Kutf Rules
Kutf Rules
UP THE
fire
The Boxer
Rebellion
A GAME BY JOHN WELCH
1
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THE PLAYING PIECES:
1.0 INTRODUCTION UNITS:Some game pieces represent the fighting forces. These
pieces, called “units,” include the Legation Forces (each with
“Keep Up The Fire!” is a solitaire game set in 1900 Peking their own special ability and national flag), the International
(modern day Beijing) China where Foreign Legations (areas Gun, plus Boxer and Qing groups storming the walls (on the
assigned to Imperial powers including ambassadors, business Legation Compound map); and the Eight-Nation Army (a.k.a.
people, and a handful of troops to provide security) are the Relief Column) and Chinese blocking forces hindering the
besieged in their Compound by Chinese anti-imperialist Relief Column with their Strength.
forces. The Chinese “Boxers” (Society of the Righteous and
Harmonious Fists), with the Imperial Manchu forces of the The Legation pieces are square and the Chinese Boxer and
Qing Army, are angry and determined to expel these foreigners Qing pieces are circles for the Legation map.
from China.
At the Legation Compound siege, you must coordinate the
various foreign detachments that have joined to defend their -1 to hit at -1 Legation +1 to hit at +1 to hit at
extreme Melee
position until a Relief Column arrives. range Casualty
long range long range
LEGATION MAP
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GAME MARKERS:Used to track game data: the fortification HEADLINE CARDS:There are two 24 card decks labeled
level of the Legation Compound, the Speed and Combat Power Legation and Relief. The Legation deck is used solely on the
of the Relief Column, the International Gun, a Heroic Effort Legation board during the Legation Phase. Likewise, the Relief
marker and a Keep Up the Fire! marker. deck is used solely for the Relief board and its respective Relief
Column Phase.
COMBAT POWER MARKERS (CP):This represents the
strength for Chinese units; to achieve success, you must Each of the headline decks are split into two Epochs that drive
roll a (modified) die roll higher than its value. It is also game play based upon key events of the siege. Cards 1–12 in
the number of Casualties that Chinese units storming the each deck are the first epoch, while cards 13-24 make up the
Compound can sustain. second epoch.
Headline cards display what is to be done each turn in order,
from top-to-bottom, according to the Sequence of Play (see
rule 4.0 on pg. 5). There are also historical notes (or “flavor
text”) at the bottom of each card to explain that card’s part in
the story of this epic siege.
BATtLE AT COMMANDS
YANG-TSUN 2
Italy Germany Austria United States
Add
CARDS
Most cards are Legation and Relief Column cards. These are Conduct a Chinese Blockading SPECIAL ACTIVITIES
Force Att ack this turn.
divided into two Epochs to reflect the two distinct periods Remove from blocking force
BLOCKING FORCE
INSTRUCTIONS
of the Legation compound siege. These were designed in
6 August 1900: The fighting drive toward Peking
chronological order (shown by the numerical order of the card continues with a major engagement of the Eight-Nation HISTORY
Army against Imperial Qing forces at Yang-Tsun.
numbers).
The headline at the top of each card, and the historical 20
“flavor” text at the bottom, provide the narrative for the Boxer
Rebellion story and help explain the context of the card’s EVENT CARDS:There are Event cards that supplement the
gameplay activities. story of the siege. They are also divided into two smaller decks
Many Headline and Event cards provide “Special” activities for the Legation and Relief master decks.
that are performed first, at the beginning of the indicated Each card indicates whether it is retained by the player for later
Phase. These Special activities are explained on the cards use at the specific time indicated, or resolved immediately.
themselves and apply only during the game turn while that
card is the Current card. Most have a temporary (one-time or one-turn) effect and are
added to the Discard Pile after use. Others are permanent
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and begin with the phrase, “For the rest of the game…” 3.2 CONSTRUCTING THE CARD DECKS
These Event cards should be placed face-up, near the map, as
a reminder of their ongoing effect. These cards can be a very STEP 1:
powerful part of a the strategy to win the game so be sure to Separate the cards into the following six piles:
place them somewhere obvious for each turn.
DECK A: The Legation Deck with cards 1–12
EVENT CARD DESCRIPTIONS DECK B: The Legation Deck with cards 13–24
DECK C: The Relief Deck with cards 1–12
“HOLD THAT LINE SOLDIER!” DECK D: The Relief Deck with cards 13–24
DECK E: The Legation Event with cards A – F
WHEN TO RESOLVE
RETAIN THIS CARD DECK F: The Relief Event with cards G – L
Play after any melee att ack to reduce
legation casualties to zero.
EFFECT
STEP 2:
Remove card #1 from both DECK A and C and card #13 from
DECK B and D, set them aside.
STEP 3:
Randomly remove 2 cards from DECK E and 2 cards from
Moments of valor punctuated the siege of the legation
compound. Competition between the defenders oft en HISTORY DECK F, they will not be used in this game.
led to acts of impossible strength and resolve where
only a handful of soldiers held off dozens of foes.
