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THE WAR IN

VIETNAM
Rules of Play

~ by Neil Willis ~

The most immersive and intense simulation of the war


in Vietnam, 1965-1975 yet designed, a model of conflict
in Southeast Asia from all sides, thoroughly accurate and
without parallel. For one to eight skilled players.
THE WAR IN VIETNAM
Rules Beta Vetsion Outline (Ver. II-B) prototype (core rules); game design, Neil Willis (c) 2016

STARTING THE GAME Ho Chi Minh Trail Placement Advantage


Inability to Place New Game Pieces
Winning the Game
Spaces on the Map MOVEMENT
City Boxes
North Vietnam Target Boxes Moving Game Pieces
Game Turns ARVN Effectiveness Check
Order of Play Land Movement
Road Movement
SET-UP Air Movement
Airmobile Movement
Villages River Movement
Event Decks Amphibious Movement
Allied Set-up Strategic Movement
Communist Set-up Moving Into/Out of City Boxes
Chinese Freighters IV Corps Zone
United States National Will Movement to and from North Vietnam Target Boxes
Trucks and the Ho Chi Minh Trail
EVENT DECKS Movement Distances (non-road movement)
Ambush
Communnist Event Deck
Allied Event Deck COMBAT
Event Card Usage
Event or Points Combat Order

BUILDING GAME PIECES AIRCRAFT MISSIONS

Recruitment Bonus Scrambling MiGs


Civilian Casualties Missions Types (Bombing or Interdiction)
Free Communist Game Pieces Aircraft Mission Loadouts
Laos, Cambodia, Thailand Anti-Aircraft and SAMs
Game Pieces’ Costs Bombing Mission Procedure
United States’ Game Pieces Costs Bombing a Combat Game Piece
ARVN Game Pieces Costs Bombing a North Vietnam Target
Communists’ Game Pieces Costs Bombing a Truck Game Piece
Deployment Bombing an Anti-Aircraft Game Piece
Bombing a SAM Game Piece
PLACEMENT Civilian Casualties
Bombs Gone
U.S. Placement of Game Pieces Interdiction Mission Procedure
ARVN Placement of Game Pieces Prisoners of War (The Hanoi Hilton Rule)
Communist Placement of Game Pieces
to his subordinate players in any way he decides is best,
but the following configurations are recommended for
multi-player and team play:
GROUND OPERATIONS
Two players One person plays Communists
1) Ambush Ineligibility (NVA and VC).
2) Evasion Attempt
3) Fire Support One person plays Allies (U.S.
4) Close Air Support and ARVN).
5) Ground Combat (Attacker) Three players One person plays Communists
6) Fortifications (NVA and VC).
7) Ground Combat (Defender)
8) Conclusion of Combat One person plays the U.S.,
Civilians and one person plays ARVN.
The U.S. player has command
BOMBARDMENTS and decision authority over the
ARVN player.
Declare Bombardments Four players One person plays the NVA, and
Bombardment Procedure one person plays the VC. The
NVA player has command and
END OF GAME TURN decision authority over the VC
player.
Province Control Determination
South Vietnamese Control One person plays the U.S.,
Communist Control and one person plays ARVN.
Contested Control The U.S. player has command
Return to Base and decision authority over the
Withdrawing U.S. Game Pieces ARVN player.
Vietnamization
Game Turn Marker Five players One person plays the NVA, and
one person plays the VC.
END OF YEAR
One person plays the U.S.
Check for South Vietnamese Coup (the I Corps Zone and II Corps
The Sout Vietnamese Coup Zone), one person plays the
Check U.S. National Will U.S. (the III Corps Zone and IV
Empty the Losses Box Corps Zone), and one person
Check for Victory plays ARVN. The U.S. player (I
Replenish Event Card Hand Corps Zone and II Corps Zone)
Game Year Marker has command and decision
authoirty over the ARVN and
MULTI-PLAYER AND TEAM PLAY other U.S. player.
Six+ players One person plays the NVA, and
The War in Vietnam can be played with many players, one person plays the VC.
but when playing with more than two players, each
side must have one designated overall player who has One person plays the overall
all authority over all other players on his side. Allied commander, and all other
players are assigned according
The overall player may assign areas and responisbilities to the Allied commander’s area.
STARTING THE GAME space), but not have any influence over the population
in the city there.
“Welcome to The ‘Nam!” - Infantry euphemism, 1967
There is no limit to the number of game pieces that
may be in any province space, but city boxes are
limited (see below).

