RULES OF PLAY - GMT Games

Transcription

Cuba Libre1Castro’sInsurgencyCOIN Series, Volume IIR U L E S O F P L AYby Jeff Grossman and Volko Ruhnke2nd PrintingT A B L EO F1. Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22. Sequence of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43. Operations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64. Special Activities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85. Events. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96. Propaganda Rounds . . . . . . . . . . . . . . . . . . . . . . . . . . . 10C O NT E NT S7. Victory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118. Non-Player Factions. . . . . . . . . . . . . . . . . . . . . . . . . . . 12Key Terms Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Counter scans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Set Up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Available Forces. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 2013 GMT Games, LLC P.O. Box 1308,Hanford,2013 GMTGames,CALLC93232-1308 www.GMTGames.com

Cuba Libre21.0 INTRODUCTION1.2 ComponentsCuba Libre is a 1- to 4-player board game depicting insurgentand counterinsurgent (COIN) conflict in Cuba, 1957-1958. Eachplayer takes the role of a Faction seeking to run Cuban affairs: theGovernment (Govt) or 1 of 3 Insurgent Factions—the leftist Movement of 26July (26July or M26), the anti-communist, anti-BatistaRevolutionary Directorate (Directorio or DR), and the organizedcrime Syndicate. Using military, political, and economic actionsand exploiting various events, players build and maneuver forcesto influence the population, extract resources, or otherwise achievetheir Faction’s aims. A deck of cards regulates turn order, events,victory checks, and the like. The rules can run non-player Factions,enabling solitaire, 2-player, or multi-player games.Cuba Libre is the second volume in the COIN Series of games using similar rules to cover a variety of modern insurgencies. VolumeI was Andean Abyss, set in Colombia. The Playbook on page 14summarizes key rules differences.This rule book lists and defines key game terms in an index onpages 17 to 18. The most important game functions are summarizedon several aid sheets. Game set up is explained on the back of thisrule book.1.1 General Course of PlayCuba Libre—unlike most card-assisted war games—does not usehands of cards. Instead, cards are played from the deck one at time,with one card ahead revealed to all players. Each Event card showsthe order in which the Factions become Eligible to choose betweenthe card’s Event or one of a menu of Operations and Special Activities. Executing an Event or Operation carries the penalty of rendering that Faction Ineligible to do so on the next card. Propagandacards mixed in with the Event cards provide periodic opportunitiesfor instant wins and for activities such as collecting resources andinfluencing popular sympathies.A complete set of Cuba Libre includes: A 17”x22” mounted game board (1.3). A deck of 52 cards (5.0). 86 dark and light blue, red, green, and yellow wooden forcespieces, some embossed (1.4; see “Available Forces” on page 20for a complete listing). 8 embossed cylinders (1.8, 2.2). 6 white and 6 black pawns (3.1.1). A sheet of markers. A Sequence of Play sheet (1.3.1, 2.0, 5.0, 6.0). 4 Faction player aid foldouts (3.0, 4.0, 7.0) A Non-player aid foldout (8.0). 3 6-sided dice—1 red, 1 yellow, 1 green. A background play book. This rule book.1.3 The MapThe map shows the island of Cuba divided into various types ofspaces.1.3.1 Map Spaces. Map spaces include rural Provinces, urban Cities,and Economic Centers (ECs). All can hold forces.1.3.2 Provinces. Each Province shows a Population value (Pop)of 1 or 2 that affects victory via Support for or Opposition to theGovernment (1.6) or Control (1.7) and some Insurgent Operations(3.3). Provinces are further distinguished by terrain as Forest,Mountain, or Grassland, affecting some COIN Operations (3.2)and Events (5.0).1.3.3 Cities. Each City shows a Population value of 1 or 6.GrasslandProvinceMountainProvinceEconomicCenter (EC)ForestProvinceProvinceBoundaryPlace Support andOpposition markersherePopulation ValueCityEconomic CenterTownPlace control markers hereAt Start set up 2013 GMT Games, LLC

