AA Bot Rules Revised FULL VERSION 141105
AA Bot Rules Revised FULL VERSION 141105
DESIGN NOTE: "FARC Control" of a City might not represent complete military control of a major urban area but
rather sufficient presence to inhibit commerce and encourage resistance to government authority.
6.2 Sabotage Phase (Replacement rules section for the 6.2 Control Phase)
NOTE: In the original version of Andean Abyss, Control was only tracked during the Propaganda Rounds. In this
revised version it is instead tracked throughout the whole game, so most of the rules originally presented in this section
have been moved to section 1.8 Control and section 6.2 has been renamed appropriately.
Sabotage (3.3.4) each unSabotaged LoC where total Guerrillas exceed cubes or for which an adjacent City is under
FARC Control.
6.5.1 The Government must move any Troops on LoCs or in Departments without Government Bases to Govt-
Controlled spaces (1.8) that either are Cities or have Government Bases (if no such spaces, then to Bogotá).
6.5.2 The Government may move any other Troops to such Govt-Controlled Cities or Bases.
6.5.3 The Government may move any Police to any LoCs or Govt-Controlled spaces (1.8).
6.5.4 Once all Redeployment is finished, adjust Control of all Cities and Departments.
DESIGN AND PLAY NOTE: While Troops are the Governmnet's main means of attacking Insurgents in the countryside,
Police are its main means of maintaining presence over time.
PLAY NOTE: In the final round of the game, players should conduct as much Civic Action and Agitation as possible
(6.4.1-.2) and can skip the Redeploy and Reset Phases (6.5-.6).
DESIGN NOTE: Non-player Factions may not act as would a player but rather create a dynamic setting with which the
player(s) must contend. Like players, they sometimes will help, sometimes attack, one another.
8.1 Non-player Sequence of Play
The Sequence of Play aid sheet summarizes the following rules in gray text.
* Non-player Government: Non-player Government always uses its flowchart (8.8) and Event Instructions (8.4.4) to
determine whether or not it plays an available Event.
* Non-player Insurgents: 1st Eligible Insurgent Non-player Factions whose symbol is leftmost on the Event's card
execute the Event (2.3), if not leftmost, then Operations. 2nd Eligible Insurgent Non-player Factions choose the Event
when given an option, unless the Event's card has a gray 2 symbol, in which case, Operations.
Exception: Insurgent Discord. In a 2-player game (only) where Government is a player Faction, Government chooses
between an Event with effect or Operation for any 2nd Eligible Non-player Faction with at least 1 Resource. In any
game where Government is a Non-player, Non-player Insurgent Factions will only execute Events that meet at least one
of the following requirements:
- The executing Faction can place or move pieces, gains Resources or gets free Operations or Special Activities.
- If the executing Faction is AUC, the Event shifts spaces towards Active Support or causes Terror in Opposition
spaces.
- If the executing Faction is FARC, the Event shifts spaces towards Active Opposition or causes Terror in Support
spaces.
- The Event would harm a player Faction by removing its pieces or Resources, preventing it from executing specific
Operations or Special Activities, making it Ineligible, or if FARC is a player by shifting spaces towards Active Support.
NOTE: This list prevents Insurgent Non-player Factions from helping a player Insurgent faction too much against Non-
player Government.
* Ineffective Events. Regardless of the above, Non-player Factions only opt for Events that would have an effect
(something happens, including Government Capabilities, 5.3) and for Momentum Events (5.4) when the next card is
"Propaganda" only if they would have an effect during the Propaganda Round (i.e., "Alfonso Cano" and "Mexican
Traffickers").
* Insufficient Resources. When an Insurgent Non-player Faction is to execute an Operation but has 0 Resources, it
Passes instead (earning +1 Resource, 2.3.3). If a Non-player Faction hits 0 Resources while executing an Operation, it
Operates in no further spaces that card (it may execute a Special Activity). When Non-player Government is to execute
an Operation but has insufficient Resources, it immediately (before executing any Special Activity) follows the "if
none" arrows on the flowchart until it either arrives at an Operation it can afford to execute or Passes (in the latter case
earning +3 Resources, 2.3.3).
