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SoD Booklet MinhMang v3

This document provides rules for using the Minh Mang card-based non-player system to replace any player faction with a non-player faction in the Sovereign of Discord game. It outlines setup, sequence of play, operations and activities reference tables, an example of play, and bonus event rules.

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0% found this document useful (0 votes)
22 views24 pages

SoD Booklet MinhMang v3

This document provides rules for using the Minh Mang card-based non-player system to replace any player faction with a non-player faction in the Sovereign of Discord game. It outlines setup, sequence of play, operations and activities reference tables, an example of play, and bonus event rules.

Uploaded by

davilde
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

Sovereign of Discord – PLAYBOOK 1

COIN Series, Volume IV

Minh Mạng Card-Based Non-Player


RULES & REFERENCE BOOK
by Joe Dewhurst

T A B L E O F C O NT E NT S
P8.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 P8.7 Special Activities Reference . . . . . . . . . . . . . . . . 10
P8.2 Golden Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 P8.8 Events Reference . . . . . . . . . . . . . . . . . . . . . . . . 12
P8.3 Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 P8.9 Example of Play . . . . . . . . . . . . . . . . . . . . . . . . . 13
P8.4 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 P8.10 Bonus Events . . . . . . . . . . . . . . . . . . . . . . . . . . 21
P8.5 Sequence of Play . . . . . . . . . . . . . . . . . . . . . . . . . 4 Capabillities Charts . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
P8.6 Operations Reference . . . . . . . . . . . . . . . . . . . . . 7

© 2023 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com
2 Minh Mạng Card-Based Non-Player Rules

P8.1 OVERVIEW Available when lacking pieces for an Operation, Special


Activity, or Event.
Minh Mạng is the Non-player (NP) system that may be used to
replace any player Faction with an NP Faction. A deck of cards ◊ NP NVA and NP VC do not track Resources.
and several player aid tables guide the decisions made by each ◊ NP US and NP ARVN do not track Resources when
NP Faction. Minh Mạng is named in reference to the second both are NP Factions. NP US or NP ARVN only track
emperor of the 19th century Nguyễn dynasty of Vietnam, a firm Resources when the other COIN player is an NP Faction
ruler who pursued an isolationist foreign policy while suppressing (P8.5.4). Ignore any instructions to increase or decrease
internal dissent and attempting to assimilate ethnic minorities. NP Resources when they are not tracked. Transfers to
NP ARVN Resources by NP US due to Train still reduce
Important—When playing Sovereign of Discord with any NP Patronage, but add no ARVN Resources.
Factions, use this rulebook instead of section 8.0 in the Fire ◊ Some NP Factions roll against an Activation Number to
in the Lake rules. limit total spaces selected (P8.5.4).
P8.1.1 Components • Skip Illegal Instructions. Minh Mạng will only tell you what
• Minh Mạng Cards. NP ARVN and NP VC each have six to do, it will not tell you how to do it or even if its instruc-
regular-sized Minh Mạng cards that provide instructions for tions constitute a legal move given the state of the board and
selecting and executing Operations and Special Activities. available pieces. Always carry out Minh Mạng’s instructions
NP US and NP NVA each use only a single Minh Mạng card as much as possible, but if Minh Mạng ever gives you an in-
for this purpose. struction that cannot be carried out legally, just skip it.
• Four-Player and Diem’s War Game Aids. There are two sets • Implement All Instructions Literally. Do not infer more to
of player aids, one for the four-player scenarios and one for an instruction than what the text actually specifies.
the two-player Diem’s War scenario. Each includes a set of • Placing Friendly Pieces. When executing Operations, Special
Priorities, Eligibility, and Event tables for the chosen scenar- Activities, or Events that allow the acting Faction to place
io. Use the set that matches the chosen Sovereign of Discord pieces in multiple spaces, NP Factions place pieces one at a
scenario being played. time. In such cases, select the destination for each piece one
at a time, using the NP Faction’s Space Selection Priorities
• Priorities Tables. Minh Mạng includes three types of Priorities table. During Train and Rally Operations, NP Factions will
tables: Space Selection, Move, and Pieces. Each Faction uses place as many pieces as possible, following the directions on
its own Space Selection Priorities table. All Factions share the the Minh Mạng card and the limits of the given Operation. If
Move Priorities and Pieces Priorities tables. multiple types of pieces could be placed, determine the pieces
to be placed using the Piece Priorities table.
• Eligibility Tables. The Eligibility tables determine how an
Eligible NP Faction will act on the Current Event card. • Removing Friendly Pieces. When given a choice, NP Factions
remove pieces one at a time, from the space with the most
• Event Tables. There are four Event tables: Event Cards, pieces belonging to the affected NP Faction. Use the Piece
Effective Events, Event Instructions, and Capability Effects. Priorities table to select pieces to remove from each selected
The Event Cards and Effective Events tables are located on the space reading from the bottom up and right to left.
Non-player Aid Card. The Event Instructions table is on the • Operation and Special Activity to the Maximum Extent.
back of the NP Coup Round Instructions aid. The Capabilities NP Factions always execute a selected Operation or Special
Effects table is located on the back page of this rule book. Activity to the maximum extent allowed, given the state of
the board, available pieces, and Activation Number die rolls.
• Coup Round Instructions. The Coup Round instructions
guide the actions of each NP Faction during Coup Rounds. • When in Doubt, Randomize. Whenever NP Factions need to
select from among several options and supplied instructions
• Bonus Event Cards Aid Sheet. There is an additional Bonus have been exhausted, select one option at random.
Event Cards aid sheet (P8.10), with a table on one side that • In any scenario using the Fall of Diem sequence (Diem to
indicates how to use the Bonus Events with the Tru’ng Card- Paris and Second Indochina War), use Minh Mạng only
Based Non-player system, and a set of Event Instructions for for Sovereign of Discord. When playing any of the scenarios
use with both Tru’ng and the original flowcharts on the other that end with the Fall of Diem sequence and continue into Fire
side. Use this only during Fire in the Lake games, not Sover- in the Lake, use Minh Mạng until the Fall of Diem and then
eign of Discord games. use the chosen Fire in the Lake NP system thereafter (if Diem
survives the Fall of Diem sequence, modify ARVN Govern and
P8.2 GOLDEN RULES VC Subvert as noted in P8.7). If playing the Second Indochina
War scenario, use Tây Soʹn during the Paris Peace Talks and
• NP Factions Follow the Rules (Almost). NP Factions abide thereafter for the rest of the game. Consult section P8.10 for
by all applicable Fire in the Lake and Sovereign of Discord instructions on how to use the new bonus Events with either
rules, with these exceptions: NP system (Trưng or the original flowcharts) while playing
◊ NP Factions never remove pieces from the map to Fire in the Lake.
© 2023 GMT Games, LLC
Minh Mạng Card-Based Non-Player Rules 3

Important Minh Mạng Terms

1961/1962 Keep
All Event cards played prior to the Bᴜᴅᴅʜɪsᴛ Cʀɪsɪs Coup Leave just enough pieces in the origin to meet the instruction.
card take place during 1961 or 1962, and NP VC will only If there are insufficient pieces to meet a particular instruction,
perform the Tax Special Activity during this period. After the ignore it.
Bᴜᴅᴅʜɪsᴛ Cʀɪsɪs Coup card NP VC will never Tax.
Most/Least Support/Opposition
1d6, 2d6, 3d6, 1d3 Among all spaces with Support, spaces with the most Support
Die or dice roll to generate a random number. 1d6 means roll are those with the most total Support (1.6). Spaces with the
the die once; 2d6 means sum two dice, etc. 1d3 means roll least Support are those with no Support first (Neutral and
one die and halve the result, rounding up. Opposition spaces), then spaces with the least total Support.
Among all spaces with Opposition, spaces with the most
Activation Number Opposition are those with the most total Opposition (1.6,
A limit on the total number of spaces selected by NP Factions ignoring the effect of Strategic Hamlets). Spaces with the least
for most Operations. When present, an NP Faction must roll Opposition are those with no Opposition first (Neutral and
greater than its Activation Number to select another space Support spaces), then spaces with the least total Opposition
(P8.5.4). (ignoring the effect of Strategic Hamlets).

Agitate Total NP
A measure of NP VC Agitate capabilities, increased during Non-player.
the NP VC Tax Special Activity and by the Hanoi Track
value during a Coup Round, decreased by the US Interdict Route 1 (LoC Route)
Special Activity, and spent during NP VC Agitate during the Route 1 includes all LoCs labeled Route 1 running between
Support Phase of each Coup Round (and during NP VC Rally Saigon, Cam Ranh, Qui Nhon, Da Nang, and Hue, including
if the shaded VC Pᴀʀᴛʏ Mᴇᴍʙᴇʀs Capability is in effect). the Cities themselves. Note that, for purposes of implement-
Important — If VC is an NP Faction then each successful ing Minh Mạng instructions, Route 1 does not include the
US Interdict Operation will reduce the Agitate Total by 1, re- LoC between Hue and Khe Sanh.
gardless of whether US is an NP Faction or player controlled.
Route 14 (LoC Route)
ARVN Firepower Route 1 includes all LoCs labeled Route 14 running between
The maximum number of enemy pieces that could be re- Saigon, Ban Me Thuot, Kontum, Dak To, and Da Nang,
moved during an ARVN Assault in a given space, including including the Cities themselves.
any modifications due to terrain, force composition, US
Advisors, and/or Capabilities, independent of whether any
Unblocked LoC Route
An unblocked LoC route is any continuous chain of adjacent
enemies are present.
LoCs and Cities, free of Guerrillas.
Effective Event
An Event is Effective if one or more of its effects are listed
Vulnerable Bases
VC Bases in spaces without Underground Guerrillas.
for NP Faction on the Effective Events table (P8.5.5).

Get Vulnerable Enemies


VC pieces that could be removed by an ARVN Assault:
Move just enough pieces to the destination to meet the
Active Guerrillas, and VC Bases in spaces without Under-
instruction, taking into account any pieces already present
ground Guerrillas.
in the space. If no additional pieces are needed to meet the
instruction, move none. If there are insufficient pieces to
Within Reach
meet the instruction, move as many as possible. When a
A space is within reach of moving pieces if those pieces could
get instruction might involve several spaces, select the one
move to that space during the selected Operation or Special
where it is possible to accomplish as much of the instruction
Activity (including via LoCs).
as possible.

© 2023 GMT Games, LLC


4 Minh Mạng Card-Based Non-Player Rules

P8.3 VICTORY any Special Activity. If the NP Faction selects an Event, execute
the Event using the various Event and Priorities tables. If the NP
P8.3.1 Playing Solitaire Faction selects Pass, there is no additional effect (EXCEPTION:
When playing solitaire against Minh Mạng, the player may only an NP COIN Faction that Passes when the other COIN Faction
win during the final Coup Round in 1963. NP Factions may win is a player Faction adds +3 ARVN Resources).
during the Victory Phase of any Coup Round.

P8.3.2 Playing With Two or Three Players Faction and Activation


Card ID Number
When playing with two or three players, any Faction may win
during any Coup Round. Conditions
Draw New
Card

P8.4 SETUP
Flip Card
Operation
P8.4.1 Setting Up NP Factions for any Scenario
• Create the Minh Mạng Deck. NP ARVN and NP VC each use
six regular-sized Minh Mạng cards marked with their Faction
color and symbol. Shuffle the cards for either of these NP Fac- Special
tions being used into one deck, face up. NP US and NP NVA Activity
each use a single regular-sized Minh Mạng marked with their
Faction color and symbol. Place the card for either of these
NP Factions next to the board, face up, instead of shuffling it
into the Minh Mạng deck.
• Do Not Draft Event Cards. If playing with any NP Factions,
no Factions select cards when creating the Sovereign of Dis-
cord mini-deck (P2.1). Instead, randomly select 8 cards for
each year.
• Resource Cylinders. P8.5.3 Executing Operations and Special
◊ Set the NP VC Resource cylinder to 1d3 as its starting Activities with Minh Mạng Cards
Agitate Total. NP ARVN and NP VC each have six Minh Mạng cards that
provide instructions for selecting and executing Operations and
◊ If both the US and ARVN are NP Factions, remove Special Activities, while NP US and NP NVA each use only a
and set aside the ARVN Resource cylinder and Econ single Minh Mạng card.
marker. Otherwise, leave the ARVN Resource cylinder
and Econ marker as is. Always set up and use the Aid • Face Up and Face Down. Face up sides are identified by
marker as usual. an M113 armored transport icon at center top. Except when
acting as the active card, Minh Mạng cards should be face up.

