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Latvijas Neatkarības Karš 1918-1920

Latvijas Neatkarības Karš 1918-1920 Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Game Components
  • Setup
    • Scenario Periods
  • Board Areas
  • Game Goal
  • Rounds
  • Roles
  • Player Phase
    • 1. Dealing Action Cards (Kāršu izdalīšana)
    • 2. Playing Cards (Kāršu izspēle)
    • 3. Acquiring New Action Cards (Jaunu kāršu iegūšana)
    • Card Anatomy
    • Playing a Card in Detail
  • Actions (Darbības)
    • Resource (Resurss)
    • Recruit (Rekrutēt)
    • March (Maršēt)
    • Treat (Ārstēt)
  • Battle (Kauja)
    • Battle Example
  • Acquiring New Action Cards (Jaunu darbību kāršu iegūšana)
  • Event Phase (Notikumu fāze)
    • Event Card (Notikumu kārts)
    • Reinforcements (Papildspēki)
    • Field Hospital (Lazarete)
    • Enemy Attack (Ienaidnieka uzbrukums)
      • Enemy Attack Example (Ienaidnieka uzbrukuma piemērs)
    • Territory Supply (Teritoriju apgāde)
    • First Player Card (Pirmā spēlētāja kārts)
  • Scenarios (Scenāriji)
    • Scenario I (11.1918 — 06.1919)
    • Scenario II (06.1919 — 07.1919)
    • Scenario III (10.1919 — 02.1920)
  • Additional Explanations of Actions and Cards (Papildu skaidrojumi darbībām un kārtīm)
    • Special Actions (Īpašās darbības)
    • Explanation of Some Cards

Game Overview

This is a cooperative war game in which the player(s) play against the game. Players either win or lose together. The game has three different scenarios, each with slightly different victory conditions. The basic rules are the same for all scenarios. When playing for the first time, it is recommended to play Scenario 1 or Scenario 2.

Game Components

  • 1 game board (spēles laukums)
  • 3 throwing dice (metamie kauliņi)
  • 180 combat units (hereinafter "units"):
    • 45 Latvian units (green)
    • 20 Estonian units (blue)
    • 45 German/Bermontian units (black)
    • 45 Soviet Russian Red Army units (red)
    • 25 Polish units (white)
  • 2 enemy attack spaces (ienaidnieka uzbrukumu lauciņi)
  • 1 resource-counting die (grey)
  • 41 action cards (darbību kārtis)
  • 21 event cards (notikumu kārtis)
  • 6 role cards (lomu kārtis)
  • 20 enemy combat cards (ienaidnieka kaujas kārtis)
  • 5 Riga cards (Rīgas kārtis)
  • 1 first player card (pirmā spēlētāja kārts)

Setup

  1. Unfold the BOARD and place it in the middle of the table, where it is within easy reach of all players.
  2. Shuffle the ENEMY COMBAT CARDS and place them face down as a pile near the board.
  3. Form the special action card deck (cards with a number in the upper-left corner, marked by the numbered circle symbol). From it, remove the cards whose lower-right corner shows a symbol that does not fit the chosen scenario (see "Scenarios", page 16). Shuffle the deck and place it face down near the board. Next to it, reveal three cards face up.
  4. Shuffle the ROLE CARDS and deal one to each player. (When playing solo, the player deals themselves two role cards.)
  5. Shuffle the ACTION CARD DECK (initially using the cards marked with an "S" in the upper-left corner) and place it face down in its designated place on the board.
  6. Place the THREE THROWING DICE near the board.
  7. Choose one of the three scenarios and follow its instructions (page 16). When playing for the first time, it is recommended to play Scenario 1 or Scenario 2.
    • a) Shuffle the EVENT CARDS of the chosen scenario. Place face down next to the board as many cards as the scenario has rounds, and return the remaining cards to the box. For example, in Scenario 1 four cards are placed face down next to the board and the other three are returned to the box.
    • b) Place the Latvian, allied and enemy forces on the board as indicated in the chosen scenario.
    • c) Place the resource-counting die on the board at the starting point indicated by the scenario.
    • d) Place the enemy attack spaces next to the board.
  8. The player who most recently visited the Latvian War Museum takes the first player card and becomes the first player.

