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Labyrinth: The Awakening, 2010 – ?

Expansion for Labyrinth: The War on Terror, 2001 – ?

Labyrinth: The Awakening, 2010 – ? Rulebook

Table of Contents

Table of Contents

  • Playtest Components
  • Document Status
  • 10.0 Introduction
  • 11.0 What's Changed?
    • 11.1 New Rules
    • Civil War
    • 11.3 Other Changes
  • Solitaire Bots (Labyrinth Bots v1.7)
    • 12.0 Jihadist Bot (1-Player)
    • 13.0 US Bot (1-Player)
    • Event or Operations (EvO) Flowchart (Version 1.7)
    • Operations Priorities (OpP) Flowchart
    • Alert Resolution Flowchart (ARF)
    • Post-Alert Resolution (PAR) Flowchart
    • Operations Priorities (OpP) Flowchart (continued)
    • Event Instructions Table (v1.7)
  • Scenarios
    • Awakening [DEC 2010 - ?]
    • Mitt's Turn [Alternative History]
    • Arab Spring [DEC 2010 - FEB 2015]
    • Status of Forces Agreement [DEC 2011 - ?]
    • Assad Alone [JUN 2012 - ?]
    • Islamic State of Iraq and the Levant (ISIL) [JUN 2014 - ?]
    • Campaign Game [SEP 2001 – DEC 2015]

Playtest Components

21 Page Rules of Play

99 Card Proofs (the other 21 cards come from the Original LABYRINTH game, 11 of which are modified)

15 Wooden Cubes and 4 Cylinders (players must provide these, see recommendations below)

60 markers (15 x Awakening, 15 x Reaction (double sided), 19 x Event (3 double sided), 5 x Civil War, 1 x Caliphate Capital, 5 x Caliphate Country markers)

4 x Country Mats (1 for Iran, 1 for Mali, 1 for Nigeria [double sided] and 1 for Off Map Forces)

11 x Card modification slips, Revised End of Turn Sequence and Polarization mnemonic (double sided)

Document Status

Table of contents and status of the playtest document, as printed:

    1. Introduction to LABYRINTH II: Complete
    1. New Rules: Complete
    1. Jihadist Bot: Separate .pdf file
    1. US Bot: Separate .pdf file
  • Scenarios (x7): Complete
  • Glossary and Index: Not Started
  • Credits: Not Started
  • List of Cards in Play: Complete (in the separate cards spreadsheet)
  • Event Background: Complete (in the separate cards spreadsheet)
  • Designer's Notes: To be published in C3i Nr29

10.0 Introduction

LABYRINTH: Awakening uses the exact same rules, victory conditions, map, components, and charts as its predecessor game. Ownership of LABYRINTH is required for play. If you are new to this series, become familiar with LABYRINTH first, then add in the elements presented below to explore what has transpired in the five years since the publication of that game. Follow the Set Up procedure as described in 3.0 of LABYRINTH, with some minor exceptions as noted in the rules that follow.

NOTE TO PLAYTESTERS: Most play test games will be completed via VASSAL. If you wish to complete a home play test kit to use FTF with your local game group or at conventions, follow the instructions below:

First, purchase sleeve protectors for your original LABYRINTH cards. You will need 120 sleeves, and I have found that 63.5mm x 88mm works great. My personal preference is for the thicker sleeves (125%), but that does make the draw pile quite tall, so I keep my cards in a small box so they do not spill-over on to the map. Place all of your 120 cards from LABYRINTH in these sleeve protectors.

Next, print out the new cards provided, preferably on card stock, trim them neatly, and insert them in the sleeve protectors on-top of the cards they replace as defined on the accompanying Cards list. You will also need to trim and insert the 11 Card Modification Slips found on the Markers sheet.

Lastly, print out the game markers on thick card stock and or paste them onto cardboard and trim neatly. You will also need additional cubes and cells as defined in the rules below, and these can best be borrowed from the COIN game FIRE IN THE LAKE.

UPDATE NOTE TO PLAYTESTERS ON THE EXANSION'S NAME: We have received some play-tester feedback on alternative names for the expansion. The name that seems to make the most sense from the perspective of Volko, Joel and I is: Labyrinth: The Awakening, 2010 - ?

We are dropping the "II" in the title for the following reasons:

  • It is anticipated this will be a Ziploc expansion to be stored in the original game box and not a standalone game
  • There may very well be other expansions to Labyrinth in the future along the same lines and these will be named based on their themes
  • There has not been a break in the GWOT that would signal something different (as in WWI & WWII); it is a continuation of the same struggle

Of course this expansion will always be the second "chapter" of the base game, and we believe people may still call the games I & II informally (such as Laby I and Laby II, or L1 and L2, or Labyrinth: GWOT and Labyrinth: Awakening).

11.0 What's Changed?

11.1 New Rules

LABYRINTH: Awakening includes new rules that modify the game in order to represent major forms of political movement and struggle that were not common in the Muslim world during the time period covered by the first game.

11.1.1 Awakening and Reaction. The last several years have seen a rapid increase in the degree of participation of the populace in the Muslim world in determining the course of their governments. This game expansion comes with blue Awakening markers to represent populations that are petitioning to increase freedom and the rule of law in their respective countries, and green Reaction markers to show Jihadist reaction to the popular expression of the people. These markers are brought into play primarily through the activation of event cards and are placed only in Muslim countries.

NOTE TO PLAYTESTERS: If you have a copy of FIRE IN THE LAKE, the Opposition and Support markers from this game are the correct size and color and can be used for this purpose. You will need 15 of each color, or you can print out the accompanying markers sheet on card stock and make your own counters.

11.1.2 Place a blue Awakening or a green Reaction marker in a Muslim country's space whenever called for by play of an event. Place the Awaking markers stacked on the bottom left hand side and the Reaction makers stacked on the bottom right hand side of country spaces. If unmarked, Test Country (4.9.4) prior to placement of these markers. Subject to counter mix limits, there is no restriction on the number of these markers may be present in a country (use the +2 side if more are needed).

11.1.3 Each Awakening marker adds 1 and each Reaction marker subtracts 1 to any War of Ideas (7.1.2), Jihad (8.4) or Major Jihad (8.4.2) die rolls in that country. These modifiers do not affect Plots in any way. An equal number of Awakening or Reaction markers cancel out their respective modifiers, but the markers remain unless adjusted by other events or conditions.

EXAMPLE: If Pakistan had 2 Awakening and 1 Reaction marker, the net effect is that the US player would have a +1 on all WOI rolls, and the Jihadist would have a +1 (not -1) on all Jihad rolls.

11.1.4 Regardless of how a card event is worded (this rule supersedes 6.2.2), Awakening and Reaction markers may not be placed in:

  • A non-Muslim country, or
  • A country in Civil War, or
  • A country with Good Governance, or
  • A country with Islamist Rule.

Awakening and Reaction markers may be placed in a Regime Change country.

11.1.5 Every time a country improves its Governance 1 level for whatever reason, remove 1 Awakening marker (if present). Every time a country degrades its Governance 1 level for whatever reason, remove 1 Reaction marker (if present). Shifts in Alignment do not remove Awakening/Reaction markers.

DESIGN NOTE: These removals represent a degree of disengagement by the local populace as they see the government moving in their desired direction.

11.1.6 A Muslim country has all of its Awakening and Reaction markers removed when it:

  • Becomes Islamist Rule (8.4.4)
  • Falls into Civil War (11.2.1)
  • Reaches a state of Good Governance

11.1.7 Polarization. Before Dealing New Cards during the End of Turn Phase, perform a country-by-country census of all Awakening and Reaction markers on the map. In each country, subtract the number of Reaction from Awakening markers and find the difference on the table below:

DifferenceResult
-3 or lessShift country's Alignment one box towards Adversary; If already Adversary, degrade Governance one level towards Islamist Rule (see also 11.1.5, 11.1.6, and 11.1.8).
-2Add 1 more Reaction marker to country.
+1, 0, or -1No effect.
+2Add 1 more Awakening marker to country.
+3 or greaterShift country's Alignment one box towards Ally; if already Ally, improve Governance one level towards Good (see also 11.1.5, 11.1.6, and 11.1.8).

If a country becomes Islamist Rule during the Polarization / Civil War Attrition Phase, treat it like a successful Major Jihad and remove all Regime Change, Besieged Regime, Local Security Forces, and Aid Markers; add Resources to Funding; if Troops, Prestige to 1 (Troops remain).

EXAMPLE: At the end of turn 1 the US player has 3 Awakening markers in Neutral Poor Egypt while the Jihadist player has 1 Reaction marker. The difference is exactly 2 so the US player adds 1 Awakening marker to Egypt during the Polarization phase. Later turn 2 comes to an end with no change in markers or status in Egypt (now 4 Awakening and 1 Reaction). During Polarization the US would then be 3 or more ahead and would improve Egypt's Alignment from Neutral to Ally. If turn 3 ended with no more changes in Egypt, then Egypt would improve its governance from Poor to Fair, and 1 Awakening marker would be removed (11.1.5), and the marker count would be 3 Awakening and 1 Reaction. Continuing this example, if there were no changes in Egypt at the end of turn 4 then the US would add another Awakening marker for being up 2, and the count would become +3 in US favor. Then if no changes occurred at the end of turn 5, Egypt would move from Fair to Good Governance and all Awakening and Reaction markers would be removed (11.1.6).