P8.5 SEQUENCE OF PLAY • Setting Up the Minh Mạng Deck. At the start of the game and
during the Reset Phase of each Coup Round, shuffle together
P8.5.1 Overview all Minh Mạng cards for NP ARVN and NP VC Factions into
Generally, NP Factions make the same decisions that player a single deck, face up. Place the Minh Mạng cards for NP US
Factions do. First, Eligible NP Factions determine if and how and NP NVA near the board, face-up.
they will act on the current Event card. The Minh Mạng card • Drawing Minh Mạng Cards. First, move the top card to the
deck is used to select Operations and Special Activities and bottom of the deck (even if this top card matches the active
provide instructions to execute that action. Event tables guide NP Faction). Continue moving cards to the bottom, one at a
an NP Faction’s selection and execution of Events. Priorities time, until a card matching the active NP Faction is the top
tables are used to select spaces where NP Factions will act, how card. Always place cards on the bottom of the deck face up.
NP Factions move pieces, and which friendly and enemy pieces To ‘draw’ a card for NP US or NP NVA, simply take their
are affected by an action. matching Minh Mạng card from beside the board (the same
card will be used every time they perform an Operation or
P8.5.2 NP Sequence of Play and Eligibility Table Special Activity).
NP Factions follow the base game Sequence of Play and Eligible
NP Factions choose from the same options as player Factions. Use • Reading Minh Mạng Cards. Start with the first blue box at
the Eligibility table and the Event Cards table to determine the the top of the card. If the condition in the box is true, follow
choice made by an Eligible NP Faction. If the NP Faction selects the green arrow; if it is false, follow the red arrow.
an Operation plus Special Activity, Operation Only, or Limited • Drawing a New Card and Flipping a Card. If an arrow
Operation, use the active NP Faction’s Minh Mạng cards and the points to the icon, draw a new card. If an arrow points to
various Priorities tables to select and execute the Operation and the icon, flip the card to its face down side.
© 2023 GMT Games, LLC
Minh Mạng Card-Based Non-Player Rules 5

• Executing Operations. Execute each numbered instruction in not use Activation Numbers at all and thus are not limited by
order, as much as possible (i.e., execute instruction ❶ in as the Activation Number roll. Other Operations do not trigger
many spaces as possible, then ❷, and so on – remembering Activation Number rolls after executing certain instructions:
that NP Factions follow all of the usual rules about space se- NP VC March onto LoCs and NP VC Terror on LoCs. Limited
lection, etc.). Follow the instructions on the Minh Mạng card Operations do not trigger Activation Number rolls as they are
to select spaces, using the active NP Faction’s Space Selection performed in only one space. Do not make Activation Number
priorities table when directed. Text in bold specifies the column rolls when executing free Operations granted by Events.
of that NP Faction’s Space Selection Priorities table to use. Ar-
rowed instructions serve as reminders for the implementation • Checking the Activation Number. After executing an NP
of the preceding instruction. Starred instructions are executed Operation in a selected space, roll 1d6. If the result is less than
immediately when they are reached on a card, and do not re- or equal to the Activation Number, the NP Faction will not
quire any Activation Number rolls (P8.5.4). Instructions that select any additional spaces; implement any starred Operations
follow a red conditional are only executed if that condition is instructions and then proceed to the next instruction on the
true. If there are no legal spaces for the selected Operation, card. If the result is greater than the Activation Number, the
draw a new Minh Mạng card to select a different Operation. NP Faction will select another space for Operations. Continue
See P8.6 Operations Reference for detailed instructions of rolling as above after executing the Operation in each selected
each Operation. space until the Activation Number roll is less than or equal
to the Activation Number, or there are insufficient pieces or
• Executing Special Activities. Execute one Special Activity spaces to continue the Operation.
from the list, selecting the first possible in letter order (i.e.,
select Ⓐ if possible, then Ⓑ, and so on). Underlined text spec- • Activation Number Exceptions. NP Factions do not make
ifies the Special Activity. Within each Special Activity, execute Activation Number rolls in several situations:
each numbered instruction in order, as much as possible (i.e.,
execute instruction ❶ in as many spaces as possible, then ❷, ◊ All NP NVA Operations.
and so on – remembering that NP Factions follow all of the ◊ NP US Advise and Interdict.
usual rules about space selection, etc). Text in bold specifies
◊ NP US Train that places Irregulars.
the column of the Space Selection Priorities table to use when
selecting spaces if multiple spaces could be selected within the ◊ NP ARVN Patrol.
instructions given on the card. If a Special Activity cannot be ◊ NP VC March after moving onto LoCs.
executed, or its red condition is not true, skip it and execute ◊ NP VC Terror on LoCs.
the next one. If no Special Activity can be executed, select
either Operation Only (if still available), or select Operation
and Special Activity without performing any Special Activity. Note: these instructions on the Minh Mạng cards are numbered
See P8.7 Special Activities Reference for detailed instructions with a black-on-white numeral as a reminder.
of each Special Activity. COIN Train, US Advise, NVA Infiltrate and Direct, and VC
• Monsoon, Loops, and Edge Cases. Before executing any Spe- Rally Operations each allow one additional action executed at
cial Activity for an NP Faction, check that the accompanying the conclusion of the Operation, even after failing the Activation
Operation can be performed (including during a Monsoon); Number roll:
if it cannot, draw a new Minh Mạng card to select a different
Operation and Special Activity. In rare cases, a Special Activity ◊ NP US will attempt to Pacify or transfer Patronage at the
may be performed that would preclude a legal Operation; in this end of a Train Operation.
case, skip that Operation and end the NP Faction’s turn after ◊ NP ARVN will attempt to place a Base or Pacify at the
placing their Eligibility cylinder in the Operation and Special end of a Train Operation.
Activity box in the Sequence of Play. If at any time, all Minh ◊ NP US will increase Aid after an Advise Operation only
Mạng cards for a given Faction are drawn without finding a if ARVN is a player Faction.
legal Operation for the NP Faction to perform, continue to the
◊ NP NVA will shift one selected Opposition space with
next line of the NP Eligibility table, or that NP Faction will
the highest Population value towards Neutral after an
pass if already at the bottom of the table.
Infiltrate Operation, only if VC is a player Faction.
P8.5.4 Activation Numbers ◊ NP NVA will increase VC Resources after a Direct Op-
The total number of spaces that NP Factions select for Operations eration, only if VC is a player Faction and VC Resources
are limited by an Activation Number. Activation Numbers are are currently below 6.
found on the upper right of some Minh Mạng cards and indi-
◊ VC Rally will attempt to Agitate in one space
cated by a die icon; that number is used for all Operations on
where there was already a VC Base if the shad-
that side of the card. NP ARVN Activation Numbers are always
e d P ᴀ ʀ ᴛ ʏ M ᴇ ᴍ ʙ ᴇ ʀ s C a p a b i l i t y i s i n e ff e c t .
equal to the current value of the Stability Track (P6.10). Some
Operations (all NP NVA, all NP US except for Train Operations
that place ARVN cubes or Rangers, and NP ARVN Patrol) do

© 2023 GMT Games, LLC


6 Minh Mạng Card-Based Non-Player Rules

• Resources. Generally, NP Factions do not track or use Re- • Pivotal Events. NP Factions play their Pivotal Event when the
sources. Neither NP NVA nor NP VC track or use Resources. red precondition for the Event has been met, that NP Faction
NP US and NP ARVN only track and spend ARVN Resources is Eligible, and the condition below has been met for that NP
when the other COIN Faction is a player Faction. When one Faction:
COIN Faction is a player Faction, the NP COIN Faction con- ◊ NP US: COIN Control + Patronage > 38, or fewer than
tinues to make Activation Number rolls as required, but will 6 cards left in the Event deck
not execute an Operation or Pacify if there are insufficient
Resources to pay for that action (just like a player Faction). ◊ NP ARVN: 2+ Provinces at Active Opposition
◊ NP NVA: Hanoi Track < 3
P8.5.5 Executing Events
• Event Tables. There are four Event tables: Event Cards, ◊ NP VC: COIN Control + Patronage > 38, or 4+ Guerrillas
Effective Events, Event Instructions, and Capability Effects. adjacent to at least one Strategic Hamlet with Opposition
The Event Cards table lists whether each Event is Critical, • Trumping Pivotal Events: If allowed, any Eligible NP Faction
Performed, or not executed for each NP Faction, and notes will trump play of a Pivotal Event if the conditions listed above
if there are additional instructions for an Event on the Event for its Pivotal are met.
Instructions table. The Effective Events table lists the types • Faction Specific Reference: See P8.8 Events Reference for
of Event actions that are effective. When given a choice, NP NP Faction-specific guidelines.
Factions only execute actions that are effective. The Event In-
structions table gives specific instructions for executing certain P8.5.6 Space Selection Priorities Tables
Events. The Capabilities Effects table specifies the effects of There are four Space Selection Priorities tables, one for each
any Capabilities that are in play, including for Bonus Events NP Faction. Use an NP Faction’s Space Selection Priorities
during Fire in the Lake. table to select spaces for Operations, Special Activities, Events,
and during Coup Rounds. First determine the type of action the
• Events Executed by 1st and 2nd Eligible NP Factions. A
NP Faction will execute to determine the column to use on the
1st Eligible NP Faction will execute an Event if it is marked
Space Selection Priorities table. During Operations and Special
Critical for the acting NP Faction and, if executed, would result
Activities, use the column specified by the bold text on the Minh
in one or more of the effects listed for the acting NP Faction
Mạng card. During Events, use the column that matches the
on the Effective Events table. 1st Eligible NP US at Washing-
effective action specified in the Event text. If an Event specifies
ton Track 0 and 1st Eligible NP NVA at Hanoi Track 0 will
more than one type of effective action, use the leftmost column
also execute Events marked as Performed. A 2nd Eligible NP
on the Space Selection Priorities table. During Coup Rounds,
Faction will execute an Event if it is marked either Critical or
follow the instructions on the Coup Round instructions sheet.
Performed for the acting NP Faction and, if executed, would
result in one or more of the effects listed for the acting NP • Selecting a Space. When executing an Operation, Special
Faction on the Effective Events table. Activity, or Event select each space one at a time:
• Event Instructions. Some Events require additional instruc- Step 1. Start at the top of the column and read down. For each
tions to guide NP Faction play. These Events are marked with row with a dot in that column, check its condition
a ★ on the Event Cards table. See the Event Instructions table against all spaces which could be selected. Some rows
for additional instructions. contain conditional statements, marked by a red check-
• Unshaded or Shaded? Unless otherwise noted on the Event mark, that must be true for a red dot to apply. If no
Instructions table, NP ARVN and NP US will always select spaces meet the condition, skip that row and continue
the unshaded Event text, and NP VC and NP NVA will always to the next. If only one space meets this condition,
select the shaded Event text. execute the Operation, Special Activity, or Event in
this space. Otherwise,
• Place Friendly, Remove Enemy. When given a choice, NP
Factions only place friendly pieces and only remove enemy Step 2. If more than one space meets this condition, continue
pieces. down the column to the next condition that is met.
Continue to skip conditions that are not met or whose
• Selecting Spaces. Select spaces using the column of the ac-
red conditional statement is not true. If only one space
tive NP Faction’s Space Selection Priorities that matches the
meets both the original condition and the new condi-
effective Event action. If the Event includes more than one
tion, execute the action in this space (as in Step 1).
effective action, use the leftmost matching column.
Step 3. Continue this process, checking each row below and
• Events that allow Operations or Special Activities. Draw a
applying all meeting conditions, until a single space
Minh Mạng card for the active NP Faction to select an Oper-
is selected.
ation or Special Activity. If the Event specifies the Operation
or Special Activity, draw Minh Mạng cards until a matching Step 4. Repeat this process from Step 1 for each space to be
Operation or Special Activity is drawn (check both sides). selected.

