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GoCaine

GoCaine Rulebook

Table of Contents

Table of Contents

  • B. Opening Scenario
  • C. Objectives
  • D. Game Components
  • E. The Game Board
  • F. Strategic Overview
  • G. Starting Resources
  • H. Turn Sequence
    • H1. Choose 1 of the following actions:
    • H2. Deploy 1 Cell
    • H.1. Option 1: Build & Buy
      • Housekeeping/Game Management Tip
      • Smuggling Infrastructure
      • Political Influence
    • H.1. Option 2: Transport Product
    • H.1. Option 3: Sell Product
    • H.2. Deploy 1 Cell
      • Cell Placement
      • Capturing an Opponent's Shipment
  • I. Bank Loan
  • J. Early Departure of Defeated Players
  • K. Alliances, Deals, and Backstabbing
  • L. Playing for Points or Money
  • Appendix 1. Transport Product Examples
    • Transport Product: Example 1
    • Transport Product: Example 2
    • Transport Product: Example 3
    • Transport Product: Example 4
    • Transport Product: Example 5
    • Transport Product: Example 6
    • Transport Product: Example 7
    • Transport Product: Example 8
    • Transport Product: Example 9
    • Transport Product: Example 10
  • Appendix 2. Area Control & The Go Part of GoCaine
    • The Basics: Capturing An Opponent's Cells
    • Corners & Edges
    • Capturing Cell Groups
    • Internal Liberties (Eyes)
      • One-Eyed Group/Organism
      • Two-Eyed Organism/Group
    • Surrounded by Multiple Colors
    • Kiss The Ring
    • Capturing Cells from Multiple Opponents at the Same Time
    • Example of an Extended Go Battle between Two Players
      • Beware of Having a False Eye
  • Appendix 3. Game Simulation: First 10 Turns
    • Turn 1
    • Turn 2
    • Turn 3
    • Turn 4
    • Turn 5
    • Turn 6
    • Turn 7
    • Turn 8
    • Turn 9
    • Turn 10
  • Appendix 4. Players Covenant
  • Appendix 5. Game Simulation: Turns 11 to 20
    • Turn 11
    • Turn 12
    • Turn 13
    • Turn 14
    • Turn 15
    • Turn 16
    • Turn 17
    • Turn 18
    • Turn 19
    • Turn 20
  • Appendix 6. Game Simulation: Turns 21 to 30
    • Turn 21
    • Turn 22
    • Turn 23
    • Turn 24
    • Turn 25
    • Turn 26
    • Turn 27
    • Turn 28
    • Turn 29
    • Turn 30
  • Appendix 7. Game Simulation: Turns 31 to 35
    • Turn 31
    • Turn 32
    • Turn 33
    • Turn 34
    • Turn 35

B. Opening Scenario

Since the extradition of Joaquín Guzmán Loera (aka: El Chapo) to the US in 2017, the Sinaloa Cartel has been experiencing adjustment pains as various factions vie for control. This has created opportunities for competing DTOs (Drug Trafficking Organizations). Many importing wholesalers, distributors, and retailers throughout the US and Canada are looking to expand their base of suppliers. Meanwhile, suppliers in Bolivia, Colombia, and Peru and traffickers throughout the region are all looking to expand and vertically integrate their supply chains.

You, the players, represent mid-level traffickers ready to expand your operations and build your very own cocaine trafficking empire. Eager investors have lined up and have given you access to enormous startup capital. Thus, the stage is set for an epic battle. Let the fun begin!

C. Objectives

Win by having the most lucrative cocaine trafficking network. This is demonstrated by having the most money at the end of the game. The end of the game is reached when a player with at least $1 billion (or more) in cash knocks.

If you have $1 billion or more and you think you have the most money, then at the end of your turn, knock on the table and announce that you are ready to claim victory. The other players then take one last turn. Then everyone counts their cash. Whoever has the most cash wins.

Depending on the number of players, in most games, one of the players will reach the billion dollar threshold at some point between 30 to 40 turns.

D. Game Components

Up to 6 players can play this game, each taking one of the following colors: blue, green, black, yellow, red, and white. Each player should have:

  • 50 circular chips/discs. Each chip is a cell in your network, serving dual functions: as a security unit for your area control, and as a node in your trafficking network.
  • 75 interlocking cubes. Each cube represents 1 metric ton (mt) of cocaine.

I have done my best to accommodate color-blindness by using these particular color shades. If you have players whose color-blindness prevents them from distinguishing the colors, try using a felt marker to put tiny dots on whichever color set is confusing. If you must resort to such measures, please let me know what colors are causing you issues and let me know your suggestions for alternate colors in future game editions.