DESIGN NOTE: The purpose of the Polarization rule is to allow countries to change direction on their own without continued US or Jihadist involvement, as was the case in the Arab Spring. It also rewards a side over time for getting ahead in the local politics of a country.

11.1.8 Convergence. Each time a country becomes either Good or Islamist Rule, the controlling player (US if Good; Jihadist if Islamist Rule) immediately rolls once on the Random Muslim Country Table (as modified by 11.3.9) and places either an Awakening or a Reaction marker (controlling player's choice) there. If that country is Good, Islamist Rule, or in Civil War, the opponent will instead place the marker in a country adjacent to the one rolled. If still unable to place the marker, controlling player rolls again and follows the above process until a marker can be legally placed. If the Convergence roll is triggered during the Polarization phase, the result does not change or trigger additional affects of Polarization in the receiving country.

DESIGN NOTE: The purpose of the Convergence rule is to allow the spread of popular movements from once country to another, in a pattern that is not directed by the players, but yet triggered by the successes of a given side.

Civil War

11.2.1 Civil War. Some degree of political expression and violence was experienced in nearly every Muslim country during the Arab Awakening, but four countries in particular (Libya, Syria, Iraq and Yemen) fell into a state of Civil War that require new rules in order to be modeled accurately in the system. There existed the potential for other countries to have fallen into Civil War as well.

11.2.2 Several event cards call for the outbreak of a Civil War in a country. A country already in Civil War is not affected by another Civil War event. The ending of a Civil War in a country does not prevent that same country from once more falling into Civil War in the future. When a Civil War is triggered, perform the following:

  • Place a Civil War marker in the bottom center of the country's space
  • Replace all Awakening markers with an equal number of Local Security Forces cubes (brown in color)
  • Replace all Reaction markers with up to an equal number of Sleeper Cells from Funding Track (regardless of current Funding)
  • Set the country's Alignment to Neutral and roll its Governance
  • Remove any Regime Change marker (if any)
  • Any preexisting Cells, Cadres, Cubes, Besieged Regime or Aid markers remain

11.2.3 While in Civil War, the Jihadist player may Auto Recruit in that country just as if it were an Islamist Rule or Regime Change country.

11.2.4 Local Security Forces act as Troops in all ways except they:

  • May not Deploy
  • Do not trigger a US Prestige loss from Plots or Major Jihad success unless US Troops in same country
  • Do not raise Prestige +1 during Disrupt operation unless US Troops in same country.
  • Regardless of how a card event is worded (this rule supersedes 6.2.2), may not be placed in non-Muslim countries.

DESIGN NOTE: Local Security Forces represent those elements of the state, including paramilitary protectionist and preservationist insurgency forces, which are fighting for a greater degree of representation in their government or are resisting the imposition of Jihadist will. Troops and Local Security Forces are collectively referred to as Cubes. The Civil War is carried out in game terms through the interaction of Cubes and Cells per the normal rules.

NOTE TO PLAYTESTERS: If you have a copy of FIRE IN THE LAKE, the olive cubes that represent US Troops from this game are the correct size and color and can be used for this purpose. You will need 15 of these. Also, there are two events cards that introduce new cylinders to the game, and these are best borrowed from FIRE IN THE LAKE too (3 Blue Cells for Training Camps and 1 Red Cell for Quds Force).

11.2.5 Civil War Attrition. Immediately following the Polarization Phase, check for Civil War Attrition:

Each player counts the number of combatants in the Civil War country: Cubes (US player) or Cells (Jihadist player). Each group of 6 combatants inflicts one "hit" on the other player. For groups of 5 or less combatants, roll a die: if the result is less than or equal to the number of combatants, an additional hit is inflicted.

Hits are then resolved simultaneously: US player loses 1 Cube per hit (US player's choice); Jihadist player loses 2 Cells per hit (Jihadist player's choice). Rolling for Attrition does not make Cells go Active nor do they have to be Active to be taken as a loss. Attrition losses do not impact Prestige in any way. Attrition may be caused or taken by Cubes that are represented by Markers (e.g. NATO, etc.). NATO can absorb two hits in one turn but is removed even if only one is inflicted if there are no other forces to take the hit instead. Cadre markers are not affected by Attrition, but a Cadre would be placed if the last Cell in that country was removed by Attrition.

If hits inflicted exceed the number of enemy combatants, each unfulfilled "hit" (including partially unfulfilled "hits" where only 1 Cell is remaining and is removed) shifts that country's Alignment one box towards Ally (for unfulfilled US hits) or towards Adversary (for unfulfilled Jihadist hits); or if already Ally/Adversary, will adjust Governance one level towards Good (for unfulfilled US hits) or one level towards Islamist Rule (for unfulfilled Jihadist hits). Note that a change to Good or Islamist Rule will end the Civil War (11.2.7).

EXAMPLE: If there are 2 Troops and 1 Local Security Forces (3 Cubes total) in Syria, and they are faced by 7 Cells, then during Civil War Attrition the US player would roll one die, and the Jihadist player would lose 2 Cells on a 3 or less. The Jihadist player would similarly roll 1 die and the US player would lose 1 Cube automatically for the first 6 cells present, and then another Cube on a die roll of 1 (losses could come from either Troops or Local Security Forces, US player's choice).

DESIGN NOTE: The loss of US Troops does not mean that they are eliminated in the literal sense of the word, but that the political situation is such that they are incrementally withdrawing from that country, similar to the drawdown in Vietnam which had the US voluntarily withdrawing from that conflict overtime.

11.2.6 In addition to normal affects, each revealed WMD Plot in a Civil War country will remove 1 Local Security Forces. Two resolved WMD plots in the same Resolve Plots phase in a Civil War country will set it to Islamist Rule (8.4.4).

11.2.7 A Civil War ends when the following occurs:

  • Becomes Islamist Rule (8.4.4)
  • Reaches a state of Good Governance
  • By Event play

11.2.8 Upon the conclusion of a Civil War, perform the following (unless otherwise directed by an event card):

  • Remove the Civil War marker
  • Remove all Local Security Forces
  • The country is now subject to the normal rules of the game

11.2.9 Wooden Pieces and Cardboard Markers. There is a strict limit on Cells, Troops and Local Security Forces; they may only be placed if they are available on the Track, unless an event specifies they can be taken from another location. Cells and both types of Cubes are always returned to the track when removed from the game board regardless of cause. The Awakening and Reaction markers are similarly limited to 15 markers for each side, but if a player needs more, they can be pulled from one location and moved to the new location if desired. Also these markers are doubled-sided with a +2 or -2 on the back. So unless one has a presence in 15 different countries consolidate them and use the leftover elsewhere. Players are free to construct more Caliphate Country markers if needed, though 5 should be sufficient, as most games would be concluded before needing more.

11.3 Other Changes

Some other minor adjustments are required to play LABYRINTH: Awakening.

11.3.1 WMD. Although Pakistan continues to be a potential source of nuclear weapons for the Jihadists, Russian WMD devices have proven to be more secure than analysts previously foreboded. Of the six WMD markers in the game, three continue to be available from Pakistan should it fall into Islamist Rule. Of the three remaining WMD markers, two should be placed into the Syria space and one into the Iran space at the start of the game. The Trade Embargo, NPT Safeguards Ignored and UNSCR 2118 events may make or keep these markers available or potentially available or move them to out of play. Just as with Pakistan, the WMDs in these two countries will also become available if the country comes under Islamist Rule.

11.3.1.1 WMD Alert. Each time the US player successfully Alerts or Reveals/Removes a WMD Plot for any reason, the US player gains +1 Prestige.

11.3.2 Plots. The Jihadist player is limited to placing each Plot marker once per turn. Once a non-WMD Plot is revealed either by Alert, Event, or by being Resolved, place it in the Resolve Plots box where it is unavailable until the End of Turn phase, when all six Plots become available again.

11.3.3 Country Mats. Three new countries either begin the game or can come into play, and are represented by country mats that are placed on the map as specified.

11.3.3.1 Iran. Play of the Iranian Elections event will turn Iran into a regular Muslim country for the rest of the game with the following characteristics: Resource Level 2, Oil Exporter, Shia-Muslim Mix country. Place the Iran Country Mat over Iran to signify the election has occurred and mark as Fair Adversary.

11.3.3.2 Mali. Begins play with the following characteristics: Resource Level 1 Sunni Muslim country adjacent to Morocco, Algeria/Tunisia and Nigeria. Mat is placed in the first Lapsing Box.

11.3.3.3 Nigeria. Begins play as a Poor non-Muslim country (orange background). It flips to a Resource Level 2, Oil Exporter, Sunni Muslim country (with Poor Governance and Neutral alignment) after one or more results is obtained while resolving a Level 2 or 3 Plot in the country; meaning that the Jihadist player rolls less than the governance at least once when resolving the Plot with a number of dice equal to the Plot number. Nigeria is adjacent to Mali, Sudan and Kenya/Tanzania. Its Country Mat is placed into the second Lapsing Box and flips back to the Non Muslim side once its Alignment is Ally and there are no Cells in the country (which will also end any Civil War or Regime Change currently in affect there). If Nigeria is at a different governance level than Poor when it becomes Ally, it retains that current level as a non-Muslim country, but no further adjustments to it are possible unless it becomes Muslim again.

