B4B Rules.indd - One Small Step Store

B4B Rules.indd - One Small Step Store
Battle for Baghdad
Battle for Baghdad is a game for three to six players, each
controlling a Faction vying for control of the city of Baghdad. Players
have a wide range of military, political and infowar resources which
they use to fight each other and seize their objectives. The game
takes approximately two to four hours to play.
Command Cards
Each Faction begins with five Command cards. Each Command card
represents a specific headquarters and its respective infrastructure.
The color of a Faction’s Command Cards match the Faction’s color.
Each Command card has a numeric Command value and a
Command Type (Conventional or Unconventional).
Faction Screens
Each Faction has a screen. This is a tent-like structure that presents
the Faction name on the front, and the special rules and abilities of
the Faction on the back.
If a Faction engages in combat, it must allocate one of its
Command cards to the combat, if it has one.
If a Command card is allocated to a Combat, its Command Value
is added to the value of any forces that Faction also committed to
the combat.
Command cards can be Neutralized by the successful play of an
Offense card by the enemy in Combat.
Take the Faction screen for your respective Faction, and place it in
front of you, with the front towards the map, and the back towards
you, for easy reference.
The numbers of cards, counters, or markers possessed is open for
all players to inspect at any time.
Each player has a hand of Arms Bazaar cards. While all players are
permitted to know how many Arms Bazaar cards form the hands of
the other players, they may not see the types of these cards unless
a game effect gives them this ability.
Faction screens contain all of your special rules and victory
conditions, and are available for review by any player at any time.
Players should fold their respective Faction screens in the fashion
shown above. The screens sit on the table in front of their owners
like nameplates. Players may wish to use paperclips to pin together
A and B as shown in the diagram, if needed, to help their screens
stand up. This shouldn’t be necessary, but makes a more rigid
Faction Colors
Shiite Iraqis (Blue)
Sunni Iraqis (Red)
Iraqi Government (Purple)
United States (Green)
Jihadists (Black)
NGOs (Gold)
Map of baghdad
Place the map of the city of Baghdad in the center of the table.
The map is composed of 23 Zones. Each Zone has a Political Point
value and a name.
Each Zone name is printed in a color matching the color of a
specific Faction. Some Zone names are grey. These are contested
and have no basic loyalty to any Faction.
If a Zone’s name appears in a Faction’s color, that Zone is affiliated
with that Faction. This has occasional impact on play, including
where a Faction can spawn units and what Zones a Faction must
control for Victory.
Some also have symbols to indicate whether the Zone is an
Airport, whether it is Fortified, or whether it is a Sanctuary.
If the United States, NGO, or Iraqi Government player controls
an Airport Zone, that Faction can use Airborne Movement. Other
Factions may never use Airborne Movement.
Units defending the Fortified Zone are increased in combat power.
Forces may never combat each other in the Sanctuary Zone.
Otherwise, all Zones are open to combat.
Cheat Cards
The six Cheat cards provide helpful reminders for players. The
Combat sides are used by Factions involved in battle and provide a
checklist of how to resolve combat.
The other sides are used to provide reminders of what the other
Faction’s special Victory Conditions are. Players are encouraged to
pay attention to this to help prevent a sneaky opponent from too
easily pulling out a win.
Arms Bazaar Cards
Arms Bazaar cards compose players’ respective hands. Each Arms
Bazaar card has at least one function, described in a paragraph of
text on the card itself.
The maximum number of Arms Bazaar cards that a Faction may
possess is recorded on the back of that Faction’s screen.
If an Arms Bazaar card instructions contradict other rules in the
game, then the Arms Bazaar text takes precedence.
Some Arms Bazaar cards have symbols in the upper right-hand
corner. Bullets represent Offense and Shields represent Defense
cards. Offense and defense cards may only be played in combat.
Some other Arms Bazaar cards contain these symbols in the
upper-right hand corner.
Played individually, cards containing these symbols have no
special effect on the game, other than what is printed on them.