* Operations Not Limited. Whenever a Non-player Faction is to execute a Limited Operation (2.3.5), it instead
executes a normal Operation and (typically) Special Activity. Final Event Card restrictions (2.3.9) do not apply to Non-
player Factions.
* No Shipping. Non-player Factions may not receive Operations from Shipments (2.3.6).
INEFFECTIVE EVENT EXAMPLE: Non-player Cartels is 1st Eligible for "Narco-Subs". There are no Cartel pieces in
coastal spaces. Because the shaded text would have no effect, Cartels executes Operations and a Special Activity.
8.1.1 Operations, Special Activities, and Events. To execute a Non-player Faction's Operations and Special Activities
or a specific Event, see the Non-player flowcharts and the relevant rules below.
NOTE: Due to the limited space available on the flowcharts, the instructions on those charts are abbreviated versions
of the rules below. Whenever you find a flowchart instruction unclear, please refer to the corresponding text in the
rulebook!
GUIDELINES: Carry out whatever actions apply to the maximum extent (such as with the most pieces allowed and
only as long as needed pieces are available). Normal requirements, costs (usually 1 Resource per space for Insurgents
and 3 for the Government), and procedures still apply.
EXAMPLE: Non-player Terror requires Activating an Underground Guerrilla and costs 1 Resource per City or
Department, per 3.3.4.
OP OR SPECIAL ACTIVITY NOT POSSIBLE: If none of the instructions for a flowchart-designated Operation or
Special Activity can be carried out, instead follow the arrow (or circle) marked "if none" on the flowchart and execute
the next Operation or Special Activity indicated (even if the normal conditions for selecting that action were not met). If
the "if none" instruction is to Pass, the Non-player Faction will Pass even if it has Resources left.
NOTE: Each "if none" arrow points directly at an Instructions box on the flowchart, bypassing the Decision Diamonds,
as a reminder that the conditions in the Decision Diamonds do not apply when following the "if none" arrows.
Conditions listed in the Instructions boxes themselves still apply.
EXAMPLE: Cartels are to March but all their Guerrillas on the map are spread 1 per Base space; it Rallies and
Cultivates instead, even with fewer than 10 pieces available.
8.1.2 Procedure Guidelines. Unless otherwise specified, once spaces involved are selected, Non-player Factions:
* Place friendly Bases before Guerrillas or cubes. Non-player Government alternates placing Police and Troops as far as
possible given the available pieces, beginning with whichever is fewest in the space (Police if even).
* Place Shipments with Underground Guerrillas before Active, and with Guerrillas with other Shipments if possible
(4.5.3).
* Attempt to remove enemy Bases, then Police, Troops, Underground Guerrillas, and finally Active Guerrillas, in each
case as allowed by the rules for that Action. Remove pieces to be replaced even if no pieces are available to replace
them (1.4.1).
* If Insurgent, remove friendly Active before Underground Guerrillas. Transfer Shipments about to be removed (4.5.3)
to their own then another Non-player's Underground then Active Guerrillas (FARC, then AUC, then Cartels), if
possible. Voluntarily transfer nothing else.
* If Government, alternates removing Troops and Police beginning with whichever it has most of in the space, except
that it keeps the last Police in each space as long as possible.
* Retain Shipments first to place Bases, then to gain +6 Resources.
* March so as to move as many Underground Guerrillas as possible without flipping them to Active (3.3.2). Where
Activation is unavoidable, move Active first. Within those priorities, move Shipments first.
MARCH EXAMPLE: A group of Active and Underground Non-player Guerrillas is to March into an otherwise empty
space with Support. By the rule above, only 3 of the Guerrillas in the group would make the move, priority going to the
Underground Guerrillas.
PLAY NOTE: Players may transfer (1.5.1) to Non-player Factions normally, for example, Government to Non-player
AUC.