G
STEP 4:
Take 2 cards, unrevealed, from DECK E and mix into DECK A
and shuffle. Then take the remaining 2 cards, unrevealed,and
3.0 SETTING UP THE GAME mix them into DECK B and shuffle. Repeat the process with
DECK F, taking two cards, unrevealed, and mixing them into
DECK C and shuffle then the final 2 cards, unrevealed, into
3.1 FOLLOW THESE STEPS TO SET UP THE GAME: DECK D and shuffle.
Place the red (Chinese Boxer) Strength 3 and 4 units in an
opaque container (e.g., a coffee mug), hereafter referred to as STEP 5:
the “Cup.” This will randomize the Chinese Blocking Force on Now take the mixed DECK B and place face down in the Draw
the Relief Column map. location on the Legation board. Place card #13 originally
Place the Fortification marker on the 0 space on its Track, and removed from DECK B on top of the pile face down. Next take
the four directional Chinese Combat Power (CP) markers on the mixed DECK A and place it face down on top of DECK B on
the 0 spaces of their respective Tracks. the board. Finally, place card #1 originally removed from DECK
A and place it face down on the top of the now completed
Place the Allied Combat Power markers on the Legation Legation draw deck.
Strength Track in the box in the upper left of the Legation map
with their corresponding flags. Place the Heroic Effort marker Likewise take the mixed DECK D and place face down in the
in the ‘Not Ready’ box on the bottom of the Legation map. Draw location on the Relief board. Place card #13 originally
removed from DECK D on top of the pile face down. Next take
Choose where to place the eight Legation units, face-up, the mixed DECK C and place it face down on top of DECK D on
one each, on the eight Legation Defenders spaces at the the board. Finally, place card #1 originally removed from DECK
Compound (i.e., so that there are two such units “on each wall” C and place it face down on the top of the now completed
confronting each direction). Relief draw deck.
Place the Relief Column Speed and Combat Power markers
in their matching named (starting) spaces on the Relief ALTERNATELY
Column map. If you wish to encounter these events in their historical
Place the Eight-Nation Army unit in the green Taku space order, do not mix the cards at all, but remove all of the Event
on the Relief Column map. Set aside the remaining units and cards and arrange the Legation and Relief Column cards
markers. They enter play as instructed. numerically. Begin playing with card #1 and end it with #24.
Alternatively, you can mix all of the red- and gold border
Headline cards together with half of the Event cards, save
card #13 from both decks which, after shuffling, is slid into the
middle of the deck, and card #1 which is always the first card
and goes on top.
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4.0 SEQUENCE OF PLAY 4.3 HOUSEKEEPING PHASE:
If the Eight-Nation Army unit is in Peking, the game now
A complete game of “Keep Up The Fire!” consists of a number
ends (see rule 8.1 on pg. 10) and (see rule 8.2 on pg. 11).
of game turns, one for each pair of Legation and Relief Column
card revealed and played (up to 24). : Otherwise, return the Chinese Blocking unit on the Relief
Column map to the Cup and, if there is a card left in the
Each game turn consists of:
Draw Pile on the Legation board, begin a new game turn.
1. LEGATION PHASE
2. RELIEF COLUMN PHASE
3. HOUSEKEEPING PHASE 5.0 LEGATION PHASE
In each game turn, this sequence of play is performed in strict
This Phase is the heart of the game, where the eight Legation
order:
units must hold their Compound against ceaseless attempts by
the Chinese to storm the walls and conquer the streets. Each
4.1 LEGATION PHASE: turn, the player receives a number of Actions that are spent
DRAW A CARD:From the Legation Draw Pile reveal to either build up the fortifications at the Compound, or to
the top card in the Draw Pile and place it, face-up, on the engage the converging Chinese forces in Fire or Melee Attacks
Discard Pile. Repeat this Phase if the card revealed was an so that they break each approaching wave.
Event card (after resolving it). The revealed card becomes
the new ‘Current’ card, guiding the current game turn. NOTE:Actions cannot be saved between turns.
CHINESE PLACEMENT SEGMENT:The Chinese Action
Compass is checked on the drawn card; if any of those
5.1 LEGATION CARD DRAW
directions’ Tracks lack a Chinese unit, it is immediately
reinforced (see rule 5.2 on pg. 5). At the start of the Legation Phase, a Legation card is drawn.
LEGATION ACTIONS SEGMENT:You may spend up to the
number of Actions shown on the Current card to fortify and 5.2 CHINESE PLACEMENT:
fight with Legation units (see rule 5.3 on pg. 6). On the Legation Compound section of the map, compare the
CHINESE ADVANCE SEGMENT:All Chinese units on Chinese (Boxers and Qing) forces storming the walls with the
Legation Tracks Advance 1 space toward Fort Halliday (see Chinese Action Compass on the Current card.
rule 5.4 on pg. 8).
CHINESE COMPASS EXPLANATION
LEGATION MOVEMENT SEGMENT:Legation units can
potentially be repositioned for next turn (see rule 5.5 on Add 1 Qing to the North wall
pg. 8). track and move its CP to 6.