DESIGN NOTE: This treatment of Nigeria represents that condition of the populace being nearly equally split between Christian and Muslim and that the country could easily slip into a protected Civil War. If it becomes Islamist Rule, than the Jihadists are assumed to have set-up a stable government over a large part of the country, if it becomes Ally and the opposition is eliminated, then it is assumed that the current government in Lagos has extended its authority into the North. Since the conflicts in these two countries readily spilled over into adjacent territories, both Mali and Nigeria represent more of a region than a single country, similar to Central Asia. For simplicity sake, these boxes are called by the countries that saw most of the action.

11.3.4 Off-map Box. Certain event cards call for the temporary deployment of US Troops to locations that are off-map. Places these forces on the off-map mat, and return them to the Troops Track when conditions are meet for their return, usually at the end of the next draw phase. When placing Troops off-map, chose Troops from the Turn Track first, then if insufficient forces remain, the US player chooses from those that are on the map until the amount required are off-map.

DESIGN NOTE: The presence of these Troops off-map may cause the US player to draw fewer cards during the next draw phase due to being in a higher category on the Troops Track.

11.3.5 New Normal. None of the Card Events from the base game of LABYRINTH: GWOT are in play at the start of the scenarios for LABYRINTH: Awakening. For example, although the Patriot Act has historically been passed enhancing travel restrictions to the United States, events such as these have become the "new normal" giving the Jihadists time to counter them.

11.3.6 End of Turn Sequence. The procedure to follow to close out each turn in LABYRINTH: Awakening is modified as follows (there is a mat to place on top of the End of Turn chart on the Map as a mnemonic):

END OF TURN

  1. -1 Funding + (-1 Fracking, +1 Pirates if these events are in affect)
  2. -1 Prestige (if any countries are Islamist Rule)
  3. +1 Prestige (US Posture is the same as GWOT and at level 3)
  4. Reserves to 0
  5. Return Plots to Available
  6. Polarization/Civil War Attrition
  7. Deal New Cards
  8. Remove Lapsing Events
  9. Return Off Map Forces to Track (if conditions permit)
  10. Flip Regime Change markers to Tan

11.3.7 New Cells. This expansion adds special colored Cells. In addition the normal rules regarding Cells and the rules on the event cards that activate them, the following additional rules govern their use.

The Quds Force event adds one Red Cell which if eliminated is placed off map to the left of the Tight Funding Box. While off map, it may be Recruited via Operation expenditure but without need for a die roll to any country in or adjacent to Iran or Syria, even if there is not a Cell or Cadre marker there. Both the Cell and the Event Marker are permanently removed if Iran becomes an Ally. The presence of the Red Cell in a country allows the normal recruitment of other Cells.

The Training Camps event adds three Blue Cells, which are placed off-map to the right of the Ample Funding Box. These are always the last Cells brought into the game, and can only be recruited if the Jihadist is in Ample Funding. They can be brought in by event play even if not in Ample funding. If the Training Camps event marker has been removed from the map, these Blue Cells remain on the map until eliminated, but may only be brought back into play after the future play of another Training Camps event.

11.3.8 Caliphate. The Jihadist player may declare a Caliphate anytime an event (not Ops) is played by either player which places 3 or more Cells into a Civil War, Regime Change, or Islamist Rule Muslim Country. Place the Caliphate Capital marker in that country and increase Jihadist Funding +2. The marker represents 1 additional Resource at Islamist Rule, though in and of itself, does not allow Regime Change in its location. The placement of the marker does not change the Governance, Alignment or the Resource Value of the host country. The cards from LABYRINTH: Awakening that can trigger the creation of a Caliphate (assuming the prerequisites above are met) are marked with a "#" in the title and are listed below.

  • Abu Bakr al-Baghdadi (only by Jihadist play and only in Syria and Iraq)
  • Fly Paper (by either player)
  • Cross Border Support (only by Jihadist play and only in Mali or Muslim Nigeria)
  • Foreign Fighters (in any country)
  • Boko Haram (only in Muslim Nigeria)

When playing a combined deck scenario with cards from LABYRINTH: GWOT, the cards below will also allow the declaration of a Caliphate if preconditions are met (though these cards are not marked with a "#" symbol:

  • Foreign Fighters (in any country)
  • FREs (only if Saddam not captured)
  • Opium (only in Afghanistan)
  • Zarqawi (only in Iraq, Syria, Lebanon, or Jordan)

11.3.8.1 The Caliphate consists of the Host country containing the Caliphate Capital marker, and all Muslim Countries adjacent to it, which are Civil War, Regime Change, or Islamist Rule countries, or which are in the same condition and adjacent to the same (i.e. daisy-chaining back to the Caliphate Capital). Note that the extent of the area included in the Caliphate adjusts instantly as adjacent countries fall in and out of the three conditions described above. Players should mark the countries within the Caliphate by placing and removing the green half-moon and star markers in the spaces of the countries within the Caliphate.

EXAMPLE: Syria is a Fair Neutral Country in Civil War and the Jihadist player just played Abu Bakr al-Baghdadi placing 3 Cells in Syria. He immediately declares a Caliphate and places the Caliphate Capitol marker in Syria. The Jihadist player gains +2 Funding, and also moves the Islamist Rule Resource marker up one space on the Victory track. Adjacent Iraq is also in Civil War and is so considered part of the Caliphate. Gulf States, which is adjacent to Iraq and marked with a Regime Change marker, is also part of the Caliphate, as is Islamist Rule Pakistan as all are qualifying Caliphate countries per 11.3.8.1 and can trace back to the Caliphate Capitol though adjacent qualifying Caliphate countries. The Jihadist player has a total of 3 Resources at Islamist Rule, 2 for Pakistan and 1 from the Caliphate Capitol in Syria.

11.3.8.2 The Caliphate Capital marker is displaced to another adjacent Host country (as defined by 11.3.8.1) when its Host country becomes Good Governance. The Jihadist Funding is reduced -1 and the US player gains +1 Prestige each time the Caliphate Capital is displaced. If there are no qualifying Adjacent Host country alternatives to which the Caliphate Capitol can be displaced, it is removed from the map and the Jihadist Funding is reduced another -2 and the US player gains another +2 Prestige. The Caliphate may be reestablished in the future by fulfilling the conditions in 11.3.8 once again. Once placed, the Jihadist player may never voluntarily move or remove the Caliphate Capitol marker.

11.3.8.3 Due to the need to provide security and services, all Cells in countries that are part of the Caliphate are immediately flipped to their Active side and are always placed and remain on their Active side, even if they Travel into or within the Caliphate or brought there by event play.

11.3.8.4 While the Caliphate Capital is on the board, it blocks the play of the following events in any of the countries within the Caliphate:

  • Sellout
  • UN Ceasefire
  • Status Quo
  • Mass Turnout
  • UN Nation Building
  • Backlash
  • Truce

Each of these cards is marked with an "*" in their title as a reminder that their play may be partially or entirely blocked by the creation of the Caliphate Capital.

DESIGN NOTE: The Caliphate Capital's 1 Resource value represents the drawing of resources from across the globe as individuals and organizations pledge their support for the new Caliph and travel to settle in the new Caliphate. The Capital Marker represents specific territory that must now be held against conventionally armed opponents; the Jihadist movement has transitioned from insurgency to managing a state-like structure with commensurate benefits and risks. The inclusion of adjacent countries in the Caliphate based on their level of turmoil is recognition that the Caliphate is not impeded by unstable borders, will attempt to expand as far as its power will allow, and inspires or demands followership by people in near-by locations.

11.3.9 Place Awakening or Reaction Markers. Due to Convergence or for other reasons, a player may need to place Awakening and Reaction markers in a Random Muslim Country. This is completed by using the Muslim green side of the Global table, with the Tan die as follows 1-2 = Column 4, 3-4 = Column 5 and 5-6 = Column 6. If the rolled country does not qualify for placement, have your opponent place in an adjacent country (Bot determines randomly), and if still no options, roll again. Note that any time a 1 is rolled on the last column of the Global or Muslim Random Country table (a Central Asia result is obtained), roll again on the following table and use this result instead:

RollResult
1CENTRAL ASIA
2CENTRAL ASIA
3IRAN (if ineligible, roll again on this table)
4MALI
5NIGERIA (if ineligible, roll again on this table)
6NIGERIA (if ineligible, roll again on this table)

12.0 Jihadist Bot and 13.0 US Bot: These have been created by Adam Zahm. See flow charts and specific rules in the associated .pdf files. Note the Bots are set-up to be retroactive to LABYRINTH: GWOT. The bot rules are reproduced in full in the next section.

Solitaire Bots (Labyrinth Bots v1.7)

Companion file, transcribed in full: "LABYRINTH: The War on Terror, 2001-?, LABYRINTH: The Awakening, 2010-? Solitaire Bots - Version 1.7 - by Adam Zahm." Its flowcharts are reproduced below as ordered lists. Where the source colours an instruction for only one of the two games, this text marks it [Awakening only] or [GWOT only]; unmarked instructions apply to both. The source's own section numbers are kept, including the printed "12.3.6" under the US Bot (it is the US shifting-alignment item) and "13.3.67" (Civil War Attrition).

12.0 Jihadist Bot (1-Player)

12.1 How to Win. Use the victory conditions of a one-player game (9.1).

12.2 Deal. Deal jihadist and US hands normally (3.2). Keep the Jihadist hand (5.2.8) face-down in a stack. Always play, remove, or add cards from or to the top of the stack. Do not inspect the Jihadist Hand, even if triggered by an Event (instead, see Event Instructions Table).