Played in specific combinations, they have very powerful alternative
effects. Combination effects replace individual card effects.
Play during your Movement step. Select an opposing player to
show you all the Arms Bazaar cards in his hand. Pick two of that
player’s Arms Bazaar cards and place them in your hand.
Played at the start of the Initiative Phase. Instead of the normal
Initiative bid, you take it automatically. In addition, immediately
draw an extra Arms Bazaar card. If multiple players conduct a
Political Maneuver, the last play wins. It’s a game of Chicken.
Play during your Movement step. Create a Defection. See the
Defection rules in the Glossary for more information.
Generally, whether played singly or in combinations, Arms Bazaar
cards are discarded when played. See the Combat rules for an
exception. Note that wording on the cards is gospel. At any time
when there is an opportunity to gain new Arms Bazaar cards, cards
from a player’s hand can be discarded to make room if that player
desires. Maximum hand size may never be exceeded.
Arab Street Cards
Arab Street cards describe the challenges faced by the Baghdad
population, and the resulting Political opportunities for assisting
the local populace in meeting those challenges for the Factions.
Most Arab Street cards place Political Points into specific Zones
on the map. This placement represents the growth of unrest in that
Zone caused by unmet needs for security, water, electricity, etc.
Specific instructions are written on each card.
Other Arab Street cards represent special events such as Elections.
Twenty-Sided Dice
The game uses 20-sided dice.
Unlike most wargames, the dice are not rolled to generate random
numbers. Players use these to show force commitment levels in
combat from 0 to 19. The “20” face represents a zero, and indicates
a commitment of no units.
Faction Counters
Each Faction begins with approximately 30 counters of their
respective color. The actual number varies between Factions.
About half of the counters are Security forces and half are
Security units costs two Political Points each to Recruit, and can
move around the map. Each Security unit can collect one Political
Point in any Zone it occupies that also contains Political Point
markers during any Civic Action phase.
Infrastructure units cost one Political Point each to Recruit.
Infrastructure units may not move. Each Infrastructure unit can
collect three Political Points in any Zone it occupies that also
contains Political Point markers during any Civic Action phase.
Political Point Markers
The white markers with numbers from one to five printed on
them represent Political Points, and act as currency in the game.
They are typically placed upon the map via Arab Street cards, but
are also rewarded to the victor in combat, or for play of certain Arms
Bazaar Cards.
Once placed on the map, Political Point markers may not move,
though players can collect them, trade them, and use them for other
specified game functions.
The Glossary
Many important game functions and terms are explained in the
Glossary at the end of the rules. Players should read the Glossary
thoroughly before beginning play of the game. Note that there are a
few rules there not found anywhere else.
Game Setup
Place the map face-up in the middle of the playing surface.
Shuffle the Cards
Shuffle the Arab Street cards and place them in a single stack in
the appropriate box on the map.
Shuffle the Arms Bazaar cards and place them in a separate stack
in the appropriate box on the map.
The Bank
Set all of the Political Point markers in a pile (the Bank) alongside
the map. Players can take Political Point markers from the Bank or
place Political Point markers in the Bank in accordance with the
rules. Political points that have been expended are placed back in
the Bank.
Select Factions
Select Factions from the table, below. The Factions that play are
based upon the number of players.
Number of Players
Three Players
Four Players
Five Players
Six Players
Factions in Play
Shiite, Sunni, Iraqi Government
Add United States
Add Jihadists
Add NGOs
Players randomly select which Factions they will play. Take one
counter from each Faction in play, and conceal them in a cup.
Each player randomly draws one, and takes control of the Faction
represented on the counter.
Alternatively, players may deliberately select which Factions they
will play.
When a player determines his or her Faction, that player then
takes possession of that Faction’s counters, Command cards, and
Faction screen.
Seating and Play Order
Note that faction order and seating order are not necessarily the
same. Some game functions are performed in faction order, some
are performed sequentially around the table, counter-clockwise.