Scenario Periods

  • Scenario I: 11.1918 – 06.1919
  • Scenario II: 06.1919 – 07.1919
  • Scenario III: 10.1919 – 02.1920

Board Areas

  • Enemy field hospital (Ienaidnieka lazarete): maximum wounded — 9.
  • Latvian field hospital (Latvijas lazarete): maximum wounded — 9.
  • Wounded conversion to resources: 1 to 3 wounded = 1 resource; 4 to 6 wounded = 2 resources; 7 to 9 wounded = 3 resources.
  • Played-cards pile (Izspēlēto kāršu kaudzīte).
  • Action card deck (Darbību kāršu kava).

Game Goal

In each scenario the players must conquer specific territories (target territories, mērķa teritorijas) and hold them under their control until the end of the game. If the players succeed, they win the game; if they do not, they lose.

Rounds

Each scenario lasts several rounds. Each round consists of a "Player Phase" and an "Event Phase". At the end of the Event Phase of the round specified by the scenario, the game ends in victory if the scenario goal has been reached, and in defeat if it has not. Some scenarios have special conditions which, when they are met, cause the players to lose earlier.

Roles

At the start of the game each player is dealt one role (in a one-player game, two roles). Each role has a special ability (darbība) which may be used once per round, during one of that player's turns. When a player uses a role, the role card is turned face down to show that it has been used. Roles used during the Event Phase are turned face up again, and may be used again in the next round.

Player Phase

The Player Phase is divided into three steps.

1. Dealing Action Cards (Kāršu izdalīšana)

The first player deals cards from the action card deck to themselves and to the other players. Each player holds the following number of cards in hand:

  • 1 player — 12 cards;
  • 2 players — 6 cards;
  • 3 players — 4 cards;
  • 4 players — 3 cards.

Whenever the action card deck on the board has run out while action cards must be drawn, the played-cards pile is shuffled and placed face down as the new action card deck.

2. Playing Cards (Kāršu izspēle)

Starting with the first player, each player plays one of their cards, performs the action shown on it, and places it in the played-cards pile. When that player has done so, the next player to the left does the same. This step continues until all players have played all of their cards.

3. Acquiring New Action Cards (Jaunu kāršu iegūšana)

Starting with the first player, each player may acquire one new action card. If the player wishes, and enough resources are available, they may acquire one of the three face-up special action cards at the edge of the board. In a one-player game the player may acquire two cards. Each of the steps is described in more detail below.

Card Anatomy

The example card in the rulebook (Oskars Kalpaks) is labelled as follows:

  • Card acquisition value in resources (Kārts iegūšanas vērtība resursos): top-left circle.
  • Card name (Kārts nosaukums).
  • Historical person, object or event photo (Vēsturiskās personas, lietas vai notikuma foto).
  • Special action that takes place when the card is acquired or played (Īpašā darbība, kura notiek kārts iegūšanas brīdī vai to izspēlējot). On the example: "When this card is acquired, recruit 4 Latvian units. Recruit 3 or March 2."
  • Card actions (Kārts darbības).
  • Scenario in which the card is added (Scenārijs, kurā kārts tiek pievienota): the roman-numeral marker.
  • Historical fact that does not affect the game events (Vēstures fakts, kurš neietekmē spēles notikumus).

Playing a Card in Detail

Starting with the first player and going around the circle, each player takes one turn to play a card. On their turn each player plays one of their own cards, places it in front of themselves, and performs the action printed on it. If the card has the word "vai" ("or") between actions, the player must choose one of those actions. When the player has played a card and performed its action, the next player takes their turn. This continues until every player has played all of their cards.

If the player wishes, they may not perform an action, or may perform it only partially. For example, if a card has the action "March 2", the player may perform that action only once, or not at all. For example, when playing the card "Equipment" (Ekipējums), the player may choose to perform the action "Resource 2" or "March 2", or may perform one of these actions partially — "Resource 1" or "March 1".

Actions (Darbības)

Resource (Resurss)

As a result of this action, the number of resources shown on the card is added to the shared stockpile.

Resources will be needed to:

  • acquire new special action cards;
  • maintain the wounded in the field hospital;
  • supply territories controlled by the Latvian and Allied forces.