12.3 Miscellany. Note: When the instructions of this section (12.3) conflict with instructions of the Event Instructions Table, follow the Event Instructions Table.

12.3.1 Removing cubes or recruiting or placing cells. When instructed to remove cubes, the Jihadist Bot uses the Jihad priorities box. When placing or replacing cells, the Jihadist Bot uses the Recruit and Travel To priorities of the Operations Priorities (OpP) Flowchart to select the country. The Jihadist Bot places available Red before Black before Blue cells. Exception: if also placing plot(s), use 12.3.3 instructions.

12.3.2 Choosing Cubes and Cells. Once a target country has been selected, the Jihadist Bot removes troops before local security forces and removes active before sleeper cells.

12.3.3 Placing Plots. All Available Plot markers remain face down and are selected randomly. When an Event instructs to place a Plot(s), the Jihadist Bot selects the country using the Plot priorities box on the Event or Operations (EvO) flowchart sheet. If instructed to perform Plot by the EvO flowchart but no Plot markers are available, instead perform Radicalization (12.4.3). If the number of successful Plot rolls exceeds the number of available Plot markers, ignoring any excess successes.

12.3.4 Setting or Rolling for Posture. When an Event instructs to set or roll for Posture, the Jihadist Bot always selects countries with the same Posture of the US, then unmarked, and always sets Posture to the opposite of US Posture.

12.3.5 Placing and Removing Markers. When given an option to place or remove markers, the Jihadist Bot always places Reaction markers then removes Awakening markers. When placing Reaction markers, or removing Awakening or Aid markers, the Jihadist Bot uses the Jihad Priorities box on the EvO and OpP sheet to select among possibilities. Exception: if also placing cell(s), instead use 12.3.1 instructions.

12.3.6 Shifting Alignment or Worsening Governance. When an Event instructs to shift Alignment or worsen Governance, the Jihadist Bot selects the country using the Jihad Priorities box.

12.3.7 Minor Jihad. The Jihadist Bot never performs Minor Jihad in countries with Poor Governance.

12.3.8 Civil War Attrition. During Civil War Attrition (11.2.5), the Jihadist Bot removes Red before Black before Blue.

12.3.9 Caliphate. The Jihadist Bot immediately declares a Caliphate (11.3.8) if it will result in an instant win (9.1). Otherwise, it declares a Caliphate as soon as the opportunity exists and the host country is adjacent to at least one other qualifying Muslim country, per 11.3.8.1.

12.4 Jihadist Card Play. Note: When cards are played from the Jihadist Hand, US-associated events DO NOT trigger (ignore 6.3.2).

For each card of the Jihadist Action Phase (5.2.2), reveal the top card of the Jihadist Hand and proceed as follows:

12.4.1 Event or Ops?

  • If the card's Event is playable and not US-associated, play the Event (6.2) using any additional instructions in the Event Instructions Table and/or on the EvO and OpP sheet.
  • If the played Event is Unassociated (4.10.4), also add the card's Ops to Jihadist Reserves (6.3.3, max 2).
  • If the Event is unplayable, US-associated, or would have no effect, instead perform an Operation as instructed by the EvO flowchart, using any Jihadist Reserves available to a maximum effect of 3 cells/rolls.

Note: The Jihadist Bot will always perform the operation to the fullest extent possible (max 3) by using first all the Card Op(s) and then any necessary Jihadist Reserves.

12.4.2 Where?

  • After an Operation type has been selected using the EvO, use the OpP flowchart to select the target country or countries. Within a green OpP flowchart box, if multiple possibilities exist, use the Priorities boxes (top to bottom) or text on the Evo and OpP sheet to select among them. If still not resolved, select randomly (9.5) among the possibilities.
  • Conduct only one Operation type per Jihadist Card. Exception: Radicalization (12.4.3) does not count towards Operation type limit.
  • Perform the Operation to the maximum extent possible in the selected country (exception: if Plot, only use Ops + Reserves up to the number of available Plot markers). If less than 3 total Ops + Reserves (12.4.4) were used in the first country, continue the Operation in the country with the next highest priority. Continue until 3 total Ops + Reserves have been used or no Ops and Reserves remain.
  • If Ops remain and no further countries are eligible, proceed to Radicalization (12.4.3).

12.4.3 Radicalization. If the Jihadist Bot performs no Operation, or an Operation using fewer Ops than the card's Ops value, perform Radicalization Operation(s) as follows with any remaining Ops, using Reserves if necessary:

  • First, if cell(s) in the US and WMD(s) Plots are in the Available Plots box, Plot in the US. Then,
  • If US Posture is Hard and there is no GWOT penalty (4.7.2.1), Travel to as many unmarked non-Muslim countries as possible (one cell each), choosing the origin first using the Travel From priorities of the OpP. Then,
  • If US Posture is Soft and there is no GWOT penalty, Plot in Soft non-Muslim countries. Then,
  • Travel to a Poor Muslim country where Jihad success is possible.
  • Add any remaining Ops to Reserves, if possible. Then,
  • If Jihadist Reserves are full and Ops remain, Recruit in an Auto-Recruit Muslim country (do not use Reserves). Then,
  • Travel to US (do not use Reserves).

Note: Never use only Reserves for any Radicalization Operation.

12.4.4 Reserves. Jihadist Reserves are used by the Jihadist Bot whenever possible, for any Operation, to a maximum of 3 Ops (Card Ops + Reserves). At the end of a Turn, Jihadist Reserves are NOT depleted (ignore 4.7.9 for Jihadist only).

12.5 Jihadist Ideology. For a more challenging Jihadist Bot, institute one of the alternate levels of difficulty in 9.7.

13.0 US Bot (1-Player)

13.1 How to Win. Use the victory conditions of a two-player game (2.0).

13.2 Deal. Deal jihadist and US hands normally (3.2). Keep the US hand (5.2.8) face-down in a stack. Always play, remove, or add cards from or to the top of the stack. Do not inspect the US Hand, even if triggered by an Event (instead, see Event Instructions Table).

13.3 Miscellany. Note: When the instructions of this section (13.3) conflict with instructions of the Event Instructions Table, follow the Event Instructions Table.

13.3.1 Removing cells or placing cubes. When an Event instructs to remove cells, the US Bot uses Disrupt Priorities. When placing or replacing cubes, or placing NATO, the US Bot uses the Disrupt Priorities Box in reverse order.

13.3.2 Choosing Cells. Once a target country has been selected for Operations or by an Event, the US Bot Disrupts or removes Blue before Black before Red cells. Among those, the US Bot Disrupts active cells before Sleeper cells and removes Sadr first, then sleeper cells before active cells.

13.3.3 Placing Plots. When the Jihadist player places a Plot Marker on the board, it is placed face up (with Plot # or WMD up, ignoring 4.8.1).

13.3.4 Setting or Rolling for Posture. When an Event instructs to set or roll for Posture, the US Bot always selects countries with opposite Posture of the US, then unmarked, and always sets Posture to the same as its own.

13.3.5 Placing and Removing Markers. When given an option to place or remove markers, the US Bot always places Awakening markers then removes Reaction markers. When placing Aid or Awakening markers, or removing Besieged Regime or Reaction markers, the US Bot uses the WOI Muslim Priorities box on the PAR and OpP sheet to select among possibilities. Exception: if also placing cube(s) or NATO, use 13.3.1 instructions.

12.3.6 (printed) Shifting Alignment or Improving Governance. When an Event instructs to shift Alignment or improve Governance, the US Bot selects the country using the WOI Muslim Priorities box.

13.3.67 (printed) Civil War Attrition. When removing cubes during Civil War Attrition (11.2.5), the US Bot removes Troops cubes first.

13.4 US Card Play. Note: When cards are played from the US Hand, Jihadist-associated events DO NOT trigger (ignore 6.3.2). The last card of the US Hand is never held or discarded (ignore 5.2.4).

For each card of the US Action Phase (5.2.2), reveal the top card of the US Hand and proceed as follows:

13.4.1 Alert?

  • If there is one or more Plot Marker placed on the map, proceed to the Alert Resolution Flowchart (ARF).
  • If there are multiple Plot Markers, choose the Plot of highest priority according to the Alert Priorities box on the ARF (for ties: highest Plot #, then randomly).
  • If instructed to Alert by the ARF or Alert Table, use this card's Event (if possible) to remove the Plot (use the Alert Priorities on the ARF and execute the entire Event) or use the card's Ops and any necessary US Reserves (6.3.3) to Alert (7.5) using the Alert Priorities on the ARF.
  • If no Plot Markers, or if instructed to by the ARF or Alert Table, instead proceed to the Post-Alert Resolution (PAR) Flowchart.

13.4.2 Post-Alert Resolution (PAR) - Event or Ops?

  • If Reassessment is possible (see 13.4.6), perform Reassessment and end the US Turn. Exception: If card is US Election, first roll US Posture. Then, if Reassessment possible, perform Reassessment.
  • If the card's Event is playable and not Jihadist-associated, play the Event (6.2) using any additional instructions on the Event Instructions Table.
  • If the played Event is Unassociated (4.10.4), also add the card's Ops to US Reserves (6.3.3, max 2).
  • If the Event is unplayable, Jihadist-associated, or would have no effect, instead perform one Operation as instructed by the PAR Flowchart, using any US Reserves necessary.