Starting Forces
Each Faction begins the game with some units on the map, some
Political Points in their possession, and some Arms Bazaar cards in
their hand. All specified starting units must start on the map.
Each Faction places its Starting Forces units on the map in
Affiliated Zones, in the order that the Faction appears in the Select
Factions table, above. (The Shi’ite player always places all units first,
followed by the Sunni, Iraqi Government, US, Jihadist, and finally
the NGO player.)
Arms Bazaar cards are drawn randomly.
Sequence of Play
The game is played in series of Turns. Each turn is composed of a
specific number of discrete phases carried out in a specified order.
General Course of Play: During the first phase of each turn, players
ascertain which Faction has the Initiative. The player controlling the
Faction with Initiative selects one Faction to act first in each Phase for
the remainder of the current turn. The player may choose any Faction,
including his own.
Players execute each Phase in the Sequence of Play before moving
to the next Phase. Phases may not be executed out of sequence or
After the First Player acts during each Phase, the remaining players
take their actions, one at a time, in counter-clockwise order around
the table.
The Sequence of Play appears on the Map for ease of reference.
Initiative Phase
In Battle for Baghdad, winning Initiative does not mean that you act
first per se. It does mean that you choose who acts first. You can choose
yourself, but do not have to.
On the first turn, the Shi’ite player bids first for Initiative with the
other players following. On the second and subsequent turns, the
player who won the Initiative on the previous turn bids first.
To determine initiative, the first player verbally bids a number of
Political Points from zero to the total he possesses. The player to
his or her right can then pass (making no bid), or bid more than the
current highest bid.
This process repeats itself around the table as many times as
necessary until all players but one have consecutively passed. A
player may pass in one round then bid in a subsequent round. To win
initiative, all players must have had the opportunity to bid and have
passed on the high bid.
Every player must pay to the Bank the number of Political Points he
bid. Those who passed every time pay nothing.
The player who bid the highest wins the Initiative.
If no one bids for Initiative, the first player who could have bid wins
the Initiative at no cost.
The player who wins Initiative selects one player to be First Player
for the rest of the current turn. That player acts first in every Phase
of that turn.
In a given Phase, play passes counter-clockwise around the table.
Arab Street Phase
One player turns face-up three Arab Street cards. This can be any
player. It does not make a difference.
Cards are drawn from the top of the Arab Street deck.
Cards are turned up one at a time, slowly, and resolved completely
before the next card is drawn. Some Arab Street cards, and the play
of select Arms Bazaar cards, can stop further Arab Street card draws.
In most cases, each Arab Street card places Political Points in one
or more Zones. In this case, take the designated number of Political
Points from the Bank and place them in the designated Zone.
Other Arab Street cards direct players to take specified actions.
Arms Bazaar Phase
Each player has a maximum hand size printed on his Faction panel.
If taking a card will put a player over the limit, the player must discard
a card to make space.
The First Player (as determined by the player who won Initiative
during the Initiative Phase) draws a number of Arms Bazaar cards from
the top of the deck equal to the number of players.
The First Player examines the cards without showing them to the
other players. He then selects one, places it in his hand, and passes
the rest to the player to the right.
That player selects one card, places it in his hand, and hands the
rest to the player to the right.
This process continues until all players are able to select a card.
A player is never required to take a card. Discard cards not taken.
If the last card of the Arms Bazaar deck is taken, reshuffle the deck
and resume play.
Coalition Phase
During the Coalition Phase, players may make deals that involve
the exchange of cards, Political Points, or other arrangements such as
alliance to accomplish some specific goal. We have left this vague on
purpose in order to allow players a free application of creativity here.
So long as the rules are no violated, players may make any agreement
that they wish. Any agreement made during this phase is considered
binding until the next Coalition Phase.
Action Phase
Every player’s Action Phase is composed of a Recruit Step and a
Move Step.