Saigon street
scene circa
1966

Winning the Game


The Allied player will win the game if he has a City Boxes
positive (+) US National Will value by the last turn of Separate city spaces are located off-map for those
the war. instances when a player wants to send any of his
forces into the city (instead of occupying the outer
The Communist player wins if he captures Saigon or lying space, for example). This can have operational
a total of 18 other cities throughout South Vietnam at advantages, and it also helps Population Control
any time during the game. Failing that, the Communist efforts (which will be explained later).
player will win the game if the US National Will value
is ever negative, even if momentarily or temporarily. No more than ten (10) game pieces may be in any
single city box at

Sample map “space”


(Quang Duc province)

Note the Cambodian


border (in red), and the
III Corps Zone border
(in yelllow).
North Vietnam Target Boxes
North Vietnam boxes represent areas of North
Spaces on the Map Vietnam far beyond the area represented by the map.
All of the spaces on the map represent actual They are equivalent to normal spaces except that they
provinces throughout South Vietnam, Laos, and are all mutually connected for movement purposes,
Cambodia. Game pieces occupy these spaces for can only be entered by Communist game pieces and
the purposes of movement, basing, combat, or other Allied aircraft game pieces, and are not restricted to
activities (like conducting Population Control). any particular limit of game pieces like city boxes.

Each space shows a corresponding city which Game Turns


represents the major population of that space. The Each year of the game is comprised of four game
cities can be subject to Population Control efforts. It is turns (You may think of them as Winter, Spring,
entirely possible to occupy a space but not control the Summer, Autumn, although seasons and their effects
population of the city IN that space. For example, the are only represented by Event cards, not a factor of the
Viet Cong may control the outer lying countryside (the game’s turns.) Each game turn involves the following
sequence of play, known as the “Order of Play”. Card Play below).

Order of Play Allied Set-up


There are two player turns each game turn, an Allied The US player must now place 12 of his Special
game turn (which is always played first) and then a Forces (Green Berets) game pieces in twelve
Communist game turn. Each player’s turn follows a different provinces. Special Forces have the ability to
specific sequence as follows: potentially slow down and even ambush Communist
units that move into or through their spaces.
Draw (and possibly play) an Event Card
Now set up all but three of the starting US TAC
Build New Game Pieces aircraft game pieces in Thailand, and the last three in
the Saigon space. Set up two US helicopters in the Da
Deploy Game Pieces Purchased Last Turn onto the Nang space.
Map
Set up one aircraft carrier with its three gray naval air
Move Game Pieces and/or Attack units anywhere in the ocean.

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).

Chinese Freighters Communist Event Deck


Place the two Chinese freighters in the North There are twenty-six Communist event cards, all of
Vietnam Haiphong box. Chinese freighters that sail which are available during the campaign game. See
to Thailand can act as a Supply Cache from Thailand specific scenarios for which cards are applicable. In
for Communist units near there, although Chinese either case, the Communist deck must be shuffled and
freighters are subject to interception by the U.S. Navy stacked separately from the Allied deck, ready to be
(Task Force 77). drawn when the game begins.

United States National Will Allied Event Deck


Place the U.S. National Will (USNW) marker at the There are twenty-six Communist event cards, all of
which are available during the campaign game. See Event Card and are provided in different quantities for
specific scenarios for which cards are applicable. each nationality. In any case, each player is entitled to
In either case, the Allied deck must be shuffled and only play one of his Event Cards from his own hand
stacked separately from the Communist deck, ready to each game turn. The active player is always mandated
be drawn when the game begins. to play his Event Card first before the other player
does.
Event Card Usage
Each player begins each game year with five random Once either player has played all the Event Cards of
Event Cards from their own deck, and he is given the his own deck, he simply shuffles the discard pile as a
option to choose one of his own five Event Cards each new deck, and he draws from that new deck again. In
game turn (there are four game turns in a year) to play this way, Event Cards can reappear in a player’s hand
to give his side some benefit, or impose some penalty and be played again (either as the Event itself or for
upon his opponent...depending on the Event Card he the purpose of points)
wishes to play each game turn. A player may only ever
play one of his own Event Cards each game turn, after BUILDING GAME PIECES
which he blindly draws a replacement Event Card to All U.S. game pieces are bought with U.S. National
fill out his hand back to five cards. Because there are Will points (which are deducted from the U.S.
four game turns in a year, a player will only ever be National Will total presently recorded on the U.S.
able to play four of his five Event Cards each year, the National Will track.) All ARVN game pieces are
last one being shuffled back into his own Event Card’s purchased with Supply Points that are provided by the
discard deck at the end of the year. U.S. player.

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.

All Communist game pieces are bought by using a


currently played Communist Event Card as “purchase
point” (instead of playing that Event Card for its
“event”); see 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.

Free Communist Game Pieces


The Communist player receives free game pieces (no
Event Card is required), explained as follows:

Every game turn, the Communist player receives one


free anti-aircraft (AA) game piece.

When any U.S. or ARVN division is bought by the


Allied player, the Communist player receives one free
North Vietnam Army division.