8.4.1 Dual Use. Non-player Insurgent Factions execute the shaded text if the event is Dual Use (5.2). Non-player
Government executes the unshaded text.
8.4.2 Placement. Place or relocate as many pieces (per 8.1.2) as the Event, availability (1.4.1), and stacking (1.4.2)
allow.
8.4.3 Where. Select spaces randomly (8.2-.3) unless otherwise specified by the Event Instructions (8.4.4). Non-player
Insurgent Factions select shift spaces for the greatest change in Total Support and Opposition. Non-player Government
selects shift spaces for the greatest shift towards Active Support but the smallest shift towards Active Opposition.
8.4.4 Event Instructions. Whenever an Insurgent Non-player Faction is executing Event text, check for any special
instructions for that Event on the Non-player sheet for the Faction whose symbol is leftmost on the card (or, if the
Government symbol is leftmost, at the bottom of the Sequence of Play page of the Non-player Insurgent foldout). When
Non-player Government has the option to execute Event text, check for special instructions on the back of the Non-
player Government flowchart sheet.
8.5 Non-player Cartels Actions
NOTE: It is not necessary to master the rules below for specific Factions because they are summarized on the Non-
player foldout.
8.5.1 Rally. If Cartels have at least 10 pieces (Guerrillas plus Bases) available or if Cartels Rally would replace 2
Guerrillas with a Base, Rally in up to 3 of the following spaces:
* In any space with a Cartels Base and at least one cube where all Cartel Guerrillas are Active, flip the Cartel Guerrillas
Underground.
* Then, wherever Cartels have a Base but no Guerrillas, place Guerrillas (equal to Population plus Bases, 3.3.1) or - if
no Guerrillas available - move up to 3 there from spaces without Cartels Bases and flip them Underground.
* Then, in any others with at least 3 Cartels Guerrillas and fewer than 2 Bases, replace 2 Guerrillas with a Base.
* Then, in others with a Cartels Base and no Cartels Guerrillas, place Guerrillas (equal to Population plus Bases, 3.3.1)
or - if no Guerrillas available - move up to 3 there from spaces without Cartels Bases and flip them Underground.
* Finally, Rally - placing Guerrillas if available - first in 1 other Department where Cartels could then Cultivate to place
a Base (Population greater than 0, fewer than 2 Bases, and Cartels Guerrillas would outnumber Police, 4.5.1).
CULTIVATE: Then, where Population >0 and Cartels Guerrillas exceed Police (4.5.1):
* Cultivate to place a Base in a Department selected for Rally, if possible.
* If not, Cultivate to relocate a Cartels Base to a City or Department with none from a space with 2 Cartels Bases, if
possible.
* If not, Cartels instead Process per below.
PROCESS:
* Place 2 Shipments (4.5.2), each into a (random) space with a Cartels Guerrilla and Base (possibly resulting in the
same space).
* If no such spaces exist, instead remove 1 Cartels Base (for +3 Resources) from a (random) space with 2 Cartels Bases.
* If no such space exists, Cartels executes no Special Activity.
8.5.2 March. If Rally conditions (8.5.1) are not met but a Shipment is available, instead March into a Department or
City that has fewer than 2 Bases (of any Faction) and is adjacent to a space with 2 or more Cartels Guerrillas.
* March all adjacent Cartels Guerrillas but the last 1 in any space with a Cartels Base (and as limited by 8.1.2) into the
destination.
Then Process per 8.5.1.
8.5.3 Terror. If neither Rally (8.5.1) nor March (8.5.2) conditions are met, instead execute Terror in up to 3 spaces with
at least 1 Population (and Underground Cartels Guerrillas, 3.3.4):
* If Government is a Non-player and FARC is a player, select Opposition, then Support, then Neutral spaces; otherwise
select Support, then Opposition, then Neutral spaces (1.6).
BRIBE: Then, Bribe (4.5.4) in up to 3 spaces with Cartels and enemy pieces: first player then Non-player, within that
Government, then FARC, then AUC. Remove pieces per 8.1.2. Pay 3 Resources per space. If no such spaces (or Cartels
have less than 3 Resources), execute no Special Activity.
