Overview
A Distant Plain is a COIN Series (Volume III) game depicting counterinsurgency conflict in modern Afghanistan. Each player controls one of four Factions – the international Coalition, the Afghan Government, the Islamist Taliban, or narco-trafficking Warlords – using military, political, and economic actions to influence the Afghan population. Cards regulate turn order, events, and victory checks. Non-player rules enable solitaire, 2-player, or 3-player games.
Components
- 1 mounted 22”x34” game board (map of Afghanistan)
- 78-card deck (Event cards + Propaganda cards)
- 158 wooden force pieces (medium/light blue, tan, black, green; some embossed)
- 7 embossed cylinders
- 6 red and 6 white pawns
- Marker sheet
- Sequence of Play sheet
- 4 Faction player aid foldouts
- 1 Non-player aid foldout
- 1 Random Spaces sheet
- 3 six-sided dice (tan, black, green)
Setup
Per scenario instructions (pages 19-20 of rulebook). Each faction places forces and markers per the setup chart. Shuffle Event deck with Propaganda cards mixed in at designated intervals.
Turn Structure
Cards are played from the deck one at a time, with the next card always revealed to all players.
Card Resolution
- Reveal the next card from the deck (one card always showing ahead).
- The current Event card shows faction eligibility order (4 factions listed).
- The first two Eligible Factions (in order) may choose:
- Execute the Event (shaded or unshaded text), OR
- Conduct an Operation (with optional Special Activity), OR
- Pass (stay Eligible for next card; gain 1 Resource if desired).
- Factions that Execute an Event or Operation become Ineligible for the next card.
- Factions that Pass or were not Eligible remain Eligible.
- A maximum of 2 Factions act per card; others are Ineligible or limited.
Propaganda Rounds
When a Propaganda card is drawn, all factions execute a sequence:
- Victory Check – Each faction checks if it meets its victory condition.
- Resources – Factions collect resources based on control, population, bases, and economic value.
- Support Phase – Government shifts population toward Support; Taliban toward Opposition.
- Redeploy – Government and Coalition may reposition forces.
- Reset – All factions become Eligible. Adjust markers.
Actions
Operations (per Faction)
| Faction |
Operations |
| Coalition |
Train, Patrol, Sweep, Assault |
| Government |
Train, Patrol, Sweep, Assault |
| Taliban |
Rally, March, Attack, Terror |
| Warlords |
Rally, March, Attack, Terror |
Special Activities (one per Operation)
| Faction |
Special Activities |
| Coalition |
Surge, Transport, Airstrike |
| Government |
Govern, Transport, Eradicate |
| Taliban |
Infiltrate, Suborn, Extort |
| Warlords |
Cultivate, Suborn, Traffic |
Key Operations
- Train: Place Government/Coalition forces; build bases.
- Rally: Place Insurgent forces; build bases.
- Sweep/Patrol: Activate (reveal) underground guerrillas.
- March: Move insurgent forces.
- Assault/Attack: Remove enemy forces from spaces.
- Terror: Place Terror markers; shift population toward Opposition.
Scoring / Victory Conditions
Each faction has a unique victory condition checked during Propaganda Rounds:
| Faction |
Victory Condition |
| Coalition |
Total Support + Patronage >= threshold; Coalition Casualties below threshold |
| Government |
Total Support + Patronage >= threshold |
| Taliban |
Total Opposition + Bases >= threshold |
| Warlords |
Total Bases + Resources >= threshold |
If no faction wins after the final Propaganda card, the faction closest to its victory condition wins.
Special Rules & Edge Cases
- Control: A space is Controlled by the faction (Government or Insurgent) with the most total pieces there.
- Support/Opposition: Population spaces range from Active Support through Neutral to Active Opposition.
- Underground vs. Active: Guerrillas start underground (hidden) and must be Activated (revealed) before they can be targeted by Assault.
- Lines of Communication (LoCs): Roads that can hold forces; important for economic value and government control.
- Patronage: Represents corruption; Government gains resources but Coalition loses support.
- Pakistan: Neighboring provinces where Taliban can safely base.
- Non-Player rules: Detailed flowcharts for running AI-controlled factions.
Player Reference
| Faction |
Color |
Force Types |
| Coalition |
Medium blue |
Troops, Bases |
| Government |
Light blue |
Troops, Police, Bases |
| Taliban |
Black |
Guerrillas, Bases |
| Warlords |
Green |
Guerrillas, Bases |
| Map Spaces |
Types |
| Mountain Province |
Harder to Assault |
| Plains Province |
Standard |
| City (Kabul) |
High population |
| Lines of Communication |
Roads, economic value |
| Pashtun spaces |
Cultural alignment |
| Pakistan provinces |
Taliban safe haven |