Guerilla

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Guerilla is a tactical-level wargame published by Avalon Hill in 1974, simulating the confrontation between Malaysia and Indonesia from 1963-1966. One player controls British Gurkha forces fighting for Malaysia while the other commands Indonesian forces. The game features small platoon-sized combats at squad level, with unusual supply rules and distinctive movement mechanics. It is notable for its rare and unique historical setting.

Components

Setup

  1. Place the hex map between both players.
  2. One player takes the Malaysian/Gurkha forces, the other takes the Indonesian forces.
  3. Place units on the map according to the scenario setup instructions.
  4. Set up supply markers and tracking systems.
  5. Determine the first player.

Turn Structure

Each turn follows this sequence:

  1. Supply Phase: Check supply status for all units.
  2. Movement Phase: Move units according to their movement allowances and terrain costs.
  3. Combat Phase: Resolve combat between adjacent opposing units.
  4. End Phase: Administrative tasks and victory condition checks.

Actions

Movement

Combat

Supply

Guerrilla Warfare

Scoring / Victory Conditions

Victory conditions reflect the asymmetric nature of the conflict:

Special Rules & Edge Cases

Player Reference

Scale: Squad-level units, tactical combat

Sides: Malaysian/Gurkha forces vs. Indonesian guerrillas

Setting: Borneo, 1963-1966

Key mechanics: Hex movement, CRT combat, supply lines, asymmetric warfare

Turn sequence: Supply > Movement > Combat > End Phase