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1989: DAWN OF FREEDOM POWER STRUGGLE REPLACEMENT VARIANT - v2.

2 by EDG, 3/8/15

Replacing the Power Struggle: The existing Power Struggle card-game mechanic is removed in this variant. A
Power Struggle is now resolved using the following sequence:

1) Determine level of control: As soon as a Scoring Card is played, determine the level of control (none, Presence,
Dominance, Control) that each side has in the country. Who retains Power - and whether or not a Power Struggle
Roll (PS Roll) is needed - is then determined by comparing the levels of Control on the table below:

Communist Democrat PS Outcome


- - C Power
Pre - C Power
- Pre D Power
Pre Pre PS Roll
Dom - C Power
Dom Pre PS Roll
- Dom D Power
Pre Dom PS Roll
Con - C Power
Con Pre C Power
- Con D Power
Pre Con D Power

Key Outcome
- : No spaces controlled C Power: Communist wins Power Struggle, retains Power.
Pre: Presence D Power: Democrat wins Power Struggle, takes Power.
Dom: Dominance
Con: Control PS Roll: Power Struggle Roll

2) Resolve Power Struggle outcome:


C Power - Communist retains Power: The Communist automatically wins the Power Struggle and retains Power.
D Power - Democrat takes Power: The Democrat automatically wins the Power Struggle and takes Power.

Power Struggle Roll: If a Power Struggle Roll (PS Roll) is required, both sides roll a single die with the following
modifiers - the highest roll is the winner:
Both sides: +1 to the roll for every space that is not Elite or Intellectual under their control.
Both sides: +2 to the roll for every Elite and Intellectual space under their control.

If the result of the PS Roll is a tie, the side that controls the most BG spaces (of any type) in that country wins. If it
is still a tie after that, the Communist wins.
3) Support Loss and VP tables: After the card scoring is complete, roll on the SP Loss or VP tables as appropriate:
C Power: If the Communist automatically Retains Power, they roll on the VP table with a DM+1, and the
Democrats roll on the Support Loss table with a DM+1. The VPs and SPs are then adjusted accordingly.
D Power: If the Democrat automatically Takes Power, they do NOT roll on the Victory Points table -
instead they automatically Take Power and gain +2 VP (as if they'd rolled a result of 4 or 5 on the VP Table). The
Communists roll on the Support Loss table with a DM+1.
PS Roll: The winner of the PS roll rolls on the VP Table, and the loser rolls on the Support Loss table. The
margin of success (MOS) of the PS Roll affects both the Support Loss and the VP Table rolls - every TWO points of
MOS (rounded down) is a +1 DM to the rolls on each table.
e.g. if the MOS was 3, then the loser rolls with a DM+1 on the Support Loss table, and the winner rolls
with a DM+1 on the Victory Point table.

3b) Communist relinquishing Power: If the Communist is not removed from Power, they may at this stage
voluntarily relinquish Power. The Democrat then takes Power - place a Democrat SP marker in the country's
scoring box. Note that the Democrat does NOT get the bonus +2 VP if they take Power in this way.

4) Scoring:
4a) Recalculate Level of Control: The Support Loss roll may have changed the balance of power in the
country - first determine whether Presence, Domination or Control has changed for either side.
4b) Score For Power: If the Communist still retains Power, they "Score for Power". Place a Communist SP
Marker next to the country's Scoring Box equal to the number of times the Scoring Card has been played there (i.e.
place a 1 SP Marker the first time it is scored, a 2 SP Marker the second time etc). The Communist scores a number
of VPs equal to the country's Power Value multiplied by the number of times the Scoring Card has been played in
that country (shown by the SP Marker in the Scoring Box).
If the Democrat takes Power, nobody Scores for Power - place a Democrat SP marker in the country's
scoring box.
4c) Scoring Card: After Scoring for Power, the results of the Scoring Card are calculated for both sides.

5) Discard/Remove Scoring card: If the Communist retains Power, the Scoring card is added to the discard pile
after scoring is calculated. If the Democrat took Power, the scoring card is removed from the game after scoring is
calculated.

Final Scoring: If the game reaches Turn 10, all the countries are scored again. No Power Struggles or Scoring for
Power are conducted. The Communist player does NOT receive the bonus -4 VP for each country in which they
retain Power.

(Design notes:
- If the sides have similar strengths in a country (i.e. Pre/Pre, Pre/Dom, or Dom/Pre) then there is a chance
that the Democrats can take Power if they win, but it is not guaranteed. In every other case, one side or the other
will automatically take or retain Power, as is the case in the original PS card game.
- The +1 DM on the Support Loss/VP Table represents the fact that the winner probably would have
Raised the Stakes in that situation.
- The Support loss/VP Table results for the PS Roll is potentially more 'swingy' because the situation in
cases where that is required is more volatile.
- As in the original rules, the scoring can be affected by the results of the Power Struggle. The Support
Loss is determined before the scoring actually happens, which can potentially affect the level of control in the
country).
Card changes

Early Year

Roundtable Talks: Place in front of the Democrat Player. If a Power Struggle Roll is required when the next Scoring
occurs, the Democrat gets an extra +1 modifier to their PS Roll.
If the Democrat takes Power as a result of that Power Struggle (even if a PS Roll was not required), the
Democrat gets +1 VP.

Mid Year

Securitate: While this card is in play, all Democrat modifiers are cancelled for any Power Struggle Roll in Romania
(i.e. the Democrat only rolls an unmodified die). This event remains in effect until cancelled by Army Backs
Revolution. Note that a "D Power" outcome is unaffected by this.

Peasant Parties Revolt: Place in front of the Democrat Player. If a Power Struggle Roll is required when the next
Scoring occurs and the Democrat also controls at least one Farmer space in that country, the Democrat gets an
extra +1 modifier to their die roll. This card is then removed from play after that Scoring Card is played.

Crowd Turns Against Ceaucescu: When the next Romania Scoring card is played, the Democrat immediately
(before the Level of Control is determined) does a free Action Round in Romania only - they roll a die on the table
roll below to determine the number of Ops points available, and can then use these Ops to either place SPs in
Romania or to do 2 Support Checks in Romania using that Ops value for each check (if 0 Ops are available, 2
unmodified Support Checks are still possible).

Roll Ops available


1 0
2-3 3
4-5 6
6 9

Yakovlev Counsels Gorbachev: Place in front of the Democrat player. The Democrat gets +1 VP if he takes Power
when the next Scoring Card is played. This card is then removed from play after that Scoring Card is played,
whether the Democrat takes Power or not.

Late Year

New Years Eve Party: The Power Struggle that the Democrats can opt to do in one country that the Communists
retain power in is executed as described in the tables here (and a PS Roll is made if necessary). The scoring for that
country is then calculated, and the game ends at that point with no Final Scoring.

National Salvation Front: Place in front of the Communist Player. If a Power Struggle Roll occurs when the next
Balkans Scoring occurs (in Romania or Bulgaria), the Communist gets an extra +1 modifier to their PS Roll.
If the Communist still retains Power as a result of the Power Struggle (even if a PS Roll was not required),
the Communist gets +1 VP.

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