© 2023 GMT Games, LLC


Minh Mạng Card-Based Non-Player Rules 7

• Random Spaces. To select a space at random, assign equal Important — Unless otherwise specified by the current Minh
probability to each candidate space and roll a die. In the event Mạng card or Move Priorities table instructions, select moving
that an NP Faction needs to select at random from among pieces using the Piece Priorities table (within the constraints
many spaces, use the Random Spaces chart included in Fire of the Operation, Special Activity, or Event being executed).
in the Lake.
P8.5.8 Piece Priorities Table
When an NP Faction needs to select pieces from among several

Shift Towards Neutral


different types, use the Piece Priorities table. When placing, mov-

Remove or Replace
Place Guerrillas
ing, or using friendly pieces or removing, replacing, or Activating
NP North Vietnam

Place Cadres
enemy pieces, start from the top and read down; within boxes,
Space Selection Priorities (P8.5.6)
read left to right. When removing friendly pieces, start from the

Attack
March
Event: Execute the leftmost effective action
bottom and read up; within boxes, read right to left.
no Cadre
City or Province with most Guerrillas
vulnerable VC Base with Cadre P8.5.9 Coup Rounds
City of Province with COIN Control Follow the instructions on the Coup Round instructions sheet for
✓ US is player: most Support all NP Factions. If resolving the Fall of Diem sequence (P7.4),
✓ VC is player: most Opposition replace the Minh Mạng player aids with either the Trưng player
most Pop
aids or the original non-player flowcharts, then use those to
fewest enemy pieces
select at random from remaining spaces
determine where to place any pieces belonging to Non-player
no legal Operation spaces: draw new Minh Mạng card Factions. Never use the optional US Coup Involvement rules
in games where either ARVN or US are Non-player Factions.

Important — The rules that follow are written out versions of


P8.5.7 Move Priorities Tables
procedures found on the Minh Mạng cards and various play
Whenever an NP Faction needs to move its pieces on the map,
aids, and are intended to be used as a reference.
use the Move Priorities table. Read down the column that matches
the active NP Faction, executing each instruction in a dotted row.
Dotted rows with a red conditional only match if the condition is
true. See P8.6 Operations Reference and P8.7 Special Activities
Reference for detailed instructions of Operations and Special P8.6 OPERATIONS REFERENCE
Activities that move pieces.
P8.6.1 Selecting an Operation
• Step A. Select a destination space using the instructions on • Draw Minh Mạng Cards. Draw Minh Mạng cards (P8.5.3)
the Minh Mạng card, and if none, use the column of the active for the active NP Faction to select an Operation.
NP Faction’s Space Selection Priorities table that matches the • No Spaces Selected. If there are no spaces that could be se-
selected Operation or Special Activity. lected for the selected Operation, select a new Operation by
• Step B. Select an origin space within reach of the destination drawing a new Minh Mạng card.
space with the most moveable pieces belonging to the acting • No Sweep or March During Monsoon. Ignore instructions to
NP Faction. Use the Move Priorities table (P8.5.7) to check execute Sweep or March Operations during Monsoon. Draw
which pieces will be kept (and therefore not moveable) in each a new Minh Mạng card instead to select a different Operation
possible origin space. (or skip the March component of NP NVA Direct Operation).
• Keep Pieces in Origin. Reading down the column that matches
the active NP Faction, keep pieces in the selected origin as P8.6.2 Executing an Operation using Minh
instructed by each dotted row. Instructions that follow a red Mạng Cards
conditional are only executed if that condition is true. • Follow all Base Game Rules. Except for Resources (S8.5.4),
NP Factions follow all base game rules for Operations.
• Move Pieces to Destination. Reading down the column that
matches the active NP Faction, move pieces into the selected Important — If VC is an NP Faction then each successful US
destination as instructed by each dotted row. Instructions that Interdict Operation will reduce Agitate Total by 1, regardless
follow a red conditional are only executed if that condition of whether US is an NP Faction or player controlled.
is true.
• Numbered Instructions First. Execute each Operation
• Step C. After all moving pieces have moved from the first
numbered instruction in order as much as possible before
origin, check to see if additional origins or destinations will
moving on to the next instruction. If an instruction cannot be
be selected. To select a new destination, return to Step A. To
executed, skip it.
select a new origin, return to Step B. Note that the NP Faction
may need to pass an Activation Number roll to select additional • Selecting Spaces. Use the active NP Faction’s Space Selection
origin spaces during Operations (P8.5.4). Priorities table to select spaces for the Operation.

© 2023 GMT Games, LLC


8 Minh Mạng Card-Based Non-Player Rules

• Operations that Move Pieces. Use the Move Priorities table Important — NP US only makes an Activation Number roll
to execute Sweep, Patrol, and March Operations. during Train after placing Police, Troops, or Rangers.
• Red Conditionals. Only implement an instruction following After all cubes and Special Forces have been placed (if any),
a red conditional if that condition is true. perform only one of the following instructions (regardless of
• Arrowed Notes. Some instructions are followed by notes whether the Operation’s Activation Number roll has failed or not,
marked with an arrow; these serve as reminders for the exe- and even if no spaces were selected to place pieces):
cution of the preceding instruction.
Shift Towards Active Support to remove all Terror markers and
• Activation Numbers. After executing the Operation in each shift 2 levels. Use the Shift Toward Active Support column of
selected space, make an Activation Number roll (P8.5.4), the NP US Space Selection Priorities table to select one eligible
unless this Operation is one of the exceptions (P.8.5.4). Once space for Pacify. Remove all Terror markers there, and shift
the Activation Number roll has failed, select no additional the space two levels toward Active Support.
spaces for the Operation. Do not make an Activation Number
Transfer Patronage. Transfer 3 Patronage to ARVN Resources.
roll after executing instructions numbered by a white circle.
If ARVN is an NP Faction, instead reduce Patronage by 3.
• Starred Instructions Last. Execute any starred instructions
• NP US Advise Special Activity executed as an Operation:
once all allowed spaces have been selected for the Operation.
Execute as for NP US Advise Special Activity (see P8.7.4).
• ARVN Resources. Spend ARVN Resources for US and ARVN
Select spaces up to Washington Track value.
Operations only if either the US or ARVN is a player Faction
(P8.5.4). • NP US Interdict Procedures:
Select spaces using Interdict. Use the Interdict column of the
P8.6.3 Capabilities NP US Space Selection Priorities table to select eligible spaces
See the Capabilities Effects Table (located on the back page of to roll for Interdict, up to the Washington Track value.
this rulebook) for the effects of Capabilities that are in play on
Operations. Important — If VC is an NP Faction then each successful US
Interdict Operation will reduce Agitate Total by 1, regardless
P8.6.4 NP United States Operations of whether US is an NP Faction or player controlled.
NP US executes each Operation as much as possible, given
available pieces and the state of the board. Follow all procedures P8.6.5 NP Republic of Vietnam Operations
for the selected Operation (P3.2, 3.2; EXCEPTION: NP US only NP ARVN executes each Operation as much as possible, given
spends ARVN Resources when ARVN is a player Faction). NP available pieces and the state of the board. Follow all procedures
US only makes an Activation Number roll after placing ARVN for the selected Operation (P3.2, 3.2; EXCEPTION: NP ARVN
Troops, Police, and Rangers during Train Operations. Otherwise, only spends ARVN Resources when US is a player Faction).
NP US executes the selected Operation as much as possible.
If the US is a player Faction, spend ARVN Resources for each
If ARVN is a player Faction, spend ARVN Resources for each space selected, for each Terror marker removed, and for each
space selected that places ARVN pieces, for each Terror marker level of Support shifted per P3.2 and 3.2. Skip any instruction
removed, and for each level of Support shifted per P3.2 and 3.2. that there are not sufficient ARVN Resources to perform (this
Skip any instruction that there are not sufficient ARVN Resources may mean that NP ARVN is forced to Pass if they begin an Op-
to perform. eration with insufficient Resources, and have not yet performed
a Special Activity).
Follow the directions for each instruction, in the order given by
the NP US Minh Mạng card. Follow the directions for each instruction, in the order given by
the current Minh Mạng card.
• NP US Train Procedures:
Place all Irregulars. Use the Place Cubes or Special Forces • NP ARVN Train Procedures:
column of the NP US Space Selection Priorities table to select Place all Available Rangers. Use the Place Cubes or Special
spaces, to place all Available US Irregulars. Forces column of the NP ARVN Space Selection Priorities
Place cubes, in sets of 6 only. Use the Place Cubes or Special table to select spaces, to place all Available Rangers.
Forces column of the NP US Space Selection Priorities table Place cubes, in sets of 4+ only. Use the Place Cubes or Special
to select spaces. Per the Pieces Priority table, alternate placing Forces column of the NP ARVN Space Selection Priorities
one Police then one Troop. Only place cubes in a selected space table to select spaces. Per the Pieces Priority table, alternate
if it is possible to place exactly six. placing one Police then one Troop. Only place cubes in a
Place Rangers, in sets of 2 only. Use the Place Cubes or Special selected space if it is possible to place at least four.
Forces column of the NP US Space Selection Priorities table After all cubes and Rangers have been placed (if any), perform
to select spaces. Only place Rangers in a selected space if it only one of the following instructions (regardless of whether the
is possible to place exactly two. Operation’s Activation Number roll has failed or not):

© 2023 GMT Games, LLC


Minh Mạng Card-Based Non-Player Rules 9

Place an Available Base in a 2-Population Province with no • NP ARVN Assault Procedures:


COIN Base, losing no COIN Control. Use the Place Bases Select spaces using Remove. Use the Remove or Replace
column of the NP ARVN Space Selection Priorities table to column of the NP ARVN Space Selection Priorities table to
select one 2-Population Province with 3 or more ARVN cubes select spaces for Assault. Only select spaces where Assault
and no COIN Base where placing a Base would not result in would have some effect. If the US is a player Faction, pay
the loss of COIN Control. Use the Piece Priorities table to 2-4 ARVN Resources for each selected space, per the Regime
select the 3 ARVN cubes removed. Stability Track (P6.10.2; EXCEPTION: free Operation, 3.1.2).
Shift Toward Passive Support for max 1d3 Terror markers Assault in one space to remove most enemies. As above,
removed and levels shifted. Use the Shift Toward Passive except select one space where ARVN Assault would remove
Support column of the NP ARVN Space Selection Priorities the most enemies.
table to select one eligible space for Pacify. Roll 1d3 to deter-
mine the maximum number of Terror markers removed and Assault to remove VC Bases. As above, except only select
levels shifted. spaces where VC Bases would be removed.