EXTORT: Then Extort wherever possible (where AUC forces include an Underground Guerrilla and exceed enemy,
4.4.1). If no Extort is possible, AUC executes no Special Activity.
ELITE BACKING: During the Support Phase, free Rally (6.4.5) in a space with no Govt Control or FARC Control.
Place a Base if possible, otherwise Guerrillas per 8.6.1 above.
8.6.2 March. If Rally conditions (8.6.1) are not met and fewer than half of the spaces with a FARC Base have an AUC
Guerrilla, instead March as follows:
* First into a (random) City or Department with a FARC piece - a FARC Base if possible - and no AUC Guerrillas.
Among such spaces, choose first one that would allow the moving Guerrillas to stay Underground. March with all
adjacent AUC Guerrillas (as limited by 8.1.2), but leave 1 per space with an AUC Base or any FARC piece.
* Then March with the largest group of AUC Guerrillas yet to move, to a space closer to a FARC piece (a Base if
possible), leaving 1 Guerrilla with an AUC Base or any FARC piece.
8.6.3 Attack. If Rally (8.6.1) conditions are not met, AUC have Guerrillas in at least half of the spaces with FARC
Bases but no space with a FARC Base has an Underground AUC Guerrilla, instead Attack in up to 3 spaces (with AUC
Guerrillas, 3.3.3):
* Target enemy Guerrillas so as to take Shipments, then FARC, then Government.
* Attack where such targeting (to take a Shipment or strike FARC or Government) is possible and there is an
Underground or at least 3 total AUC Guerrillas, selecting first those spaces with the most AUC Guerrillas.
AMBUSH: Ambush (per 4.4.1, with an Underground AUC Guerrilla) in the Attack space with the fewest total AUC
Guerrillas. If tied, shoose first where a Shipment is targeted, then FARC, then Government.
* If none has an Underground AUC Guerrilla, AUC executes no Special Activity.
8.6.4 Terror. If Rally (8.6.1) conditions are not met and a space does have a FARC Base and an Underground AUC
Guerrilla, execute Terror in up to 3 spaces (with Underground AUC Guerrillas per 3.3.4):
* First, in 1 space with a FARC Base and fewer Police than AUC Guerrillas.
* Then, in 1 other City or Department with any FARC piece. If Government is a Non-player, select a space without
Support.
* Finally, in other Cities or Departments. If Government is a Non-player, select spaces without Support.
ASSASSINATE: Then Assassinate wherever Terror occurred and AUC Guerrillas outnumber Police (4.4.2). Remove
Guerrillas to take Shipments (4.5.3), then remove FARC, then Government, then Cartels (all per 8.1.2).
* If all Terror spaces have too many Police, AUC executes no Special Activity.
EXTORT: Then Extort (where FARC forces exceed all enemy, 4.3.1):
* In each space with at least 2 Underground FARC Guerrillas, and
* On 1 LoC with an Underground FARC Guerrilla, lowest Economic value first.
* If no such spaces exist, FARC executes no Special Activity.
8.7.2. March. If Rally conditions (8.7.1) are not met and no Support space (1.6) nor LoC has either an Underground
FARC Guerrilla or a total of at least 3 FARC pieces, instead March:
* First - unless the next Propaganda card played will be final (2.4.1) - onto all unSabotaged LoCs (highest Economic
value first, 8.3), until any 1 Guerrilla is on each adjacent LoC. (Cost is 0.)
* Then, into up to 3 spaces without FARC Control, each with at least 1 Population at Support or Neutral - first to spaces
that allow moving Guerrillas to stay Underground.
* Finally, into 1 more space with at least 1 Population and adjacent to a space with the most FARC Guerrillas who
would move, per the guidelines below, but have not yet done so.