Recruit Step
The acting player may purchase as many units and/or Arms Bazaar
cards as he can afford and in accordance with the rules below.
The player pays one Political Point per Infrastructure unit, and two
Political Points per Security Unit.
Players may not purchase counters in excess of the printed counters
provided with the game.
The Phasing player places (spawns) Purchased units on the map.
The player may only Spawn Infrastructure units in Affiliated Zones,
Zones his Faction Controls with at least one Security, or Zones listed
as Spawn locations on his Faction Screen.
The player may only spawn Security units in Affiliated Zones, Zones
his Faction Controls with at least one Infrastructure, or Zones listed as
Spawn locations on his Faction Screen.
Units may be spawned in Affiliated Zones or Zones listed as Spawn
locations regardless of who controls them. (For example, the US
player could spawn units in the Green Zone even if it is occupied by
Jihadist units.
The player can purchase a Neutralized Command card by paying a
number of Political Points equal to twice its combat value. This restores
that Command card to his possession. The player can purchase more
than one Command card per turn if he has the Political Points. A player
may not purchase Command cards belonging to other Factions.
The player may also purchase the top card from the Arms Bazaar
deck at a cost in Political Points equal to the number of Political Points
bid by the winning player for Initiative.
If no players bid for Initiative, then the cost per card is one Political
The player can buy cards up to his Faction’s Maximum Hand Size.
If a unit is required for recruiting other units in a zone, then that
unit must be there at the start of the current Recruit step of the
current player. You cannot recruit a unit in a zone and then use it to
recruit other units in that turn.
Move Step
The Phasing player may take Moves up to the Moves per Turn limit
shown on the player’s Faction screen. Most Factions may make two
Moves per turn. The US Faction gets three. The NGOs may only make
Only security units may move. Infrastructure and political points
may not move or be moved.
A normal Move is the movement of one stack of friendly Security
units from one Zone to another Zone. This may be some or all units
in that Zone.
A stack may move up to three Zones in a single move.
During a Move, other Security units from the same Faction may be
picked up or dropped off as desired to or from Zones passed through.
Units that are dropped off may move no further in that Move. Units
that are picked up must move with the stack picking them up, though
they may be dropped off.
A player may divide the units in a single Zone into more than one
stack for movement, but each moving stack counts as one Move.
Entering a Zone with units of another Faction stops the Move.
Crossing the River stops the Move on the other side of the River.
A Move may begin in a Zone occupied by units of another Faction.
Special Moves
Underground Movement
Sunni and Shiite Units may make a special Move called Underground
An Underground Move must originate in a Zone affiliated with the
Faction of the moving stack, and must end in another Zone affiliated
with the phasing player’s Faction.
The starting and ending Zones may contain units of other players.
All Zones in-between these two Zones are ignored with respect to
who occupies or Controls them.
Underground Moves may be any distance from Affiliated Zone to
Affiliated Zone.
The River and the presence of other Factions’ units do not affect
Undergound Movement.
Underground Movement may only be performed once per turn
per Faction. Units may not be picked up or dropped off during
Underground Moves.
Airmobile Movement
If the US, NGO, or Iraqi player Control an Airport Zone, that Faction
may use Airmobile Movement, if desired. This permits that Faction to
move a stack any distance, ”flying” over enemy units and the River.
A player may make a maximum of one Airmobile move per airport
controlled per turn.
That Faction’s units may be picked up from any one Zone, not
necessarily an Airport, and placed in any target Zone as a single Move.
Units may not be picked up or dropped off along the way during an
airmobile move.
Control of an Airport for Airmobile Movement is determined at the
end of the Coalition Phase.
Underground and Airmobile Moves are not additional Moves. They
count against the Faction’s total moves for the turn.
Multiple Moves
Most Factions may conduct more than one Move per turn. A
particular unit may be part of more than one Move. All Factions
complate all Movement prior to going to the Combat Phase.