Important — If the unshaded ARVN CDV Capability is in P8.6.6 NP North Vietnam Operations
effect and NP ARVN selects a space to Pacify, they will also NP NVA executes each Operation as much as possible, given
select a second space to Pacify if possible. available pieces and the state of the board. Follow all procedures
for the selected Operation (P3.3, 3.3).
• NP ARVN Patrol Procedures:
Follow the directions for each instruction, in the order given by
Use Move Priorities. Use the Patrol destination column the NP NVA Minh Mạng card.
of the NP ARVN Space Selection Priorities table to select
destinations; and the Move Priorities table to select origins, • NP NVA Infiltrate Procedures:
pieces to keep in selected origins, and pieces to move into Select Provinces using Place Cadres. Use the Place Cadres
selected destinations. On each LoC destination, Activate any column of the NP NVA Space Selection Priorities table to select
Underground Guerrillas per 3.2.2, after all moving pieces have Provinces where Available Cadres could be placed.
entered each destination. If the US is a player Faction, pay
Select Provinces using Place Guerrillas. Use the Place Guer-
2-4 ARVN Resources total, per the Regime Stability Track
rillas column of the NP NVA Space Selection Priorities table
(P6.10.2; EXCEPTION: free Operation, 3.1.2).
to select Provinces to place VC Guerrillas.
Important — NP ARVN does not make an Activation Number ✓ VC is a player Faction: Shift Towards Neutral. Use the Shift
roll after each destination space selected for Patrol. Towards Neutral column of the NP NVA Space Selection Pri-
orities table to select one Province with Opposition selected
Assault in one space using Remove. Select one LoC where
for Infiltrate to shift one level towards Neutral.
Assault will remove the most enemies.
• NP NVA Direct Special Activity executed as an Operation:
• NP ARVN Sweep Procedures:
Execute as for NP NVA Direct Special Activity (see P8.7.6).
Use Move Priorities. Use the Sweep, Transport, or Air Lift
Select spaces up to Hanoi Track value.
column of the NP ARVN Space Selection Priorities table to
select destinations; and the Move Priorities table to select
origins, pieces to keep in selected origins, and pieces to move • NP NVA Propagandize Procedures:
into selected destinations. Bring one US Advisor with each Shift Towards Neutral. Use the Shift Towards Neutral column
group if the US player agrees (NP US will always agree if of the NP NVA Space Selection Priorities table to select Cities
there is not yet an Advisor in the destination). If NP ARVN (not Saigon) adjacent to NVA Cadres to roll for Propagandize.
can no longer move any pieces, use the Remove or Replace
Saigon. Select Saigon (if adjacent to an NVA Cadre) to roll
column of the NP ARVN Space Selection Priorities table
for Propagandize.
to continue selecting destination spaces with Underground
Guerrillas just to Sweep in place. In each destination, Activate Roll against Washington Track. Roll against the Washington
any Underground Guerrillas per 3.2.2, after all moving pieces Track and reduce Aid by 3 if the result is equal or lower than
have entered each destination. If the US is a player Faction, the track value.
pay 2-4 ARVN Resources for each destination, per the Regime
Stability Track (P6.10.2; EXCEPTION: free Operation, 3.1.2).
Important — If the unshaded ARVN Hᴇʟɪᴄᴏᴘᴛᴇʀs Capability
is in effect, NP ARVN will remove one Guerrilla from each of
the first two Sweep destinations that contain any Guerrillas.

© 2023 GMT Games, LLC


10 Minh Mạng Card-Based Non-Player Rules

P8.6.7 NP Viet Cong Operations Important — If the unshaded VC Cᴀᴘᴛᴜʀᴇᴅ Aʀᴍs Capability
NP NVA executes each Operation as much as possible, given is in effect, NP VC must remove one Guerrilla from each space
available pieces and the state of the board. Follow all procedures selected for Attack at the end of the Operation. If the shaded
for the selected Operation (P3.3, 3.3). VC Cᴀᴘᴛᴜʀᴇᴅ Aʀᴍs Capability is in effect, NP VC will place an
Follow the directions for each instruction, in the order given by Available Guerrilla in each successful Attack space if possible.
the current Minh Mạng card. • NP VC Terror Procedures:
• NP VC Rally Procedures: Select spaces using Place Terror: Use the Place Terror column
Place Bases where 3+ Guerrillas. Use the Place Bases column of the NP VC Space Selection Priorities table to select spaces
of the NP VC Space Selection Priorities table to select spaces for Terror. If a selected space contains a VC Base, only execute
with 3 or more Guerrillas. Place a Base in each selected space. Terror if there are at least two Underground Guerrillas there.
Select spaces using Place Guerrillas. Use the Place Guerrillas Important — NP VC does not make an Activation Number
column of the NP VC Space Selection Priorities table to select roll after executing Terror on LoCs.
spaces to place Guerrillas.
Flip most Guerrillas where all Active. Among all spaces with
Guerrillas and VC Bases, select spaces with the most Active
Guerrillas. In each, flip all Active VC Guerrillas Underground. P8.7 Special Activities
✓ Party Members: Shift Towards Active Opposition. If the
shaded Pᴀʀᴛʏ Mᴇᴍʙᴇʀs Capability is in effect, use the Shift
Reference
Towards Active Opposition column of the NP VC Space Se- P8.7.1 Selecting a Special Activity
lection Priorities table to select one space among all spaces • Use the Current Minh Mạng Card. The Minh Mạng card
selected for Rally where VC already had a Base. In the selected and side that selected the Operation also selects the Special
space, remove any Terror markers and shift two levels toward Activity (a few cards select the Special Activity first, and then
Active Opposition. For each marker removed or level shifted, may instruct you to flip the card to find an Operation).
decrease Agitate Total -1. Do not remove Terror markers or • Execute One Special Activity. Unlike instructions boxes for
shift levels once Agitate Total is 0. Operations, Special Activity instructions boxes often contain
• NP VC March Procedures: more than one Special Activity. Execute the first Special Ac-
Use Move Priorities. Use the March column of the NP VC tivity on the list that will have an effect.
Space Selection Priorities table to select destinations; and • Red Conditionals. Only implement a Special Activity or
the Move Priorities table to select origins, pieces to keep in instruction following a conditional if that condition is true.
selected origins, and pieces to move into selected destinations. • No Spaces Selected. If there are no spaces that could be se-
Get 1 Underground Guerrilla to the highest value LoC with no lected to meet the instructions for the chosen Special Activity,
Guerrillas and fewest COIN. Among all LoCs, get 1 Under- select the next Special Activity on the list. If this was the last
ground Guerrilla onto the highest value LoC with no Guerrillas Special Activity listed, the NP Faction does not execute a
and the fewest COIN pieces. Skip this instruction if there is Special Activity.
no such LoC that an Underground Guerrilla could move onto • No March During Monsoon. Skip the March component of
without Activating. NP NVA Direct Special Activity during a Monsoon.
Important — NP VC does not make an Activation Number P8.7.2 Executing a Special Activity
roll after Marching onto LoCs. • Follow all Base Game Rules. NP Factions follow all base
• NP VC Attack Procedures: game rules for Special Activities.

Select spaces with 3+ Guerrillas and no VC Base: Use the • Number Instructions First. Execute each Special Activity
Remove or Replace column of the NP VC Space Selection numbered instruction in order as much as possible before
Priorities table to select spaces for Attack with 3+ Guerrillas moving on to the next instruction. If an instruction cannot be
and no VC Base. executed, skip it.

Select spaces where all Guerrillas already Active: Use the • Selecting Spaces. Use the active NP Faction’s Space Selection
Remove or Replace column of the NP VC Space Selection Priorities table to select spaces for the Special Activity.
Priorities table to select spaces for Attack where all Guerrillas • Special Activities that Move Pieces. Use the Move Priorities
are already Active. table to execute Air Lift and Transport Special Activities.
• Red Conditionals. Only implement an instruction following
a red conditional if that condition is true.
• Starred Instructions Last. Execute any starred instructions
once all allowed spaces have been selected for the Special
Activity.
© 2023 GMT Games, LLC
Minh Mạng Card-Based Non-Player Rules 11

P8.7.3 Capabilities ✓ 0 Aid: Add Aid using Govern. As above; only execute if
See the Capabilities Effects Table (located on the back page of Aid is 0.
this rulebook) for the effects of Capabilities that are in play on Add Patronage using Govern. Use the Govern column of the
Special Activities. NP ARVN Space Selection Priorities table to select spaces
COIN Control and Support to add Patronage.
P8.7.4 NP United States Special Activities
NP US executes each Special Activity as much as possible, given Important — If the shaded ARVN CDV Capability is in effect
available pieces and the state of the board. Follow all procedures then NP ARVN may only select a maximum of one Province
for the selected Special Activity (P4.2, 4.2). for Govern, but may still select another City or two Cities. If
Diem survives into a Fire in the Lake game, NP ARVN will
Follow the directions for each instruction, in the order given by always use Govern to place Strategic Hamlets when possible,
the NP US Minh Mạng card. placing where most Opposition first.
• NP US Advise Procedures: • NP ARVN Transport Procedures:
Sweep in place with ARVN to reveal Guerrillas. Use the Sweep Transport using Move Priorities. Use the Sweep, Transport,
column of the NP US Space Selection Priorities table to select or Air Lift column of the NP ARVN Space Selection Priorities
spaces with US Advisors, any ARVN cubes or Rangers, and table to select destinations; and the Move Priorities table to
any Underground Guerrillas. select the origin, pieces to keep in selected origins, and pieces
Assault with ARVN using Remove. Use the Remove or Replace to move into selected destinations.
column of the NP US Space Selection Priorities table to select ✓ 4+ Troops could move: Transport using Move Priorities.
spaces with US Advisors and ARVN cubes where Assault As above; only execute if at least 4 Troops will move from
would remove at least 1 enemy piece. the selected origin.
Remove enemy pieces with Irregulars. Use the Remove or • NP ARVN Raid Procedures:
Replace column of the NP US Space Selection Priorities table
When possible, use a Ranger in the selected space before one
to select spaces where an Underground Irregular could remove
in an adjacent space, then select a random adjacent Ranger
enemy pieces.
to move in.
✓ARVN is player: Add Aid. If ARVN is a player Faction, add
Remove a VC Base. Use the Remove or Replace column of
Aid equal to the Washington Track value.
the NP ARVN Space Selection Priorities table to select a space
• NP US Air Lift Procedures: with a VC Base that Raid would remove.
Air Lift using Move Priorities and Place Advisors. Use the Air Using Remove. Use the Remove or Replace column of the NP
Lift destination column of the NP US Space Selection Priorities ARVN Space Selection Priorities table to select a space where
table to select destinations; and the Move Priorities table to Raid would remove any enemy pieces.
select origins, pieces to keep in selected origins, and pieces to
• NP ARVN Air Lift Procedures: Execute only if playing the
move into selected destinations. Select either 2 or 3 total des-
2-player Diem’s War scenario.
tinations plus origins, depending on Washington Track. Then
use the Place Advisors column of the NP US Space Selection Air Lift using Move Priorities. Use the Sweep, Transport, or
Priorities table to reposition all Advisors in play, as during the Air Lift column of the NP ARVN Space Selection Priorities
Coup Round Redeploy phase. table to select destinations; and the Move Priorities table to
select origins, pieces to keep in selected origins, and pieces
P8.7.5 NP Republic of Vietnam Special to move into selected destinations. Select either 2 or 3 total
Activities destinations plus origins, depending on Washington Track.
NP ARVN executes each Operation as much as possible, given
available pieces and the state of the board. Follow all procedures P8.7.6 NP North Vietnam Special Activities
for the selected Operation (P4.3, 4.3). NP NVA executes each Special Activity as much as possible,
given available pieces and the state of the board. Follow all
Follow the directions for each instruction, in the order given by procedures for the selected Special Activity (P4.4, 4.4).
the current Minh Mạng card.
Follow the directions for each instruction, in the order given by
• NP ARVN Govern Procedures: the NP NVA Minh Mạng card.
Place Strategic Hamlets at Opposition. Use the Place Strategic • NP NVA Direct Procedures:
Hamlets column of the NP ARVN Space Selection Priorities ta-
ble to select COIN Controlled spaces with any Opposition and Select spaces with 3+ COIN pieces using Attack: Use the
no Strategic Hamlet to place any Available Strategic Hamlets. Attack column of the NP NVA Space Selection Priorities table
to select spaces for Attack with any Guerrillas and 3+ COIN
Add Aid using Govern. Use the Govern column of the NP pieces. Only select spaces with a Cadre if all Guerrillas there
ARVN Space Selection Priorities table to select one space are already Active.
with COIN Control and Support to add Aid.