GUIDELINES: March with as many FARC Guerrillas as possible (per 8.1.2), but only from adjacent spaces that have
active Opposition, 0 Population (Departments), or Sabotage (LoCs). Leave in place 1 FARC Guerrilla, Underground if
possible, in each origin space if any Faction's Base is there.
NOTE: Select equal-priority origin or destination spaces in random order (8.2-8.3). For an illustration of Non-player
FARC March, see the Playbook.
8.7.3 Attack. If Rally (8.7.1) and March (8.7.2) conditions are not met and FARC has more Resources than does
Government, instead Attack (with FARC Guerrillas, 3.3.3). Attack in the following spaces, targeting a Shipment FARC
could take, then AUC, then Government, then Cartels:
* First, anywhere with 3 or more FARC Guerrillas and an enemy.
* Then, in 1 City or Department - or if none, LoC - with an Underground FARC Guerrilla and a target per the list above
(that is, where FARC could then Ambush per the rule below).
AMBUSH: Ambush (per 4.3.2, with an Underground FARC Guerrilla) in the Attack space with the fewest total FARC
Guerrillas. If tied, choose first where a Shipment is targeted, then AUC, then Government, then Cartels. If none has an
Underground FARC Guerrilla, execute no Special Activity.
8.7.4 Terror. If Rally (8.7.1) and March (8.7.2) conditions are not met and FARC has the same or fewer Resources than
does Government, instead execute Terror (with Underground FARC Guerrillas, 3.3.4):
* First, on all unSabotaged LoCs (cost is 0).
* Then, in other spaces where Kidnap could take Resources or Shipments (4.3.3), until there are 3 such spaces
(including LoCs).
* Finally, in all other spaces with at least 1 Population not in Active Opposition.
KIDNAP: Then Kidnap (4.3.3) in up to 3 spaces selected for Terror (where FARC Guerrillas outnumber Police):
* First, on LoCs, then in Cities (target Government), and finally in Departments with Cartels Bases.
* Skip spaces where the target has 0 Resources and no Shipment. If no targets, FARC executes no Special Activity.
8.7.5 Agitate. Non-player FARC Agitates (6.4.2) to the maximum extent possible. If FARC has too few Resources to
Agitate everywhere or if "Alfonso Cano" is in play, FARC Agitates first where fewest Terror markers, then where
Support, then where highest Population, then randomly. Remove Terror only if a shift would be achieved.
8.8.1 Pass or Play? If the next revealed Event card is a Government Capability and the current Event card is not,
Government will Pass in order to be Eligible for the Capability card.
NOTE: If several Government Capabilities appear in a row, Non-player Government will always take the first one in
order to be Eligible on the next unrevealed card. That card could be a Capability too...
8.8.2 Event or Operation? If Government does not Pass to gain a Capability on the next card and it is possible to play
the current Event, check the Non-player Government Event Instructions to see whether or not it will execute the Event
or choose an Operation and Special Activity.
8.8.3 Assault. If Government neither Passed nor played the Event, and an Assault alone (without Air Lift or Air Strike)
would remove a Shipment, a player Base, or at least 4 Guerrillas from any combination of Factions, the Government
Assaults. Before Assaulting, do a Special Activity per 8.8.7 below. Then Assault for a maximum of 9 Resources as
follows:
* First, wherever it is possible to remove the largest number of Insurgent Bases, then to add Government Control of the
most Population possible, then to remove the most Shipments, then to remove the last Insurgent piece in Cities or
Departments. Within that, first select the space with highest Population, then to target player pieces before Non-player
pieces; within that target FARC, then AUC, then Cartels.
* Then, if the unshaded Tapias Government Capability is in effect, Assault on LoCs with active Guerrillas and cubes, in
order from highest to lowest Econ.
8.8.4 Train. If Government did not Pass, play the Event or Assault, and it has 10+ pieces of any types available or Train
would allow it to do Civic Actions (6.4.1 and 8.8.9), Train in a maximum of 4 spaces as follows:
* First, in up to 3 spaces, place exactly 6 cubes per 8.1.2. Select spaces first to change Control of the most Population,
then to add either Police or Troops where there are none yet (Police first), then in random spaces.