AT HSI-KU!
move its CP to 4. East wall.
an Event card (after resolving it). The the revealed card
becomes the new ‘Current’ card, guiding the current game
turn.
4
CHINESE PLACEMENT SEGMENT:If indicated, adjust the Add 1 Boxer to the South wall
counters in the Cup, then draw one Chinese Blocking unit track and move its CP to 4.
at random from it, placing it atop the Eight-Nation Army
unit (see rule 6.2 on pg. 8).
If all of the directions’ Tracks have a Chinese (Boxer or Qing)
CHINESE BLOCKADE ATTACK SEGMENT:If the Current unit anywhere on them, this Phase is completed and nothing
card indicates a Chinese Blocking Force Attack, it is further is done.
performed in this segment (see rule 6.3 on pg. 9).
If any of those directions’ Tracks lacks a Chinese unit, then
RELIEF COLUMN COMMAND SEGMENT:You may spend a Chinese unit of the type indicated on the Chinese Actions
up to the number of Commands shown on the Current card Compass (by its color; red=Boxer, yellow=Qing) is placed on
to improve the Speed or Combat Power of the Eight-Nation the Extreme Range (farthest) space on that Track. That wall’s
Army unit, or to Attack the Chinese Blocking unit and, if corresponding CP (Combat Power) marker is placed on the
successful, then Advance to relieve Peking (see “Improving indicated numbered box for that wall.
Speed:“ on page 9).
Th is turn
5 only you may prevent any
UP THE
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FORTIFYING:
For 1 Action, the player may increase the THE INTERNATIONAL GUN:
Compound’s Fortification Level by one, up to a +1 to Hit
This unit can only use its “+1 To Hit” modifier
Legation
fortification maximum of four. Adjust the Fortification marker when firing at Long and Extreme Range
on its Track accordingly to indicate the present +3 C. casualties
space. Its “+3 Chinese Casualties” modifier
Fortification Level of the Compound. is not applied versus Chinese units in Street
Fighting spaces (only) as it cannot conduct combat in
REDUCING FORTIFICATION LEVELS: those spaces; this is symbolized by the gun’s Wall space
The Legation Compound Fortification Level can never be placement on the map (as a reminder). The International
reduced below 0. Gun can operate without Legation Defenders in the same
Wall Space and any Melee Casualties for the Legations are
FIRE ATTACKS: ignored (this is a last gasp effort to keep the Attackers out
For 1 Action, the Legation unit(s) defending a particular “wall” of the streets).
(i.e., direction of approach by the Chinese) may launch a Fire
Attack against the Chinese unit in the Long Range or Extreme EXAMPLE CONTINUED:The Chinese Qing unit on the
Range space of that Track. Fire Attacks are not allowed against Extreme Range space of the North Track has a Strength of 6
Chinese units in the Wall or Street Fighting spaces (see “Melee CP. On the North Track the player has the Russian Legation
Attacks” on page 6). unit, the Italian Legation unit (+1 To Hit at Extreme Range)
and the International Gun (+1 To Hit and +3 Casualties at
Long or Extreme Range).
IMPORTANT:All Legation units on a wall fire as one
collective action (including the International gun), not The player spends 1 Action to conduct a Fire Attack. A To
as individual units along wall. Legation units DRM are Hit die is cast and the result is a 5, with a +2 DRM (die roll
cumulative during the action on the wall. modifier) for the combined effects of Italians and International
Gun participating, for a total of 7, which is greater than the
unit’s CP of 6, and so a Hit is scored against this Qing force!
“TO HIT” PROCEDURE
A Casualties die is rolled with a result of 2. Two losses
First, a die roll is made to see if the approaching Chinese
are suffered by the Qing force, +3 for the presence of the
unit is “Hit.” This is called a “To Hit” die roll. The result
International Gun, and -1 for it being in the Extreme Range
of this die roll is modified by the participation of certain
space on its Track, for a net total of 4 Casualties. The North
Legation units and that modification in noted on the
CP marker is moved from the 6 to the 2 space to reflect these
particular Legations’ playing piece.
losses. Note that had this been a Boxer force targeted, its
If the modified To Hit result is less than or equal to the Casualties would have been one higher (as shown on the Boxer
Strength of the Chinese unit on that Track, the result is a playing piece).
“Miss” and there is no effect.
If the modified To Hit result is greater than the Strength
of the Chinese unit on that Track, the result is a “Hit” MELEE ATTACKS
and a second die roll is made to inflict Casualties on that For 1 Action, the Legation unit(s) defending a particular wall
Chinese unit. may launch a Melee Attack against the Chinese unit in the
Wall or Street Fighting space of that Track. Melee Attacks are
not allowed against Chinese units in the Extreme Range or
Long Range spaces (see “Fire Attacks:“ on page 6).
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CASUALTIES PROCEDURE NOTE:The International Gun unit never suffers Casualties
Unlike a Fire Attack, no To Hit procedure is required; a and cannot be eliminated.
Melee Attack always Hits as the combatants are in close
combat.