Common game pieces are as follows:

  • The game board.
  • 51 Task Force chips. Each of these chips shows the stylized black/gold star that forms part of the emblem of the Organized Crime Drug Enforcement Task Force (OCDETF) in the US. These task forces consist of personnel from DEA, Coast Guard, CBP, ICE, FBI, ATF, IRS, US Marshals Service, US Attorneys' Offices, Postal Service, and local police forces. They regularly conduct operations both domestically and in conjunction with law enforcement agencies in other countries. Each of these Task Force chips allows a player to perform 1 Task Force Interdiction Action through which law enforcement agencies attempt to seize shipments in whichever zone you target.
  • 6 bank loan chips. These are the black circular chips with the white dollar sign on them. Each represents a bank loan of $50 million.
  • Cash in the following bill denominations:
    • 40 x $5 million
    • 50 x $20 million
    • 50 x $100 million
  • 2 six-sided dice (2D6)

E. The Game Board

The board is an abstract representation of North America and the coca-producing regions of South America. It is divided into 15 zones: 4 supply zones, 5 transit zones, and 6 premium import zones in the US & Canada.

A regular grid has been laid over the map, 10 lines by 12 lines. This grid is the Go board. Each intersection is a location where you can place a cell.

When you place a cell on an intersection, your cell controls that point/node. From that node, your cell can purchase product at the market price for that zone, can transport or receive product, or can sell product at the market price for that zone.

F. Strategic Overview

In a nutshell, your task is to build a network of cells that enables you to buy cocaine from a zone with a lower price, move it to a zone with a higher price, and then sell it for a profit. Generally speaking, the prices get higher as you move further north. However, moving it over longer distances through several zones takes time and the only way to do it faster is to increase your Smuggling Infrastructure (which costs money).

Your challenge is to develop a network that enables you to move your product efficiently with sufficiently high profit margin. You could win with less profit per sale if you can manage to move enough product, or you could win by moving less product but with a higher profit margin. And, of course, your chances of winning are even greater if you can develop a network that enables you to do both (i.e. move a large volume of product at higher profit margins).

Meanwhile, your opponents will be trying to develop their own networks and will also be trying to take territory away from you and to deny you access to territory. The competition over territory is where the Go play becomes a central part of the game.

If you surround an opponent's cells by occupying all the adjacent intersections, then you capture these surrounded cells and they are removed from the board. These mechanics are explained in detail below in Appendix 2 (Area Control & The Go Part of GoCaine).

The other way that players try to hinder each other is through Task Force Interdiction Actions. When you spend money to gain political influence, you acquire two things: (1) a certain amount of protection for your shipments, and; (2) you get a Task Force chip which you can subsequently use to launch a Task Force Interdiction Action to try to seize any shipments in a particular zone.

G. Starting Resources

Each player starts with:

  • 10 cells
  • $50 million cash
  • Level 1 Smuggling Infrastructure
  • 1 Task Force chip

On one side of the board you will find the Smuggling Infrastructure panel. On the other side of the board is the Political Influence control panel. You will keep track of your smuggling transportation capacity and your political influence by using the same colored cubes that represent your product.

Take 10 cells and 1 cube from your bag of pieces. Place the cube on the Level 1 box of the Smuggling Infrastructure panel.

Each turn when you deploy a cell to the game board, take it from this initial pile of 10 cells. To get more cells you will have to buy them. So, keep the ones you've bought separate from the ones in your bag of pieces!

H. Turn Sequence

Draw a random cube to determine who goes first. After the first player has gone, the next player in a clockwise direction goes.

On your turn you may do the following:

H1. Choose 1 of the following actions:

  • Build & Buy
  • Transport Product
  • Sell Product.

H2. Deploy 1 Cell

Once you have placed your cell, your turn is over.

  • At any time you may launch a Task Force Interdiction Action. You may do so either during your turn or during another player's turn.

You must do your H1 action first, then deploy your cell (if you are deploying one). Once you place your cell your turn is over. If you are not placing a cell, announce that and state that your turn has finished.

H.1. Option 1: Build & Buy

When you select the Build & Buy option, you can buy the following resources: cocaine, cells, smuggling infrastructure, and political influence. You can buy as much as you want and can afford.

Table 1: Resource Prices & Descriptions

ResourcePriceDescription
CocainePrice is determined by the zone that your cell is in. Prices range from $2.5 million per mt in Bolivia to $30 million per mt in Central zone.This is the wholesale price of cocaine per metric ton in each zone. Each cube represents 1 mt (metric ton). A metric ton is equal to 1,000 kilograms which equals 2,205 pounds.
Cells$5 million per cellEach circular chip represents a cell/team of multifunctional personnel. Cell members perform both security and distribution functions; they are responsible for buying, transporting, and/or selling your product.
Smuggling Infrastructure$20 million per level(see below)
Political Influence$20 million per asset(see below)

If you have chosen to perform the "Build & Buy" action, every cell that you have on the board is entitled to buy as much cocaine as you can afford (and deem wise to do so). When you buy cocaine, join the appropriate number of cubes together and place them on the cell that made the purchase.