© 2023 GMT Games, LLC


12 Minh Mạng Card-Based Non-Player Rules

Use Move Priorities. Use the March column of the NP NVA Important — If the shaded VC Fᴏʀᴛɪғɪᴇᴅ Hᴀᴍʟᴇᴛs Capabil-
Space Selection Priorities table to select destinations; and ity is in effect, NP VC will select two spaces for Subvert to
the Move Priorities table to select origins with NVA Cadres, remove Strategic Hamlets if possible. If Diem survives into
pieces to keep in selected origins, and pieces to move into a Fire in the Lake game, NP VC will always use Subvert to
selected destinations. Always move Active Guerrillas before remove Strategic Hamlets when possible, removing where
Underground Guerrillas (this is an exception to the normal most Opposition first.
Piece Priorities).
Select spaces using Attack: Use the Attack column of the NP • NP VC Ambush Procedures:
NVA Space Selection Priorities table to select spaces for Attack Ambush using Remove: Use the Remove or Replace column
with any Guerrillas and COIN pieces. of the NP VC Space Selection Priorities table to select spaces
✓ VC is player and VC Resources < 6: Add Resources. If VC where Ambush could remove any COIN pieces.
is a player Faction and VC Resources are fewer than 6, add Important — The unshaded VC Cᴀᴘᴛᴜʀᴇᴅ Aʀᴍs Capability
VC Resources equal to the Hanoi Track value. does not require any Guerrillas to be removed after Ambush-
Important — If the unshaded VC Cᴀᴘᴛᴜʀᴇᴅ Aʀᴍs Capability ing. If the shaded VC Cᴀᴘᴛᴜʀᴇᴅ Aʀᴍs Capability is in effect,
is in effect, NP VC must remove one Guerrilla from each NP VC will place an Available Guerrilla in each successful
space selected for Attack at the end of the Special Activity. Ambush space if possible.
If the shaded VC Cᴀᴘᴛᴜʀᴇᴅ Aʀᴍs Capability is in effect, NP • NP VC Bombard Procedures: Execute only if playing the
VC will place an Available Guerrilla in each successful Attack 2-player Diem’s War scenario.
space if possible.
Bombard using Remove: Use the Remove or Replace column
• NP NVA Bombard Procedures: of the NP VC Space Selection Priorities table to select spaces
Bombard using Remove: Use the Remove or Replace column with at least two Guerrillas and any COIN pieces.
of the NP NVA Space Selection Priorities table to select spaces
with at least two Guerrillas and any COIN pieces.
P8.8 Events Reference
P8.7.7 NP Viet Cong Special Activities When given a choice, NP Factions execute effective Event actions
NP VC executes each Operation as much as possible, given according to the following guidelines:
available pieces and the state of the board. Follow all procedures
for the selected Operation (P4.5, 4.5). P8.8.1 NP United States Events
• Choose to Increase. NP US increases Aid and ARVN Resourc-
Follow the directions for each instruction, in the order given by es as much as possible, and increases the Washington Track
the current Minh Mạng card. before the Bᴜᴅᴅʜɪsᴛ Cʀɪsɪs Coup card.
• NP VC Tax Procedures: • Choose to Decrease. NP US decreases Patronage, VC Re-
Execute Tax only if it is 1961 or 1962 (all cards prior to sources, and the Hanoi Track as much as possible, and de-
the Bᴜᴅᴅʜɪsᴛ Cʀɪsɪs Coup card). Select up to 3 spaces creases the Washington Track and Regime Stability after the
using the Tax column of the NP VC Space Selection Pri- Bᴜᴅᴅʜɪsᴛ Cʀɪsɪs Coup card.
orities table, only selecting spaces with VC Bases if there • Shift Toward Active Support. NP US shifts Population to-
are two or more Underground Guerrillas there. Increase wards Active Support.
Agitate Total by +1 for each Population or Econ Taxed.
P8.8.2 NP Republic of Vietnam Events
• Choose to Increase. NP ARVN increases Patronage, Aid,
• NP VC Subvert Procedures: ARVN Resources, Regime Stability, and the Washington Track
Remove 1 Strategic Hamlet: Use the Remove or Replace col- as much as possible.
umn of the NP VC Space Selection Priorities table to select • Choose to Decrease. NP ARVN decreases VC Resources and
one space where a Strategic Hamlet could be removed. the Hanoi Track as much as possible.
✓ NVA is player: Subvert Cadre. Use the Subvert Cadre col- • Shift Toward Passive Support. NP ARVN shifts Population
umn of the NP VC Space Selection Priorities table to select towards Passive Support.
spaces where Cadres could be removed.
Remove 2 ARVN cubes: Use the Remove or Replace column P8.8.3 NP North Vietnam Events
of the NP VC Space Selection Priorities table to select spaces • Choose to Increase. NP NVA increases VC Resources and the
where 2 ARVN cubes could be removed. Hanoi Track as much as possible, and increases the Washington
Track after the Bᴜᴅᴅʜɪsᴛ Cʀɪsɪs Coup card.
Replace 1 ARVN cube: Use the Remove or Replace column
of the NP VC Space Selection Priorities table to select spaces • Choose to Decrease. NP NVA decreases Patronage, Aid,
where an ARVN cube could be replaced with a Guerrilla. ARVN Resources and Regime Stability as much as possible,
and decreases the Washington Track before the Bᴜᴅᴅʜɪsᴛ
Cʀɪsɪs Coup card.

© 2023 GMT Games, LLC


Minh Mạng Card-Based Non-Player Rules 13

• Shift Toward Neutral. NP NVA shifts Population towards Card 1: Exterminate Traitors (#P22)
Neutral.
VC Rally + Tax: VC are 1st Eligible, and consulting the Event
P8.8.4 NP Viet Cong Events Cards table and the NP Eligibility Table on the Non-player Aid
• Choose to Increase. NP VC increases the Hanoi Track as Card we see that because the Event is not Critical for them or for
much as possible, and increases the Washington Track after the next Eligible Faction (NVA), they will select Op + Special
the Bᴜᴅᴅʜɪsᴛ Cʀɪsɪs Coup card. Activity (place their Eligibility cylinder in the ‘1st Faction Op +
• Choose to Decrease. NP VC decreases Patronage, Aid, ARVN Special Activity’ box now). We draw a Minh Mạng card from the
Resources and Regime Stability as much as possible, and deck to determine which Operation they will perform, redrawing
decreases the Washington Track before the Bᴜᴅᴅʜɪsᴛ Cʀɪsɪs until we find a light blue VC card.
Coup card.
• Shift Toward Active Opposition. NP VC shifts Population
towards Active Opposition.

P8.9 Non-Player Example of


Play
This example of play assumes some familiarity with the main
rules for both Fire in the Lake and Sovereign of Discord, so if
you are not yet familiar with the game or this expansion you
should first play through both multiplayer examples of play (in
the respective Playbooks). Set up the board for the Four Player:
1961-1963 scenario, then set up the Event deck as follows, from
top to bottom: Exᴛᴇʀᴍɪɴᴀᴛᴇ Tʀᴀɪᴛᴏʀs (#P22), Pᴏʟɪᴛʙᴜʀᴏ (#P7),
NLF Sᴘʀᴇᴀᴅs (#P73), Pᴀᴛʜᴇᴛ Lᴀᴏ (#P35), RVN Cᴏᴍᴍᴀɴᴅᴏs
(#P38), Oᴘᴇʀᴀᴛɪᴏɴ Sᴜɴʀɪsᴇ (#P37), Fᴏʀᴇɪɢɴ Pᴜᴘᴘᴇᴛ (#P44),
Cᴏᴜᴘ Tʜʀᴇᴀᴛ (#P47). Note that there would usually be at least
four regular 1961 Events before NLF Sᴘʀᴇᴀᴅs, but for the pur-
pose of this example we are placing it earlier in the deck than
is usually possible.
All four Factions will be controlled by the Minh Mạng Non-player
system for this Example of Play (usually a human player would
be controlling at least one Faction, and possibly two or three). Re-
move the ARVN Resource cylinder from play (ARVN Resources
are not tracked if both ARVN and US are Non-player Factions),
and place the VC Resource cylinder at ‘3’ (VC Resources are
not tracked if the Faction is a Non-player, but their Resource
cylinder is used to track their ‘Agitate Total’). Then gather to-
gether the Minh Mạng cards for each Faction, keeping them in
alphabetical order for easy reference (in a real game the cards
for all Non-player ARVN and VC Factions would be shuffled The first VC card we find is ‘L’. Reading downwards from the
together, while the single Non-player NVA and US cards would top of the card, the first blue box asks if there is any space with
be kept separate), and find the Four-Player Non-player Aid sheets a Strategic Hamlet and 3+ Active Guerrillas. There is not, so we
(the additional Diem’s War Non-player Aid sheets are only used follow the red arrow down to the ‘redraw’ icon and draw a new
during solitaire games of the 2-player scenario). Minh Mạng card. The next VC card we find is ‘K’, and the first
blue box asks if there is an Underground Guerrilla in any space
We begin play as usual, by drawing the top card from the deck not at Active Opposition. There is, so we follow the green arrow
(Exᴛᴇʀᴍɪɴᴀᴛᴇ Tʀᴀɪᴛᴏʀs) and then revealing the next card down to the second blue box, which asks us to check if a roll of
(Pᴏʟɪᴛʙᴜʀᴏ). 2d6 is less than or equal to the number of Available VC pieces.
We roll a 5, and there are currently 10 Available VC pieces, so
we follow the green arrow down again to find a VC Operation
to execute: Rally.

© 2023 GMT Games, LLC


14 Minh Mạng Card-Based Non-Player Rules

We now need to make an Activation Number roll to see if NP VC


will select an additional space for Rally, selecting an additional
space if we roll greater than the Activation Number of 2 (in the
top right corner of the card). We roll a 3 and so select an additional
Rally space, which we already know will be Tay Ninh (using the
same priorities as before), and place three more VC Guerrillas
there. Normally we would continue making Activation Number
rolls and select additional spaces for Rally until a roll failed,
but in this case we can see that there are no more VC Guerrillas
Available to place, and there are also no Active Guerrillas at
VC Bases to flip Hidden, so we can stop now. The final starred
check at the end of the Rally Operation is only relevant if the
shaded Pᴀʀᴛʏ Mᴇᴍʙᴇʀs Capability is in play, which it is not, so
we can also skip it.
Next we follow the black arrow down on the Minh Mạng card
to see which Special Activity will be performed. The first option
is Tax, which will only be performed if the current campaign is
1961 or 1962 (any time prior to the Bᴜᴅᴅʜɪsᴛ Cʀɪsɪs Coup card),
and if a roll of 2d6 is greater than the current Agitate Total. The
current campaign is 1961 and we roll a 4, greater than the current
Agitate Total of ‘2’, so we will Tax in up to 3 spaces. We use
the Tax column of the NP VC Space Selection Priorities chart to
decide where to do this, skipping any space with a VC Base and
fewer than 2 Underground Guerrillas. Tay Ninh and Kien Giang
both have the most Total Opposition and the most Guerrillas, so
they will be selected first, then we will also select Kien Hoa, with
next most Guerrillas and fewest COIN pieces (which rules out
Kien Phong). We Activate one Guerrilla in each space, set each
to Neutral (reducing the VC victory total to ‘6’), and increase
the VC Agitate Total (marked by their Resource cylinder) to ‘9’.
The Rally box instructs us to first place Bases in any eligible The VC turn is now complete.
spaces with three or more VC Guerrillas, but there are currently
no such spaces, so we proceed to the second instruction, which ARVN Limited Sweep: NP NVA is next Eligible, but the up-
is to place Guerrillas. We use the Place Guerrillas column of coming Event (Pᴏʟɪᴛʙᴜʀᴏ) is Critical for them and the current
the NP VC Space Selection Priorities chart to decide where to do Event isn’t, so they will Pass (if VC were player controlled this
this, first checking for Strategic Hamlets at most Opposition (no would increase their Resources by 1 as normal, but it does not
such spaces), then checking for vulnerable VC Bases (also no increase NP VC’s Agitate Total).
such spaces), then checking for Cities or Provinces not at Active
Opposition. There are many spaces that meet this criterion, so we NP ARVN is now Eligible, and the Event is not Critical or
will continue working our way down the priorities list until the Performed for them, so they will execute a Limited Operation
choice is narrowed down to just one space. The next priority has (place their Eligibility cylinder in the ‘2nd Faction LimOp or
a red check mark ‘ARVN is player’, so we skip it because ARVN Event’ box now). We draw a Minh Mạng card from the deck
is a Non-player Faction. The priority after this, most Population, to determine which Operation they will perform, skipping any
narrows down our choices to all of the 2-Population Provinces Special Activity instructions and selecting only one space as the
(Hue and Saigon are skipped as they are not eligible targets for Operation is limited. The first yellow ARVN card we draw is
Rally, as they have Support), but all of these Provinces have 1-2 ‘G’, which first asks us to check whether the total Uncontrolled
VC Guerrillas and room for a Base, so we proceed to most VC + Cadres is greater than or equal to 16 (it is not), or whether any
Bases, which restricts us to just Tay Ninh and Kien Giang. None 2+ Population spaces are not COIN Controlled. There are several
of the other priorities will help narrow down our choice further, such spaces, so we follow the green arrow to the next blue box,
so we roll a die to select randomly and pick Kien Giang, placing which asks us whether a roll of 2d6 is less than or equal to the
three VC Guerrillas there from Available. number of Available ARVN cubes + Rangers. As there is only
a single Available Ranger and no Available cubes we know that
this roll is guaranteed to fail (the minimum result on 2d6 is a
‘2’), so we follow the red arrow down to the ‘flip card’ symbol
and flip the card to its reverse side, ‘GG’.