EXAMPLE:A Chinese Boxer unit (+1 Casualties) with 4 CP
A Casualties die roll is made and Casualties are inflicted is in its Street Fighting (+1 Casualties) space. Defending that
upon both sides based upon this single die roll’s outcome. Track are the British (+1 Chinese Melee Casualty) and Japan
Chinese losses are suffered first, with the number of Legation (-1 Legation Melee Casualty) units; the Legation
Casualties inflicted equal to the result of the above die roll, Compound’s Fortification Level is 2. The player spends 1
plus one (+1) each if:that Chinese unit is a Boxer unit; if Action to conduct a Melee Attack and rolls a 3.
it is in the Street Fighting space on that Track; and if it is
confronting the Legation units from Austria, Britain or The Boxer unit suffers 6 Casualties (3 from the die roll result,
Germany. Reduce that Track’s Chinese unit CP marker by +1 from the Boxer unit, +1 from the British unit, and +1 for
the net amount of the Casualties inflicted. If a Chinese CP the Street Fighting space). Since it has only 4 CP, it is wiped
marker is reduced to 0 or less, that Chinese unit is removed out and removed from the map, with that CP marker left in its
from the map and its CP marker is left in its 0 space. 0 space.
Legation losses are applied next, with the number of
Casualties inflicted equal to the result of the above die The player’s forces suffer 4 Casualties (3 from the die roll
roll, adding one (+1) each if:that Chinese unit is a Boxer result, +1 for engaging a Boxer force, +1 for the Street Fighting
unit; if it is in the Street Fighting space on that Track; and space, and -1 for the Japanese unit). The Casualties are applied
if the Legation unit from Russia is defending that Track. as follows:-1 to British Strength, -1 to Japanese Strength,
Then subtract one (-1) loss if the Legation unit from Japan -1 to the Fortification Level (these three participants in that
is defending that Track, the Attacking Chinese Unit is at Melee Attack must take their losses evenly), with the remaining
1CP or, finally, subtract the Wall Value (either -1 or -2) as Casualty applied at the player’s discretion. Knowing there are
shown on the map when fighting at that space. other Melee Attacks to make this turn, the player opts to inflict
the loss on the British unit (to keep the Fortifications strong)
APPLYING LEGATION CASUALTIES FROM MELEE and reduces its associated Strength marker by 1 more.
When the Legation Casualties total 1 or more, they must
be applied to the unit(s) defending the Track where the
NOTE:that if the Casualty die roll had been a 6, the Chinese
Melee Attack took place (only) and, if desired, to the
forces would still have been wiped out, and the Legation’s
Fortification Level of the Legation Compound. Legation
mathematical total of ‘7’ losses would have inflicted 2 CP
Casualty results of 0 or less are ignored.
loses to each of the Legation units and the Fortification Level
When applied to Legation units, Casualties must be (which would be reduced to 0), plus a third CP loss to either
divided evenly if there are two units defending there (with Legation unit! Yikes! Close combat inside the Legations was
the player deciding which Legation unit suffers any odd bloody in the extreme and thus the nature of resolving that
Casualty). To apply Casualties to a Legation unit, reduce kind of fighting in the game.
its Combat Power marker on the Legation Strength Track
by the number of Casualties being applied. If it is reduced
to 0, further Casualties must be applied to the other KEEP UP THE FIRE:
Legation unit present on that Track or to the Fortification (Once this marker comes into play as a
Level (see below), if possible. When reduced to 0, that KeEP Special on a Legation card) using 1 Action
Legation unit is removed from the map and is out of play
UP THE
fire to activate place the marker in the ready box
until revived (see “Adding Legation Unit Combat Power next to the Draw Deck on the Legation Map.
(CPs):“ on page 8). If no Legation units remain in play, Once readied, use this marker to add a +1
the game immediately ends in a player defeat (see rule 8.1 to all Ranged Attacks from a particular wall. Once used,
on pg. 10). place back in the 0 space on the Legation Strength Track
Melee Attack Casualties can also be taken as reductions space. The Keep Up The Fire marker can be activated
to the Legation’s Fortification Level at a rate of 1 level per using 1 Action throughout the game once in play.
Casualty. The Fortification Level cannot be reduced below
0, nor can its losses in any single Melee Attack exceed the HEROIC EFFORT:
losses of each Legation unit involved in that Attack by Using 1 Action to activate place the marker
more than one. That is, you could take your initial loss in in the “Ready” box next to the Draw Deck on
Heroic
a Melee Attack from the Fortification Level but could not EfFort the Legation Map.
take a second Fortification Level as a loss in a Melee until Once readied, during any subsequent
the/each Legation unit(s) in that Attack has taken 1 loss. Legation Action phase, this marker may
7
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be used. Use 1 Action and this readied marker to drive back SUSTAINED ATTACK:
Chinese forces on any ONE track up to TWO spaces toward its A single Chinese unit can be the target of multiple Attacks
starting position at Extreme Range - no dice rolls required. The during a single Segment.