Cuba Libre1.3.4 ECs. Each Economic Center (EC) shows an Economic value(Econ) of 2 or 3 affecting Government and Syndicate Resources(1.8).DESIGN NOTE: ECs represent zones of economic activity importantto the government —such as sugar, mining, and tobacco—the majority owned by US corporations. The towns Santa Clara and Guantanamo are not spaces; they are shown for historical interest.1.4 ForcesThe wooden pieces represent the Factions’ various forces: Government Troops (dark-blue cubes) and Police (light-blue cubes),Insurgent Guerrillas, and all Factions’ Bases. The Syndicate Faction’sBases are a special type called Casinos (1.4.4-.5, 3.3.5).DESIGN NOTE: Bases represent not only bivouacs and trainingcamps but also, for the 26July and Directorio Factions, politicaladministration and, for the Syndicate, casinos.NOTE: Cash markers (4.5.2), though not forces or pieces, stack witha specific Guerrilla or cube while on the map.1.4.1 Availability and Removal. The inventory shown on the“Available Forces” chart on the back of this rule book limits thenumber of pieces that may be in play. Keep forces not on the mapin the Forces holding boxes. (Place Bases in the highest-numberedempty circles, revealing the number of on-map Bases to help trackvictory, 7.0) Forces may only be placed from or replaced with those availablein the holding boxes—ignore any instructions to place forces ifthe appropriate type is not available because all are already onthe map (remove rather than replace such pieces). Important: A player Faction while executing an Operation, SpecialActivity, or Event may remove its own pieces (including Casinos)to Available Forces. EXAMPLE: Insurgents without AvailableGuerrillas could remove Active Guerrillas during a Rally (3.3.1)in order to place them Underground. Once an enemy Faction is targeted, removal or Activation ofpieces to the extent of the executing Faction’s ability is required.EXAMPLE: A Government Assault (3.2.4) with 3 Troops in Forestmust remove 3 Active pieces if there are at least that many amongthose Factions targeted.1.4.2 Stacking. At most 2 non-Casino Bases (total Bases of Government, 26July, plus Directorio) plus 2 Casinos may occupy a singleProvince or City. Bases and Casinos may not occupy ECs. Ignore any instructions (such as from Operations or Events) toplace or move forces if stacking would be violated. EXCEPTION:“Sinatra” Event.1.4.3 Underground/Active. Guerrillas are eitherUnderground—symbol end down, or Active—symbol end up. Certain actions flip them from one to theother state. Always set up and place new GuerrillasUnderground (including if replacing a piece).NOTE: Unless text specifies “Underground” Guerrilla, it is sufficientto “Activate” already Active Guerrillas (they stay Active).1.4.4 Open/Closed. Casinos are either open—symbol up, orclosed—symbol down. Set up and place Casinos open. EXCEPTION: Construct, 3.3.5.1.4.5 Casinos Not Removed. Any action that would remove or replace a normal Base instead closes an open Casino and has no effecton a closed Casino (3.2.4, 3.3.3, 4.2.2, 4.4.3, 5.1.1). EXCEPTION:The Syndicate may voluntarily remove or close Casinos (1.4.1).DESIGN NOTE: Although rebels would disrupt casino operations,the Cuban Revolution did not see large-scale attacks on casinos,hotels, or other Syndicate holdings. An Assault or Air Strike thatcloses a Casino may represent authorities forcing closure in orderto pressure the Mob or nearby fighting blocking revenue.MarkersControl MarkersUse to mark control of Cities and ProvincesSupport and Oppositionmarkers (1.6.2)TYPES OF FORCESGovernmentCubes:TroopsPolice3U.S.AllianceUse on the Propaganda s)Use on the Edge Track:Victory-related and Aid markersOpenClosedCapabilitiesmarkers 2013 GMT Games, LLCSabotage(3.3.4)Deception(Optional Rule)

