Overview
Fire in the Lake is a 1- to 4-player board game depicting insurgent and counterinsurgent (COIN) conflict during the US involvement in Vietnam, 1964-1972. It is Volume IV of GMT’s COIN Series. Each player controls one of four Factions – the United States (US), the Republic of Vietnam (ARVN), the North Vietnamese Army (NVA), or the Viet Cong (VC) – using military, political, and economic actions to influence or control the population, extract resources, or achieve their Faction’s unique victory conditions. A deck of Event cards regulates turn order, events, and victory checks.
Components
- 1 mounted 22”x34” game board (map of South Vietnam and surrounding areas)
- 130-card deck (Event cards and Coup cards)
- 229 wooden pieces: olive (US), yellow/orange (ARVN), red (NVA), blue (VC)
- Cubes: US Troops, ARVN Troops, ARVN Police, NVA Troops
- Special shapes: NVA & VC Guerrillas, US & ARVN Special Forces, Bases for all Factions
- 7 embossed cylinders (Faction eligibility/tracking)
- 6 black and 6 white pawns
- Sheet of markers (Support/Opposition, Control, Terror, Sabotage, Tunnel, etc.)
- 2 Sequence of Play / Spaces List sheets
- 4 Faction player aid foldouts
- 1 Random Spaces / Non-player Events foldout
- 2 Non-player Operations foldouts
- 3 six-sided dice (blue, red, yellow)
- Playbook and Rules book
Setup
- Choose a scenario (Short, Medium, or Full) and set up the draw deck per scenario instructions (last 2 pages of rulebook). Coup cards are shuffled into designated positions within the Event deck.
- Assign Factions to players. With fewer than 4 players, remaining Factions are controlled by Non-Player rules (Section 8) or may be assigned to players in pairs (NVA+VC or US+ARVN).
- Place forces on the map per the scenario’s setup chart. Each space gets specific pieces and Support/Opposition markers as listed.
- Set all victory, Aid, Patronage, Resource, Trail, and Econ markers to their scenario starting values on the edge tracks.
- Place all Faction cylinders in the “Eligible” box of the Sequence of Play track.
- Set aside any Pivotal Event cards for the Medium and Full scenarios.
Turn Structure
Each turn revolves around playing one card from the deck:
- Reveal: The top card of the draw deck is visible; when played, the next card is revealed.
- Event Card Resolution:
- Up to 2 Factions act per card, in the order shown on the card’s Faction symbols.
- Factions whose cylinder is in the “Eligible” box may act; “Ineligible” Factions skip.
- 1st Eligible Faction may: Execute an Operation (with or without a Special Activity) OR Execute the Event OR Pass (+1 Resource for Insurgent; +3 ARVN Resources for COIN).
- 2nd Eligible Faction options depend on what 1st Eligible did:
- If 1st did Op only: 2nd may do a Limited Operation (1 space, no Special Activity).
- If 1st did Op + Special Activity: 2nd may do Limited Op OR the Event.
- If 1st did the Event: 2nd may do a full Op + Special Activity.
- Passing keeps a Faction Eligible for the next card.
- Adjust Eligibility: Factions that executed an Op or Event become Ineligible; others stay Eligible.
- Next Card: Move the top draw deck card to the played pile; reveal the new top card.
- Coup Card: When a Coup card is played, follow its immediate effect, then conduct a full Coup Round (see below).
Monsoon: On the last Event card before a Coup, Sweep and March are prohibited, Air Strikes/Air Lifts limited to 2 spaces, and no Pivotal Events allowed.
Pivotal Events: Each Faction (Medium/Full scenarios) has a unique Pivotal Event card playable when its precondition is met, cancelling the current Event card.