© 2023 GMT Games, LLC


Minh Mạng Card-Based Non-Player Rules 15

Card 2: Politburo (#P7)


NVA Event: NVA are 1st Eligible and the Event is Critical for
them, so they will perform it (place their Eligibility cylinder
in the ‘1st Faction Event’ box now). This Event first increases
the Hanoi Track by 1 (to ‘2’), which releases 1 VC Base, 5 VC
Guerrillas, and 2 NVA Cadres to their respective Available box-
es – do this now. The Event then also allows NVA to Direct in
one space, and the Event Cards Instruction table indicates that
we should use the Direct box on Minh Mạng card BB to execute
this Special Activity.

We skip the Special Activity box at the top of GG, as NP ARVN


is only performing a Limited Operation, and check the next blue
box. There is no space where ARVN Assault could remove a VC
Base or add COIN Control, so we follow the red arrow down
to find an Operation: Sweep. Sweep uses the Move Priorities
table, which first asks us to find a destination using the Sweep,
Transport, or Air Lift column of the NP ARVN Space Selection
Priorities chart. This will by a City or Province without COIN
Control (there are many such Provinces), with the most Population
(any of the Uncontrolled 2-Population Provinces), then with the
fewest enemy pieces, which finally narrows our choice down to
just Quang Tin. Returning to the Move Priorities chart, we will
select an origin space within reach of Quang Tin that has the most
‘moveable’ pieces. Da Nang, Binh Dinh, and Pleiku are all within
reach of Quang Tin, and all have 2 ARVN Troops that could be
moved, as none of the ‘keep’ instructions would require us not
to move these Troops (they are not needed for Control, and there
are no ARVN Bases or vulnerable enemy pieces in any of these
spaces). We roll a die to pick randomly and select Da Nang, so we
will move those Troops first. To see how many Troops to move
into Quang Tin we check the ‘get’ instructions, which first asks us
to get COIN Firepower equal to VC pieces, requiring both Troops
to move in (Firepower is equal to the number of enemy pieces that We skip straight down to the Special Activity box at the bottom
could be removed with Assault, and 2 ARVN Troops are required of the card to select one space for Direct. The first instruction
to remove one VC Guerrilla). If there had been a US Advisor in here applies only to spaces with 3+ COIN pieces where Attack
Da Nang ARVN would have moved it as well, provided the US could be performed, of which there are three possibilities: Quang
player agreed (NP US will always agree to moving Advisors with Tin, Binh Dinh, and Pleiku, but Pleiku is ruled out as it has a
ARVN Sweep, provided that there is not already an Advisor in Cadre and not all Guerrillas there are Active (as per the red check
the destination space). This also adds COIN Control (increase the instruction underneath the first Direct option on the card). We
ARVN victory total to ‘35’ and decrease the NVA victory total will use the Attack column of the NP NVA Space Selection
to ‘12’), satisfying the only other relevant ‘get’ instruction, so Priorities chart to select between the remaining two options,
the Sweep is complete (Activate the Guerrilla in Quang Tin as Quang Tin and Binh Dinh. Both spaces have the same number of
usual). If this had been a regular Operation we would now make Guerrillas, COIN Control, and the same Population (and neither
an Activation Number roll to see if any additional destinations have vulnerable Cadres), so we roll a die to decide at random
could be selected, but it is only a Limited Operation, so the ARVN and select Quang Tin. We roll a die for the Attack as usual and
turn is complete. Move the VC and ARVN cylinders to Ineligible, the result is a 3, which is greater than the number of Guerrillas
place Pᴏʟɪᴛʙᴜʀᴏ on top of the current Events pile, and reveal the (1) in the space, but NVA always remove an additional enemy
next upcoming Event: NLF Sᴘʀᴇᴀᴅs. piece when they use Direct to Attack. To decide which piece to
© 2023 GMT Games, LLC
16 Minh Mạng Card-Based Non-Player Rules

remove we consult the Piece Priorities table, which indicates the green arrow down to the Train Operation. NP US will first
that we should remove the Police cube first (place it in ARVN Train to place all Available Irregulars, but there are none, then
Available now). NVA Direct can also add VC Resources equal to place Available cubes in sets of 6 and Available Rangers in
to the Hanoi Track, but NP NVA will only do this if VC is player sets of 2, but there is only 1 Ranger Available so they will not
controlled and VC Resources are fewer than 6, so we skip this place any pieces. Instead we proceed directly to the bottom of the
option and the NVA turn is complete. box, which instructs us to use the Shift Toward Active Support
column of the NP US Space Selection Priorities chart to select
US Advise + Train: NP US is now Eligible and will perform an one space to Pacify and shift two steps towards Active Support
Op + Special Activity, as none of the other options on the NP there. We can quickly determine that this will be Saigon, which
Eligibility Table apply (place their Eligibility cylinder in the ‘2nd is not at Active Support and has the most Population, so we set
Faction Op’ box now). There is only one Minh Mạng card for it to Active Support and increase the US victory total to ‘20’. If
NP US, so we can simply pick it up instead of having to draw there had not been any spaces where Pacify was possible, or if
it from the deck (it should always be kept to one side instead of ARVN was a player and there were insufficient ARVN Resources
being shuffled into the deck). The blue box on the front side of for NP US to Pacify, then they would have instead transferred 3
this card (‘A’) first asks us to check if there are any Guerrillas Patronage to ARVN Resources (or just reduced Patronage by 3 if
at Support with an Advisor or Irregular, which is not the case so ARVN was also NP). The US turn is now complete, and we reset
so we can immediately follow the red arrow and flip the card to Eligibility (ARVN and VC to Eligible, US and NVA to Ineligible).
its reverse side (‘AA’).
Card 3: NLF Spreads (#P73)
The next Event card is a Coup, so we will first execute the Event
text and then proceed with the Coup Round. The Event on NLF
Sᴘʀᴇᴀᴅs allows VC to place 3 Guerrillas in Provinces with no
VC, and NP VC will use the Place Guerrillas column of the
NP VC Space Selection Priorities chart to select these spaces.
The VC Base in Pleiku is Vulnerable, but this Province is not a
valid target for the Event, so we skip that row. Next we look for
Provinces not at Active Opposition with the most Population
(skipping COIN Control as ARVN is not player controlled),
which selects Binh Dinh as our first space – place a Guerrilla
there now. We skip the next three columns (as we cannot select
spaces that already have VC, and US is not player controlled),
bringing us to Neutral Provinces, which narrows down our selec-
tion somewhat. Finally we look for spaces among these with the
fewest COIN pieces, and then randomly select Binh Tuy and Ba
Xuyen – place a VC Guerrilla in each, which also removes COIN
Control (decrease the ARVN victory total to ‘34’ and increase
the NVA victory total to ‘13’).
The reverse side begins immediately with a Special Activity We then execute each phase of the Coup Round as normal, using
box, which asks us to first Advise in up to two spaces if possible. the NP Coup Round Instructions to make any decisions for the
Neither of the first two options is possible, as there are not yet NP Factions.
any US Advisors on the map, but the third option is, so NP US
will Advise. The third option instructs us to use the Remove or • Victory: No Faction has reached its victory threshold. If one
Replace column of the NP US Space Selection Priorities chart human player was playing a solitaire game against three NP
to select spaces where Irregulars could Activate to remove en- Factions, they would not be able to win until the final Coup.
emy pieces, but as there are only two such spaces, Binh Dinh • Resources: NP VC automatically increase their Agitate Total
and Pleiku, we can skip the table and just select both of these by an amount equal to the Hanoi Track value (in this case by
for the Advise Special Activity. Activate both Irregulars, then 2, to ‘11’), approximating the Resources that they might have
remove two Guerrillas from Pleiku and one from Binh Dinh otherwise gained from NPA Direct. If either ARVN or US
(as there is only one there). This also adds COIN Control in were player controlled we would increase ARVN Resources
Pleiku – increase the ARVN victory total to ’36’ and decrease as normal.
the NVA victory total to ‘11’. Advise also allows US to increase • Support: We first increase Patronage by 3 as normal due to the
Aid by the Washington Track value, but NP US will only (and Nɢᴏ Dɪɴʜ Dɪᴇᴍ leader card (to ‘13’, also increasing the ARVN
always) do this if ARVN is player controlled, and in any case victory total to ‘37’). Then NP US and NP ARVN jointly select
the Washington Track is still at 0! up to 2d6 spaces to shift towards Active or Passive Support
Next we follow the black arrow down to the blue box, which first respectively, US first. We roll a 7, but NP US is not eligible to
asks us if the Washington Track is at 0, which it is, so we follow Pacify anywhere, and the only space without Support where
NP ARVN can Pacify is Binh Dinh, which they shift to Passive
© 2023 GMT Games, LLC
Minh Mạng Card-Based Non-Player Rules 17