Cuba Libre41.5 Players & FactionsCuba Libre may have up to 4 players, each as 1 or more Factions:26July (or M26, red), the Government (Govt, blue), the Directorio(DR, yellow) or the Syndicate (green). In a 1-player game, the playerplays Government and Syndicate together, or 26July and DR, orany 1 Faction (8.9). Leftover Factions are controlled either by rulessection 8 as “Non-players” or, if preferred with 2 or 3 players, asbelow. Each of the Factions is enemy to all others.No Non-Player Option: If learning the game with 2 or 3 players, ignore the Non-Player rules (8.0). Instead, players controlleftover Factions: With 3 players, 26July controls Directorio (or, if playersprefer, the Government controls the Syndicate). With 2 players, 26July controls Directorio and Governmentcontrols Syndicate.Play only stops on a victory check (6.1) if all of a player’s Factions are meeting their conditions.After final Propaganda, use the lowest victory margin of eachplayer’s Factions (7.3). Players may not voluntarily transfer(1.5.1) anything between their own Factions (including Cash,4.5.2). NOTE: A Government/Syndicate player could provideGovernment cubes with Cash using the Syndicate’s ProfitSpecial Activity (4.5.1) and must Skim (6.2.3).Total Support equals:(2 x Population in Active Support) (1 x Population in Passive Support)Total Opposition equals:(2 x Population in Active Opposition) (1 x Population inPassive Opposition)Opposition Bases equals:Total Opposition The number of 26July Bases on the mapDR Pop Bases equals:Population of all spaces Controlled by Directorio The numberof Directorio Bases on the map Directorio victory depends on the sum of Population Controlled by Directorio (1.7) plus Directorio Bases – “DR Pop Bases”. Syndicate victory includes the number of “Open Casinos”on the map (1.4.4).NOTE: The 12 “Deception” markers are for a victory-relatedoptional rule (7.3).1.7 Control1.5.1 Negotiation. Players may make any mutual arrangementswithin the rules but may voluntarily transfer only Resources (1.8) orCash (4.5.2) —Resources only at any time that the giving or receiving Faction is executing an Operation, Special Activity, or Event. Allnegotiations are open. The rules do not bind players to agreements.A Faction Controls a Province or City if its pieces there exceedthose of all other Factions combined. (If none does, the space isuncontrolled.) Casinos count only if open (1.4.4). Control affectscertain Faction activities and victory. Adjust Control markers to showa Faction’s control as it changes due to Operations (3.0), SpecialActivities (4.0), Events (5.0), voluntary force removal (1.4.1), orthe Propaganda Round (6.0).1.6 Support and Opposition1.8 Resources and AidSupport and Opposition affect victory and some actions.1.6.1 Cities and Provinces always show 1 of 5 levels of its populace’sSupport for or Opposition to the Government that can shift during play: Active Support.Passive Support.Neutral.Passive Opposition.Active Opposition.1.6.2 Show Active or Passive Support or Opposition with markersplaced at each City or Province. Show Neutral spaces by the absenceof such markers. Active Support/Opposition counts double for TotalSupport/Opposition.At any moment, eachFaction has between 0and 49 Resources that ituses to pay for Operations (3.0). During Propaganda Rounds (6.2.1) and Events, a levelof Aid (0 to 49) adds to Government Resources. Mark Resourcesand Aid on the edge track—for Resources, with a cylinder of theFaction’s color (1.5). Negotiated transfer of Resources (1.5.1) mayonly be to or from a Faction executing an Operation, Special Activity, or Event (per 2.3).2.0 SEQUENCE OF PLAY2.1 Set UpFollow the instructions on the back page of this rule book to decideupon various play options, assign Factions to players, prepare thedeck, and set up markers and forces.NOTE: ECs (1.3.4) have no Population and never hold Support orOpposition.1.6.3 Victory Markers. Various totals affectvictory (7.0). Adjust the following markerson the numbered edge track per the boxbelow as any changes in these totals occur: Government victory depends on the total value of population inSupport—“Total Support”—per the box below. 26July victory similarly depends on Opposition plus the numberof 26July Bases on the map—“Opposition Bases”.Short Game Option: Set aside 8 random Event cards, facedown, then prepare the deck.2.2 StartBegin play by revealing the top card of the draw deck and placingit onto a played cards pile. Then reveal the next card on top of thedraw deck. The card on the played card pile is played first; the cardon top of the draw deck will be played next. NOTE: Players willsee one card ahead into the deck (2.3.8). All played cards and thenumber of cards in the draw deck are open to inspection. 2013 GMT Games, LLC