Actions
COIN Operations (US and ARVN)
| Operation |
Cost |
Effect |
| Train |
3 ARVN Resources (if placing pieces) |
Place ARVN cubes/Rangers/Irregulars at Bases or Cities. May Pacify 1 space (shift toward Active Support, costs 3 ARVN per level). ARVN may replace 3 cubes with 1 Base. |
| Patrol |
ARVN: 3 total; US: 0 |
Move cubes along LoCs/Cities. Activate 1 enemy Guerrilla per cube in LoCs. May Assault 1 LoC free. |
| Sweep |
ARVN: 3 per space; US: 0 |
Move adjacent Troops into selected Provinces/Cities. Activate 1 Guerrilla per cube (1 per 2 in Jungle). |
| Assault |
ARVN: 3 per space; US: 3 ARVN if adding ARVN |
Remove enemy pieces. US: 2 enemies per Troop at US Base, 1 per Troop normally, 1 per 2 in Highland. ARVN: 1 per 2 cubes (1 per 3 in Highland). Remove NVA Troops first, then Active Guerrillas, then Bases (only after no Guerrillas remain). Underground Guerrillas immune. Tunneled Bases require die roll (4-6 removes Tunnel only). |
Insurgent Operations (NVA and VC)
| Operation |
Cost |
Effect |
| Rally |
1 per space |
Place 1 Guerrilla or replace 2 Guerrillas with 1 Base. At existing Bases: NVA places Guerrillas up to Trail + NVA Bases; VC places up to Population + VC Bases OR flips Guerrillas Underground. NVA may spend 2 extra to Improve Trail. |
| March |
1 per Province/City destination (0 for LoCs) |
Move Guerrillas/Troops to adjacent spaces. Guerrillas go Active if destination has Support or is a LoC AND total pieces > 3. NVA may continue through Laos/Cambodia if Trail > 0. |
| Attack |
1 per space |
Activate all Guerrillas, roll die: success if roll <= number of Guerrillas, removing up to 2 enemies. NVA alternatively removes 1 enemy per 2 NVA Troops (no die roll). US pieces removed = Casualties; for each US Troop/Base removed, attacker loses 1 piece. |
| Terror |
1 per Province/City (0 for LoCs) |
Requires Underground Guerrilla. Place Terror marker (VC: shift 1 toward Opposition; NVA: shift Support toward Neutral) or Sabotage marker on LoCs. |
US Special Activities (choose 1 with Operation)
- Advise: Accompany Train/Patrol. In 1-2 non-Train spaces: ARVN Sweep, ARVN Assault, or Activate 1 Irregular/Ranger to remove 2 enemies. May add +6 Aid.
- Air Lift: Move any US Troops and up to 4 ARVN pieces among 4 spaces (2 in Monsoon).
- Air Strike: Up to 6 spaces with US/ARVN pieces. Remove up to 6 total Active enemies. Bases only after other pieces gone. Shifts each space 1 level toward Opposition. May Degrade Trail by 1.
ARVN Special Activities
- Govern: Accompany Train/Patrol. In 1-2 COIN-Controlled spaces with Support: add 3x Population to Aid OR transfer Population value from Aid to Patronage (shift 1 toward Neutral).
- Transport: Move up to 6 ARVN Troops/Rangers from 1 space along LoCs. Flip all Rangers Underground.
- Raid: Accompany Patrol/Sweep/Assault. In 1-2 spaces: move adjacent Rangers in; Activate 1 to remove 2 enemies.
NVA Special Activities
- Infiltrate: Accompany Rally/March. At NVA Bases: place NVA Troops up to Trail + Bases, may replace Guerrillas with Troops. Where NVA outnumber VC: shift Opposition toward Neutral, replace 1 VC piece with NVA.
- Bombard: In 1-2 spaces with 3+ ARVN/US Troops or a Base, adjacent to 3+ NVA Troops: remove 1 US/ARVN Troop.
- Ambush: In 1-2 March/Attack spaces with Underground NVA Guerrilla: automatic success, remove 1 enemy, Activate only 1 Guerrilla, no NVA attrition. On LoCs: may remove enemy from adjacent space.
VC Special Activities
- Tax: Up to 4 spaces with Underground VC, no COIN Control. Activate 1 Guerrilla; gain Econ value or 2x Population in Resources. Shift 1 toward Support.
- Subvert: Accompany Rally/March/Terror. In 1-2 spaces with Underground VC and ARVN cubes: remove 2 ARVN cubes or replace 1 with VC Guerrilla. Drop Patronage by 1 per 2 ARVN removed.
- Ambush: Same as NVA Ambush but with VC Guerrillas.