Combat Phase
If units from two or more Factions occupy a Zone during this Phase,
those units must engage in Combat. Combat is mandatory for forces
of different Factions in the same Zone, unless the Zone is a Sanctuary
or one of the Factions is Peacekeeping.
All Combats involving units owned by the First Player are resolved
first, in any order he specifies.
When all those Combats are resolved, the Combats involving units
possessed by the Second Player to the right are resolved, and so on.
No Combat is allowed in the Grand Mosque Zone. It is a Sanctuary,
and units must peacefully coexist in that Zone. Combat involves
exactly two Factions. If units from more than two Factions occupy a
Zone, the player among them who acts the soonest chooses one of
the remaining Factions to engage in combat.
When that Combat is concluded, this selection process is repeated
by the players owning the surviving forces until only one Faction’s
forces remain.
Units from multiple Factions may not be combined in a single
combat against another Faction.
Operational Plans
When the two combatants are determined, each takes a Combat
card, and follows the steps described to compose their respective
Operational Plans.
Each player will cup his or her hand and conceal behind it the
following elements of their Operational Plan:
One Command or Network card
One Offense card
One Defense card
A 20-sided die set to the number of units commited to the battle
A player must play a Command card as long as he has one. If he has
none available, then he still participates in combat but can play no
Offense card or Defense card.
A player can play a Network Arms Bazaar card in place of a Command
card if he possesses one. Instructions are on the card.
A Network Arms Bazaar card played in place of a Command allows
for the play of both Conventional and Unconventional cards.
Offense and Defense cards that are played come from the Player’s
hand and must match the type of the Command card selected. An
Unconventional Defense card may be played only if an Unconventional
Command card was played as part of the Operational Plan. It could not
be played with a Conventional Command. Some Command cards will
allow play of either type of Offense and Defense.
The combatants may both play Offense and Defense cards regardless
of who initiated the battle.
A player does not have to play Offense or Defense cards.
A player may not commit more forces than he or she possesses
in that Zone. Setting the die to “20” equals zero units committed.
Resolving Combat
When both players have finished composing their respective
Operational Plans, they are simultaneously revealed.
Compare any Offense and Defense cards played. Any Offense
that can Neutralize the Command card the enemy played and that
is not blocked by the target’s Defense card Neutralizes the enemy
Command card. A Neutralized Command card is taken out of the
battle and is placed in a Neutralized pile near the map. Both sides’
Command cards can be Neutralized in the battle.
If a player’s Command was not Neutralized, then the player adds
the number of forces committed, as indicated by the die, to the
Command Value of his Command card used.
The player with the higher total wins the Combat. The winner
eliminates the number of units he Committed. The winning player
can select any mix of Security and Infrastructure to take as casualties,
as long as they were in the Zone in which the combat took place.
These units are placed back behind the owning Faction’s screen
for later Recruitment. The winner may also retain any Offense of
Defense cards committed to the combat.
The player with the lower total loses the Combat. All of that
Faction’s units in that Zone are removed. All Arms Bazaar cards that
he played in the Combat are lost.
The loser’s Command card is not eliminated or neutralized for
losing the combat. A Command card is Neutralized by an effective,
unblocked Offense card. Non-neutralized Command cards are
returned to the owning player after combat concludes.
In the event of a Tie, the player acting sooner in the turn’s
Initiative order wins.
The winner takes from the Bank a number of Political Points equal
to one per enemy unit Eliminated (not just the number commited),
plus the Command Value of the opposing Command, if Neutralized.
Units and Combat
Each unit counts as one point of strength for combat. US units
count as two points each.
Units in a Fortified Zone are Incremented. This increases the value
of non-US units to two, and increases US unit value to three each.
Units that count as two or three in Combat also count as two or
three for determining Political Points when eliminated.
You may never set more than 19 for a single combat.
Fortified Zones
To gain the Fortified Zone effect, you must have controlled that
Zone at the end of the Coalition phase. For example, suppose the
US has three units in the Green Zone at the end of the Coalition
phase and the Shi’ite player moves nine units into the Green Zone.
