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The War in Vietnam Rules Beta
The War in Vietnam Rules Beta
VIETNAM
Rules of Play
~ by Neil Willis ~
Saigon street
scene circa
1966
Conduct Population Control efforts in Spaces with Set up all starting US land forces in the US
a City Deployment Box along the east edge of the map.
Return Aircraft to Base Now set up all of the South Vietnamese (ARVN)
forces in the four Corps Zones (as shown on the map),
SET-UP one ARVN division (see the Campaign Set-up) per
Place the Year marker in the appropriate year box for Corps Zone, but in any spaces within each Corps
the current scenario (1965 for the Campaign scenario). Zone that the Allied player would like. If you have
two Allied players, the ARVN player decides how to
Villages set up ARVN units. If you have many Allied players,
First, place a village game piece in all 35 provinces each ARVN player may set up his own division in his
on the map. The Communist player then places own Corps Zone however he want, but the US player
a red token under the village game pieces in half decides which ARVN player sets up in each particular
(rounded down) of those provinces. Those villages are Corps Zone.
considered to be controlled by the Communist player
when the game begins. If you want to set up ARVN units according to their
historic set-up, see the Campaign scenario rules for a
Event Decks list of actual deployments.
Shuffle the Allied Event Card deck and place it off
the map near the Allied player, face down (which may Place a fortified counter in the Saigon city box.
not be inspected by either player). Then shuffle the
Communist Event Card deck and place it off the map Communist Set-up
near the Communist player, face down (which may not The Communist player must now place 25 of his Viet
be inspected by either player). Cong (VC) game pieces, at least one in each space
with a Communist-controlled village (In other words,
If playing with a group of players, designate one villages with the red tokens.) Any remaining Viet
player for each side to be the “boss” of all the players. Cong units may be set up by the Communist player in
The boss draws his side’s Event Cards each game any provinces in South Vietnam (If no ARVN game
turn and decides which one will be played. This is the pieces are already there), not in Laos or Cambodia.
limit of his authority, however, except with regards to
ARVN Corps Zone set up (see below). The Communist player must then place 25 “Unknown
Strength” counters – with their strength side facing
Event Card play will be explained later (See Event down (hidden from the Allied player) – under each of
the Viet Cong game pieces he has already placed on highest level on the U.S. National Will track. Non-
the map. These counters signify the strength the Viet Campaign game scenarios do not use U.S. National
Cong game piece they are stacked under. Will to gauge victory, but have specific victory
conditions.
Note: The Communist player may know the strength
value (“0”, “1”, or “2”) of each “Unknown Strength”
counter he has placed, but the Allied player cannot
Communist
(until discovered during the course of play; Special
and Allied
Forces are useful for discovering the strength of VC
Event Decks
game pieces).
(26 cards per
Event Deck)
The Communist player must then place 4 of his mortar
game pieces in any four spaces of his choice where
a Viet Cong game piece has already been placed.
Mortars have no “Unknown Strength” counters, only EVENT CARDS
the Viet Cong do. When any game begins, each side is provided with a
separate deck of Event Cards (there’s a Communist
Next, the Communist player must place 2 North Deck and an Allied Deck) that must be shuffled and
Vietnamese Army (NVA) divisions (see the Campaign then placed near themselves, facedown. From his own
Set-up) in two separate spaces in North Vietnam, side’s deck (only), a player must blindly draw five
Laos, and/or Cambodia. Additionally, the Communist (5) cards that will become his card hand. Each game
player must then place a single North Vietnamese turn, he will be allowed to play one (only) of his five
Army infantry game piece in any three other spaces cards each game turn (meaning that he will have an
within North Vietnam, Laos, and/or Cambodia. opportunity to play one card each season of a year,
four in all.
Then the Communist player must set up one Anti-
Aircraft (AA) game piece in each of the North Various Event Cards are played at different times
Vietnam target boxes, and in each of the North throughout a turn, and some may be played right when
Vietnam spaces, and he must set up 1 MiG aircraft a certain occurrence is or is about to happen (such as
game piece in the “MiG Bases” North Vietnam target combat). See the Event Card Appendix sheet to read
box. about each Event Card, what it does, and when it can
and cannot be played.
Lastly, the Communist player must place 5 Supply
Cache counters in any five separate spaces of his Event Cards can, instead, be traded in for points
choice where there is already a Viet Cong game piece to build additional game pieces (meaning that the
(regardless of its strength), and then place 4 Supply event itself is ignored, and that specific Event Card is
Cache counters in any four separate spaces anywhere discarded until it is drawn again during a later game
else on the map (if no ARVN game pieces are already turn). This is known as a Recruitment Bonus (see
there) except in Thailand. below).