Designer's note: in this game, resources abstractly represent several things Latvia needed at this time — food with which to supply the soldiers, medicine with which to treat them, money with which to buy new equipment and weapons, and so on.

Recruit (Rekrutēt)

One point of the "Recruit" action allows the player to place on the board one Latvian unit or two Allied units. These may be placed only in a territory where Latvian or Allied units already are. No more than six units may be present in one territory.

For example, with the action "Recruit 2" it is possible to recruit:

  • 2 Latvian units;
  • 1 Latvian unit and 2 Allied units; or
  • 4 Allied units.

Designer's note: during the Latvian War of Independence it was very difficult to recruit new soldiers from the Latvian population, especially at the start of the war. Therefore in the game Latvian units are twice as valuable.

March (Maršēt)

Using one point of the "March" action, the player activates one territory that contains Latvian and/or Allied units, and from that territory moves any number of units of their choice to one or more adjacent territories (not diagonally!).

Adjacent territories are those that share a border (a common edge). Territories that touch only diagonally are not adjacent.

Remember that each territory may contain at most six units from each side involved. Thus, at most six player units and six enemy units — 12 units in total — may be in one territory. If a territory already contains three player units, at most three more units may be moved there.

If after a March action one or more territories contain both player units and enemy units, battle takes place there (see "Battle" below). First the player must complete all unit movements from one territory to others, and then fight all the battles that may arise from this movement. One "March" action must be fully completed (the movement to one or more adjacent territories, including all battles resulting from it) before the next "March" action may begin.

Example: in the situation shown, the player uses one "March" point to activate a territory from which arrows point to adjacent territories. The player may move any number of units, dividing them between directions A, B and C. In direction D, however, the player may move at most four units, because the maximum number of units of one fighting side in one territory is six. The player chooses to move 3 units in direction A and 2 units in direction B. As a result of this March action two battles will take place, which the player must resolve (the player chooses the order of the battles) before starting the next March action.

Treat (Ārstēt)

With this action the player may return units from the field hospital to the board. For each point of the "Treat" action the player chooses one of their own units (Latvian or Allied) from the hospital and moves it to a territory where their units already are (similar to the "Recruit" action). Here, however, each returned unit costs one point, whether it is Latvian or Allied. Remember also that each territory may hold no more than six player units.

Battle (Kauja)

A battle takes place when player units are in the same territory as enemy units. A battle may occur during a "March" action, or during the "Enemy Attack" (Ienaidnieka uzbrukums) in the Event Phase. The battle continues until only units of one fighting side (player or enemy) remain in the territory, performing the following steps.

  1. Throwing the dice (Metamo kauliņu mešana). During a battle the player throws one die for each of their units taking part in the battle, but no more than three dice, even if more than three player units take part.

    Example: if two player units take part in the battle, the player throws two dice for them. If there were four units instead, the player would throw three dice.

  2. Re-throwing the dice (Metamo kauliņu pārmešana). If there are Latvian units among the player units, the player may choose to re-throw, once, as many dice as there are Latvian units.

    Example: if two German units and two Latvian units take part in the battle, the player may re-throw two of their dice once.

  3. Determining the enemy result (Ienaidnieka rezultāta noteikšana). A card is drawn from the enemy combat card deck. The enemy result is shown in the row that corresponds to the number of enemy units in the territory where this battle takes place.

Example: if four enemy units take part in the battle, look at the row "3+".

Ambush (Slēpnis). If a battle takes place because the player attacks (in the Player Phase), the enemy may have set an ambush. If the result for one or two enemy units reads "Ambush 1" or "Ambush 2", the player takes from stock the corresponding one or two enemy units and adds them to the territory, and then draws a new enemy combat card and reads the result for the new number of enemy units.

Example: the player attacks a territory with one enemy unit. When drawing the enemy combat card, the result for one enemy unit reads "Ambush 2". The player takes two enemy units and places them in the territory where the battle takes place. The player then draws a new card and reads the result for the new enemy unit count, which in this case is "3+".

After an enemy combat card is used, it is placed face up beside the enemy combat card deck, forming the enemy played-cards pile. If the enemy combat card reads "Reshuffle the deck!" (Pārjaukt kavu!), then after its use this card, the other cards in the enemy played-cards pile and the enemy combat card deck are shuffled together to form a new deck.