* Then do a Special Activity per 8.8.7.
* Then do Civic Action per 8.8.9 for the largest shift possible in a space with no Terror, if possible in one of the Train
spaces selected, otherwise in 1 additional space where Civic Action is possible (placing up to 6 cubes per 8.1.2 if
possible).
* If no Civic Action was done, Train to replace 3 Government Cubes with a Government Base in the Department with
the highest Population above 0, no Government Base already, room for a Base, and 5+ cubes.
8.8.5 Patrol. If Government did not Pass, execute the Event, Assault or Train, and Guerrillas on any LoC either are
Underground or outnumber any cubes on that LoC (including if there are no cubes at all there), Patrol. Move first
Police, then Troops, without moving the last of either type from any City or Department:
* First to equal Guerrillas on each LoC possible (adding 1 extra cube if the shaded "7th SF" Capability is in effect),
from the space with the largest number of cubes that are able to reach that LoC.
* Then move cubes that have not yet moved from spaces with the largest number of cubes that is both above 3 and
above the number needed to maintain Government Control, until as many Cities as possible have at least 3 cubes,
Government Control, and both Troops and Police.
* Then move 1 Police to each Econ 3 LoC that doesn't have any Police yet.
* Then Assault on LoCs to remove the most Insurgents possible.
* Finally do a Special Activity per 8.8.7.
8.8.6 Sweep. If Government did not Pass, execute the Event, Assault or Train, and no LoC has either any Underground
Guerrillas or more Active Guerrillas than cubes, Sweep. Before the Operation, execute a Special Activity per 8.8.7.
Then Sweep for a maximum of 12 Resources as follows:
* Select Sweep spaces first where it is possible to Activate all Guerrillas, then to add Government Control; within those
priorities select Cities first, then Departments; within that, first spaces with Support, then where cubes are already
present, then elsewhere; within that, in order from largest to smallest Population.
* Move in Troops first to add Government Control, then to Activate all Guerrillas, then to add at least one Troop where
there are only Police present (even if that Troop is not needed for Control or Activation). If the unshaded "NDSC"
Capability is in effect, also move one Police to each Sweep space where there is none already.
* During the above movements, do not remove Government Control anywhere, nor reduce any Support space to have
less than 3 cubes, nor any LoC to have fewer cubes than Guerrillas (plus one extra cube if the shaded "7th SF"
Capability is in effect).
* Finally Activate as many Underground Guerrillas as possible in all Sweep spaces.
8.8.7 Government Special Activities. When the instructions for an Operation indicate that Government should do a
Special Activity (in the middle of a Train Operation, after a Patrol Operation, and before an Assault or Sweep
Operation), execute one Special Activity selected in the following order:
ERADICATE: If the Cartels faction is controlled by a player and has 8 or more Bases, Government will Eradicate to
remove the most Cartels Bases possible from a Department that is not already selected for Assault. If there are more
than one such space, select first the one with the smallest Population, then if still equal select a Department Opposition
space before Support or Neutral Departments, then choose randomly. If no such space is available, or if Cartels have
fewer than 8 Bases on the map, instead Air Strike.
AIR STRIKE: If Government did not Eradicate and the accompanying Operation is an Assault, Patrol or Sweep, Air
Strike to remove a player AUC Base if possible, then to remove a player FARC Base. If no such Base can be removed,
instead remove the last Insurgent piece (player or Non-player) in a space, first on the LoC with the highest Econ value
and an Active Guerrilla, then in the Department with the highest Population above 0; within that, remove a player piece
before a Non-player one, then choose randomly. If no such target is available or the accompanying Operation was Train,
instead Air Lift.