Chinese force can not be moved ‘off’ the track using Heroic
Action but only to the Extreme Range space. ENEMY MOVEMENT:
Once used, move the Heroic Effort marker into the “Not Chinese units do not Advance or Retreat because of
Ready” box. Legation Attacks. They always remain in place at this point
in the game turn and any potential movement is resolved
The Heroic Effort marker can also be readied by a successful
later.
roll on the Peitang Cathedral Defense table triggered by
particular Legation cards.
PEITANG CATHEDRAL DEFENSE:
Some cards provide the opportunity to attempt to aid the
5.4 CHINESE ADVANCE ON LEGATION MAP refugees taking shelter in the Peitang Cathedral - see game
After all of the player’s Legation Actions have been performed, map for details on the possibilities.
each surviving Chinese unit on a Legation Track Advances one
The fighting around Peitang Cathedral became a siege
space toward Fort Halliday. In some cases, Boxer units (only,
within a siege, as French and Italian troops were able to
not Qing units) may Advance two spaces that turn as indicated
successfully hold off wave after wave of attacks.
on the Legation or Relief Column card.
If a Chinese unit enters the Fort Halliday space, the game ADDING LEGATION UNIT COMBAT POWER (CPS):
immediately ends in a player defeat. Similarly, if Chinese units Replacements (“gains”) MUST be applied to a unit that
are in the Street Fighting spaces on at least three Tracks the is below its starting Combat Power (as shown by its flag
Legation is overrun and the game also ends immediately in a symbol on the Legation Strength Track). Replacements
player defeat (see rule 8.1 on pg. 10). only occur when prompted by a card, the only cards that
prompt replacements are Legation Cards: 5, 11, 17, 19. If
5.5 LEGATION MOVEMENT AFTER CHINESE ADVANCE all Legation Units are at their starting CP value, then a CP
Legation units in play (including the International Gun) gained by a unit can be used to exceed its starting Combat
may be freely moved from Tracks that do not have a Chinese Power, but it can never exceed 8 CP.
unit on its Wall or Street Fighting spaces (these are called A Legation unit revived (i.e., from 0 back to 1 Combat
“Unengaged” Legation units). They may be moved to any of Power) is immediately placed in any vacant Legation
the four Tracks, provided no more than two Legation units Defenders space.
(plus the International Gun unit) end this Movement Segment
there. No stacking is allowed in the Legation defense. Legation
units are placed in Legation Defenders boxes for the Track 6.0 RELIEF COLUMN PHASE
where they are located, while the International Gun unit is
placed in its box adjacent to the Wall space on that Track
denoted by the cannon symbol. 6.1 RELIEF COLUMN CARD DRAW
While a Chinese unit is at the Wall space or inside the At the start of the Relief Column Phase, a Relief card is drawn.
Compound on a Street Fighting space, the Legation unit(s)
on that Track is “pinned” and cannot be moved away. But, if 6.2 CHINESE PLACEMENT SEGMENT:
there is an empty defender space, another Legation unit can be This occurs at the beginning of the Relief Column Phase.
moved from a less threatened Track to help save the situation
Based on the Relief Column card drawn, simply add or remove
at the threatened one. from the Cup, if so indicated, the illustrated Chinese Blocking
unit, and then draw one at random from the Cup and place
5.6 OTHER LEGATION PROCEDURES it on top of the Eight-Nation Army unit located on the Relief
Column map.
INTELLIGENCE:
At the beginning of the Relief Column Phase turn, a new
If you conduct multiple wall Attacks in a turn, you are
Chinese blocking force arrives to impede the progress of the
entitled to know the results of the first (or second, etc.)
Relief Column en route to Peking. There can only be one
before deciding where, or even whether, to conduct the
Chinese Blocking unit on the Relief Column map at a time. At
next one.
the end of a turn it is removed during the Housekeeping
Phase.
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6.3 CHINESE BLOCKING FORCE ATTACKS IMPROVING COMBAT POWER:
After drawing a random Chinese Blocking unit from the For 1 Command, the player may improve the
cup, that Chinese Blocking unit then conducts an Attack, if Eight-Nation Army unit’s Combat Power by one
Combat
indicated by the card. Power box, up to a maximum Attacking die roll modifier
of +5. Adjust the Combat Power marker to
When the Blocking unit Attacks, roll a die roll ± any DRMs accordingly.
from the Eight- Nation Army unit’s Combat Power and
the Current card. Compare this sum to the Blocking unit’s RELIEF COLUMN ATTACKING THE BLOCKING FORCE:
Strength as follows: For 1 Command, the player may Attack the Chinese
If roll is less than the You are Defeated! Suffer 1 Loss. Blocking unit stacked on top of the Eight-Nation Army unit
Chinese Blocking Losses are applied (see “Relief during the Relief Column Chinese Placement Segment (see
unit’s strength: Column Losses:“ on page 10). rule 6.2 on pg. 8).
Stalemate! No effect OR Suffer To Attack the Blocking Chinese unit, roll a die ± any DRMs
If roll is equal to the from the Eight Nation Army unit’s Combat Power and
1 Loss if in a Danger Zone. The
Chinese Blocking the Current card. Compare this sum to the Blocking unit’s
fighting was inconclusive, which
unit’s strength: Strength as follows:
works to the enemy’s advantage!
If roll is greater then Victory! Place the Blocking unit
If roll is greater than
the Chinese Blocking Victory! No effect. in its Dispersed box for the rest
Chinese Blocking unit’s
unit’s strength: of this turn, allowing Advance
strength:
Commands to be made.
EXAMPLE:A Chinese Blocking Force Attack is called for this If roll is equal to the
Stalemate! No effect OR Suffer
turn and the Chinese Blocking unit for that turn is placed and 1 Loss if in a Danger Zone. The
Chinese Blocking unit’s
launches its Attack. fighting was inconclusive, which
strength:
The player draws the 5 strength Chinese Blocking unit from works to the enemy’s advantage!
the Cup. The Combat Power of the Eight-Nation Army is Defeat! Suffer 1 Loss OR Suffer
If roll is less than the
currently +2 and there are no die roll modifiers listed on the 2 Losses if in a Danger Zone.
Chinese Blocking unit’s
card. A die is rolled, and if the result were a 1 or 2 (with a Losses are applied (see “Relief
strength:
+2 modifier bringing the total to 3 or 4), the player would be Column Losses:“ on page 10).
Defeated and suffer 1 Loss. On a roll of 3 (+2 = 5, the same STAYING POWER:After making a second Attack on the same
strength at the Chinese army) the result would be a Stalemate turn, the Eight-Nation Army’s Combat Power is automatically
which would only result in 1 Loss if the Eight- Nation Army reduced by one (-1) box.
were in a Danger Zone or no-effect if not. And a roll of 4, 5,
or 6 (modified to 6, 7 or 8) would be greater than the Chinese
EXAMPLE:The Chinese Boxer/Qing Blocking unit with a
army strength and result in a player Victory – the Chinese Strength of 6 is atop of the Eight-Nation Army unit in Tiensin
Attack having no effect. (as shown). The player, wishing to “push the Chinese unit
aside,” spends 1 Command to Attack, and rolls a 3. To this
is added a +3 DRM from Eight-Nation Army unit’s Combat
6.4 RELIEF COLUMN COMMANDS
Power. The total is 6 (the die roll of 3 + 3 from the Combat
After the Actions are resolved at the Legation Compound, Power DRM); this is compared to the Chinese units’ Strength
the story shifts to the Relief Column map. Here, the player of 6. The values are equal and result in a Stalemate for no
receives a number of Commands that can be spent to either effect because Tiensin is not a Danger Zone space (had it
improve the Speed or Combat Power of the Eight-Nation Army been, the Eight-Nation Army unit would have suffered 1 loss
unit’s die roll modifiers (DRMs; as shown by the highest value (see “Relief Column Losses:“ on page 10)). Had the die roll
reached by that marker, blank spaces counting as the previous been lower, the player would have suffered 1 Loss from the
DRM space), or to Attack the Chinese Blocking unit opposing Blocking unit. Had the die roll been higher, the Blocking unit
it and, if successful, then Advance toward Peking to relieve the would have been defeated and sent to its Dispersed box and an
siege of the Legation Compound. Advance Command could have been issued next.
As it is, after this Stalemate and with only 1 Command left
NOTE:Commands cannot be saved between turns. for that turn, the player uses it to improve his Combat Power
and advances the marker to its +4 space on that Track. There is
IMPROVING SPEED: no benefit to Attacking again with the last Command for this turn
For 1 Command, the player may improve the if it cannot be followed-up by an immediate Advance attempt (as
Eight-Nation Army unit’s Speed by one box, up another Chinese Blocking unit comes back next turn).
SPEeD to a maximum Advancing die roll modifier of +3.
Adjust the Speed marker accordingly.
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RELIEF COLUMN ADVANCING:
For 1 Command, if the Chinese Blocking unit has been 7.0 HOUSEKEEPING
defeated (see above) and now resides in its Dispersed box, the
If the Eight-Nation Army unit is in Peking, the game now ends
player may attempt to Advance the Eight-Nation Army unit
(see rule 8.1 on pg. 10) and (see rule 8.2 on pg. 11).
closer to Peking.
Otherwise, return the Chinese Blocking unit on the Relief
To Advance the Eight-Nation Army unit, roll a die ± any
Column map to the Cup. If there is a card left in the Draw Pile
DRMs from the Eight-Nation Army unit’s Speed and the
on the Legation board, begin a new game turn.
Current card, then compare this sum to the outcomes as
follows on the Advancing table:
Advance! Move the Eight-Nation 8.0 VICTORY & DEFEAT
If roll is greater Army unit one space closer to Peking.
than 6 If it has reached the Peking space, the There are three ways to lose and one way to win “Keep Up The
game is over (see rule 8.2 on pg. 11). Fire!”, as explained below.
Maneuver! No effect OR Suffer 1 Loss
8.1 HOW TO LOSE:
if in a Danger Zone. Futile march and
If roll is equal to 6 Your troops at the Legation Compound must survive and
counter-march maneuvering gets you
nowhere! prevent the Compound from being overrun before the Relief
Column arrives. Thus, there are three ways to lose with some
Logistics problem! Suffer 1 Loss.