Every game turn, the Communist player receives one


free truck game piece (see Trucks below).

Laos, Cambodia, Thailand


Secondary countries are provided with game pieces UH-1 ‘Hueys’ (otherwise known as “Slicks”) after
that simply arrive each turn in the respective country. debarking troops in a field of Elephant Grass. Notice
Laos, Cambodia, and Thailand have no ability to the M-60 Machine guns affixed to each side of these
purchase any game pieces beyond those that they helicopters (intended for potentially Hot LZ’s).
receive for free (see Deployment below).

Game Pieces’ Costs


To buy any game pieces that are not free, the costs are listed as follows:

UNITED STATES GAME PIECE COSTS

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

Two riverine (1967 or later) = 1 USNW

Two aircraft (except B-52 and AC-130) = 1 USNW

One B-52 = 1 USNW



Two AC-130s (1968 or later) = 1 USNW

Three helicopters (any types, transport, gunship, heavy lift) = 1 USNW



One aircraft carrier (with three naval aircraft) = 1 USNW
One battleship
= 1 USNW

Two cruisers = 1 USNW

Two destroyers = 1 USNW

Five Supply Points for ARVN = 1 USNW

Airbase Construction = 2 USNW

Port Construction = 2 USNW

Fortification Construction = 1 USNW

ARVN GAME PIECES COSTS

One infantry (any type) = 1 Supply Point*

One armor = 2 Supply Points*

One artillery = 2 Supply Points*

One mechanized = 2 Supply Points*

One helicopter (transport or gunship) = 3 Supply Points*

One aircraft = 2 Supply Points*

One riverine = 2 Supply Points*

*If Vietnamization has been declared by the U.S. player, all ARVN game piece costs are doubled.

COMMUNISTS GAME PIECES COSTS

One infantry (NVA or VC with any “Unknown Strength” marker) = 1 Event Card point

One armor = 1 Event Card point

One artillery = 1 Event Card point

One mechanized = 1 Event Card point

One anti-aircraft = 1 Event Card point

One SAM = 1 Event Card point

One Truck = 1 Event Card point

One MiG (any type) = 2 Event Card points


Deployment Tho port (even if Communist game pieces are in that
Whenever new game pieces are purchased or arrive space, but not if the Communists control My Tho).
for free, they are not placed on the map immediately.
First they must be placed in their own “Deployment U.S. naval game pieces are simply placed anywhere in
Box” printed on the map, where they remain for the the ocean.
duration of that current game turn. They must then
enter the map as of the following game turn according Ports, airbases, and fortifications may be constructed
to the Placement rules (see below). in South Vietnamese spaces where no Communist
game pieces are currently present, and only if there
Exception: Airbase, Port, and Fortification is at least one Allied land game piece present. Place
construction IS placed on the map immediately when that port, airbase, or fortification counter face down
purchased, but must be placed face down (to indicate (with its “Under Const.” side facing up) to show that
that construction is underway), but then flipped as of it is under construction (it will be flipped over to its
the following game turn according to the Placement front, functioning side next turn). A port, airbase,
rules (see below). or fortification space that is abandoned by all Allied
land game pieces, or is occupied by any Communist
land game piece before it is flipped over is simply
eliminated and removed from that space immediately.

ARVN Placement of Game Pieces


ARVN game pieces that were in the Deployment Box
the previous turn may now be placed on the map.

ARVN land units may be placed in any South Vietnam


space(s) on the map where no Communist game pieces
are currently present.

ARVN aircraft and helicopter game pieces may be


placed in any space(s) on the map where an airbase
exists and where no Communist game pieces are
currently present.
PLACEMENT ARVN riverine game pieces may be placed in the My
Tho port (even if Communist game pieces are in that
U.S. Placement of Game Pieces space, but not if the Communists control My Tho).
U.S. game pieces that were in the Deployment Box the
previous turn may now be placed on the map. Communist Placement of Game Pieces
NVA game pieces can be placed in any space in North
U.S. land units may be placed in any space(s) on the Vietnam, although MiG aircraft must be placed in the
map where a port exists (even if Communist game North Vietnamese “MiG Bases” box.
pieces are in that space, but not if the Communists
control the city in that port’s space). VC game pieces can be placed in any space where
a Supply Cache is present, or in any space next to a
U.S. aircraft and helicopter game pieces may be placed Supply Cache space, but only if there are no Allied
in any South Vietnamese or Thai space(s) on the map game pieces already in that space.
where an airbase exists (even if the Communist game
pieces are in that space, not if the Communists control Fortifications and tunnels may be constructed in
the city in that airbase’s space). spaces where no Allied game pieces are currently
present, and only if there is at least one Communist
U.S. riverine game pieces may be placed in the My land game piece present. Place that fortification or
tunnel face down (with its “Under Const.” side facing Additionally, ARVN non-elite game pieces, when
up) to show that it is under construction (it will be they are moved, are first subject to an “ARVN
flipped over to its front, functioning side next turn). A Effectiveness Check” (see ARVN Effectiveness
fortification or tunnel space that is abandoned by all below), even if the space they are in is activated.
Communist game pieces, or is occupied by any Allied
land game piece before it is flipped over is simply Moving Game Pieces
eliminated and removed from that space immediately. All game pieces except ports, airbases, fortifications,
and tunnels are capable of movement, although
Ho Chi Minh Trail Placement Advantage no game piece is ever required to move. There are
Any type of Communist game piece may be placed different forms of movement, such as land movement,
directly into any functioning Ho Chi Minh Trail space road movement, air movement, airmobile movement,
(even if no Supply Cache is there), but only if that river movement, amphibious movement, and strategic
Ho Chi Minh Trail space is next to a North Vietnam movement, each with slightly different rules.
space, or next to a path of functioning Ho Chi Minh However, all movement is conducted the same way…
Trail spaces that lead back to North Vietnam without by simply picking up your game piece that you want
interruption. to move (if allowed to move) from a space and then
moving it to another space. However, not all game
Note: A Ho Chi Minh Trail space ceases to be pieces may move the same distance of spaces, and
functional if it is successfully bombed or presently some game pieces are restricted or forbidden to be
occupied by any Allied land game piece. moved into some kinds of spaces, as will be explained
later.
Inability to Place New Game Pieces
If any game pieces are unable to be legally placed on But no matter what type of movement you do, a game
the map, they simply remain in their Deployment Box piece may only ever move once during its game turn,
until a game turn when they are able to. and no more than its maximum movement distance
(although a game piece is never required to move its
entire allowable movement distance).

ARVN Effectiveness Check


Except for elite ARVN game pieces (ARVN rangers,
airborne, and marines, and their artillery), the
Allied player must roll one six-sided die for each
province of ARVN game pieces that he is moving
together to another province during that same game
turn, regardless of the type of movement they are
conducting (for example, even if transported or even
if moving as strategic movement). The result of each
ARVN effectiveness die roll is as follows:

1-3 = ARVN game pieces are ineffective and may not


MOVEMENT move into any province space that game turn.
Not all game pieces on the map may always move
each turn. Only game pieces in spaces that are 4-6 = ARVN game pieces are effective and can move
declared to be “activated” by an owning player for the up to the max of their normal movement.
current turn may be moved for that turn.
If a U.S. Special Forces game piece will be moving
Each player is restricted to a limit of “activations” with the same ARVN game piece or group to the same
each game turn which is determined by his currently province space, a +1 die roll bonus applies to those
drawn Event Card (printed at the bottom of the card). ARVN game pieces’ effectiveness die roll.
If a South Vietnamese coup had occurred, the ARVN while it is carrying an infantry game piece, or a
effectiveness die roll must suffer a -1 penalty for the heavy lift helicopter while it is carrying an artillery
duration of the current year. game piece. Airmobile movement is exactly like air
movement except that it is vulnerable to a possible
If an ARVN game piece’s or group’s movement is ambush in the destination space if an enemy game
effective, it is assumed to be effective for the purpose piece is present there.
of combat in the province it enters for the duration of
that game turn. Each helicopter is permitted to carry one friendly
infantry game piece while moving as airmobile
Land Movement movement, and each heavy lift helicopter is permitted
All land game pieces are capable of land movement, to carry one artillery game piece while moving as
which is simply when you pick up any land unit and airmobile movement.
move it from its current space into any space that it
touches, and then into the next space it touches, and
the next space, and so forth, until that game piece
has moved as far as it is allowed to go (or less if you
prefer to end its movement before that).

Land movement is vulnerable to possible interdiction


and ambushes.

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

Riverine (within IV Corps Zone only) = Unlim

c 2016 Eric Harvey


the game piece it is transporting is eliminated by an
ambush die roll.

The game pieces that are eligible to “ambush” are:

NVA (even if hidden, though it is revealed if


ambushing)

VC (even if hidden, though it is revealed if


ambushing)
Hidden Movement
NVA and VC game pieces may be held off of the map Rangers
in special numbered and alphabetized holding boxes
that are represented on the map by markers whose ID Special Forces
is known only to the Communist player. Such markers
may correspond to an actual holding box full of game Additionally, some event cards allow other game
pieces, or may correspond to an empty holding box so pieces to ambush.
as to deceive the Allied player as to which markers are
real forces and which are not, or to deceive the Allied Exception: Hidden NVA and VC game pieces that are
player as to which markers are large forces and which revealed to be “0” strength cannot perform an ambush.
are small forces.
If a player wants to ambush, he must pick the
Hidden movement markers are constrained by normal ambushing game piece (if allowed to ambush) and
movement rules or requirements, and any movement the entering enemy game piece that he is intending to
with a hidden movement marker must be done in plain ambush, resolving each ambush separately, roll one
sight. Hidden movement markers will be revealed by 12-sided die, and determine the result, as follows:
certainy events during the course of the game, and if
they are revealed, they must be replaced on the map 1 = The ambushing unit is discovered and eliminated.
with their actual holding box contents. If a holding
box is actually empty of any enemy force, that hidden 2 = The ambush fails and suffers a casualty.
movement marker must be removed from the map.
3-6 = No effect
The Communist player is limited to a specific quantity
of hidden movement markers per the quantity of his 7-8 = Moving game piece suffers a casualty if entering
holding boxes. No more hidden movement markers as road movement; otherwise, no effect.
may be on the map than holding boxes, whether empty
or not, although the Communnist player is never 9-10 = Moving game piece suffers a casualty.
required to use hidden movement markers.
11-12 = Moving game piece is surprised and therefore
Hidden movement markers may only be placed on the eliminated (including its transporting helicopter, if
map while starting in North Vietnam, although they any, representing a “Hot LZ”).
may be voluntarily removed by the Communist player
at any time. Note: Apply a -1 die roll penalty if performing an
ambush against Ranger and U.S. Special Forces game
Ambush pieces.
Some combat game pieces are capable of performing
an “ambush” once when any enemy game piece(s) Any entering game piece that suffers a casualty must
enter the space it currently occupies. Aircraft cannot end its movement for that game turn.
be ambushed, but a transporting helicopter will be if
Procedure below.

If any aircraft enter any North Vietnam target boxes,


the Communist player must first decide if he will
scramble his MiG(s) there.

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.

A scrambled MiG may automatically intercept any


Allied air unit that has just entered any North Vietnam
COMBAT target box, but never in any space on the map. Air-
Combat occurs whenever a game piece enters a space to-air combat is not resolved yet. First you have to
where any enemy game piece is present, though resolve SAM and anti-aircraft fire.
combat can be “evaded” in certain cases (see below).
An aircraft game piece that enters an enemy space Mission Types (Bombing or Interdiction)
performs a different kind of combat than a land game After an aircraft game piece enters a space (but
piece that enters a space, as will be explained below. after the Communist player has decided to scramble
There are only two types of combat: MiGs in a North Vietnam target box), the owning
player must announce which of the two missions that
Aircraft Missions aircraft will be performing (bombing or interdicting).
Interdicting is only allowed in spaces on the map (not
Ground Operations in North Vietnam target boxes, where only bombing is
allowed).
Aircraft missions include every instance when aircraft
game pieces enter any space or target box to bomb, Note: Once it is decided and verbally declared which
interdict, or escort. Ground operations include every type of mission that an aircraft game piece will
instance when land game pieces are in a space that perform, its mission cannot be changed until it returns
is occupied by enemy land game pieces, but can to a friendly airbase base.
also include aircraft game piece flying in as support,
riverine game pieces in river spaces, and naval game
pieces used as gunfire support.

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:

Bomb a combat game piece (to destroy that enemy


game piece, which may not evade).

Bomb a North Vietnam target box (to destroy


infrastructure in North Vietnam with a Strike weapons
loadout).

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:

5 = Enemy combat game piece suffers a casualty. 1-4 = No effect

6 = Enemy combat game piece eliminated. 5-6 = Truck eliminated.

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

5-6 = Anti-aircraft game piece is


immediately eliminated.

Important: As of the 1972 game year, an automatic


Bombing a North Vietnam Target +1 die roll bonus applies to bombing die rolls.
When a particular North Vietnam target box is
bombed, simply roll one 12-sided die to determine the Bombing a SAM Game Piece
result, as follows: When bombing a SAM game piece with an Air
Defense Suppression weapons loadout, roll one 6-side
1-5 = No effect die to determine the result, as follows:

5-9 = Eliminate a supply counter in North 1-4 = No effect


Vietnam. If the target box is a MiG base, it is
damaged. 5-6 = SAM game piece is immediately
eliminated.
Important: As of the 1972 game year, an automatic
+1 die roll bonus applies to bombing die rolls. If interdiction occurred in a space where a village is
present, the interdicting player must check to see if
any civilian casualties occurred (see civilians below).

Aircraft that were assigned to interdict (regardless of


the result) are unavailable to be brought under anti-
aircraft of SAM fire or perform any other mission
for the remainder of that same game turn, and will be
required to return to base at the beginning of the next
game turn.

Prisoners of War (The Hanoi Hilton rule)


Whenever a U.S. aircraft is shot down, it must be
Civilian Casualties recorded on the “Prisoners of War” track. Every
If bombing occurred in a city, the interdicting player multiple of four Allied aircraft that are shot down
must check to see if any civilian casualties occurred (as indicated on the Prisoners of War track) reduces
(see civilians below). the U.S. National Will by one less at the end of each
game turn. For example, if the U.S. lost eight aircraft
Bombs Gone in 1967, the U.S. National Will track must therefore
After a bombing attempt is completed (regardless of be reduced two points at the end of that game turn.
the result), the bombing aircraft are unavailable to be Prisoners of War cannot be rescued or recovered in
brought under anti-aircraft of SAM fire or perform any war during the course of the game.
any other mission for the remainder of that same
game turn, and will be required to return to base at the
beginning of the next game turn.

Interdiction Mission Procedure


When an aircraft is declared to be interdicting (and not
bombing) a particular space, each Communist game
piece that enters or leaves that space must undergo an
interdiction die roll when it moves.

Note: Moving supply counters are also vulnerable


to interdiction exactly like game pieces, but only
ever when leaving an interdicted space (never when
entering an interdicted space). GROUND OPERATIONS
When any game pieces enter a space or city box
A maximum of four aircraft (of any types) may where any enemy game piece(s) are currently present,
interdict the same space (and only if those aircraft combat may occur. Ground operations must be
did not bomb during the same game turn) at the same conducted according to the following sequence, after
time. To do so, the interdicting player simply rolls one which combat may be repeated endlessly (repeating
6-sided die per each interdicting aircraft in that space, the sequence below) as long as the attacker desires
with the following effect: (if he has enough remaining combat game pieces to
repeat combat). These are known as combat “rounds”,
Per each die roll of “1”: The Communist player and each round is resolved in the following order:
chooses one moving game piece there to be
eliminated. 1) Ambush Ineligibility
Each game piece that conducted an ambush, regardless
Any other die roll: No effect from that aircraft. of the result, is not eligible to evade (see below),
and only game pieces that were not eliminated by an the map (to a maximum distance of 12 spaces). The
ambush may participate in the combat. other rules above still apply the same to helicopters,
however. Each transport helicopter is also allowed to
2) Evasion Attempt evade with a friendly game piece that is also evading,
Prior to the beginning of each round of combat in a but a transporting helicopter and the game piece it will
space or city box, the defending player has the option be evading with are considered to be two game pieces
to declare an evasion attempt with any of his game if only half of the game pieces are permitted to evade.
pieces that had not attempted an ambush this round. To
do so, the defending player must roll one twelve-sided Note: Riverine game pieces may only evade to IV
die to determine how many of his defending game Corps Zone spaces.
pieces are eligible to evade, resolved as follows:

1-4 = No evasions (no hidden NVA and VC pieces are


revealed).
5 = Half of the defending game pieces (rounded up)
may evade (all hidden NVA and VC revealed).
6 = All of the defending game pieces may evade (no
hidden NVA and VC are revealed).

Die Roll Modifiers:

A -1 die roll penalty applies if the game pieces 3) Fire Support


that are attempting to evade include any non- After all evasions, if any, have been moved out of a
elite ARVN game pieces. combat space, the attacking player may now select
and declare his fire support, which may include any
A -2 die roll penalty applies to the die roll if artillery and/or mortar game pieces in that same space
more than five (5) game pieces attempt to or in a city box within that combat space, or in any
evade (but not counting riverine game pieces, space or city box that is next to that space (where
if any) before the same round of combat. combat is occurring). Fire support can include a
battleship and/or cruiser game piece, but a maximum
A +1 die roll bonus applies if the game pieces of two (2) fire support game pieces, regardless of type,
that are attempting to evade include any elite may be added to the same ground operation combat.
Rangers and/or Special Forces game pieces
(regardless of how many are included). After the attacker selects and declares fire support, the
defender may now do so according to the same exact
Game pieces that may evade may only do so into any rule above.
adjacent space(s) or city box of the evading player’s
choice (They do not all have to evade to the same 4) Close Air Support
space), but not into an enemy-occupied space or city After all fire support has been selected and declared,
box (unless there is at least one friendly game piece the attacker may now select and declare his close air
already present there). If they evade to a space or city support, which may include aircraft and/or helicopter
box where enemy game pieces are currently present, gunship game pieces from any other space (and/
the opposing player may declare an ambush attempt or aircraft carrier) wherever based on the map. A
(if he desires), but no ground operation combat ever maximum of four (4) close air support game pieces,
occurs because of an evasion movement. The evading regardless of type, may be added to the same ground
game pieces are simply added to the other friendly operation combat.
game pieces already.
If the defender is Allied, he may select and declare
Important: Helicopters have a special evasion ability close air support according to the same exact rule
that allows them to evade into any space anywhere on above.
It is possible to roll more dice than is necessary to
Note: Close air support will be brought under anti- eliminate a particular type of game piece. In such
aircraft fire normally if an enemy anti-aircraft game a case, excessive hits are ignored as overkill (they
piece is present in the combat space. An anti-aircraft have no other effect). In the event that there are two
die roll of “1” immediately shoots down one Allied different types of game pieces in the same space when
aircraft there of the Allied player’s choice (See Anti- an “elimination” and/or “casualty” result is rolled
aircraft and SAMs). (such as an ARVN and a U.S. infantry), the defender
chooses which one is hit by each result.
5) Ground Combat (Attacker)
Once all fire support and close air support in a combat Note: Hits are noted but do not take effect until after
space is known, the attacking player must simply roll the defending player has rolled all of his eligible die
one specialized six-sided combat die per each multiple rolls (see Defender roll below).
of two (2) friendly combat factor points that are
present in that combat space, regardless of the game 6) Fortifications
piece types involved (See the Unit Profiles summary If any type of fortification is present in the same
chart to see each specific game piece’s combat factor.) space or city box, they add to the defense there
It makes no difference what types of game pieces thusly: Fortifications (represented by the guard
contribute combat factors. tower silhouette) are unique in that they are not
eliminated until every other type of game piece
Example: If the attacker has five game pieces with there is eliminated first. Moreover, each fortification
combat factors totaling seven, he is entitled to roll die roll (when the guard tower silhouette is rolled)
three combat dice (one die for each multiple of two, automatically nullifies one other hit of the defending
dropping the odd remainder of seven). player’s choice during that round of combat. So, for
example, a dice roll of two infantry silhouettes would
The silhouette on each specialty die, when it is rolled, normally be an elimination of an enemy infantry
will indicate the type of “hit” that the enemy game type game piece. However, if a fortification roll also
pieces in that combat space must suffer. If a specialty occurred, one of those two infantry rolls is nullified
die’s silhouette is a type of enemy game piece that by that fortification and is therefore regarded as a hit
is not present, ignore that die roll (it is a miss and is instead.
disregarded).
A fortification cannot nullify itself, but is only
There are simply two types of hits as a result of considered to be eliminated if all other game pieces of
combat, “elimination” and “casualty”. An enemy game its same side are already eliminated (or if not present;
piece is considered to be eliminated if two silhouettes a fortification is automatically eliminated if it is in
of that same type are rolled (for example, two a space a city box without any other friendly game
“infantry” rolls will cause one present enemy infantry pieces there also). For this reason, fortifications are
game piece to become eliminated immediately). If never “hit”, but they simply cancel another hit during
only one of that type of game piece is rolled, it is not the same combat when they are rolled, and only
an elimination, but rather is a casualty, and is simply become eliminated when no other friendly game piece
recorded as a casualty on the Body Count track. is present in its same space.

7) Ground Combat (Defender)


After the attacking player has rolled all of his eligible
dice and noted his hits (as indicated by his dice
roll), the defending player now rolls his dice per the
same exact procedure above and per the same exact
rules above, as well. After the defending player has
noted his hits, both players must then remove their
eliminated game pieces and return them to their
respective Losses box (they may be bought again
normally). Game pieces that suffered casualties are directly.
unaffected (they remain on the map at full strength);
their only effect is the casualty they suffered and Declare Bombardments
registered on the Body Count track. Game pieces that An artillery, mortar, battleship, cruiser, aircraft, and
were not hit are also unaffected and simply remain in gunship is each capable of bombardment of an enemy
the combat space at full strength as well. game piece (including an aircraft or helicopter at an
airbase) in another space (other than their own) if they
8) Conclusion of Combat were not used as fire support during combat already
After all eliminations have been removed from the during the current game turn.
map, the defending player is presented with the option
to retreat any or all of his game pieces into any space Note: ARVN effectiveness is not required for ARVN
that is adjacent to that combat space, but only if no artillery to bombard.
enemy game pieces are present anywhere within that
space. Attacking game pieces cannot pursue or follow Bombardment Procedure
this movement. An artillery and mortar can bombard any specific
enemy game piece in any space that it is adjacent to,
If combat occurred in any city box, the attacking whilst a ship can bombard any single coastal space
player (regardless of which side is the attacker) must (anywhere on the map). Aircraft game pieces with a
then roll one six-sided die to determine if any civilian “Strike” weapons loadout can be flown to any space
casualties occurred, resolved as follows: and bombard there (after enduring anti-aircraft there,
if any); see “Aircraft weapons loadouts”, “Anti-
1 = Inflict a civilian loss. aircraft and SAMS”, and “Bombing an enemy game
pieces” above.
2-6 = No effect
Exception: Hidden NVA and VC game pieces cannot
Civilians be targeted for bombardment.
Whenever any civilian loss occurs, regardless of the
cause, it must be added to the Allied Losses box. Each When bombing a combat game piece (other than a
civilian loss is harmful to the Allied side (but never the truck, anti-aircraft, or SAM) with a Strike weapons
Communist side) in various ways throughout the game loadout, roll one 6-sided die to determine the result, as
(as explained in each relevant rules section), but only follows:
for the duration of the current game year.
1 = No effect; if an Allied bombardment,
inflicts a civilian loss.