Cuba LibreRECORD STEPS: As the steps of each Event card play are completed, place a cylinder of the Faction’s color (1.5) into the Sequenceof Play track’s appropriate box (or, for Propaganda Rounds [6.0],advance the Card marker).2.3 Event CardWhen playing an Event card, up to 2 Factions will execute Operations or the Event; other Factions may Pass and collect Resources. Factions whose cylinder is in the “Eligible” box receive theseoptions in the left-to-right order of the Faction symbols shown atthe top of the card. Factions with cylinders in the “Ineligible” box do nothing.2.3.1 Eligibility. Factions that did not execute an Operation or Eventon the previous card are Eligible (their cylinders will start the cardin the “Eligible” box per 2.3.7). Factions that did are Ineligible. (AllFactions start the game Eligible.) See also Free Operations, 3.1.2.2.3.2 Faction Order. The Eligible Faction with the leftmost symbolin its color (skipping any Ineligible Factions) is the 1st Eligible toexecute an Operation or Event or to Pass. The next leftmost is the2nd Eligible.FactionOrderNOTE: Gray halos around some Faction symbols relate only toNon-player instructions (8.4.1).2.3.3 Passing. If a 1st or 2nd Eligible Faction opts to Pass, it receives 1 Resources (or 3 Resources if Government) and remains Eligiblefor the next card. The next leftmost Eligible Faction then replaces thePassing Faction as the new 1st or 2nd Eligible Faction and receivesthe same options to execute or Pass. If the last (rightmost) EligibleFaction Passes, adjust cylinders (2.3.7) and play the next card.2.3.4 Options for Eligible Factions.FIRST ELIGIBLE: If the 1st Eligible Faction does not Pass (2.3.3),it may execute either: An Operation (3.0)—with or without a Special Activity (4.0)—or The Event shown on the card.52.3.5 Limited Operation. A Limited Operation (LimOp) is anOperation in just 1 space, with no Special Activity. If the LimitedOperation is a Garrison (3.2.2), Sweep (3.2.3), or March (3.3.2),it can involve pieces from multiple spaces but only 1 destinationspace. A Limited Operation counts as an Operation. See also FinalEvent Card (2.3.9) and Non-player Operations (8.1).2.3.6 Launder. Whenever a 1st or 2nd Eligible Faction pays Resources to execute an Operation (including a Limited Operation,2.3.5) but executes no Special Activity, it may remove a Cash markerthat it owns (4.5.2) to immediately execute an additional, free, Limited Operation of any type except Construct (3.3.5). Alternatively, adifferent Faction may remove its own Cash marker to enable the 1stor 2nd Eligible Faction to execute such a free Operation. A Factionmay only benefit from 1 such Cash marker per card.EXAMPLE: The Syndicate after executing a Rally removes a Cashmarker, then executes a March to 1 space at no Resource cost.DESIGN NOTE: The free LimOp reflects the use of a stash of cashto heighten an operation’s tempo.2.3.7 Adjust Eligibility. After the 1st and 2nd Eligible Factionscomplete all execution of Operations, Special Activities, and Events(or after all Eligible Factions instead have Passed), adjust cylinderson the Sequence of Play Track as follows: Any Factions that did not execute an Operation or Event this card(and not rendered Ineligible by an Event) to the “Eligible” box. Any Faction that executed an Operation (including a LimitedOperation) or Event this card to the “Ineligible” box (unless otherwise specified by the Event; see also Free Operations, 3.1.2.).2.3.8 Next Card. After adjusting Eligibility, move the draw deck’stop card onto the played card pile face-up and reveal the draw deck’snext card. Play the card on the played card pile, proceeding with theappropriate sequence.Sudden Propaganda Option: For less foreknowledge, if allplayers agree at Setup (2.1), whenever the next card is revealedas Propaganda, instead switch the places of the 2 showingcards and conduct an immediate Propaganda Round (6.0). Theswitched Event card will be the first card of the next Campaign(unless the game ends that Round). Ignore rule 2.3.9 belowregarding the Final Event Card.OPTIONS FOR 2ND ELIGIBLE: If the 2nd Eligible Faction doesnot Pass (2.3.3), it also may execute an Operation and possiblythe Event, but its options depend on what the 1st Eligible