US units committed to combat in it would count as three each,
while Shi’ite units would be one each.
Arms Bazaar Cards Post Combat
Certain Arms Bazaar cards will provide modifications to the rules
of combat. For example, a Collateral Damage card will reverse who
gains Political Points for winning or losing.
Screen. This Victory Condition may only be met by that Faction.
MultiPlayer Win
If one or more Factions have met at least one of their Victory
Conditions at the end of any turn, the players controlling those
Factions win the game together.
If no Faction has met the Victory Conditions by the end of a sixplayer game, the NGO player wins.
If no Faction has met the Victory Conditions by the end of a fiveplayer game, the Jihadist player wins.
If no Faction has met the Victory Conditions by the end of a three
or four-player game, no player wins. Baghdad, and Iraq sinks into a
decades-long morass of civil strife.
Civic Action Phase
Players collect Political Points on the map from occupied Zones.
In the event that units from more than one Faction occupy a
single Zone, the First Player collects first at the maximum rate his
occupying units can collect. The next player does the same, until all
have collected as many as they could, or until all Points are collected.
Factions collect Political Points in Zones occupied at the rate of
one per Security unit possessed in that Zone, and three per turn per
Infrastructure unit possessed in that Zone.
Units that are doubled or tripled for combat count only at their
basic value for collecting Political Points.
Each Faction’s screen describes how many additional Political
Points that Faction receives from the Bank during each Civic Action
Phase. This represents support from off-map constituencies.
On Map Organization
There is no limit to the number of units that may be in Zone. Units
of more than one Faction may be in a single Zone, though this will
generally lead to combat.
Players may examine any units on the map, in the Neutralized pile
of Command cards, the Command cards possessed by players, and
the Political Point markers possessed by players at any time.
You are required to tell other players how many Arms Bazaar cards
you possess but not their type unless some game effect requires it.
End of Game
The game ends at the conclusion of the Civic Action Phase during
the turn in which the last Arab Street card was turned up or if one
or more players end a Civic Action Phase having met one or more
Victory Conditions.
Arab Street Deck
Several Arab Street cards are turned up every turn during the Arab
Street Phase. The game ends at the end of the turn during which the
Arab Street deck is depleted.
Victory Conditions
There are two Victory Conditions for every Faction.
The first is the Standard Victory Condition that all Factions may
use. A Faction wins if it accumulates 120 Political Points. Each
Zone a Faction Controls counts as ten additional Political Points for
purposes of this calculation.
Each Faction also has a special Victory Condition printed on its
All Factions begin the game with five Command cards. All of these
Commands are Active. That means they begin the game behind their
respective owners’ screens, and are available to be used in Combat.
Command Cards can be Neutralized. This removes them from the
Active pool behind the owner’s Faction screen, and places them in a
Neutralized pile. While Neutralized, they can not be used.
This is the color coding of a Zone. It is explained fully under the
Zone entry.
Controlled Affiliated Zone. To count as a CAZ, a zone must be
Controlled (see Control, below) in addition to being affiliated.
Some Arms Bazaar cards have a Connections symbol (jigsaw puzzle
pieces) in the upper right-hand corner. This symbol represents
political or social connections that your forces possess.
Cards containing the Connections symbol may be played in
combination with cards containing Hearts symbols and Minds
symbols for additional, powerful effects described on the map. See
Hearts and Minds.
Control is used to describe the exclusive occupation of a Zone by
a single Faction.
When a Faction has one or more Security and/or Infrastructure
counters in a Zone, and no other Factions have any counters in that
Zone, the occupying Faction is said to Control that Zone.
If one or more counters from another Faction enter that Zone, no
Faction then Controls that Zone. See Occupation.
Control of a Zone is lost the instant hostile units enter the Zone,
and is restored the instant that the conditions for Control exist.