If roll is less alternate history to explain the outcome:
Losses are applied (see “Relief Column
than 6
Losses:“ on page 10).
DECISIVE DEFEAT
STAYING POWER:After making a second Advance on the A Chinese unit Advances into Fort Halliday or if 3 Street
same turn, the Eight- Nation Army’s Speed is automatically Fighting spaces are occupied by Chinese units:With the
reduced by one (-1) box. Legation Compound overrun, a massacre of embassy staff and
Legation defense forces ensues. This powerful and shocking
NOTE:If the road ahead is clear, why is there a risk to display of resistance by native forces to Imperialist ambitions
Advancing? The answer can be found in the logistical inspires a series of local uprisings throughout Africa and Asia,
problems of a late 19th century army. This die roll represents leading to the Russo-Japanese War for eastern Siberia in 1901
the availability of transport, rations, medical supplies, and the Anglo-German War for Southeast Africa in 1905.
ammunition, billeting, proper communications, the language Recriminations by, and finger-pointing among, the Eight
barrier in dealing with troops from eight different countries, Nations resolved nothing of their defeat in China and growing
and many other factors. unrest elsewhere. Continuing Imperial clashes would send the
whole of Europe and America into a Great War in 1912.
RELIEF COLUMN LOSSES:
SUBSTANTIVE DEFEAT
For each Loss suffered by the Eight-Nation Army, it must:
Your Legation troops are all eliminated (except, of course,
Lose 2 boxes of either Speed or Combat Power, or 1 box of for the International Gun, which cannot be eliminated):A
each, but never below their respective starting spaces; OR grim portrayal of Legation heroics versus inspired Chinese
Retreat 1 space back toward Taku (but this is not an option if nationalism is told to the press by the few Legation survivors.
the Eight-Nation Army unit is already at Taku). While there is wild jubilation among the Chinese, the Eight
Nations, stung in their national pride and fueled by jingoistic
One of the above must be fulfilled for each Loss unless yellow journalism, plan their return. By 1904, the Chinese
prohibited. If none of the above can be fulfilled, that Loss is have directed their swelling forces north to the liberation
ignored. (You have enough problems!) of Manchuria; here they are confronted once again by an
international force sent to relieve the siege of Port Arthur and
NOTE:The initial Relief Column in June and July of 1900 was return, once more, their flags to Peking.
woefully unprepared with only 500 to 1500 troops. There were
75,000 to 100,000 Chinese soldiers between the port city of
MODERATE DEFEAT
Taku and Peking.
The last card has been played but the Relief Column has
failed to arrive at the Peking space:The plight of the trapped
Legation Defenders forces them to sue for peace due to the
inability of the Eight-Nation Relief Army to reach Peking
in time. They sign The Treaty of The Harmonious Fists and
Divine Empire, the main provision of which forces the Allied
Powers to relinquish their trade ports and military bases in
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China. Without a common enemy to fight, forces within China how best to combine and use them. The mechanic that will
turn upon each other to the brink of civil war, while the Allied probably cause the most headaches is the one I developed for
Nations refocus their Imperialist efforts elsewhere across the melee. Close combat in this urban setting meant things could
globe, with rising tensions come a host of smaller wars for the get very bloody very fast. I also wanted the dice to handle
next fifteen years. the possibility of fanatical fighting by the Chinese locked
in deadly melee - which I think they do, but players used
8.2 HOW TO WIN: to more predicable formula for assessing casualties may be
disconcerted.
If the Eight-Nation Army unit arrives in the Peking space
before a defeat occurs (above), victory has been achieved. With the mechanics for the Legation fighting done I turned to
the Relief Army. My first go at the design for the Eight-Nation
To determine the level of victory you have achieved, Victory Relief Army did reflect the historical realities of the Summer
Points (VPs) are scored and compared to the table below: of 1900 but it was not a lot of fun. In stepped the developer
1 VP For each CP of surviving Legation units Alan Emrich to offer a refined mechanic that not only allowed
players to explore the approach taken historically but provided
1 VP For each remaining card left in the Draw Pile more excitement and tension.
For each of the current DRMs of the Eight- The last element in the design was the decision to include a
1 VP Nation Army’s Speed and Combat Power
deck of ‘Event Cards’ that could add to the challenges for the
25 VPs For a readied Heroic Effort marker players - both in a good way and a bad way. These cards also
allowed for more historical themes and the chance to include
Compare this VP score to the table below to find out your level
some of the vintage artwork and photos of the period. Their
of success:
random placement in the draw decks and the vagaries of the
70+ VPs: Decisive Victory rolled dice means no two games are alike. This was a true team
effort, and many design enhancements were accomplished
63 - 69 VPs: Substantive Victory through this process. I hope you enjoy the results of what is
46 - 62 VPs: Moderate Victory (historical outcome) truly an amazing collaboration. – John Welch
27 - 45 VPs: Minor Victory
≤ 26 VPs: Pyrrhic Victory A note on the 2nd Edition. I was very fortunate to be
approached by the good people at Worthington Games in
December 2020 for the opportunity to upgrade the original
9.0 DESIGNER NOTES AND Keep Up The Fire! for its 10th anniversary. The component
upgrades were phenomenal and the artwork stunning. The
ACKNOWLEDGMENTS original footprint of the game was expanded to include two
Thank you for purchasing this game. Keep Up The Fire! began mounted boards and two draw decks to better capture the
for me after successfully pitching my first game, Levee en Masse, multifaceted nature of the game play.