Factionexecuted: Op Only: If the 1st Eligible Faction executed an Operation, the2nd Eligible Faction may execute a Limited Operation (2.3.5). Op & Special Activity: If the 1st Eligible Faction executed anOperation with a Special Activity, the 2nd Eligible Faction mayinstead execute the Event. Event: If the 1st Eligible Faction executed the Event, the 2ndEligible Faction may execute an Operation, with a Special Activityif desired.NOTE: For ease of reference, these options are illustrated on theSequence of Play aid sheet and on the game board.Keep track of Eligibility and Actions taken using the cylinders andSequence of Play Track 2013 GMT Games, LLC

Cuba Libre62.3.9 Final Event Card. On the last Event card before the finalPropaganda Card (2.4.1), any player Operations must be Limited(2.3.5, no Special Activities).2.4 Propaganda CardIf playing a Propaganda Card, conduct a Propaganda Round (6.0).2.4.1 Final Propaganda. If there is no victory in the 4th Propagandacard’s Victory Phase (6.1), continue through the Support Phase (only,6.3.5) and end the game: determine victory by 7.3.PLAY NOTE: Set aside Propaganda cards to show how many havegone by. Each series of Event cards up to a Propaganda Round iscalled a “Campaign”.3.0 OPERATIONS3.1 Operations in GeneralThe Faction executing an Operation (Op) chooses 1 of the 4 Operations listed on its Faction aid sheet and, if applicable, selects themap spaces to be involved. The Faction usually pays a cost in Resources (not Aid,1.8), often per space selected; it must have enoughResources to pay for the Operation, including in each selected space.A given space may be selected only once for a given Operation.The executing Faction chooses the order of the spaces in which theOperation is resolved, the enemy Factions or pieces to be affected(targeted), and the friendly pieces to be placed or replaced. A singleOperation may target one or more Factions and ignore others. Oncetargeted, a Faction’s pieces are affected to the maximum extentpossible (1.4.1).3.1.1 Pawns. Players may mark spaces selected for Operations (3.0)or Special Activities (4.0) with white or black pawns. (The pawnsare for convenience, not a limit on the number of spaces that maybe selected.)3.1.2 Free Operations. Certain Events (5.5) or Laundering Cash(2.3.6) grant free Operations or Special Activities: they cost noResources and, if executed by a Faction other than the one playingan Event, could leave it Eligible (2.3.7). Other requirements andprocedures still apply unless trumped by Event text (5.1.1, 5.5.).Construct Operations are never free (3.3.5).3.2 COIN OperationsThe Government chooses from Train, Garrison, Sweep, andAssault Operations.3.2.1 Train. Training Operations augment Government forces andpossibly build Support (1.6). Select any Provinces or Cities andpay 2, 3, or 4 Resources per selected space according to the USAlliance track (6.3.1).PROCEDURE: First, in each selected Province with a GovernmentBase AND in each selected City, place up to 4 cubes (any combination of Available Troops and Police). Then, in up to 1 selectedspace, either: Replace any 2 cubes with 1 Government Base (withinstacking,1.4.2), OR Conduct Civic Action (6.3.2) to build Support. As during theSupport Phase, the Government must have Troops, Police, andControl (1.7) in the space and must pay added Resources per 6.3.2(even if Training was free).3.2.2 Garrison. Garrison Operations protect ECs by moving Troopsor Police to them and finding and removing Guerrillas there. Pay 2,3, or 4 Resources total (not per space) according to the US Alliancetrack (6.3.1). If a Limited Operation (2.3.5), all moving cubes mustend on a single destination space.PROCEDURE: Move any number of cubes from any spaces to anyECs or Cities. Then, in each EC (whether or not a cube just movedthere and even if the Garrison is a Limited Operation [2.3.5]),Activate 1 Guerrilla for each cube there. Then, if desired, Assault(3.2.4) in 1 EC at no added cost. If a Limited Operation (2.3.5), theAssault must be in the destination EC.3.2.3 Sweep. Sweep Operations may move Troops (typically, intocontested areas) and also can locate enemy Guerrillas. Select anyCities or Provinces as destinations. Pay 2, 3, or 4 Resources perspace according to the US Alliance track (6.3.1).PROCEDURE: First, move any adjacent Troops desired into selected spaces. Then, in selected spaces other than Forest, Activate 1 Guerrilla(1.4.3) for each cube there (Police plus Troops, whether they justmoved or were already there). In Forest spaces, Activate only 1 Guerrilla for every 2 cubes(round odd cubes down).3.2.4 Assault. Assault Operations eliminate Insurgent forces. Selectany spaces and pay 2, 3, or 4 Resources per space according to theUS Alliance track (6.3.1).PROCEDURE: In each selected space, remove 1 Active Guerrilla(1.4.3) for each Troops cube there. Once a targeted Faction has noGuerrillas in the space, remove (or close, 1.4.5) its Bases instead. In a City or EC, also remove 1 enemy piece for each Police there. In Mountain, instead remove only 1 piece for every 2 Troops(rounded down).SEIZURE: If a Cash marker was removed (4.5.2), place it with acube in the space.DESIGN NOTE: Guerrillas are less militarily capable than Government forces but enjoy an information advantage in that GovernmentOperations generally must first Sweep to Activate (locate) thembefore Assaulting them.NOTE: The Faction aid sheets use the phrase “Bases last” to remindthat an Operation cannot remove an enemy Base as long as Guerrillas (Active or Underground), Troops, or Police of the same Factionremain in the same space. All of a Faction’s Guerrillas in a spacemay be Underground, preventing further removal via Assault of itspieces (including Bases) until the Guerrillas are Activated.3.3 Insurgent OperationsInsurgent Factions choose from Rally, March,Terror, and (for 26July and Directorio) Attack or (for Syndicate)Construct Operations.NOTE: On the Faction aid sheets under “Insurgent Operations”,the terms “Guerrillas” and “Bases” mean those of the executingFaction (friendly), unless otherwise specified.3.3.1 Rally. Rally Operations augment or recover friendly forces.Select any Provinces or Cities. Pay 1 Resource per space selected. 26July may only select spaces at Neutral or Opposition, not thosewith Support (1.6). 2013 GMT Games, LLC

Cuba Libre Directorio may only select Neutral or Passive spaces, not thosewith Active Support or Active Opposition.PROCEDURE: In each selected space, the executing Faction places1 of its Available Guerrillas. 26July or Directorio may instead replace2 of their Guerrillas with 1 of their Bases, within stacking (1.4.2).If the space already has any of the executing Faction’s Bases (forSyndicate, open Casino, 1.4.4), the Faction may instead: Flip all its Guerrillas there Underground (any Faction,1.4.3)OR If 26July, place a number of its Available Guerrillas up to twicethe number of its Bases there plus twice the space’s Populationvalue (1.3.2-.3). If Directorio, place a number of its Available Guerrillas up to thenumber of its Bases there plus the space’s Population value.3.3.2 March. March moves friendly Guerrillas. Pay 1 Resource perfinal destination City or Province (0 Resources to move to ECs).If a Limited Operation (2.3.5), all moving Guerrillas must end in asingle destination space.NOTE: Guerrillas must enter a new space in order to benefit froman Event effect that calls for a March first (“Armored Cars”, “ElChe”, or “The Twelve”)—representing the advantages of fast-moving light units.PROCEDURE: The executing Faction moves any of its Guerrillas desired into adjacent spaces. No Guerrilla moves more thanonce. Guerrillas moving from a space to the same final destinationmove as a single group. Set Guerrillas of a moving group to Active(1.4.3) if: They enter a City or Province with Support (1.6) or an ECAND The moving group’s number of Guerrillas plus the number ofcubes in the entered space exceeds 3.73.3.3 Attack. Attack Operations seek to eliminate enemy forces; particularly successful attacks augment friendly Guerrillas (by capturingenemy weapons, equipment, rations, or recruits). Select any spaceswhere the executing Faction—it must be 26July or Directorio—hasat least 1 Guerrilla and 1 enemy piece; pay 1 Resource per space.PROCEDURE: In each selected space, Activate (1.4.3) all the executing Faction’s Guerrillas and then roll a die: if the roll is less thanor equal to the number of the executing Faction’s Guerrillas there(whether or not they began Active), remove or close (1.4.5) up to 