  1. Battle outcome (Kaujas iznākums). Results are applied as follows:

    • For each crosshair result, one unit of the opposing side is shot — removed from the board and returned to stock.
    • For each arrow result, one unit of the opposing side retreats and is moved to an adjacent territory:
      • player units may retreat only to adjacent territories of the player's choice that contain only player units (they may not retreat into the territory where the battle takes place);
      • enemy units may retreat only to adjacent territories that contain other enemy units, or to adjacent empty territories;
      • if the enemy has several territories to retreat to, the direction of the enemy retreat is determined by the enemy attack space (which in the Event Phase determines the attack direction). Direction "1" has first priority, direction "2" second, and so on.
      • If units have nowhere to retreat, they are removed from the board and placed in stock.
    • For each cross result, one unit of the opposing side is wounded and placed in the field hospital. The maximum number of wounded in each field hospital is nine. If the field hospital already holds nine wounded, the wounded unit is removed from the board and returned to stock.
      • Designer's note: the hospital is overfull and the doctors cannot save this wounded soldier, so he dies.
    • Each blank result means that the soldiers fire past the opposing units and nothing happens.

    If the number of results is greater than the number of units, the worst possible outcome is always applied, in this order: crosshair (shot), cross (wounded), arrow (retreat).

    Example: if the players have two units, but the enemy result is crosshair, cross and blank, then one player unit is shot and the other is placed in the field hospital, while the blank result is ignored.

    If after the results are applied units of both sides remain in the territory, all steps must be repeated from step 1. If only units of one fighting side remain in the territory (only player units or only enemy units), the battle ends.

Battle Example

The example continues the "March" action above. The player must fight two battles and chooses the order in which they take place. The player chooses that Battle A happens first.

  1. Throwing the dice. The first battle step is throwing the dice. The player throws a blank, a blank and an arrow. With this result he would make one enemy unit retreat.
  2. Re-throwing the dice. The second battle step is re-throwing the dice. Because the player has only a Latvian unit in this battle, he may re-throw one die. The player chooses to use this option and re-throws the blank die successfully, obtaining a crosshair.
  3. Determining the enemy result. The third battle step is determining the enemy result. The top card is drawn from the enemy combat card deck. The enemy result is the one for the number of enemy units in the battle, which here is two. The enemy result is an arrow and a cross. This means that one player unit must retreat and one more unit is wounded.
  4. Battle outcome (1/2). The fourth battle step is the battle outcome, which is applied to both sides at the same time (in the example the enemy results are applied first). The player chooses that the wounded and hospitalised unit is German, while the Latvian unit retreats. Battle outcome (2/2). Next, the results of the player's thrown dice are applied. One enemy unit is shot and another retreats to the only possible place that contains no player units.
  5. Battle A result (Kaujas A rezultāts). The example shows the board position after Battle A is resolved.

The next battle the player fights is Battle B, and the first step (throwing the dice) has already been carried out.

  1. Throwing the dice. The player has thrown dice for Battle B, which is the first step.
  2. Re-throwing the dice. The next step is re-throwing the dice. Since the player has one Latvian unit, the player may re-throw one die once. The player re-throws a blank die and successfully rolls an arrow.
  3. Determining the enemy result. The player draws the top card from the enemy combat card deck and, since the enemy has one unit in the battle, reads the result for one unit. In this case the card also shows "Ambush 2" next to the dice result. Because the player is the attacker, this ambush result is taken into account rather than the dice result. "Ambush 2" means that two more enemy units are added to this territory and a new card is drawn from the enemy combat card deck. The player then reads the result on the drawn card for the matching unit count, which here is three.
  4. Battle outcome (1/2). The fourth step, the battle outcome, is applied to both sides at the same time (in the example the enemy result is applied first). One player unit is shot, and the player chooses that it will be a German unit; the other player unit is placed in the field hospital. If there are more results than units, the worst possible result is always applied. Battle outcome (2/2). Next, the results of the player's thrown dice are applied. One enemy unit is shot and another retreats. Since the enemy has several possible retreat directions, the enemy attack space is used, which indicates the priority of attack and retreat directions. In this case the first priority is downward.
  5. Battle B result (Kaujas B rezultāts). The example shows the board position after Battle B is resolved.