13.4.3 Where?

  • After an Operation type has been selected, use the Operations Priorities (OpP) Flowchart to select the target country. Within a green OpP flowchart box, if multiple possibilities exist, use the Priorities boxes (top to bottom) or text on the OpP to select among them. If still not resolved, select randomly (9.5) among the possibilities.
  • Conduct only one Operation in one Country per US Card. Exception: Homeland Security (13.4.4) does not count towards Operation or Country limits.

13.4.4 Homeland Security. If the US Bot performs an Operation using fewer Ops than the card's value, perform Homeland Security Operation(s) as follows with any remaining Ops, using Reserves if necessary:

  • First, Disrupt in the US if cell(s) or a cadre, then
  • If the US Posture is Hard and the World Posture is Soft, perform War of Ideas in Soft non-Muslim countries. Priorities: Good then Fair then Poor. Ties: no cells then cadre. Then,
  • Disrupt in a non-Muslim country, closest to US. Ties: most cells. Then,
  • Add any remaining Ops to Reserves, if possible. Then,
  • If US Reserves are full and Ops remain, Disrupt in a Muslim country if this would remove a cadre. Then,
  • WOI in a non-Muslim with opposite Posture of the US. If none, unmarked. Priority to Poor then Fair then Good.

Note: Never use only US Reserves for any Homeland Security Operation.

13.4.5 Reserves. US Reserves are used by the US Bot as needed, for any Operation, including Reassessment (7.6 and see 13.4.6). At the end of a Turn, US Reserves are NOT depleted (ignore 4.7.9 for US only).

13.4.6 Reassessment. Reassessment (7.6) is possible when all three bullets are true:

  • The US Bot is playing the first card of its Action Phase AND the card has 3 Ops.
  • US Reserves are at 2 AND the US Hand has another card.
  • US Posture is Soft and Islamist Resources > 0 OR US Posture is Hard, World Posture is Soft 3, and no Islamist Rule countries.

If directed to perform Reassessment by the PAR and Reassessment is possible, the US Bot uses the Ops of the first and second card of its Action Phase and any necessary US Reserves (ignoring 7.6.2).

13.4.7 Withdraw. Note that the Deploy flowchart of the OpP may direct the US Bot to Deploy from a country in Regime Change (Withdraw; see 7.3.5). All rules of Withdraw still apply.

13.5 US Resolve. These rules constitute US Bot difficulty "Off Guard." For a more challenging US Bot, institute one of the following:

  • Adept: Alert affects two Plots if in the same country.
  • Vigilant: Adept plus Disrupt at 2+ troops awards 2+ Prestige.
  • Ruthless: Vigilant plus no Auto-Recruit in Regime Change or Civil War countries (ignore 8.2.3).
  • No Mercy: Ruthless plus ignore any DRM penalty. (4.9.2 and 11.1.3) on War of Ideas.

Event or Operations (EvO) Flowchart (Version 1.7)

Start here: is the card's Event playable and non-US?

  1. Yes: Play Event. Then ask: Unassociated?
    • Yes: Add card value to Jihadist Reserves.
    • No: End.
  2. No: ask: Major Jihad success possible?
    • Yes: Major Jihad.
    • No: ask: Funding Tight?
      • Yes: ask: Cell(s) available?
        • Yes: Recruit.
        • No: Plot.
      • No: ask: Jihad success at Good or Fair possible?
        • Yes: Minor Jihad.
        • No: ask: Poor Muslim with cells - cubes ≥ 1 where Jihad success possible?
          • Yes: ask: Cell(s) adjacent?
            • Yes: Travel.
            • No: ask: Funding Moderate? (see below).
          • No: ask: Funding Moderate? (see below).

Funding Moderate?

  • Yes: ask: Prestige > 1 and active cell with troops?
    • Yes: Plot.
    • No: ask: Cell(s) available?
      • Yes: Recruit.
      • No: ask: Cell(s) in non-Muslim?
        • Yes: Plot.
        • No: Travel.
  • No: ask: Cell(s) available?
    • Yes: Recruit.
    • No: Radicalization.

EvO Jihad priorities box: If Jihad, highest rxn-awake; Pakistan (unless no Arsenal) [both]; Besieged Regime; Syria (unless no Arsenal) [Awakening only]; With Aid; With troops; Highest resource; Adjacent Islamist Rule; Iran (unless no Arsenal) [Awakening only]; Most cells. Operation Serval and Korean Crises use this box.

EvO Plot priorities box (AQAP): In US; With troops (unless Prestige 1); Pakistan (unless no Arsenal); Philippines (if would Prestige -1) [GWOT only]; Most active cells; Syria (unless no Arsenal) [Awakening only]; With Aid; Regime Change; Iran (unless no Arsenal) [Awakening only]; Civil War [Awakening only]; Highest resource; Neutral; Besieged Regime; Adjacent Good Ally; Fair non-Muslim.

EvO Travel From box: Not destination; Islamist Rule; Poor; Fair; Good; Most Active cells; Not Regime Change; With 2+ cubes.

EvO Recruit and Travel To box: Not Islamist Rule; Pakistan (unless no Arsenal); Besieged Regime; Syria (unless no Arsenal) [Awakening only]; Iran (unless no Arsenal) [Awakening only]; Poor; Fair; US; Good; No Disrupt Prestige +1; Russia [GWOT only]; Highest resource; Most cells.

EvO Radicalization box (with all unused Ops value):

  • If cell(s) in US and WMD available, Plot in US, then
  • If US Hard and no GWOT penalty, Travel to unmarked non-Muslim(s) (choose as many destinations as possible), then
  • If US Soft and no GWOT penalty, Plot in Soft non-Muslim, then
  • Travel to a Poor Muslim where Jihad success possible.
  • Add any remaining Ops to Jihadist Reserves.
  • If Reserves are full and Ops remain, Recruit (do not use Reserves), then
  • Travel to US (do not use Reserves).

Operations Priorities (OpP) Flowchart

Plot. Funding Tight? If Yes: Fair non-Muslim, then Good non-Muslim, then With troops in Poor. If No: With troops in Poor. From With troops in Poor, the order continues: Fair Muslim, Good Muslim, non-Muslim, Poor Muslim, then back to Good non-Muslim.

Recruit and Travel To (Poor Muslim; Regional al-Qaeda, Quds Force, Cross Border Support, Training Camps): Poor Muslim with cells - cubes ≥ 1 where Jihad success possible, then If Recruit, Auto-Recruit with best Jihad DRM (note: IR last), then Good Muslim, then Fair Muslim with best Jihad DRM, then non-Muslim, then Poor Muslim.

Travel from: Adjacent, then Auto-Recruit country, then Most cells. Note: Travel active cells before sleeper cells. Never Travel sleeper cells within the same country.

Alert Resolution Flowchart (ARF)

Note: If instructed to Alert by the ARF and the card's Event would remove the priority Plot, play the Event.

  1. Start here: is a WMD placed in the country?
    • Yes: ask: 3 Ops available?
      • Yes: ask: WMD in US?
        • Yes: Alert.
        • No: ask: WMD w/ troops and Prestige > 3?
          • Yes: Alert.
          • No: ask: WMD at non-Muslim and Funding < 8?
            • Yes: Alert.
            • No: Alert Table.
      • No: ask: Last card of phase?
        • Yes: PAR Flowchart.
        • No: Add card to US Reserves.
    • No: ask: 3 Ops available?
      • Yes: ask: Last card of phase or US Reserves < 2?
        • Yes: Alert Table.
        • No: ask: Multiple Plots?
          • Yes: Alert Table.
          • No: PAR Flowchart.
      • No: ask: Playable non-jihadist?
        • Yes: PAR Flowchart.
        • No: ask: Last card of phase?
          • Yes: PAR Flowchart.
          • No: Add card to US Reserves.

Note on the routing above: the ARF's "Last card of phase?" boxes are read as Yes to PAR and No to adding the card to US Reserves. Check bots.pdf page 4 if in doubt.

Alert Priorities box: WMD in US; WMD with troops; In US; Good Muslim; Non-Muslim if Plot would move Funding to 8 or 9 from 7 or fewer (If Pirates, to 7-9 from 6 or fewer); Fair Muslim; With troops; Highest Plot #; Poor with Aid; Highest Resource. (Printed beside the box: Backlash.)

Table Modifiers (cumulative):

  • Other unresolved Plot(s) in Good Muslim: +2 Funding for each. Then, for each with Troops, -1 Prestige.
  • Other unresolved Plot(s) in Fair or Poor Muslim: +1 Funding for each. Then, for each with Troops, -1 Prestige.
  • Other unresolved Plot(s) in Good non-Muslim: for each, double this other Plot's #. Add this result to Funding.
  • Other unresolved Plot(s) in Fair or Poor non-Muslim: for each, add this other Plot's # to Funding.
  • World Posture 3 and same as US: +1 Prestige (unless last Turn).
  • Any Islamist Rule: -1 Prestige (unless last Turn).
  • Pirates: +1 Funding (unless last Turn).
  • Fracking: -1 Funding (unless last Turn). [Awakening only]
  • Last Turn: +1 Funding.