If Peacekeeping units occupy a Zone with units from one other
Faction, the other Faction’s units Control the Zone, and the
Peacekeeping units Occupy it.
A counter is a small, square playing-piece representing one
Security or Infrastructure detail possessed by a Faction. A counter
is also called a Unit.
Whenever players have to take some action and the order is not
otherwise specified, the play passes in counter-clockwise direction.
Defection is a game function in which one player can force hostile
units on the board to change allegiance.
The player initiating the Defection targets a force possessed by
one other Faction. The player initiating the Defection selects one
Zone, and the targeted player must remove three of his Units in that
Zone. If he has fewer than three Units, all are removed.
The player initiating the Defection may replace some or all of
the Units removed with Units of the same type from his force pool
immediately, if available, and at no cost. If none are available, then
simply eliminate the defecting unit.
Defection does not count as combat.
Counters on the map represent Security and Infrastructure forces
possessed by the various Factions. Card play and Combat can
Eliminate these units. Eliminated units are removed from the map
and placed behind the owning Faction’s screen in their Force Pool.
They may be recruited again.
There are six Factions in Battle for Baghdad – the Iraqi Government,
the United States Military, Sunni Iraqis, Shi’ite Iraqis, Jihadists, and
Non-Governmental Organizations. Each player in Battle for Baghdad
controls one of the six Factions.
Each Faction possesses a Faction Screen, five Command cards,
and several dozen cardboard counters that represent that Faction’s
respective military forces and infrastructure.
Each Faction has unique abilities and victory conditions.
A Force is one or more units in the same Zone, conducting the
same action, like moving, attacking, or defending.
Force Pool
This is all the units of a player that are not currently deployed
on the map. They are kept behind the player’s Faction card. They
can be placed on the map via Recruiting, as a result of various Arms
Bazaar Cards, or by Defection.
Fortified Zone
The Green Zone is heavily Fortified. A Faction that Controls a
Fortified Zone at the end of a turn’s Coalition Phase has all of its
Units Incremented. This adds one to the combat value of each of
that Faction’s units in Combats that take place in the Fortified Zone.
US Units normally count double in Combat. If in the Green Zone,
they are Incremented, increasing their individual value to three.
Some Arms Bazaar cards have a Hearts symbol in the upper righthand corner. This symbol represents information operations and
PSYOP resources that your forces possess.
Cards containing the Hearts symbol may be played in combination
with cards containing Connections symbols and Minds symbols for
additional, powerful effects described on the map. See Connections
and Minds.
Incrementing is the increasing of the combat strength of units by
one per unit.
Normally, each unit is worth one point in combat. An incremented
unit is worth two.
Each US unit is already worth two in combat. Incrementing them
increases their combat value to three each.
The value of a unit in combat increases the amount the owning
Faction can commit, and lose, in a combat.
The value of units lost in some game functions, like combat, also
carries a Political Point cost or award. The Political Points lost or
awarded for inflicting or suffering casualties are Incremented if the
units lost were Incremented.
Some Arms Bazaar cards have a Minds symbol in the upper righthand corner. This symbol represents intelligence resources that
your forces possess.
Cards containing the Minds symbol may be played in combination
with cards containing Hearts symbols and Connections symbols for
additional, powerful effects described on the map. See Hearts and
Command cards can be Neutralized by enemy action, most notably
combat. Neutralized Command cards are removed from their
positions behind Combat Screens and placed in the Neutralized pile
adjacent to the map.
Each remains out of play until its respective owning player pays
twice its Command Value in Political Points to Activate it. At this
point, it is returned to the player.
There is a difference between Controlling a Zone and Occupying
a Zone. Any time two opposing Faction’s forces are simultaneously
in a Zone, these forces are said to Occupy the Zone, but not to
Control it.
The exception to this rule is when one of the Occupiers is the
NGO player who has a force engaged in Peacekeeping. In this case,
the other player Faction Controls the Zone.
NGO units are considered by themselves and the world community
as having a role outside and above combat. This gives the NGO the
special ability of Peacekeeping.