Acquiring New Action Cards (Jaunu darbību kāršu iegūšana)

Starting with the first player, each player may acquire one new action card. If the player wishes, and enough resources are available, the player may acquire one of the three face-up special action cards at the edge of the board. In a one-player game the player may acquire two cards.

By spending the stated number of resources, the player adds the chosen card to their hand, and then reveals a new card from the special action card deck in its place.

In the final round of the scenario this step is skipped.

Example: the player, spending 2 resources, chooses to acquire the card "Oskars Kalpaks" and reveals a new card from the special action card deck in its place.

Event Phase (Notikumu fāze)

The Event Phase consists of the following steps:

  • Event card (notikumu kārts) — the first player draws the top event card, reads it aloud and carries out the actions written on it;
  • Reinforcements (papildspēki) — placing reinforcements on the board;
  • Field hospital (lazarete) — spending resources on the wounded, and half of the wounded returning to the board;
  • Enemy attack (ienaidnieka uzbrukums) — enemy forces make their attacks on the adjacent territories where player units are located;
  • Territory supply (teritoriju apgāde) — the territories controlled by the Latvian army and its allies must be supplied, by spending the required number of resources;
  • First player card (pirmā spēlētāja kārts) — this card is passed to the next player clockwise, and that player becomes the first player in the next round.

Each of the steps is described in more detail below.

Event Card (Notikumu kārts)

The first player draws the top event card and reads it aloud. The player(s) must carry out the instructions written on the event card. The actions written on event cards are normally carried out immediately.

(The rulebook illustrates this with the Scenario I tile, 11.1918 — 06.1919.)

Reinforcements (Papildspēki)

In each territory (empty, or one that already contains enemy units) that is adjacent (not diagonally!) to a territory containing player units, two enemy units are placed, observing the rule that each territory may hold no more than six units. If the territory already contains five or six enemy units, one or no unit is added.

In scenarios 2 and 3 the player(s) also receive reinforcements (see the descriptions of scenarios 2 and 3). In the example shown, the reinforcements are placed in the three indicated territories.

Field Hospital (Lazarete)

  1. For the player units in the field hospital, the required number of resources must be spent, moving the resource die accordingly:

    • 0 wounded — 0 resources;
    • 1–3 wounded — 1 resource;
    • 4–6 wounded — 2 resources;
    • 7–9 wounded — 3 resources.

    For each resource the player cannot spend, one Latvian unit must be removed from the board and returned to stock.

  2. Half of the wounded units (rounded down), both player and enemy, return to the board.

    Player units returning from the field hospital are placed in territories chosen by the player, following the same rules as when they are recruited or treated. They may be placed only in territories that already contain Latvian or Allied units.

Example: in this case the players have three units in the field hospital, meaning that one unit returns to the board. The player chooses to place it in the Liepāja territory, where player units are already present.

Enemy wounded return to territories adjacent to player units. If the number of enemy wounded units is smaller or greater than the number of those territories, the reinforcements are placed one unit per territory, starting from the territory furthest to the right and lowest.

Example: in this situation the enemy has eight units in its field hospital, meaning that four units return to the board. Starting with territory A, the 1st unit is placed; then in territory B the 2nd unit; and finally in territory C the 3rd unit. But because there are more units than territories adjacent to player units, the circle starts again, and one more (4th) unit is placed in territory A.

Enemy Attack (Ienaidnieka uzbrukums)

In this step enemy units attack player units.

Using the enemy attack space, the game checks each enemy territory, starting with the lowest territory that is furthest to the right (bottom-right corner), and moving the enemy attack space upward along this column.

If the enemy has several territories that it can attack, the enemy attack space determines the priority of the attack direction. Direction "1" has first priority, direction "2" second, and so on.

When one column has been checked, the check continues with the next column to the left, again going from the bottom of the column upward. If an enemy territory is adjacent to a territory controlled by the player, then:

  • if the number of enemy units is equal to or greater than the number of player units, the enemy attacks this territory and a battle begins (see the "Enemy Attack Example" on page 13);
  • if the number of enemy units is smaller than the number of player units, nothing happens;
  • if the enemy has several territories it can attack from this position, the attack priority must be taken into account:
    • if possible, the enemy always attacks the target territory (in Scenarios I and III, Liepāja also counts as a target territory);
    • otherwise the attack priority shown on the enemy attack space for the scenario is taken into account.