Support (increase the US victory total to ‘22’). If either US Card 4: Pathet Lao (#P35)
or ARVN was a player Faction this would cost Resources as
normal, and the NP Faction would instead Pacify as much as ARVN Pivotal Event: NP NVA is 1st Eligible on Pᴀᴛʜᴇᴛ Lᴀᴏ,
possible (given the Resources and spaces available to them). but all four Pivotal Events are now available to play. The red
Finally, NP VC will Agitate in as many spaces as possible (up shaded box at the top of the NP Eligibility table lists the criteria
to the usual five spaces maximum, due to Dɪᴇᴍ), reducing the for each NP Faction to play their Pivotal Events, and we check
Agitate Total by 1 for each Terror removed or level shifted each of these in turn whenever one or more of these Events is
towards Active Opposition. We use the Shift Toward Active playable. COIN Control + Patronage is only 37 and there are
Opposition column of the NP VC Space Selection Priorities more than 6 cards left in the deck, so NP US will not yet play
chart to eligible spaces for Agitate, quickly identifying the their Pivotal Event. There are at least two Provinces at Active
first four spaces as Tay Ninh, Kien Giang, Kien Hoa, and Kien Opposition, so NP ARVN will play their Pivotal Event. We place
Phong (all not at Active Opposition and with the most Popu- Sᴛʀᴀᴛᴇɢɪᴄ Hᴀᴍʟᴇᴛs on top of the current Event and move the
lation). Reduce the Agitate Total by 7 to 4, set each space to ARVN Eligibility cylinder to ‘1st Faction Event’, then execute
Active Opposition, and increase the VC victory total by 14 to the Event. We move all six Strategic Hamlets to Available, then
‘20’. For the final Agitate space we select randomly between use the Place Strategic Hamlets column of the NP ARVN Space
Quang Duc, Binh Tuy, and Ba Xuyen (all Neutral and with the Selection Priorities chart to place three of these. Most Population
fewest COIN pieces): we select Binh Tuy and spend 2 more will first restrict us to checking only the 2-Population Provinces,
Agitate Total to shift it to Active Opposition (increase the VC then we skip most Opposition because VC is not player con-
victory total to ‘22’). trolled, and fewest enemy pieces gets us down to three Provinces:
Quang Tri, Quang Tin, and Binh Dinh. Place a Strategic Hamlet
• Redeploy: NP ARVN will first move their Troops from Prov- in each, shift Quang Tri and Quang Tin to Passive Opposition
inces without COIN Bases (currently all of them), according to (but do not adjust the VC victory total, due to the effect of the
the priorities on the NP Coup Round Instruction sheet. COIN Strategic Hamlets), and shift Binh Dinh to Neutral (reduce the
pieces already exceed VC in all Cities, so we skip the first US victory total to ‘18’). The ARVN turn is then complete.
priority. Next we get one Troop in Hue and four Troops each
in Da Nang and Can Tho, moving only two new Troops to Can US Advise + Train: NP US is now Eligible and will perform
Tho as there are already two there (it doesn’t matter which Op + SA, as they are not 1st Eligible on the upcoming Event
Province we take any of these Troops from, as they will all be card (place their Eligibility cylinder in the ‘2nd Faction Op’
redeployed eventually). Finally we use the Place Cubes and box now). We take their single Minh Mạng card as before and
Rangers column of the NP ARVN Space Selection Priorities start by checking the blue box on the front (‘A’) side. As there
chart to move any remaining Troops, which in this case will are still no Guerrillas in any space with Support we flip the card
place them all in Saigon (most Population). Then, we will move to its ‘AA’ side and perform an Advise Special Activity. The
Police from spaces with the most Police, keeping at least one first instruction is to Sweep in place with ARVN to reveal any
Police in each City and getting sufficient Police to exceed VC Guerrillas, which is possible only in Binh Dinh (where is a US
in all Provinces with COIN Control. There are currently two Advisor), so select Binh Dinh and Activate the Guerrilla there (if
Police in each City, so we select which to move at random, Sweep had been possible in multiple spaces we would have used
moving one each from Can Tho and An Loc to Quang Tri, one the Sweep column of the NP US Space Selection Priorities chart
each from Da Nang and Qui Nhon to Quang Tin, one each from to select just two of them, and then ended the Special Activity).
Hue and Cam Ranh to Pleiku, and one from Saigon to Binh The next instruction is to Assault with ARVN, but that would
Dinh. Neither of the remaining instructions apply, so ARVN only be possible in Binh Dinh, which has already been selected.
Redeploy is complete. If there were any Advisors on map then The final instruction is to use Irregulars to remove enemy pieces,
NP US would now redeploy them using Place Advisors, but which is possible only in Pleiku, so we Activate the Irregular there
there are not yet any to redeploy. and remove the VC Base, along with the NVA Cadre on top of
• Reset: We perform Reset Phase as normal. Increase the Wash- it (reduce both the VC and NVA victory totals by 1, to ‘21’ and
ington Track to 1 (decrease the US victory total to ‘20’), placing ‘12’ respectively). Finally, NP US would have increased Aid by
the ARVN cubes there in Available, and then using the Place 1 if ARVN was player controlled, but does not because ARVN
Advisors column of the NP US Space Selection Priorities is also a Non-player Faction.
chart to place the two newly released Advisors to different
spaces on the map: one goes to Binh Dinh (with a Guerrilla at
Support), and the other goes to Hue (without Active Support,
and with the most Population and fewest VC pieces). Flip all
Guerrillas and Special Forces Underground, set all Factions
to Eligible, and then also shuffle the Minh Mạng deck and set
the VC Agitate Total to 1d3 if it is at ‘0’ (in this case it is al-
ready at ‘2’). Finally, we draw the next current and upcoming
Event cards (Pᴀᴛʜᴇᴛ Lᴀᴏ and RVN Cᴏᴍᴍᴀɴᴅᴏs respectively)
and continue play.

© 2023 GMT Games, LLC


18 Minh Mạng Card-Based Non-Player Rules

Next we follow the black arrow down to the blue box: this time
the Washington Track is not at 0, but there are several US pieces in
COIN-Controlled spaces not at Active Opposition, so we follow
the green arrow down to the Train Operation. There are still no
Available Irregulars to place, so we skip the first instructions, and
there is only one Ranger and five cubes in ARVN Available, so we
also skip the next two instructions. NP US will just perform the
starred final instruction and Pacify to shift one space up to two
levels towards Active Support, using the Shift Toward Active
Support column of the NP US Space Selection Priorities chart
to choose where. Hue, Binh Dinh, Pleiku, and Khanh Hoa all
have US pieces, COIN Control, and are not at Active Support, but
Binh Dinh and Pleiku are both ruled out for Train due to having
been selected for Advise, and Hue has the most Population, so
we select it for Pacify and shift it to Active Support (increase the
US victory total to ‘20’). The US turn is now complete, so we
set ARVN and US to Ineligible, place RVN Cᴏᴍᴍᴀɴᴅᴏs on top
of the current Events pile, and reveal the next upcoming Event:
Oᴘᴇʀᴀᴛɪᴏɴ Sᴜɴʀɪsᴇ.
Card 5: RVN Commandos (#P38)
NVA Pivotal Event: NP NVA and NP VC are both Eligible and
their Pivotal Events are still both playable, so we check the Eli-
gibility Table to see if either of these will be played. This tells us
that NP NVA will play their Pivotal Event if the Hanoi Track is
less than 3, which it currently is, so they will play it – move their
Eligibility cylinder to the ‘1st Faction Event’ box, and place Lᴇ
Dᴜᴀɴ on top of RVN Cᴏᴍᴍᴀɴᴅᴏs. The NVA Pivotal Event just
increases the Hanoi Track by 2 to 4, releasing the remaining VC
pieces and NVA Cadres to their respective Available boxes. If VC
were player controlled it would also increase their Resources by The Rally box first instructs us to place Bases in any space with
5, but this has no effect on Agitate Total for NP VC. The NVA 3+ VC Guerrillas, in this case just Tay Ninh and Kien Giang.
turn is complete. Consulting the Place Bases column of the NP VC Space Selection
VC Rally + Subvert: NP VC are now Eligible and will perform Priorities chart we can see that both spaces are equal priority, so
Op + SA, as they are not 1st Eligible on the upcoming Event we roll to select randomly and pick Kien Giang – replace two
card (place their Eligibility cylinder in the ‘2nd Faction Op’ box Guerrillas there with a VC Base, and increase the VC victory
now). We draw a Minh Mạng card to see what Operation they will total to ‘22’. We then make an Activation Number roll to see if
perform, and the first light blue VC card we find is ‘P’. Starting we can select another Rally space, and roll a 3, which is higher
from the top blue box we first check if there are 15+ Guerrillas than the Activation Number of 2 on the card, so we select Tay
on the map (yes), then whether there are any spaces with 3+ Ninh next and replace two Guerrillas there with another VC
Guerrillas, no Support or Strategic Hamler, and room for an Base (and increase the VC victory total to ‘23’). Our next five
Available Base (also yes). This brings us to an Operation: Rally. Activation Number rolls are also greater than 2, and this time we
use the Place Guerrillas column of the NP VC Space Selection
Priorities chart to select spaces to place Guerrillas (as no more
Bases can be placed). Rally is blocked by Strategic Hamlets in
Quang Tri, Quang Tin, and Binh Dinh, Kien Phong and Kien Hoa
are ruled out because they are already at Active Opposition, and
all of the remaining possible spaces have the same Population, so
we select Ba Xuyen, Quang Duc, and Binh Tuy (each with one
Guerrilla and room for a Base), then Quang Nam and Phu Bon
(both Neutral and with fewest COIN pieces). Place one Guerrilla
in each of these spaces and remove COIN Control from Quang
Nam and Phu Bon (decrease the ARVN victory total to ‘35’ and
increase the NVA victory total to ‘14’). The seventh Activation
Number roll is a 2, so the Rally Operation is now complete.

© 2023 GMT Games, LLC


Minh Mạng Card-Based Non-Player Rules 19

Following the black arrow down, we see that NP VC will now will place an ARVN Base in a 2-Population Province if possible,
perform the Tax Special Activity if a roll of 2d6 is greater than and if doing so would not remove any COIN Control, but there
the Agitate Total (as it is currently 1962). We roll a 2, which is not is no Province where this is currently possible. NP ARVN will
greater than the Agitate Total (currently also ‘2’), so we continue instead Pacify to shift one space towards Passive Support, for
down to the Subvert Special Activity. NP VC will first remove up to 1d3 Terror removed and steps shifted, but there is no space
one Strategic Hamlet, using the Remove or Replace column of where Pacify is possible that is not already at Passive Support,
the NP VC Space Selection Priorities chart to select where to so they also skip this step and the Train Operation is complete.
remove it from. The current options are Quang Tri or Quang Tin
(as the Guerrilla in Binh Dinh is now Active), and both spaces are Following the black arrow down we see that ARVN will now
tied for priority so we roll to decide randomly and select Quang perform the Govern Special Activity, first to place Strategic
Tin – remove the Strategic Hamlet there and increase the VC Hamlets wherever possible, using the Place Strategic Hamlets
victory total by 2, to ‘25’. We skip the option to Subvert Cadres column of the NP ARVN Space Selection Priorities chart. Govern
because NVA is not player controlled, and then select a space to to place Strategic Hamlets is only possible in Provinces with
remove 2 ARVN cubes. The only space where this is possible COIN Control, and Binh Dinh already has one, so our remaining
is Quang Tri, so we do not need to consult the Space Selection options are Quang Tin, Pleiku, and Khanh Hoa. Quang Tin is
Priorities chart and can simply remove the two Police cubes there, selected first as it has the most Population, then Pleiku as it has
also removing COIN Control (reduce the ARVN victory total to the most ARVN pieces (we skip most Opposition because VC is
‘33’ and increase the NVA victory total to ‘16’). Finally, because not player controlled, but this would also have selected Pleiku
three ARVN pieces were removed by Subvert we also reduce over Khanh Hoa). Place a Strategic Hamlet in each Province and
Patronage by 1, to ‘12’ (and also reduce the ARVN victory total shift both to Active Opposition, then reduce the VC victory total
to ‘32’). The VC turn is now complete, so we reset Eligibility by 3 to ‘22’. The ARVN turn is now complete.
(VC and NVA to Ineligible, US and ARVN to Eligible), place US Limited Advise: NP US is now Eligible, the current Event is
Oᴘᴇʀᴀᴛɪᴏɴ Sᴜɴʀɪsᴇ on top of the current Events pile, and reveal not marked Performed for them, and they will not be 1st Eligible
the next upcoming Event: Fᴏʀᴇɪɢɴ Pᴜᴘᴘᴇᴛ. on the next Event, so they will perform a Limited Operation
Card 6: Operation Sunrise (#P37) (place their cylinder in the ‘2nd Faction Lim Op or Event’ box
now). There are still no Guerrillas at Support with an Advisor
ARVN Train + Govern: The US Pivotal Event is still Playable, or Irregular, so we flip the card to its reverse side (‘AA’), skip
but NP US will only play this if either COIN Control + Patronage the Special Activity box as this is a Limited Operation, and then
is greater than 38, or if there are fewer than six cards remaining follow the green arrow to Train, as there are several spaces with
in the deck (for this example we will imagine that there are more US pieces, COIN Control, and no Active Support. Once again
remaining, as there would be in a real game). NP ARVN is 1st there are no Available Irregulars to place, and no ARVN pieces
Eligible on the current Event then, and it is not Critical for either that NP US will place, so we will just use the Shift Toward
them or US, so they will select Op + Special Activity (place their Active Support column of the NP US Space Selection Priorities
Eligibility cylinder in the ‘1st Faction Op + Special Activity’ chart to select a space for Pacify. Saigon and Hue are now both
box). We draw a Minh Mạng card to see what Operation they at Active Support, so NP US will select Binh Dinh (most Pop-
will perform. The first yellow card we find is ‘G’ again (the deck ulation), shifting it twice up to Active Support, and increasing
has been shuffled since we last drew it), and there are several the US victory total to ‘24’. The US turn is now complete, so
2-Population spaces without COIN Control, so we continue down we reset Eligibility (US and ARVN to Ineligible, VC and NVA
to the second blue box and roll 2d6. The result is a 5, fewer than to Eligible), place Fᴏʀᴇɪɢɴ Pᴜᴘᴘᴇᴛ on top of the current Events
the eight Available cubes + Rangers, so NP ARVN will perform pile, and reveal the next upcoming Event: Cᴏᴜᴘ Tʜʀᴇᴀᴛ.
a Train Operation.
They will first place all Available Rangers, using the Place Cubes
or Rangers column of the NP ARVN Space Selection Priorities
chart. This will quickly select Saigon with the most Population, as
there are no valid spaces without COIN Control, so we place the
one Available Ranger there. Next we make an Activation Number
roll, which for NP ARVN is checked against the current value of
the Regime Stability Track (2), rather than against a fixed target
as for NP VC. We roll a 5, so we will select another Train space,
this time to place six cubes. Hue has the next most Population
after Saigon, so we will place six cubes there, alternating Police
then Troops according to the Piece Priorities table – in this case,
placing four Police and two Troops in Hue, as there are only
two Troops Available. There is now only one cube remaining in
ARVN Available, and NP ARVN will only Train cubes in sets
of at least four, so we do not need to make another Activation
Number roll. We proceed next to the starred instruction, which
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20 Minh Mạng Card-Based Non-Player Rules