Scoring / Victory Conditions
Each Faction has a unique victory threshold checked during Coup Round Victory Phases:
| Faction |
Victory Condition |
Threshold |
| US |
Total Support + Available US Troops & Bases |
> 50 |
| NVA |
NVA-Controlled Population + NVA Bases on map |
> 18 |
| ARVN |
COIN-Controlled Population + Patronage |
> 50 |
| VC |
Total Opposition + VC Bases on map |
> 35 |
- Active Support/Opposition counts double the Population.
- If any Faction meets its condition during a Coup Round Victory Phase, the game ends immediately.
- After the Final Coup Round, the Faction with the highest victory margin (value above or below threshold) wins.
- Ties favor Non-players, then VC, then ARVN, then NVA.
Coup Round Sequence
- Victory Phase: Check all victory conditions.
- Resources Phase: Auto-Sabotage LoCs, Degrade Trail if Laos/Cambodia COIN-Controlled, ARVN earns Aid + Econ, VC earns per Bases, NVA earns per Bases in Laos/Cambodia + 2x Trail. Subtract 3x Casualties from Aid.
- Support Phase: US/ARVN Pacify (up to 4 combined spaces, 3 ARVN Resources per level), VC Agitate (up to 4 spaces, 1 Resource per level).
- Redeploy Phase: Remove US/ARVN from Laos/Cambodia; ARVN redeploy Troops to Bases/Cities; NVA may move Troops to NVA Bases. Adjust Control.
- Commitment Phase: US Casualties processed; US may move up to 10 Troops and 2 Bases between Available and COIN-Controlled spaces/LoCs/Saigon.
- Reset Phase: Trail adjusts toward center (0->1, 4->3); remove all Terror/Sabotage markers; flip all Guerrillas/SF Underground; discard Momentum cards; all Factions become Eligible.
Special Rules & Edge Cases
- Tunneled Bases: Cannot be removed by normal Assault/Attack. Requires a die roll of 4-6 to remove Tunnel marker only (Base stays). Events may override.
- Stacking: Maximum 2 Bases per Province/City. No Bases on LoCs. Only NVA/VC in North Vietnam. US/ARVN never enter North Vietnam.
- Underground Guerrillas: Must be Activated (flipped face-up) before they can be Assaulted. Sweep and Patrol are the primary means.
- US Resource Spending: US spends ARVN Resources but may not reduce them below the marked Total Econ value.
- NVA/VC Resource Transfer: If separate players, NVA and VC may transfer Resources during any Op/Activity/Event execution.
- Free Operations: Granted by Events; cost 0 Resources and do not affect Eligibility. Exception: Pacification, Trail Improvement, and Agitation still cost Resources even if free.
- Events Override Rules: Event text takes precedence except: no violating stacking, only place Available pieces, no forced removal of Tunneled Bases unless explicit.
- Monsoon (last card before Coup): No Sweep/March, Air Lift/Strike limited to 2 spaces, no Pivotal Events.
- Dual-Use Events: Executing Faction chooses unshaded or shaded text regardless of which Faction it favors.
Player Reference
Resource Costs Quick Reference
| Action |
US Cost |
ARVN Cost |
NVA Cost |
VC Cost |
| Train |
0 (3 ARVN if placing) |
3 ARVN (if placing) |
– |
– |
| Patrol |
0 |
3 total |
– |
– |
| Sweep |
0 |
3/space |
– |
– |
| Assault |
0 (3 ARVN to add ARVN) |
3/space |
– |
– |
| Rally |
– |
– |
1/space (+2 Trail) |
1/space |
| March |
– |
– |
1/Province or City |
1/Province or City |
| Attack |
– |
– |
1/space |
1/space |
| Terror |
– |
– |
1/Province or City |
1/Province or City |
Victory Thresholds
| Faction |
Metric |
Threshold |
| US |
Total Support + Available US |
> 50 |
| NVA |
NVA-Controlled Pop + NVA Bases |
> 18 |
| ARVN |
COIN-Controlled Pop + Patronage |
> 50 |
| VC |
Total Opposition + VC Bases |
> 35 |
Coup Round Phase Order
- Victory Check
- Resources (Sabotage, Trail Degrade, Earnings, Casualties)
- Support (Pacification, Agitation)
- Redeploy (Laos/Cambodia removal, ARVN redeploy, NVA redeploy, Control adjust)
- Commitment (US Casualties, US force movement)
- Reset (Trail adjust, remove Terror/Sabotage, flip Underground, Momentum discard, all Eligible)