Fire in the Lake

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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

Setup

  1. 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.
  2. 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).
  3. Place forces on the map per the scenario’s setup chart. Each space gets specific pieces and Support/Opposition markers as listed.
  4. Set all victory, Aid, Patronage, Resource, Trail, and Econ markers to their scenario starting values on the edge tracks.
  5. Place all Faction cylinders in the “Eligible” box of the Sequence of Play track.
  6. Set aside any Pivotal Event cards for the Medium and Full scenarios.

Turn Structure

Each turn revolves around playing one card from the deck:

  1. Reveal: The top card of the draw deck is visible; when played, the next card is revealed.
  2. 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.
  3. Adjust Eligibility: Factions that executed an Op or Event become Ineligible; others stay Eligible.
  4. Next Card: Move the top draw deck card to the played pile; reveal the new top card.
  5. 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)

ARVN Special Activities

NVA Special Activities

VC Special Activities

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

Coup Round Sequence

  1. Victory Phase: Check all victory conditions.
  2. 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.
  3. 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).
  4. Redeploy Phase: Remove US/ARVN from Laos/Cambodia; ARVN redeploy Troops to Bases/Cities; NVA may move Troops to NVA Bases. Adjust Control.
  5. Commitment Phase: US Casualties processed; US may move up to 10 Troops and 2 Bases between Available and COIN-Controlled spaces/LoCs/Saigon.
  6. 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

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

  1. Victory Check
  2. Resources (Sabotage, Trail Degrade, Earnings, Casualties)
  3. Support (Pacification, Agitation)
  4. Redeploy (Laos/Cambodia removal, ARVN redeploy, NVA redeploy, Control adjust)
  5. Commitment (US Casualties, US force movement)
  6. Reset (Trail adjust, remove Terror/Sabotage, flip Underground, Momentum discard, all Eligible)