Note: The opposing player is never entitled to know Note: The U.S. player must purchase “Supply Points”
what Event Cards the other player has drawn until the to be used by the ARVN player to purchase ARVN
other player actually plays a specific Event Card. game pieces. The ARVN player does not receive
Supply Points of his own.
Some Event Cards are known as “Reponse” Event
Cards and are specifically available to be used by the However, additional game pieces for the U.S. and/
opposing player in response to certain occurrences or ARVN can be bought by using a currently played
during the other side’s game turn. See each such Event Allied Event Card as “purchase points” instead (i.e.,
Card for specific instructions (See the Event Card instead of playing that Event Card for its “event”); see
compendium in the Scenario Supplement booklet). Event Cards below.
Recruitment Bonus
In addition to the purchase points that are available
for trading in Event Cards, one side or the other
will receive two (2) additional purchase points
automatically if, at the end of each game turn, his side
controls more South Vietnamese provinces than the
Event or Points other.
Each player may, if he prefers, choose not to play
one of his Event Cards each game turn and instead Civilian Casualties
exchange them for purchase points or National Will The Communist player will also automatically receive
points (in which case the event on that card is not one additional purchase points for civilian casualty
played); these points are printed at the bottom of each that has been caused by the Allied player during the
preceding game turn. Each civilian casualty that has
occurred during the preceding game turn will add one
(1) purchase point to the Communist player for the
Building New Game Pieces phase of the current game
turn.
Any one available U.S. Division from the U.S. Deployment Card = 3 USNW
Any one available U.S. Brigade from the U.S. Deployment Card = 1 USNW
Two artillery = 1 USNW
*If Vietnamization has been declared by the U.S. player, all ARVN game piece costs are doubled.
One infantry (NVA or VC with any “Unknown Strength” marker) = 1 Event Card point
Road Movement
Road movement permits game pieces to move a
distance of up to six sequentially connected spaces on
the map. A game piece that moves as road movement
into or through any space where an enemy game piece
is present is vulnerable to a possible ambush. River Movement
Unlike armor, mechanized, and artillery game pieces,
Note: Armor, mechanized, and artillery game pieces riverine game pieces may move into spaces within the
are not allowed to enter any spaces in the IV Corps IV Corps Zone. In fact, riverine game pieces may not
Zone, but they can use road movement to move into move into spaces outside of the IV Corps Zone, nor
cities boxes within the IV Corps Zone, or they can use into the ocean. While in the IV Corps Zone, riverine
road movement to move through the IV Corps Zone. game pieces cannot ever use road movement or enter
This means that whenever an armor, mechanized, or city boxes, but they are vulnerable to a possible
artillery game piece is in any IV Corps Zone hex, it ambush in each IV Corps Zone space it enters.
must be in a city box while there.
Any riverine game piece may, like a helicopter, is
Air Movement permitted to carry one friendly infantry or artillery
Aircraft and helicopter game pieces only use air game piece while moving as river movement.
movement and do so by simply moving from their
current space (or aircraft carrier) to any other space Amphibious Movement
on the map, of any distance, and basically “over” all Any U.S. or ARVN game piece that occupies a
spaces and other game pieces in between the starting space with a friendly port city may be picked up an
space and the ending space. Air movement cannot be automatically moved to any other coastal space (even
intercepted or brought under anti-aircraft fire (until if any Communist game piece is in that same space),
in the destination space that an aircraft or helicopter although this ends that amphibious game piece’s
moves into). movement for that game turn (when it arrives in the
other port). Amphibious movement is vulnerable to
Airmobile Movement ambush by an enemy game piece that occupies that
Airmobile movement is the movement of a helicopter destination coastal space.
Strategic Movement Trucks and the Ho Chi Minh Trail
Any Allied game piece, instead of moving normally Communist truck game pieces are not used in the
by one of the above methods, may be picked up and game to transport Communist infantry, artillery,
moved to any other space on the map within South or mortars. They only exist for the purpose of
Vietnam (any distance of sequentially connected placement on the map to indicate which spaces that
spaces), but only if none of the entered spaces are the Communist player has constructed the Ho Chi
occupied by any Communist game pieces. Minh Trail. Trucks also do not move, but they can be
bombed and attacked during combat in the space they
Any Communist game piece may also move in this occupy.
way, but only along sequentially connected Ho Chi
Minh Trail hexes. If a space has no Communist truck game piece, that
space is not a Ho Chi Minh Trail. The Communist
Moving into/out of City Boxes player may place more than one truck game piece in
Unlike villages which are not distinct locations in each space where he already has a Communist game
a space and cannot be specifically occupied by any piece, yet this has no effect other than ensuring that
game pieces, cities within spaces are distinct locations space will remain a Ho Chi Minh Trail in case another
that require an additional movement point (1) to enter truck there is eliminated.