Card 7: Foreign Puppet (#P44) The Pivotal Event instructions next tell us to draw a Minh Mạng
to determine where to Attack. We draw until we find a card with
VC Pivotal Event: The VC Pivotal Event is still playable, and an Attack box, ignoring everything else on the card (several
NP VC will choose to play it if COIN Control + Patronage is Event instructions use Minh Mạng cards just to execute specific
over 38 (not true), or if at least four Guerrillas are adjacent to a Operations in this way). The first valid card we find is ‘LL’, and
Strategic Hamlet at Active Opposition (true, in Pleiku), so they as this is a free Attack, NP VC will select all indicated spaces.
will play the Pivotal Event now. Place Sᴜᴍᴍᴇʀ Oғғᴇɴsɪᴠᴇ on They first Attack in Saigon, with three or more Guerrillas and
top of Fᴏʀᴇɪɢɴ Pᴜᴘᴘᴇᴛ and the VC Eligibility cylinder in the no VC Base – the Attack here will automatically succeed so
‘1st Faction Event’ box. NP VC have special instructions for we don’t need to roll, instead just removing one Police and one
executing their Pivotal Event, as indicated by the ‘star’ in its box Troop, per the Piece Priorities table (this also removes COIN
on the Event Cards chart. Checking the Event Instructions table Control, reducing the ARVN victory total to ‘26’ and increasing
for #P79, we can see that they use Move Priorities to March, the NVA victory total to ‘22’). There are no other spaces with
but keeping only one Underground Guerrilla in each space with three or more Guerrillas, but all Guerrillas are Active in Can Tho
a VC Base or no Active Opposition, and aiming to first get six so NP VC will also Attack there, but they roll a 3 so the Attack
Guerrillas to each space with a Strategic Hamlet. The Move fails. There are no other instructions listed in the Attack box, so
Priorities chart first asks us to use the March column of the NP the VC turn is complete.
VC Space Selection Priorities chart to select a destination space.
This will first be a space with a Strategic Hamlet and the most NVA Direct + Bombard: NP NVA is now Eligible and will
Opposition, which is Quang Tin, so we move the Guerrilla from perform an Op + SA, as neither this Event nor the next one are
Binh Dinh into Quang Tin (the Underground Guerrilla in Quang Critical for them (place their cylinder in the ‘2nd Faction Op’
Nam must remain there, as the space is not at Active Opposition). box now). NP NVA use a single Minh Mạng card, the same as
If this were a regular March we would now make an Activation NP US, so we can just consult this directly without drawing it
Number roll to see if we should select a second destination, but from the deck. We start from the blue box at the top of side ‘B’,
the March is free due to the Pivotal Event, so we will continue which asks whether the Hanoi Track is higher than 2 (it is), and
to select destination spaces until no more Guerrillas are able to whether there are four or more Guerrillas in one space with a
move. Pleiku will be our next destination, with a Strategic Hamlet Cadre or three or more COIN pieces (there are, in Saigon). We
and the next most Opposition, and we just move a single Guer- follow the green arrow down to perform Direct as Operation,
rilla from Quang Duc into there (the other Guerrilla in Quang in up to four spaces because the Hanoi Track is at 4.
Duc and the Guerrilla in Phu Bon again will not move, as both
The first instruction is to Attack in all spaces with three or more
are Underground and neither space is at Active Opposition).
COIN pieces, using the Attack column of the NP NVA Space
There are Strategic Hamlets in Quang Tri and Binh Dinh, but
Selection Priorities chart to decide which to select first. How-
no adjacent Guerrillas can move to either space, so we continue
ever, in this case we can see that there are only four possible
down to City or Province not at Active Opposition, then most
spaces for this instruction, Saigon, Pleiku, Can Tho, and Quang
Population, and select Saigon as our third destination. Tay Ninh
Tin, so we can simply select all three of them for Attack (as
is the adjacent origin with the most Guerrillas, so we move two
the order of execution doesn’t matter). The Attack in Saigon is
of these into Saigon (aiming to get Guerrillas equal to COIN
an automatic success, removing three Troops. The Attacks in
pieces, and leaving one Underground Guerrilla to protect the
Can Tho and Pleiku both roll a 4, failing but still removing one
VC Bases) – both moving Guerrillas also flip Active. NP VC
Police each due to the enhancement from Direct. The Attack
still wants to get more Guerrillas into Saigon, so we continue
in Quang Tin Activates the Underground Guerrilla there and
selecting adjacent origins, moving in one Guerrilla from Binh Tuy
rolls a 2, succeeding and removing all three ARVN pieces in
and two Guerrillas each from Kien Hoa and Kien Phong (they all
the space – this increases the VC victory total by 4, to ‘26’,
flip Active). Ba Xuyen is selected next as a destination, with no
due to the Strategic Hamlet being removed, and also removes
Active Opposition and two Guerrillas and room for a Base, and
COIN Control, decreasing the ARVN victory total to ‘24’ and
we move in just one Guerrilla from Kien Giang (which satisfies
increasing the NVA victory total to ‘24’.
all of the get requirements). Finally, we move just one Guerrilla
from Kien Giang to Can Tho, Activating it due to the Support and
cubes there. There are no more Guerrillas that could be moved,
so the free March is complete.

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Minh Mạng Card-Based Non-Player Rules 21

• The US Interdict Operation will use Interdict to select spaces,


and if VC is a Non-player Faction then successful Interdict will
reduce the Agitate Total by 1 (even if US is player controlled).
• The NVA Infiltrate Operation will first Place Cadres wherever
possible, then Place Guerrillas, and will shift Opposition
towards Neutral in one space only if VC is player controlled.
• The NVA Propagandize Operation will use Shift Towards
Neutral to select any Cities other than Saigon, then only select
Saigon if no other Cities can be selected.
• The NVA Direct Operation/Special Activity will sometimes
March VC Guerrillas into a destination adjacent to an NVA
Cadre, using the Move Priorities table.
• The VC Terror Operation will use Place Terror to select
spaces, only selecting spaces with a VC Base if there are two
or more Underground Guerrillas there.

P8.10 Bonus Events


Sovereign of Discord includes a set of 40 ‘bonus’ Events that
can be used in regular games of Fire in the Lake, or during the
Fire in the Lake portion of an extended campaign game. These
new Events are compatible with both the original non-player
flowcharts and the Trưng card-based non-player system. The
Bonus Event Cards table indicates whether each Event should
be treated as Critical, Performed, or not Executed (for Trưng),
while the Event card icons (Rifle or Halo) indicate whether they
are either not played or have special instructions (for the origi-
nal non-player flowcharts). The Bonus Event Instructions table
provides additional instructions for how some Events should
be executed while using either non-player system (ignore any
The Direct Operation is complete, so we follow the black line
instructions that do not apply to the system you are using).
down to the Bombard Special Activity, which can select up to
two spaces due the Hanoi Track being at 4. NP NVA will use
the Remove or Replace column of the NP NVA Space Selection
Priorities chart to select these two spaces, but Saigon and Ba
Xuyen are the only possible targets so we can just remove the
final cube from each space. The NVA turn, and this example of
play, is now complete.
You should now be familiar enough with the Minh Mạng system
to reset and play by yourself, selecting one Faction to control
against three Non-player Factions, or using any combination of
player and Non-player Factions. There are a few small points that
we were not able to cover in this example, the most important of
which are summarized here:
• Patrol, Transport, and Air Lift all use the Move Priorities
chart, working in much the same way as ARVN Sweep. After
performing Air Lift, NP US will use Place Advisors to rede-
ploy their Advisors as though they were all off the board (you
may find it convenient to temporarily remove and then replace
all on-board Advisors).

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22 Minh Mạng Card-Based Non-Player Rules

Counter scans

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Minh Mạng Card-Based Non-Player Rules 23

Counter scans

© 2023 GMT Games, LLC


24 Minh Mạng Card-Based Non-Player Rules

ARVN Unshaded Capabilities Instructions:


ARVN Rangers Remove a VC Base from the first space selected for Raid where it would not otherwise be removed (if any).
CDV Select a second space for Pacify with Train if possible, using the Shift to Passive Support column of the
Space Selection Priorities table (P8.5.6) for a total of 1d3 Terror markers removed and steps shifted towards
Passive Support (per space selected).
Helicopters Remove a Guerrilla from each of the first two Sweep destinations with any Guerrillas.
ARVN Officers NP ARVN will never choose to use this effect.
General Mobiliza- Place up to 4 additional cubes when placing Rangers.
tion Law
ARVN Shaded Capabilities Instructions:
Helicopters NP VC will never choose to Attack after Sweep in four-player games, and will always choose to Attack
after Sweep in two-player games, but must make a successful Activation Number roll against a target of 2
for every Attack after the first.
ARVN Officers NP ARVN will remove Troops from Cities and Provinces with Bases first, then where most Troops.
General Mobiliza-
Place cubes in sets of 4.
tion Law

VC Unshaded Capabilities Instructions:


Party Members NP VC may only Agitate in up to three spaces during the Coup Round.
VC Shaded Capabilities Instructions:
Captured Arms NP VC will always place a Guerrilla after a successful Attack (if any are Available).
Party Members Use the Shift Towards Active Opposition column of the Space Selection Priorities table (P8.5.6) to select
the first Rally space from among spaces eligible for Agitate, up to Agitate Total. Shift Agitate Total -1 for
each Terror marker removed and level shifted.
Fortified Hamlets Remove two Strategic Hamlets if possible when Subverting.
Progressive Taxa-
NP VC will never choose to use this effect.
tion

US Unshaded Capability Instructions:


General Mobiliza-
Place up to 4 additional cubes when placing Rangers.
tion Law
US Shaded Capability Instructions:
Free Fire Zones Select an adjacent City with fewest Pop then least Support.
General Mobiliza-
Place cubes in sets of 4.
tion Law

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