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Afghanistan - scene of tribal colonial and Cold War conflict across the ages. Into this cockpit dropped a multinational post-9/11 coalition to root out al-Qaeda and replace the hardline Islamist Taliban regime that harboured it. A quick Invasion and regime change portended quiet reconstruction and good governance, but it was not to be so. In their Pakistan sanctuary, the Taliban rebuilt for an insurgency that would ensnare the Coaliton in a tangle of Afghan rivalries, shifting allegiances, and warlordism that the West had only distantly grasped.
A Distant Plain takes 1-4 players into the Afghan conflict of today's headlines. This volume in the COIN Series teams two top designers of boardgames on modern irregular warfare: Volko Ruhnke, award-winning designer of Labyrinth: The War on Terror, 2001-? and Brian Train, an experienced designer of irregular warfare simulation games.
A Distant Plain features the same accessible game system as GMT Games' Andean Abyss but with new factions, capabilities, events, and objectives. For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions of stability to coordinate a campaign against dangerous insurgents. Terror, drug trafficking and eradication, highway extortion and sabotage, drone strikes, and many more options are on the menu. The game runs leftover factions, so that any number of players - from 4 to solitaire - can experience the internecine brawl that is today's Afghanistan. Have a good tour.
|By||NickBleech||From||Northants in United Kingdom|
|This is my favourite COIN system game, because the modern-era historial situation is interesting, and the game system fits it well. You need 4 players, although as in other COIN games there are rules to run non-player roles (dummies) so you can solitaire the game or run with 2-3 players. The asymmetric action capabilities and victory conditions can be Very frustrating for all concerned, just as in history. Caution: there's a lot going on here - if you are new to COIN I strongly recommend you start with Cuba Libre to learn the system and how to make the best of the asymmetric slyer powers.|
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Spirit Games (Est. 1984, Lefglow Ltd) - Supplying role playing games (RPG), wargames rules, miniatures and scenery, new and traditional board and card games for the last 35 years
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