(from within the space they’re in). Likewise, when
any game piece in a city box leaves that city, it must Movement Distances (non-road movement)
pay an additional movement point (1) to enter the The game piece profile pages at the end of these rules
surrounding space, just like any game piece must do tell you how many spaces that each type of game piece
to enter any space. Whether entering or leaving a city may move each game turn (if moving normally and
box, the movement point cost applies to aircraft, as not as strategic movement), but they are listed here:
well.
Allied aircraft = Unlim
IV Corps Zone
Armor, mechanized, and artillery game pieces cannot Communist MiG (interception only) = 1
enter any IV Corps Zone spaces unless moving there
by road movement, and only to enter a city box in a IV Allied infantry game piece (any type) =2
Corps Zone space.
Communist infantry game piece (any type) = 4
Movement to/from North Vietnam Target Boxes
The various North Vietnam target boxes are Allied armor, mechanized, artillery =1
considered normal spaces for movement purposes, and
are all equally connected to each other. However, they Communist artillery, mortar =4
are collectively only connected to one space on the
map, which is the topmost northern space on the map Communist anti-aircraft, SAM =1
printed with North Vietnam.
Helicopter (transport, heavy lift, airmobile) = 12
Scrambling MiGs
If any North Vietnam target box(es) are entered, the
Communist player may announce that he is scrambling
any or all of his MiG game pieces that are presently in
the “MiG Bases” North Vietnam target box.
Combat Order
All of a player’s desired movement must be completed
before any combat of any kind may begin anywhere
on the map. If there is more than one space or box
where combat will happen, the player (whose turn
it is) always chooses which combat happens first,
second, third, and so forth. Each combat must be
finished to completion before the next combat starts.
Aircraft Weapon Loadouts
AIRCRAFT MISSIONS When bombing a space or North Vietnam box, the
When an aircraft game piece enters a space, it may Allied player must choose one of three different types
either bomb or interdict. Multiple aircraft in the same of weapon loadouts for each aircraft game piece that
space may each perform a different mission (They do is performing a bombing mission (but he only chooses
not all have to do the same thing.) See the Bombing after any MiGs have scrambled to intercept or not).
The three different weapon loadouts give the Allied An anti-aircraft die roll of “1” shoots down one Allied
player a choice to use some of his aircraft game pieces aircraft there of the Allied player’s choice.
for air-to-air combat (to protect his bombers from
intercepting MiGs), bombing anti-aircraft game pieces A SAM die roll of “1” or “2” shoots down one Allied
(to protect his bombers from anti-airrcaft and SAMs, aircraft there of the Allied player’s choice.
or bombing a target (to destroy a specific target).
These weapon loadouts are listed as follows: Moreover, SAM game pieces are special because
they allow the Communist player to roll a 6-sided die
“MiGcap” type against each of the three weapons loadout aircraft in
the same space, in the following order:
“Air Defense Suppression” (ADS) type
1) First, a SAM rolls one die against the
“Strike” type “MiGcap” aircraft.
It doesn’t actually matter which kind of plastic aircraft 2) Second, that SAM rolls one die against the
model is used when choosing a weapons loadout for “ADS” aircraft (see Air Defense Suppression
each aircraft game piece, and so the game includes below).
“MiGcap”, “ADS”, or “Strike” counters for the Allied
player to choose from and place under each aircraft 3) Third, a SAM (if not “suppressed” by the
game piece that he has moved into a space or North ADS) rolls one die against the “Strike” aircraft.
Vietnam box.
Note: Each weapons loadout may include a maximum
Note: A maximum of four Allied aircraft may be of four Allied aircraft during the same bombing
assigned to each type of weapons loadout during the mission, but no more than one aircraft can be shot
same bombing mission. down by each die roll.
The Allied player is never required to use all three When an aircraft is shot down, determine if the “pilot”
or even two of the weapons loadout choices if he has become a Prisoner of War (see Prisoners of War
only wants to choose one of them. Once the bombing below).
mission procedure begins, the Allied player will be
able to use each weapons loadout for its intended Bombing Mission Procedure
purpose (see Bombing Mission Procedure below). When an aircraft is declared to be bombing (and not
interdicting), the bombing player must announce his
specific target in the space or box that aircraft now
occupies:
Anti-Aircraft and SAMS Bomb a truck game piece (to eliminate the Ho Chi
Whenever any aircraft enter a space or box that is Minh Trail in that space).
currently occupied by an anti-aircraft and/or SAM
game piece, the Communist player must roll one Bomb an anti-aircraft game piece (with an Air Defense
6-sided die for the anti-aircraft game piece and one Suppression weapons loadout).