If NGO units occupy a Zone with units of another Faction, NGO
units are ignored for purposes of determining Control.
If NGO units exclusively occupy a Zone, the NGO Faction Controls
the Zone.
The placing of Faction counters on the map is called spawning.
Units may spawn in Zones listed under the Recruiting Step rule.
If a game event requires establishing which Faction from a set of
Factions has the highest or lowest total of some kind and two or
more Factions tie for that measurement, then the tying Faction that
acts the earliest in the current turn wins the tie. (First player, then
the player to his right, etc.)
NGO units are not required to initiate combat against other
Factions’ units in the same Zone. The units of other Factions in the
same Zone are not required to initiate combat against NGO forces.
If a non-NGO Faction decides to initiate combat against NGO
forces, then regardless of who wins the battle, the NGO gains the
Political Points for the combat.
If the NGO player initiates combat, Political Point awards for
casualties are resolved normally.
In either case, card play and other game effects that impact
which Faction is awarded Political Points for combat casualties work
Phasing Player
The Phasing Player is the player who is currently taking some
action as specified by the Sequence of Play.
Political Point
Political Points represent the political support of the people of
Baghdad, as well as outside support in the form of volunteers,
money, intelligence information, and so forth.
Political Points are recorded by the use of cardboard markers with
the numbers one through five printed on them.
During play, Political Point markers are placed on the map. This
represents dissatisfaction in the populations that inhabit the Zones
containing the markers. Forces belonging to the Factions in play
deploy to these Zones to provide security and services, winning
over the population in the respective zones.
Factions occupying restless Zones collect these markers, banking
them behind their respective Faction Screens for use later in the
game. This represents the gathering of popular support.
The play of select Arms Bazaar cards and inflicting casualties on
opposing forces also provide Political Points.
Each Faction gains some Political Points during each Civic Action
Phase based upon rules on each faction’s respective Faction screen.
Political Points are expended to recruit reinforcements, purchase
Arms Bazaar cards, bid for Initiative, as well as to trade among
players in making deals.
Recruiting is the action of buying Security and Infrastructure
counters, and spawning them onto the map.
The Grand Mosque is a Zone designated as a Sanctuary. No
Combat is permitted in the Grand Mosque Zone.
Players may play Arms Bazaar cards against forces in the Sanctuary.
During the Coalition phase, two or more players may agree to a
Truce. A Truce allows their units to move into Zones with Units of
players with whom they agreed to a Truce without stopping.
Units would otherwise have to stop Movement.
A truce is maintained only for the Movement step, and
automatically lapses at its end. Units under Truce ending Movement
in the same Zone enter combat.
A Unit is a Security or Infrastructure counter possessed by a
Faction. Each counter represents one unit.
The map is composed of 23 distinct Zones, each of which
represents a somewhat homogeneous neighborhood.
Each Zone has a name and a Political Point value expressed in a
number of white boxes.
The color coding represents its Affiliation, that is, the Faction
which the people of that Zone predominantly support. Sadr City is
affiliated with the Shi’ites. The Green Zone is affliated with the US.
Some may also have symbols to indicate whether the Zone is an
Airport, whether it is Fortified, or whether it is a Sanctuary.
Joseph Miranda
Additional Design and Development
Michael Anderson, Jon Compton
John Alsen, Vince Blackburn, Bob Brynildson, Michael Caldwell,
Brett Dedrick, Nate Endsley, Paul van Ettn, Dan Frick, Louis Garcia,
George Gardea, Dr. Ed Grady, Geoff Grigsby, Dr. Roger Mason, Paul
Majoram, Dr. Peter Perla, Ken Prescott, Brandon Stark, Brian Train,
Pete “Re-Pete” Smiderle, Matthew Tippets
Michael Anderson
Defense Visual Information Center
Special Thanks To
Louis Garcia, Greg Smith
Downloads and FAQs
[email protected]
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