Alert Table. Find the Funding row and Prestige column. Each cell is split: if the Plot being resolved is in a Muslim country, use the left code; if it is in a non-Muslim country, use the right code. Codes are explained in the legend below the table.

Funding \ Prestige123456789101112
1R / 4ZR / 4UR / 4UT / 4UR / 4UR / 4UT / 4UR / 4UR / 4UT / 4UR / 4ZR / 4Z
2R / 3ZR / 3UR / 3UT / 3U

Alert Table legend (a cell reads "code / code"; the first is for a Muslim country, the second for a non-Muslim country):

  • Z: Y if in US, else N
  • G: Y if Good, else R
  • L: Y if troops and/or Good, else R
  • T: Y if with troops, else R
  • N: No Alert, to PAR Flowchart
  • Y: Alert
  • R: Roll a die. Subtract 1 from roll for each Aid with the Plot. Alert if result ≤ Plot # (WMD as 3), else N
  • U: Y if in US, else R
  • S: R if in US, else N
  • 2: Y if Plot is 1 in Good, Y if Plot is 2 or 3, else use letter
  • 3: Y if Plot is 2 in Good, Y if Plot is 3, else use letter
  • 4: Y if Plot is 2 or 3 and in Good, else use letter

Where a code is a digit followed by a letter (for example "4Z"), apply the digit's rule first; if its condition is not met, use the letter.

Post-Alert Resolution (PAR) Flowchart

Note: If the US can remove the last cell with Disrupt or the Event, ignore the PAR and OpP and end the game.

Start here: is Reassessment possible (see 13.4.6)?

  • Yes: Reassessment.
  • No: ask: Playable non-Jihadist?
    • Yes: Play Event. Then ask: Unassociated?
      • Yes: Add card value to US Reserves.
      • No: End.
    • No: ask: Disrupt in Poor Muslim at cells - cubes ≥ 2?
      • Yes: Disrupt.
      • No: ask: IR ≥ 3 and RC possible?
        • Yes: Regime Change.
        • No: ask: WOI in Muslim with DRM ≥ 0?
          • Yes: WOI Muslim.
          • No: ask: Prestige Low?
            • Yes: ask: Disrupt for +1 Prestige?
              • Yes: Disrupt.
              • No: ask: US Soft? (see below).
            • No: ask: US Soft? (see below).

US Soft?

  • Yes: WOI non-Muslim.
  • No: ask: Regime Change Possible?
    • Yes: Regime Change.
    • No: ask: Disrupt for +1 Prestige or to place cadre?
      • Yes: Disrupt.
      • No: ask: Deploy Possible?
        • Yes: Deploy.
        • No: ask: WOI in Muslim with DRM of -1?
          • Yes: WOI Muslim.
          • No: Homeland Security.

Note on the routing above: the arrows were traced from the flowchart image; check bots.pdf page 5 if in doubt.

Regime Change box: Highest resource; Fewest cells. From: use Deploy with exactly 6 Troops.

WOI Muslim box: Lowest # of Plot dice; Regime Change; Caliphate Capital [Awakening only]; Pakistan (unless no Arsenal); Syria (unless no Arsenal) [Awakening only]; Iran (unless no Arsenal) [Awakening only]; Civil War [Awakening only]; Adjacent Good Ally; Highest Resource; Neutral; Besieged Regime; Fewest cells; Troops. (Printed beside the box: Op.New Dawn.)

Disrupt box: Pakistan (unless no Arsenal); Syria (unless no Arsenal) [Awakening only]; Iran (unless no Arsenal) [Awakening only]; Philippines (if Abu Sayyaf) [GWOT only]; Good; Fair; Poor; Besieged Regime; Most cells; Highest resource; with Aid.

Reassessment is possible if all three bullets are true:

  • 1st card of Action Phase AND card is 3 Ops
  • US Reserves are at 2 AND another card in US Hand
  • US Soft and Islamist Resources ≥ 3 OR US Hard, World Soft 3, and no IR

Homeland Security box (with all unused Ops):

  • Disrupt in US if cell(s) or cadre, then
  • If US Hard and GWOT penalty, WOI in a Soft non-Muslim (Priorities: Good then Fair then Poor; no cells then cadre), then
  • Disrupt in a non-Muslim, closest to US. Ties: most cells.
  • Add any remaining Ops to Reserves
  • If Reserves full and Ops remain, Disrupt in Muslim if this would remove a cadre, closest to US, then
  • WOI in a non-Muslim with opposite Posture. If none, unmarked.

The flowchart's Homeland Security box reads "If US Hard and GWOT penalty"; section 13.4.4 reads "If the US Posture is Hard and the World Posture is Soft". Both are printed in the source and both are kept.

Operations Priorities (OpP) Flowchart (continued)

Disrupt: Poor Muslim with cells - cubes ≥ 2, then For +1 Prestige, then To place cadre, then Homeland Security.

WOI Muslim (note: UN Nation Building, NATO): Poor with highest DRM, then Fair with highest DRM, then Homeland Security.

WOI non-Muslim: Hard, then Unmarked, then Soft, then Homeland Security. Priorities: Poor then Fair then Good. Among these, no cells.

Deploy to: Philippines if Abu Sayyaf, cells, no troops; then Ally Muslim with cells and without cubes; then Troops Track. Note: Never Deploy NATO marker.

Deploy from: Philippines if Moro Talks; then Islamist Rule; then Good then Fair Ally w/out cells or w/ NATO and/or Security Forces(s) [Awakening only: "and/or Security Forces(s)"]; then Troops Track.

If this would Deploy to Troops Track from Troops Track, instead return to PAR. If from Troops Track move 2, otherwise max (exception: Regime Ch. Deploy 6).

Event Instructions Table (v1.7)

Where the Jihadist Bot or US Bot column is blank, the source gives no special instruction for that bot. These instructions override 12.3 and 13.3 where they conflict.

#Card NameJihadist Bot Instruction(s)US Bot Instruction(s)
5NESTTreat as unplayable.
17FSBIgnore jihadist discard.
18Intel CommunityTreat as unplayable.
32Back ChannelTreat as unplayable.
37Iraqi WMDUse immediately for Regime Change if at Islamist Rule or Adversary. Else, treat as unplayable.
39Libyan WMDUse immediately for Regime Change if at Islamist Rule or Adversary. Else, treat as unplayable.

Scenarios

Note from the source: All cells set-up as Sleepers.

Awakening [DEC 2010 - ?]

On December 17, 2010, Tunisian street vendor Mohamed Bouazizi committed an act of self-immolation to protest harsh treatment by local authorities. His sacrifice brought down the Tunisian government a month later and sparked a popular movement to be known as the Arab Spring that spread across the Muslim world, toppling 6 governments and igniting 4 Civil Wars. The Western world struggled with how to influence these disparate struggles for good while Jihadists and other reactionary elements deftly maneuvered to fill the power vacuums created.

Markers

  • Prestige: 5
  • GWOT: US Soft; World Hard 2
  • Troops: War
  • Funding: 5
  • Good Resources: 0
  • Islamist Rule Resources: 0
  • Fair/Good Countries: 2
  • Poor/Islamist Rule Countries: 3

Countries

  • Algeria/Tunisia: Poor Neutral, 1 Awakening
  • Iraq: Poor Ally; 2 Troops, 1 Cell (No Regime Change marker)
  • Gulf States: Fair Ally, 2 Troops
  • Afghanistan: Poor Ally, 6 Troops, 2 Cells, Regime Change marker (tan)
  • Pakistan: Fair Neutral, 2 Cells
  • United Kingdom: Hard
  • France: Hard
  • BENELUX: Soft

Removed Cards: None

Mitt's Turn [Alternative History]

Better campaign management propels Romney or McCain to the Oval Office during their bids for the Whitehouse. US Foreign Policy is more clearly defined by right and wrong. Russia accelerates its adversarial relationship. It's December 17, 2010, and the Arab Spring is just beginning...

Set-up per 2010 scenario, except:

  • Prestige: +7
  • GWOT: US Hard, World Hard 1
  • Funding: 6
  • Russia: Soft

For this scenario only, modify the Obama Doctrine Card to make it a 3 Ops card and allow the choice of 3 Options when played as an event.

Arab Spring [DEC 2010 - FEB 2015]

This scenario is for those who would prefer to have the game play more chronologically with events tied to the period known as the Arab Spring occurring at the beginning for the game and those happening during the period known as the Civil Wars occurring later in the gamer. This also makes a good one deck Tournament Scenario or for use as an instructional "game as history" teaching tool.

Set-up per 2010 Awakening scenario, though tailor the deck as described below. Game length is one deck.

This one deck scenario concentrates the cards related to the Arab Spring (Dec 2010 – Jun 2012) in the first half of the deck and the cards related to the period of Civil Wars (Jun 2012 – ?) in the second half of the deck with a total of 60 cards in each deck. Normal victory conditions apply. Twenty cards will be pre-selected to be blended into the Arab Spring top half of the deck and 20 more will be pre-selected to be blended into the Civil War bottom half of the deck. The remaining 40 cards of each half of the deck are randomly chosen from the remaining 80 cards. Create the combined deck by blending the cards designated below into their respective portions of the deck and shuffling them with 40 random cards, then place the Arab Spring deck on top of the Civil War deck and begin play. For ease of set-up, Arab Spring cards are marked with a "protesters sign" symbol in the top right corner while Civil War cards are marked with the an "AK-47" symbol in the top right corner.