6-sided die for the SAM game piece there per each
types of aircraft there (see Types of Aircraft below). Bomb a SAM game piece (with an Air Defense
Suppression weapons loadout). 10-11 = Eliminate a supply counter in North
Vietnam. The target box (whatever target) is
A maximum of four aircraft (of any types) may bomb damaged.
the same space (and only if those aircraft did not
interdict during the same game turn) at the same time. 12+ = Eliminate a supply counter in North
To do so, the bombing player simply rolls one 6-sided Vietnam. If the target box is any bridge, it is
die per each bombing aircraft in that space, with the destroyed. If the target is a MiG base, it is
following effect: damaged.
Bombing a Combat Game Piece Important: As of the 1972 game year, an automatic
When bombing a combat game piece (other than a +1 die roll bonus applies to bombing die rolls.
truck, anti-aircraft, or SAM) with a Strike weapons
loadout, roll one 6-sided die to determine the result, as Bombing a Truck Game Piece
follows: When bombing a truck game piece with an Strike
weapons loadout, roll one 6-sided die to determine the
1-4 = No effect result, as follows:
Note: If bombing with a B-52, add +1 to its bombing Note: If bombing with a B-52, add +1 to its bombing
die roll. If bombing with an AC-130 gunship, add +2 die roll. If bombing with an AC-130 gunship, add +2
to its bombing die roll. to its bombing die roll.
Important: As of the 1972 game year, an automatic Important: As of the 1972 game year, an automatic
+1 die roll bonus applies (representing guided bombs) +1 die roll bonus applies to bombing die rolls.
to bombing die rolls.
Bombing an Anti-Aircraft Game Piece
When bombing an anti-aircraft game piece with an Air
Defense Suppression weapons loadout, roll one 6-side
die to determine the result, as follows:
1-4 = No effect
2-4 = No effect
Contested Control
If a province is not controlled by Allies or the
Communists per the conditions above, it is considered
to be contested, and it does not count for the Allies or
the Communists for purposes of the deployment, coup,
or victory.
END OF GAME TURN
After all movement and combat is completed by each Return to Base
side across the entire map, players must manage a few All aircraft game pieces that are not at a base must
tasks before beginning the next game turn, listed as now be moved back to any airbases of the owning
follows: player’s choice. Naval aircraft must be moved back
to any aircraft carrier, and only naval aircraft may be
Province Control Determination moved back to an aircraft carrier.
As it relates to buying game pieces, coups, and victory,
the players must determine how many provinces in Aircraft that are already presently at a base may be
South Vietnam are controlled or contested by the moved to another base at this time, as well.
Communists at the end of each game turn. To do so,
simply count the quantity of those province spaces (in A maximum of five (5) aircraft game pieces (of any
South Vietnam) that have any Communist game pieces type) and any quantity of helicopters may exist at the
(except trucks), whether in the province space itself or same airbase at the same time.
occupying the city box of that province.
Withdrawing U.S. Game Pieces
South Vietnamese Control The U.S. player must decide if he will withdraw any
A South Vietnamese province is only considered U.S. (only) game pieces at this time. Only U.S. game
controlled by the Allies if the village in that province pieces that occupy a city where a port is present may
is not a Communist village (see Population Control be withdrawn now (not any U.S. naval game piece).
above), and only if the city box for that same province If he does so, the U.S. National Will track is increased
space is not occupied by any Communist game piece. one point per each singular U.S. game piece (of any
The Allies do not lose control of a province simply type) that is removed from the map and placed in the
because a Communist game piece is in the province Withdrawals box.
space (with no Population Control of the village in
that space, or occupying the city box for that province Vietnamization
space). The U.S. player must decide if he will declare
“Vietnamization” at this time. If he does so, the ARVN
A Communist game piece that only occupies a receives one extra supply point for each U.S. game
province space but has no Population Control of the piece (regardless of its type) that has been withdrawn
village there and does not occupy the city box for from the map to the Withdrawals box.
that province does not negate Allied control of that
province. Vietnamization adds more supply points to the ARVN
for the purpose of purchasing additional ARVN game
pieces, but the cost of each ARVN game piece is If there are not enough ARVN game pieces of any
doubled. prescribed type, simply substitute it with a regular
ARVN infantry game piece to replace it.
Note: Once Vietnamization is declared, no more U.S.
game pieces may be purchased or brought onto the The above ARVN game pieces must remain in Saigon
map, including those already in the Deployment box. until the end of the next entire year. If any of those
ARVN game pieces (in Saigon) become eliminated,
Game Turn Marker the Allied player is not required to replace them.
Move the game turn marker to the next space on the
Game Turn track. Begin the next game turn.
END OF YEAR
After all movement and combat is completed by each
side across the entire map, players must manage a few
tasks before beginning the next game turn, listed as
follows: