A Distant Plain

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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

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

  1. Reveal the next card from the deck (one card always showing ahead).
  2. The current Event card shows faction eligibility order (4 factions listed).
  3. 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).
  4. Factions that Execute an Event or Operation become Ineligible for the next card.
  5. Factions that Pass or were not Eligible remain Eligible.
  6. 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:

  1. Victory Check – Each faction checks if it meets its victory condition.
  2. Resources – Factions collect resources based on control, population, bases, and economic value.
  3. Support Phase – Government shifts population toward Support; Taliban toward Opposition.
  4. Redeploy – Government and Coalition may reposition forces.
  5. 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

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

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