If the enemy has the option to attack several territories, the enemy attack space determines the priority of the attack direction. In this case the first priority is attacks downward, then to the left, and so on.

Each scenario (and the enemy) has its own enemy attack space. The scenario is indicated in the top-right corner, while the enemy is identified by its colour.

If as a result of a battle enemy units are in a territory that has already been checked, they do not attack again.

When all territories have been checked and all battles have been fought, this step ends.

IMPORTANT: In the last round of the scenario the enemy performs a "Desperate Attack" (Izmisīgais uzbrukums) during the Enemy Attack step. It attacks the target territories even if its number of units is smaller than the number of player units. The enemy still attacks other territories as usual if its number of units is equal to or greater than the player's. The "Desperate Attack" is carried out only on target territories.

Enemy Attack Example (Ienaidnieka uzbrukuma piemērs)

In the first picture (with arrows) each column that must be checked is marked, starting from the territory in which the enemy attack space is located. Attacks take place in only two columns — the 1st and 2nd from the left — since they contain the only enemy territories adjacent to player territories. Remember, however, that attacks from territories already checked will no longer happen, even if as a result of a battle enemy units are in them.

The first enemy territory from which an attack takes place is the one where the enemy attack space is currently located. The only territory adjacent to player units is the one to the left. The enemy territory holds four units and the player territory also holds four units, so the enemy attacks.

As a result of the battle the players keep the territory under their control, and the enemy retreats. The enemy attack space serves not only as a compass for the direction of attack, but also as a reminder of which territory the player has just checked for enemy attacks.

The check continues upward along the column. In this case the enemy has three units, but the players have only one. Therefore the attack takes place in the only possible direction.

As a result of the battle the enemy takes the territory it attacked.

The check continues in the next column to the left, starting from the bottom. The enemy territory holds four units, while the player territory to the left holds three. Since Liepāja is a target territory in this scenario, the enemy will attack this territory even though the priority shown on the enemy attack space is different.

As a result of the battle Liepāja is successfully defended, so the players do not lose the game and continue checking all territories for enemy attacks.

The next territory checked is a player-controlled territory, so no attack takes place there, but this territory now counts as checked.

Checking the next territory, it is seen that the enemy may attack both to the left and downward. The enemy attack space shows that the priority is to attack downward.

As a result of the battle the enemy has taken the player's territory, but because this territory has already been checked, no attack will be made from it, even if it holds enough enemy units.

Territory Supply (Teritoriju apgāde)

For every two territories (rounded down) that contain player units, the players must spend 1 resource. For each resource the players cannot spend, they must remove one Latvian unit from the board (only Latvian units — Allied units will not do). If the players cannot spend the required number of resources and cannot remove a Latvian unit, they lose the game.

Example: in this situation the players control only 3 territories, so they must spend 1 resource.

First Player Card (Pirmā spēlētāja kārts)

The player holding the first player card passes it to the next player clockwise. All players who used their roles in the round turn them face up again, and may use them in the next round in one of their turns.

If this was the last round, the game ends, and it is checked whether the player(s) have fulfilled the scenario's victory conditions.

Scenarios (Scenāriji)

Scenario I (11.1918 — 06.1919)

60 min. Medium-difficulty scenario.

On 18 November 1918 the independent Latvian Republic is proclaimed. At that time the German army is already in Latvia, and its task is to defend Latvian territory from the Bolsheviks. The Red Army invades Latvian territory and in less than two months occupies its greater part. Against it, Latvian forces unite with the German army units in Latvia.

Scenario setup (Sagatavošanās scenārijam):

  1. Place the player and enemy units on the board as shown in the picture above.
  2. Place the resource die on "0".
  3. Remove from the action card deck all cards that have the symbols "II" and "III" in the lower-right corner, and return them to the box.

Scenario additional rules (Scenārija papildnoteikumi):

  • The enemy is the Soviet Russian Red Army (red units).
  • The ally is the German forces (black units).
  • The scenario length is 4 rounds (prepare 4 event cards).
  • The struck-through (crossed-out) part of the board does not count as part of the game board. No unit may march into it, and no enemy unit appears there.

Scenario victory conditions (Scenārija uzvaras nosacījumi):

  • The player(s) win if, at the end of the fourth round after the "Event Phase", they control Riga and Cēsis.
  • The player(s) lose if the scenario's victory conditions are not fulfilled.
  • The player(s) lose immediately if the enemy takes Liepāja, or if no Latvian unit (green unit) remains on the board.

Scenario II (06.1919 — 07.1919)

60 min. Low-difficulty scenario.

On 16 April 1919 German forces in Liepāja carry out a coup, overthrowing the Provisional Government of Latvia led by Kārlis Ulmanis. Until the outcome of the Battle of Cēsis it has to take refuge on the steamship "Saratov". In the newly founded Latvian state territory, Courland and later also part of Vidzeme are controlled by German forces, now hostile to the Latvians, while Latgale is controlled by the Bolsheviks. The Estonians become important allies of the Latvian forces in the fight against the Germans in Vidzeme. As the Bolsheviks retreat, German forces take power in Cēsis. On 22 June the Estonians and Latvians counterattack and on 23 June they take Cēsis. On 3 July 1919 the Strazdumuiža armistice is concluded between the German, Estonian and Latvian forces. The Latvian Provisional Government arrives in Riga on 8 July, and on 10 July the Latvian Army is formed by merging the Northern Latvian and Southern Latvian brigades.

Scenario setup:

  1. Place the player and enemy units on the board as shown in the picture above.
  2. Place the resource die on "3".
  3. Remove from the action card deck all cards that have the symbols "I" and "III" in the lower-right corner, and return them to the box.

Scenario additional rules:

  • The enemy is the German army (black units).
  • The ally is the Estonian army (blue units).
  • The scenario length is 3 rounds (prepare 3 event cards).
  • The struck-through (crossed-out) part of the board does not count as part of the game board. No unit may march into it, and no enemy unit appears there.
  • In the Event Phase, during the "Reinforcements" step, three Estonian units come to the players' aid. They are placed in the Estonian reinforcement territory. With the "March" action they may be moved across one of the white lines.
  • Latvian and Estonian units may also retreat to the reinforcement territory.
  • The limit for the reinforcement territory is also six units.
  • Enemy units never attack the reinforcement territory.

Scenario victory conditions:

  • The player(s) win if, at the end of the third round after the "Event Phase", they control Cēsis and Strazdumuiža.
  • The player(s) lose if the scenario's victory conditions are not fulfilled.
  • The player(s) lose immediately if there are no Latvian units left on the board.

Scenario III (10.1919 — 02.1920)

60 min. High-difficulty scenario.

The tense military and political situation until September 1919 does not allow the liberation of Latgale from the Bolsheviks to begin. On 3 October Latvian army units liberate Līvāni, but further advance is halted by the beginning of the Bermontiad, when the newly formed Bermont army attacks Riga in October. In this situation the Latvian army has to fight on two fronts — in Riga against the Bermontians, and in Latgale against the Red Army. At the end of 1919 Latvia seeks an ally in the fight against the Bolsheviks. Poland becomes that ally. With joint forces, in January 1920 Daugavpils is liberated first, and later Rēzekne and Ludza.

Scenario setup:

  1. Place five Riga cards at the edge of the board as shown in the picture.
  2. Place the player and enemy units on the board and on the Riga cards as shown in the picture above.
  3. Place the resource die on "10".
  4. Remove from the action card deck all cards that have the symbols "I" and "II" in the lower-right corner, and return them to the box.

Scenario additional rules:

  • The enemies are the Bermont army (black units) and the Soviet Russian Red Army (red units).

  • Soviet Red Army reinforcements are placed only in territories from the east up to the Riga territory (the red line in the picture).

  • Bermont army reinforcements are placed only in territories from the west up to the Riga territory (the black line in the picture).

  • Both of Latvia's enemies never fight each other.

  • If one of the enemies has no units left on the board, it is considered defeated; consequently it no longer receives reinforcements and no longer attacks.

  • Both enemies share one field hospital, with a combined maximum of nine wounded, and each enemy's wounded return to the board separately.

Example: if the field hospital holds four Soviet Red Army wounded and five Bermont army wounded, then two Soviet Red Army wounded and two Bermont army wounded return to the board.