2-4 = No effect

5 = Enemy combat game piece suffers


a casualty (although an aircraft or helicopter is
eliminated).

6 = Enemy combat game piece eliminated.

Note: If bombarding with a B-52, add +1 to its


bombing die roll. If bombing with an AC-130 gunship,
add +2 to its bombing die roll.
BOMBARDMENTS
Bombardment is a form of combat in which artillery, Important: As of the 1972 game year, an automatic
mortar, battleships, cruiser, aircraft, and helicopter +1 die roll bonus applies (representing guided bombs)
gunship game pieces can attack enemy game pieces to bombarding die rolls.
Communist Control
A South Vietnam province space is considered
controlled by the Communists if the village in that
province is a Communist village (see Population
Control) and if the city box for that province is
occupied by any Communist game piece (except a
truck), but only if there are no Allied game pieces
anywhere in that same province and/or city box for
that province.

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:

Check for South Vietnamese Coup


Count the number of province spaces and cities in
South Vietnam that are currently controlled and/or
contested by the Communist side, and then subtract
the number of ARVN losses (eliminated or casualty) Check U.S. National Will
for a total. Count all of the U.S. losses (eliminations, casualties,
and Prisoners of War) that have occurred during the
Then count the number of province spaces in South current game turn and deduct those losses from the
Vietnam that are controlled and/or pacified by current tally on the U.S. National Will track. U.S.
the Allied side, and then subtract the number of losses are subtracted in this way:
Communist losses (eliminated or casualty) for a total.
-2 if a South Vietnamese coup just occurred.
If the Communist total is higher, a South Vietnamese -2 per each U.S. eliminated game piece.
coup now occurs. -1 per each U.S. casualty in the U.S. losses box
-1 per every four Prisoners of War this year.
The South Vietnamese Coup -1 per every four eliminated aircraft and/or
There are two effects if the South Vietnamese coup helicopter game pieces.
occurs: -1 per every three civilian casualties that
occurred during the current game year.
Firstly, all ARVN effectiveness rolls (see above) suffer
a -1 penalty until the end of the next entire year. Then count the quantity of South Vietnamese cities
that are currently controlled by the Communists and
Secondly, the following ARVN game pieces must deduct that number from the current tally on the U.S.
immediately (and automatically) be picked up from National Will track.
anywhere on the map (of the ARVN player’s choice)
and placed in the Saigon city box: Lastly, determine which side suffered more losses
during the current game turn (Communists or the
2 x ARVN ranger game pieces Allies). If Communist losses are higher, increase U.S.
3 x ARVN airborne and/or marine game pieces National Will by one higher. However, if Allied losses
1 x ARVN artillery game piece are higher, decrease U.S. National Will by one lower.
1 x ARVN armor game piece
1 x ARVN mechanized game piece Empty the Losses Box
After counting both side’s losses and adjusting the
U.S. National Will track, remove all casualty markers piece.
and return them to the casualties draw pile, and then
remove all game pieces and return them to the game Replenish Event Card Hand
piece pool of each (available to be purchased again Each player now blindly draws enough Event Cards
normally as of the next year). from their own Event Deck to refill their card hand
(to five cards again). If a side’s Event Card deck is
exhausted, simply replace all of that side’s played and
discarded Event Cards and reshuffle them to form a
new deck (so as to refill each player’s hand up to five
cards).

Game Year Marker


Move the game turn marker to the next space on the
Game Year track. Begin the next game year.

THIS SECTION RESERVED FOR SPECIAL RULES

Check for Victory


At the end of each turn, check to determine if the
Communist player has either,

a) Captured (and still controls) Saigon


b) Captured (and still controls) 18 cities throughout
South Vietnam
c) If the final total U.S. National Will is less than “1”.

If any of the above circumstances are presently true,


the Allies have lost the game. Otherwise, the game
continues.

If, however, this is the last game turn of 1975 and


none of the above conditions are true, the Communists
have lost the game.

Note: The Communists will also lose the game if a


game turn ends without any province space anywhere
in South Vietnam controlled by any Communist game
THIS SECTION RESERVED FOR SPECIAL RULES
THIS SECTION RESERVED FOR UNIT PROFILES
THIS SECTION RESERVED FOR UNIT PROFILES
THIS SECTION RESERVED FOR CARD SUMMARY
THIS SECTION RESERVED FOR CARD SUMMARY

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