# (Arab Spring)Arab Spring# (Civil War)Civil War
125Pearl Roundabout121Humanitarian Aid
127Arab Spring "Fallout"122Malala Yousafzai
128Battle of Sirte131Russian Aid
133Tahrir Square146Arab Winter
135Benghazi Falls147Beheadings
136Facebook151Mosul Central Bank

Status of Forces Agreement [DEC 2011 - ?]

On December 18, 2011, the last remaining US combat troops pulled out of Iraq. Within two months 1,000 people fell victim as sectarian violence swept over the unstable democracy. Old rivalries resumed and various factions maneuvered to stake out their turf. The government teetered and finally fell into Civil War with the rise of ISIL in the north. The question was not if the United States would come back, but when and with what level of force.

Markers

  • Prestige: 6
  • GWOT: US Soft; World Hard 2
  • Troops: War
  • Funding: 6
  • Good Resources: 0
  • Islamist Rule Resources: 0
  • Fair/Good Countries: 3
  • Poor/Islamist Rule Countries: 4

Countries

  • Iraq: Poor Neutral, 1 Local Security Forces, 2 Cells, 1 Awakening, 1 Reaction
  • Gulf States: Fair Ally, 2 Troops, 1 Awakening
  • Afghanistan: Poor Ally, 6 Troops, 2 Cells, Regime Change marker (tan)
  • Pakistan: Poor Neutral, 1 Cell, 1 Reaction
  • Syria: Poor Neutral, 2 Cells, 1 Awakening, 1 Reaction
  • Egypt: Fair Neutral, 1 Awakening, 1 Reaction
  • Libya: Fair Ally
  • United Kingdom: Hard
  • France: Hard
  • BENELUX: Soft

Removed Cards

  • 112 Bin Ladin
  • 135 Benghazi Falls
  • 153 al Maliki

Assad Alone [JUN 2012 - ?]

On June 12, 2012, the UN formally declared Syria to be in a state of Civil War. Protests followed by political violence had been going on in Syria as spillover from the Arab Spring since January 2011. Whereas other Arab governments saw a denouement in political expression as the Arab Spring began to wind down in mid-2012, the Assad regime was beset on all sides by the Free Syrian Army (FSA), the Islamic Front, and later ISIL. With heavy fighting initially in both Damascus and Aleppo, the conflict would soon rage across the rest of the country. Would Syria's new normal become that of a divided state with long term conflict, or would one faction gain the upper hand?

This is a deck-seeding speed game of two turns in length (use the "Deck" marker to track the number of turns played). Victory is based solely on the status of Syria at the end of the game (the Victory tracks is not used nor are WMD markers and related rules). If at the end of two turns Syria is at a state of Good Governance the US player wins, if Islamic Rule the Jihadist player wins; any other result is a draw. Each player secretly selects 15 event cards of his side and 5 Unassigned event cards (Jihadist choosing Unassigned cards first) to be placed in the combined deck. Shuffle all 40 cards together before play begins. Alternatively, this can be used as a teaching scenario for new players to learn the basic mechanics of the game and the 40 cards can be chosen at random to make-up the deck.

NOTE: If players agree in advance or if using this scenario in a tournament setting, the game cannot end in a draw, and goes into Overtime play if there is not a victor by the end of turn 2. Shuffle the remaining 76 cards that are not in the scenario (note the 4 removals listed below) and then place the remaining cards from the draw pile on-top of the deck of 76. Set Syria to Neutral Alignment and maintain its current Governance. Continue with turn 3 and so on, except that the game concludes at the end of any Remove Lapsing events Phase in which Syria is Ally without a Green Regime Change marker (US win) or Adversary (Jihadist win). Play multiple decks if needed.

Markers

  • Prestige: 4
  • GWOT: US Hard; World Hard 2
  • Troops: War
  • Funding: 6

Countries

  • Syria: Fair Neutral, Civil War, 3 Local Security Forces, 2 Cells
  • Iraq: Poor Neutral, 2 Local Security Forces, 2 Cells, 1 Awakening, 1 Reaction
  • Gulf States: Fair Ally, 2 Troops, 1 Awakening
  • Afghanistan: Poor Ally, 4 Troops, 2 Cells, (no Regime Change marker)
  • Pakistan: Poor Ally, 1 Cell, 1 Reaction
  • Egypt: Fair Ally, 1 Awakening, 1 Reaction
  • Turkey: Fair Ally, Aid marker
  • Libya: Poor Neutral
  • Mali: Poor Neutral, 1 Cell
  • United Kingdom: Hard
  • France: Hard
  • Scandinavia: Soft
  • Italy: Hard
  • Russia: Soft

Removed Cards

  • 112 Bin Ladin
  • 135 Benghazi Falls
  • 153 al Maliki
  • 179 Free Syrian Army

Islamic State of Iraq and the Levant (ISIL) [JUN 2014 - ?]

On June 29, 2014, ISIL proclaimed a worldwide caliphate based on an Islamic State carved out of swaths of Iraq and Syria, with its capital city in Ar-Raqqah, Syria. Its forces moved forward quickly, capturing Mosul and threatening Baghdad and key areas of Syria. Democratic countries hesitated in their response to this Jihadist onslaught. Would Islam have its next global Caliphate or would a measured Western response contain radicalism to the desert?

DESIGN NOTE: The media uses ISIL and ISIS interchangeably. This expansion follows the US State Department standard of using ISIL as the name for the organization and the territory it seeks to control.

Markers

  • Prestige: 5
  • GWOT: US Hard; World Hard 3
  • Troops: War
  • Funding: 5
  • Good Resources: 0
  • Islamist Rule Resources: 1
  • Fair/Good Countries: 2
  • Poor/Islamist Rule Countries: 4

Countries

  • Syria: Fair Neutral, Civil War, 3 Local Security Forces, 4 Cells (no WMD), Caliphate Capital marker
  • Iraq: Poor Neutral, Civil War, 2 Local Security Forces, 3 Cells, Caliphate marker
  • Gulf States: Fair Ally, 2 Troops
  • Afghanistan: Fair Ally, 2 Troops, 1 Cell
  • Pakistan: Poor Ally, Cadre
  • Nigeria (Country mat on Muslim side): Poor Neutral, 2 Cells
  • Off Map Forces: 3 Troops (Event # 216 Sequestration is in affect)
  • United Kingdom: Hard
  • France: Hard
  • BENELUX: Hard

Removed Cards

  • 112 Bin Ladin
  • 135 Benghazi Falls
  • 144 Boston Marathon
  • 153 al Maliki
  • 155 ISIL
  • 158 Snowden
  • 168 UNSCR 2118
  • 179 Free Syrian Army
  • 216 Sequestration

Campaign Game [SEP 2001 – DEC 2015]

This scenario is for those who would like to have their game begin post 9/11 and continue through the Arab Spring and the period of Civil Wars. This will provide a perspective on how the Muslim world changed during these time period as well as the level and focus of Western commitment over time. It also makes for good use as an instructional "game as history" teaching tool.

Set-up per the Let's Roll Scenario in LABYRINTH: GWOT. Game length is two decks, one deck using the LABYRINTH: GWOT cards followed by one deck using the LABYRINTH: Awakening Cards (as blended in the Arab Spring Scenario). The cards are never shuffled and the game will take approximately 14 turns to run to completion. Special Rules:

  • Both Mali (Muslim Country) and Nigeria (non-Muslim Country) begin the game as active countries and players may operate in them normally from the beginning.
  • Marked Events continue from one deck to the next; ignore the New Normal rule (11.3.5).
  • Some Jihadist personality cards, such as Bin Ladin, make an appearance in both decks. If the card is removed by US play, it may appear again in its second instance and is assumed to be a rising new leader of comparable ability and focus.
  • The Operation Neptune Spear and Unconfirmed cards may be used to retrieve any Unassociated Jihadist personality card in either deck, not just those named on the cards.
  • Since there are no reshuffles after the game commences, the discard deck will become quite large, and all of these cards are available to be retrieved by events such as Oil Price Spike.
  • The LABYRINTH: Awakening Expansion Rules & End of Turn sequence commence with the first card draw from Deck two. At that moment, place an Awakening marker in Algeria / Tunisia (if possible) and Test if needed. Remove any WMD from the CTR box and place 3 WMD in their respective spaces in Syria (2) and Iran (1). If some of the CTR WMD have already been used or are still available to the Jihadist player, still place 3 new WMD markers on the map. Even if the events occur, the Jihadist player may never have more than 6 WMD as available; the excess are removed.

Victory Conditions: Normal victory condition rules apply. If both players agree at the beginning of the scenario, play can continue after one player has achieved a level of victory so the full game can be experienced. In this case victory is instead determined at the end of play, with the winner being the player who was able to complete the greatest variety of his 3 victory conditions at any point during play.

For example, if the Jihadist player is able to complete a successful WMD plot in the US, but not able to get 6 Resources of Islamist Rule or 15 Countries as Poor/Islamist at any point in the game, then he earns 1 point. If the US player is able to eliminate all Jihadist Cells, and have a total of 12 Resources as Good, and 15 countries as Fair/Good at some point in the game, then he would have 3 points and win the game. Players may earn a maximum of 1 point per condition (i.e., the triggering of 2 separate WMD in the US only earns 1 point, not 2). A tie in the number of points at the end of the scenario would then default to the standard end of game victory conditions (US wins if he has 2 x + 1 Good Resources as are Islamist Rule).