2enemy pieces (executing Faction’s choice; may include UndergroundGuerrillas). The 2 pieces may belong to different Factions. Attack cannot remove a targeted Faction’s Base before all thatFaction’s cubes or Guerrillas in the space. Attack cannot close Casinos if any Syndicate Guerrillas, Troops,or Police remain in the space.NOTE: Government forces thus protect Syndicate Casinos fromInsurgent Attack.CAPTURED GOODS: If the roll was a “1”, place 1 of the executing Faction’s Available Guerrillas (1.4.1) there. If a Cash markerwas removed (4.5.2), place it in the space with a Guerrilla of theexecuting Faction.3.3.4 Terror. Terror Operations in Provincesor Cities neutralize (or, for 26July, build)Support or Opposition (1.6) and place Terrormarkers that hinder future efforts to influenceit. In ECs, they place Sabotage markers that block GovernmentResource earnings (6.2.1). Select any spaces where the executingFaction has at least 1 Underground Guerrilla; pay 1 Resource perCity or Province (0 for ECs).PROCEDURE: Activate 1 friendly Underground Guerrilla in eachselected space. If the space is a Province or City, place a Terror marker and shiftany Support or Opposition 1 level toward Neutral (remove Passiveor shift Active to Passive and adjust Total Support or Opposition,1.6) OR, if 26July, toward Active Opposition. If the space is an EC without a Sabotage marker, place a Sabotagemarker. Do not place a Terror/Sabotage marker if all are already on themap. (There are 20.)NOTE: Several Terror markers may occupy a Province or City; only1 Sabotage marker may occupy an EC.EXAMPLE: A group of 2 Underground 26July Guerrillas Marchfrom Sierra Maestra to Oriente, which has Passive Support andwhere there are 1 Police and 1 Troops cubes. Because the destinationis a Province with Support and the total of 4 cubes and moving Guerrillas involved exceeds 3, the 2 moving Guerrillas flip to Active.3.3.5 Construct. Construct Operations—executed only by the Syndicate—build new Casinos or open closed ones. Select any Cities orProvinces that either the Government or the Syndicate Controls (1.7);pay 5 Resources per space (Construct is never free, 2.3.6, 3.1.2).PROCEDURE: In each selected space, either place a closed Casino(within stacking, 1.4.2) or open a closed Casino (1.4.4).NOTE: March often Activates Guerrillas, but most non-March movesby Event (5.0) do not. 2013 GMT Games, LLC

Cuba Libre84.0 SPECIAL ACTIVITIES4.3 26July Special Activities4.1 Special Activities in GeneralWhen a Faction per the Event Card sequence of play (2.3) executesan Operation in at least 1 space (3.0), it may also execute 1 type ofits Special Activities (Exception: Limited Operations, 2.3.5). SomeEvents grant free Special Activities (3.1.2). As with Operations, the executing Faction selects spaces, Factions, or pieces affected and the order of actions. A Faction mayexecute its Special Activity at any one time immediately before,during, or immediately after the execution of its Operation.EXAMPLE: 26July with 0 Resources Kidnaps to pay for the necessary accompanying Terror thereafter (4.1.1).PLAY NOTE: If the 1st Eligible Faction uses a Special Activity,the 2nd Eligible will have the option of executing the card’s Event(2.3.4).4.1.1. Accompanying Operations. Some Special Activities specifythat they may only accompany certain types of Operations (3.0).Certain Special Activities may take place only in the locations oftheir Accompanying Operations. If not otherwise specified, SpecialActivities may accompany any Operations and take place in anyotherwise valid spaces.4.2 Government Special ActivitiesThe Government may choose from Transport, Air Strike,or Reprisal Special Activities.4.2.1 Transport. Transport moves Troops, especially to mass themquickly for an Operation.PROCEDURE: Move up to 3 Troops from a City or Base to any1 space.4.2.2 Air Strike. An Air Strike destroys an exposed Insurgent unit.It may only accompany Garrison, Swe

summarizes key rules differences. This rule book lists and defines key game terms in an index on pages 17 to 18. The most important game functions are summarized on several aid sheets. Game set up is explained on the back of this rule book. 1.1 General Course of Play Cuba Libre—unlike most card-assisted war games—does not use hands of cards.