  • The ally is Poland (white units).
  • Polish forces may be recruited only in the struck-through part of the board.
  • In the Event Phase, during the "Reinforcements" step, three Polish units come to the players' aid. They are placed in the Polish reinforcement territory. With the "March" action they may be moved across one of the white lines.
  • Latvian and Polish units may also retreat to the reinforcement territory.
  • Enemy units never break into the reinforcement territory.
  • The limit for the reinforcement territory is also six units.
  • The scenario length is 4 rounds (prepare 4 event cards).
  • With one "Recruit" action the player may recruit two Latvian units or three Polish units.

Designer's note: at this time many more Latvians believed in the idea of the Latvian state and wanted to help defend their land and free it from the enemy.

  • The Riga territory on the board is left empty. In its place the five Riga cards are used.
    • Each Riga card is like a territory onto which units may move and in which battle may take place.
    • Enemy units on the board can never move onto the Riga cards (they are placed there in the Reinforcements step).
    • When player units move from the board into the Riga territory, they are placed on the Old Riga card (Vecrīga).
    • From the Old Riga card units may move only to the bridge cards.
    • If enemy forces take Old Riga, the player(s) lose immediately.
    • On the Old Riga card, and later in the Riga territory (see below), there is no limit on the number of Latvian units.
    • Old Riga remains under player control if it is empty (as a result of battle, or because the players have moved all their units away), and the recruited and treated player units may be placed there.
    • When there are no enemy forces left on the Riga cards, these cards are removed from the game, and all player units are placed in the Riga territory.

Designer's note: historically there was little fighting on the bridges themselves. The Latvian army crossed the Daugava and attacked the Bermontians through Bolderāja and Daugavgrīva, with the support of the allied fleet.

Scenario victory conditions:

  • The player(s) win if, at the end of the fourth round after the "Event Phase", they control Daugavpils, Rēzekne and Riga (having driven the Bermontians from the Riga cards).
  • The player(s) lose if the scenario's victory conditions are not fulfilled.
  • The player(s) lose immediately if there are no Latvian units on the board, or if the enemies take Liepāja, Riga or Old Riga.

Additional Explanations of Actions and Cards (Papildu skaidrojumi darbībām un kārtīm)

Special Actions (Īpašās darbības)

Armour (Bruņas). For each point of "Armour" during an action, instead of a player unit falling or being wounded, one "Armour" point is lost. To keep track of the number of "Armour" points more easily, at the start of a battle remove from the territory where the battle takes place as many units as the "Armour" is worth, and place them on the card that gives this "Armour". If there are more "Armour" points than player units, several "Armour" points may be applied to one unit.

Example: the player plays the card "Armoured Car Imanta" and chooses the option that gives "Armour 1". Moving into a territory with enemy units starts a battle. In the "Battle outcome" step the enemy results are a crosshair and a blank. Instead of one player unit being shot, it is removed from the card "Armoured Car Imanta" and returned to the territory where the battle takes place. In this battle the armour is no longer available to the players.

Card (Kārts). For each "Card" action point, the player takes one card from the action card deck. In this way a player may have more cards, and consequently more turns.

Explanation of Some Cards

Aircraft (Lidmašīnas). As shown in the picture, the player chooses three mutually connected territories to attack. Then, choosing which will be first, the player throws three dice at the start and carries out the results as they would be in a battle; then in the next territory the player throws two dice, and in the last territory one die.

Partisan (Partizāns). The special ability of this card works ONLY if the player attacks with one unit.

Example: if a player who holds the role card "Partisan", using the "March" action, moves only one player unit onto an adjacent enemy-controlled territory that contains two enemy units, then one enemy unit is returned to stock, and a battle begins in which only one enemy unit takes part.

Royal British and French Navy (Lielbritānijas un Francijas kara flote). Attacks may be made only on these territories (the territories highlighted on the map).


Sources listed in the rulebook: www.neatkaribaskars.lv, www.karamuzejs.lv, www.enciklopedija.lv, www.sargs.lv; Juris Ciganovs, "Latvijas neatkarības karš 1918.–1920."; Ēriks Jēkabsons, "Neatkarības kara stāsti 1918–1920"; Džefrijs Benets, "Atbrīvojot Baltiju 1919–1920".