIGHWAY +1 / +2 Insurgents/Soviets All blocks committed by the losing player, and all their
FORCE MARCH +1 Must discard a card from hand uncommitted blocks in the battle area, then become
ONLY ARMOR +1 Exception: Mountain borders Disordered.
Exceptions: Groups with only
MOUNTAIN BORDERS -1 All blocks committed by the victor become Mobilized.
Lashkar; single block groups
4-6 BLOCKS -1
7-9 BLOCKS -2 RETREATS Retreat Limits Blocks
AIRBRIDGE Soviet special move, 2 blocks The player which lost the battle MOUNTAIN 1
max (not DRAF) must retreat all blocks from the LOCAL ROADS 2
Overruns battle area to adjacent areas, HIGHWAYS 3
If a moving group has 4x blocks than enemy blocks in an area subject to border limits.
(or 3x, if all Soviet Armor), the enemy blocks are eliminated
(no combat). If the moving group is Insurgent, may replace a The Soviet player cannot retreat into Village/City areas,
Lashkar in that group with a Captured Artillery (Disordered). unless already controlled. If defender lost, they cannot retreat
to areas which the enemy attacked from. Insurgents cannot
Reshuffle
retreat into Iran, Pakistan, or USSR areas.
1. Check Soviet Decisive victory (ii) condition
2. Advance Reshuffle token (end game if now on 7) Retreating blocks that cannot retreat are instead eliminated.
3. +1 Soviet Fatigue for each Insurgent controlled
USSR/City area HAND REPLENISHMENT
4. From each City, a Soviet Infantry/Armor must be moved
Both sides discard all cards played & may up to draw an equal
to the USSR Airbase area (and become Mobilized)
the number of cards, plus 1 for each block eliminated during
5. Add 2 strategy cards to your deck, reshuffle, & finish
drawing cards; Soviets must choose identical cards the battle (may choose to draw fewer).
Setup Victory
1. SOVIETS and INSURGENTS: Choose and add 1 copy of a (*) (i) No Insurgent blocks in any Afghanistan
strategy card to your deck, without revealing it to SOVIETS area, OR (ii) Control every city, & trace a path
opponent. Shuffle your deck, draw 6 cards, discard any Decisive from USSR to each city by highway, when a
number, then draw back up to 6 cards reshuffle occurs (3 times)
2. SOVIETS: Place 2 random Infantry/Armor/Rumour in each SOVIETS Control 3 cities when game ending reshuffle
southern USSR areas, place your remaining Minor occurs
Infantry/Armor/Rumours in the USSR airbase area, and INSURGENTS (i) Reach 9 on the Soviet Fatigue track, OR
place 1 DRAF in Kabul (all Mobilized) Decisive (ii) Control Kabul at any point
3. INSURGENTS: Place 1 Lashkar (any orientation) in any INSURGENTS Control 1 city when game ending reshuffle
Village and the Warlord stronghold in any Village Minor occurs
4. SOVIETS: Remove a random pair of strategy cards from the
game, without revealing it to opponent Start & End of Game
5. INSURGENTS: Remove 2 random strategy cards from the • Play begins with the SOVIETS
game without revealing it to opponent • Game ends with a Decisive victory or the 7th reshuffle