to Alan Emrich at GMT West in October 2009. By the time
I had made the drive home, the basic design was done - the With more room on the full-sized cards to work with,
Boxer Rebellion seemed the perfect backdrop for a game about additional art and photos could be added along with more
sieges. The game would feature a tactical battle at the Foreign player action choices. Two elements of the game not in the
Legation Compound in Peking and a more strategic element original version are now presented in the form of the Heroic
as the player would battle to get the Eight-Nation Relief Army Action and Keep Up The Fire markers/mechanics with rules
from the coast to Peking before time ran out. to add even more depth and more tough choices for the player.
Given the sheer volume of games coming out, I am very grateful
I wanted my second game to have some novel design features. for this opportunity and I hope you enjoy playing the deluxe
The first challenge was a mechanic that would allow for a edition of Keep Up The Fire! as much as I did designing it.
virtually non-stop set of attacks by anti-imperialist Chinese
forces against the beleaguered defenders of the Embassy
Compound. My initial attempts were over-complicated but a
system that was streamlined and simple soon emerged. 10.0 HISTORICAL NOTES
Differentiating the eight nations in Peking led to assigning
The summer of 1900 saw the formation of a perfect storm
them strength values based on their historical numbers. Each
of conflict over the northern provinces of China. Atop
Legation Force also developed modifiers that both reflected
an anachronistic and arrogant national government sat
their unique qualities (e.g., the Japanese were able to return a
the Empress Dowager Tsu His (or Cixi). Her unenviable
high percentage of their wounded back into action and thus
task was to protect the dying and unpopular Manchu (or
they receive a -1 to casualties) and provided the player with
Qing) dynasty—the last of the Chinese dynasties—while
some vital decisions about where to place these units and
simultaneously dealing with encroaching imperialist powers,
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chiefly Japan, Russia and Great Britain, along with numerous up in the Tientsin concessions, and the diplomatic legations
lesser threats, including the United States. in Peking were likewise besieged. “Support the Qing! Kill
These nations wanted to secure their commercial interests in the foreigner!” became the rallying cry of the Boxers, and
the Middle Kingdom, and to do so they were ready to build the Empress Dowager made the fateful decision to fully ally
factories and railroads, pressure or bribe government officials, herself and her dynasty with this growing, vigorous militia.
and, if necessary, use military coercion to obtain concessions. The resolution of the crisis would see the beginning of the end
While tradesmen and generals were busily carving up the flesh of the Qing Dynasty, as well as the rise of both Japan and the
and blood of China, Christian missionaries were wrestling for United States as world powers.
its soul. Catholics and Protestants were converting thousands
to Christianity, threatening the Confucian and Buddhist Now in John Welch’s innovative simulation of the Boxer
underpinnings of Chinese society. Rebellion, you have the chance to recreate history…or
The Empress was forced to sit and watch while foreigners change its course for better or for worse. The diplomats, their
gobbled up a proud but impotent ancient empire. As the 19th families, and their Chinese allies are once again besieged in
century drew to a close, the government in Peking (modern Peking, surrounded by shouts of “Sha! Sha!” (“Kill! Kill!),
spelling Beijing) faced increasing challenges and pressures. incessant sniper fire, and desperate assaults on their protective
War debts and corruption in the provincial governments barricades. Meanwhile you must organize and command
caused a severe fiscal crisis in 1897. the multinational relief column at Taku and fight your way
That same year, two German missionaries were murdered by a through ever-growing Chinese defenses to reach Peking before
group of ruffians in Shantung Province. Berlin’s response was a massacre happens. To succeed and save the legations, you
a demand for reparations and the sudden seizure of Kiaochow. will have to fend off bloodthirsty Boxers, time your attacks
Russia joined in the scramble and took Port Arthur and and bold advances for maximum effect, and above all else…
Dairen. Soon Japan and the European powers jumped into the Keep Up the Fire! To read more about the history behind this
fray, each with demands for ports and land grants for railroads. game, check out The China Relief Expedition: Joint Coalition
Only Italy and the United States refrained from taking Warfare in China Summer 1900 Prepared by LTC(R) Robert
advantage of the situation. R. Leonhard, Ph.D.
By the summer of 1900, matters had come to a head. Hundreds https://www.jhuapl.edu/Content/documents/China%20ReliefSm.pdf
of foreigners and their Chinese Christian allies were bottled
RULE QUESTIONS:
We would love to hear from you. Please frame your question in a “Yes” or “No” style and email it to us at:
worthingtonpublishing@gmail.com
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