AIR LIFT: If Government did not Air Strike, Air Lift Troops from the City or Department with the largest number of
Troops above both 3 cubes and the number needed to maintain Government Control, and where a Government Base
could not be built (e.g., because there is no room for a Base there, or the space is a Department with a Government Base
already or a City, or there are no Government Bases available). Select the destination space as follows:
* If the accompanying Operation is Assault or Sweep, Air Lift first to the highest priority space for that Operation that
has too few cubes to complete the Operation (regardless of whether or not Government will actually execute the
Operation there). If there is no such space, instead Air Lift to a Department or City with Police but no Troops (select
randomly if there is more than one).
* If the accompanying Operation is Train or Patrol, Air Lift first to a space where the Troops added are needed to allow
Civic Action. If there is more than one such space, Air Lift to the space that would allow the largest possible shift
towards Active Support. If there is no such space, instead Air Lift to the highest-Population Department where the
added Troops would allow a Government Base to be built (5+ cubes, no Govt Base, and room for a Base).
If none of the above is possible, instead Eradicate.
ERADICATE: If none of the above Special Activities were executed, Government will Eradicate where it can remove
the most Cartel Bases (regardless both of whether the Cartels faction is a player or Non-player faction and of how many
Bases it has on the map). If there is more than one space that would allow the maximum possible number of Cartel
Bases to be removed, select first the candidate space with the smallest Population, then one with Active Opposition,
then randomly. If there is no such space, Non-player Government will not execute any Special Activity.
After executing (or failing to execute) the Special Activation, return to the accompanying Operation if there are any
instructions left to execute.
8.8.8 Using the unshaded 7th Special Forces Government Capability. If the unshaded 7th SF Government
Capability is in play, Non-player Government will use it at the end of the Sabotage Phase (6.2) of the Propaganda
Round, first to remove any Sabotage from the three Econ 3 LoCs, then to remove Terror from those spaces that would
have the highest priority for Civic Action without Terror per 8.8.9, and finally to remove Sabotage from other LoCs
with the highest total Econ possible.
8.8.9 Civic Action. Whenever Non-player Government does Civic Action, whether during Training (3.2.1) or the
Support Phase (6.4), it uses the following additional instructions:
* Except during the final Propaganda Round, do no execute Civic Action that would reduce Government Resources
below 15.
* During Train Operations, execute Civic Action for the greatest possible shift towards Active Support in a space with
no Terror.
* During the Support Phase, first execute Civic Action to Passive Support wherever possible; within that, first where no
Terror then elsewhere; within that first for the largest reduction of Opposition, then the largest increase of Support, then
randomly. Then, if there are still Resources available, execute Civic Action wherever it is possible to bring spaces to
Active Support, first in the highest Population.
8.8.10 Redeploy. In the Redeploy Phase (6.5), relocate Government Troops and Police as described below. Do not
adjust Control until all Redeployment movements have been carried out.
* First, move all Troops from LoCs and Departments without Government Bases to the side of the map.
* Then move Police, each from the space that currently has most Police that have not yet moved and without removing
the last Police from any City or Department; first to maintain Government Control in Population 1+ Departments with
no Government Bases, then to equal the number of Cartel or AUC Guerrillas (whichever is highest) in each City or
Department, then to put 1 Police in each Population 1+ space with none, then to put 1 Police on each Econ 3 LoC;
finally to have at least 3 cubes in each Support Department with no Government Base even if fewer than that are
required to maintain Government Control.
* Then return all Redeploying Troops to the map, first so each Government Base then City in order from highest to
lowest Population has Government Control and at least 3 cubes, then 1 Troop to each City and Department possible that
only has Police; then move all other Redeploying Troops to Bogotá if possible, otherwise to a random City with
Government Control.
* Finally adjust Control.
* 0 or less - Failure. The player's faction has lost its bid for power.
* 1 to 3 - Stalemate. The player's faction has the upper hand, but the other factions are not beaten yet and years of
struggle lie ahead.
* 4 to 8 - Progress. While the other factions have not given up yet, the player's faction is clearly dominant and will
almost certainly win in the long run.
* 9 or more - Triumph. The player's faction has won decisively, shattering the other factions so badly that they will not
be able to challenge the ruling order for many years.