Alternative History: Shuffles both decks (all 240 cards) together and play from one large deck with no reshuffle. The game ends when players can no longer refill their hands at the end of the turn (5.3.1). If the two US Election cards come out in relatively close proximity to each other, it is assumed the sitting President has died and has been replaced by the Vice President, thus potentially causing a shift in policy. There are a total of 9 WMD available to the Jihadist player (3 in Pakistan, 3 from the CTR countries, 2 from Syria and 1 from Iran, though the Jihadist may never have more than 6 as available in inventory at any one time. The LABYRINTH: Awakening End of Turn sequence and rules are used from the beginning and throughout the Campaign (i.e. only 6 regular plots may be used/revealed per turn (11.3.2), Polarization & Convergence are in play (11.1.7-8), Civil Wars may be fought (11.2.1) etc.). Note that cards with titles which appear in both games are played per the text as written on their cards (i.e. only the LABYRINTH: Awakening cards play with the modified event text). There is some loss of confidentiality when using cards from both the base game and the expansion, as the card backs are different. Although this will be a distraction for some, it will be a great aid when sorting the cards later! Card backs are always open to inspection and it may become an element of skillful play to make use of that information. For players who desire more confidentiality, they can alternatively purchase card sleeves with opaque backs to conceal the game origin of their cards.

R / 3U
R / 3U
T / 3U
R / 3U
R / 3U
T / 3U
R / 3Z
R / 3Z
3G / 2ZG / 2UG / 2UL / 2UG / 2UG / 2UL / 2UG / 2UG / 2UL / 2UG / 2ZG / 2Z
4YYYYYYYYYYYY
5R / 3RR / 3UR / 3UT / 3UR / 3UR / 3UT / 3UR / 3UR / 3UT / 3UR / 3ZR / 3Z
6G / 2RG / 2UG / 2UL / 2UG / 2UG / 2UL / 2UG / 2UG / 2UL / 2UG / 2ZG / 2Z
7YYYYYYYYYYYY
8R (both)R / ZR / ZT / UR / ZR / ZT / UR / ZR / ZT / UR / ZR / S
9N / RN / ZN / ZT / UN / ZN / ZT / UN / ZN / ZT / UN / ZN / S
40Mass TurnoutFair then Poor. Priority to not Adversary then worst net WOI die roll modifiers.
62Ex-KGBShift if not already Adversary. Else set Caucasus Posture.
74Schengen VisasTo countries with same Posture as US.
79Clean OperativesTo US.
82Jihadist VideosUS, then use Recruit and Travel To priorities (OpP).
96Danish CartoonsIf Plot not available, treat as unplayable.Treat as unplayable.
99HAMAS ElectedTreat as unplayable unless final card of US hand.
100Hizb Ut-TahrirTreat as unplayable unless Troops in Overstretch and Funding < 9.Treat as unplayable unless troops at Low Intensity and Funding > 1.
102Former Soviet UnionIf Adversary or Poor Neutral, treat as unplayable.If Ally, Fair Neutral, or Good, treat as unplayable.
103HizballahIf Adversary, treat as unplayable.
104-5IranGood then Fair. Use Jihad priorities (OpP) to select among multiple candidates.Remove cell from Iran if it has any. Else, roll Shia-mix, find closest cell to roll.
108MusharrafIf Adversary, treat as unplayable.If Ally, Fair Neutral, or Good, treat as unplayable.
113DarfurIf US Prestige High or Very High, treat as unplayable.If US Prestige Medium or Low, treat as unplayable.
120US ElectionUse for Ops but execute Event first (do not collect Reserves).Use for Ops but execute Event first (do not collect Reserves).
124Operation New DawnUse WOI priorities box. (Printed: "Not sure about this logic".)
126PeshmergaHighest cells - cubes.
128Battle of SirteHighest cells - cubes.
129Factional InfightingHighest cells - cubes. Remove first. If multiple candidates, use Disrupt priorities (OpP).
130ReaperRemove cells if a country has 5+. Else, discard if Jihadist has any. If none, remove.
134UNSCR 1973Highest resource. If multiple candidates, use Disrupt priorities (OpP).
137Limited DeploymentHighest cells - cubes.
138Op. Neptune SpearSelect candidate card nearest the bottom of the discard pile.
140SCAFAdversary then Neutral. Priority to Poor, using WOI priorities box if multiple.
141Status QuoHighest resource.
142FergusonCancel next US-associated Event played by US.
144Boston MarathonPlay if no GWOT penalty, else unplayable.
148Boko HaramPlace Plots until Nigeria flips to Muslim, then Cells until none, then Plots. Reveal next Jihadist Card. If 3 Ops and non-US, exchange.
150Gaza RocketsIf no Plot 1 markers available, treat as unplayable.
153al-MalikiSelect an Ally then Neutral country with troops using Jihad priorities box.
154CoupPriority to Ally then Neutral.
163Cross Border SupportUse Recruit and Travel To priorities (OpP).Place Local Security Forces cube at highest cells - cubes.
169Abu Bakr al-BaghdadiPlace max from Track, then use Travel From. Place using Travel To priorities.
170AgitatorsSelect candidate card nearest the bottom of the discard pile.Select candidate card nearest the bottom of the discard pile.
172Ebola ScareMove from Track if would not change card draw. Else, use Deploy From (OpP).
173Iranian ElectionsTreat as unplayable unless Funding is Tight.
176Prisoner ExchangeTreat as unplayable.Treat as unplayable
178GaddafiHighest cells - troops. If no country with cells > troops, treat as unplayable.Among possibilities with cubes > cells, highest Resource. If none, treat as unplayable.
179Free Syrian ArmyIf Syria in Civil War, Adversary, or at IR, treat as unplayable.If Syria Ally, Good, or Fair Neutral, treat as unplayable.
180RevolutionAlly then Neutral. Priority to highest reaction - awakening.Adversary then Neutral. Priority to highest resource then most troops.
182FlypaperRemove cells using Travel From priorities (OpP). Place using Recruit and Travel To (OpP).Remove cells then reaction using Disrupt priorities (OpP). Place in lowest resource.
183SelloutSelect country w/ most cells. Degrade Governance if possible, else Alignment.Treat as unplayable.
185HagelPlay if US Soft and World not Soft 2 or 3. Otherwise, treat as unplayable.
187Obama DoctrineChoose +1 Prestige and -1 Funding. If one or both has no effect, Awakening then Aid.
188US AtrocitiesUse Jihad priorities box to select among non-Adversary candidates.
190UN CeasefireHighest cells - local security forces.Adversary then Neutral. Priority to Poor then highest resource then most troops
192FMSHighest cells - cubes. Priority to Neutral.
193ReaperRemove cells if a non-IR country has 5+. Else, discard card if any. If none, remove.
195Al-ShabaabIn Somalia, place Besieged Regime then cell then reaction marker.
198al-Nusra FrontIf would remove cell(s), treat as unplayable.Highest cells - cubes. If no candidate with cells > cubes, treat as unplayable.
199Taliban ResurgentUse Jihad box to select among Good then Fair. Then Poor if troops. Else unplayable.
200Gulf UnionPlace cubes, if available, in country with highest cells - cubes. Else, treat as unplayable.
201Seal Team SixDraw card from Jihadist if it has any
204Congress ActsAdversary then Neutral. Poor then highest Resource
211Operation ServalUse Jihad priorities box.Highest cells - cubes. Priority to Neutral.
214Change of StateFair Ally with highest resource. Priority to no troops. If none, treat as unplayable.
215Je Suis CharlieShift Posture if to Soft. Else, if Prestige >1, roll die to reduce Prestige.
216SequestrationIf no Obama Doctrine, draw Congress Acts if available. Else, highest Ops US-associated, randomly among possibilities.
217Critical MiddleUse Recruit and Travel To priorities (OpP) to select destination. Use cells from track if any, else use Travel From priorities (OpP).Shift Alignment if possible. Priority to Adversary then WOI priorities (OpP). If shift not possible, place using WOI.
218Erdogan EffectPlace cell then reaction marker using Recruit/Travel To priorities (OpP).Remove cell then reaction marker using Disrupt priorities (OpP).
235Kinder - GentlerTreat as unplayable unless Troops in Overstretch.Treat as unplayable unless Troops at Low Intensity.
236TruceTreat as unplayable.Treat as unplayable.
238Oil Price SpikeDraw highest Ops Jihadist-associated. Select randomly among possibilities. If Event would trigger US instant win, instead treat as unplayable.Draw highest Ops US-associated. Select randomly among possibilities. If Event would trigger Jihadist instant win, instead treat as unplayable.
143
Bloody Thursday
155
ISIL
149Censorship163Cross Border Support
157Muslim Brotherhood164Sectarian Violence
161Day of Rage168UNSCR 2118
162Friday of Anger169Abu Bakr al-Baghdadi
165Smartphones170Agitators
166Smartphones177Siege of "Kobanigrad"
167Smartphones182Fly Paper
173Iranian Elections183Sellout
174Popular Support194Ghost Soldiers
175Popular Support198al-Nusra Front
196Civil Resistance200Gulf Union
197Facebook224Abu Sayyaf (ISIL); Replaces 186 Unconfirmed
213Theft of State237Militia; Replaces 199 Taliban Resurgent