For example, you have 2 cells in Peru and you want to make one 3 mt shipment and one 4 mt shipment. To do this you would buy 7 mt at the Peruvian price ($5 million/mt). You join 3 cubes together, place them on one of the cells, then join 4 cubes together and place those on the other cell.

Note that the price in Bolivia is $2.5 million/mt. The lowest denomination of money in the game is $5 million, so any purchase of cocaine that you make in Bolivia has to be done in multiples of 2 mt. In other words, you can spend $5 million in Bolivia and get 2 mt or spend $10 million and get 4 mt, etc.

Cells: $5 million per cell.

When you buy cells, you do not place them directly onto the game board. You place them into your pile of purchased cells. Then in step 2 of your turn (Deploy 1 Cell) you are entitled to take one of these purchased cells and place it onto an unoccupied intersection anywhere on the board.

Remember, your cell can connect and work with your other cells to secure your territory and protect it from takeover by your opponents. At the same time, your cells are used to try to get territory from your opponents.

Housekeeping/Game Management Tip

It is often a good policy for players to keep their bag of unpurchased cells closed and only open it when they buy new cells. This practice will help avoid the inadvertent (or advertent) acquisition of unpurchased cells.

Smuggling Infrastructure

$20 million per level.

You start the game at Level 1 on the Smuggling Infrastructure panel. Each level gives you the ability to move one shipment from one cell in one zone to one cell in an adjacent zone. To move the shipment you need a cell in each of the zones you are moving from, through, or to.

Political Influence

$20 million per asset.

Each zone on the game board has three Political Influence assets that can be purchased. Buying a Political Influence asset provides two benefits:

  1. It lowers the seizure probability of any shipments you have in that zone. When a zone is hit with a Task Force Interdiction Action, all shipments in that zone must roll on the Seizure Probability table to determine whether the shipment is seized. If you are the owner of one of these shipments, you want a higher number to be rolled. Having one asset in a zone adds +1 to the dice roll. Having two assets in the zone adds +2, and having three assets in the zone adds +3. This benefit is permanent, lasting until the end of the game.
  2. When you buy a Political Influence asset you also receive one Task Force chip. Each Task Force chip enables you to execute one Task Force Interdiction Action.

H.1. Option 2: Transport Product

As noted above, you start the game at Level 1 on the Smuggling Infrastructure panel. Each level gives you 1 unit of movement, allowing you to move one shipment from one cell in one zone to one cell in an adjacent zone. To move the shipment you need a cell in each of the zones you are moving from, through, or to.

Note that the size of the shipment does not influence the transportation cost per se. In other words, if you want to transport product from, say, a particular cell in Peru to another cell in the Tropical Pacific, it costs 1 unit of movement regardless of whether your shipment consists of 1 mt, 2 mt, or even 16 mt. Also note, that in these rules, whenever we talk about transportation cost, we are referring to the cost in terms of the number of movement units that are needed. We are not talking about a $ cost.

If you want to move a shipment two zones, for example from Western Colombia to Southwest, that will take 2 units of movement and to do so you would need to have one cell in Western Colombia, one cell in Southern Gateway, and one cell in Southwest. If you have Level 2 Smuggling Infrastructure, you could move the same shipment those 2 units of movement in one turn. However, if you only have Level 1 for Smuggling Infrastructure, then it is going to take you two turns to complete the transportation job.

The total movement cost (in terms of units of movement) equals the sum of the zones moved by each shipment. For example with Level 4, you could move two shipments two zones each, or four shipments one zone each, or two shipments one zone each and a third shipment two zones.

A cell can process more than one shipment for transportation service. Sometimes you have a bottleneck with only one cell in a zone you need to move through. You can still send multiple shipments through that one cell, but doing so presents a risk in terms of interdiction vulnerability. If an opponent hits that zone with a Task Force Interdiction Action during your turn, any shipments you send through that one cell will risk being seized.

Players should count their units of movement aloud with each step. This helps ensure the movement is being done properly and gives all players a clear understanding of what is happening. You are allowed to merge shipments together into a larger shipment and you can also split larger shipments up into several smaller ones. You can use movement units to move shipments between cells in the same zone but generally speaking that would be a waste of movement; if you want to merge shipments it is more efficient to move them to a common cell in an adjacent zone.

Appendix 1: Transport Product contains detailed examples illustrating various ways you can move product. Although the examples shown in Appendix 1 are detailed, when you actually sit down to play, after a few turns you will find the system is very straightforward—it just takes a while to explain through diagrams!

On our website you can also find video examples explaining this part of the game.

H.1. Option 3: Sell Product

If you select Sell Product as your action, you may sell any product shipments that you presently have on the board provided the shipment is still controlled by one of your cells. In other words, if the shipment is sitting on one of your cells, then you may sell part or all of that shipment at the specified price for that zone.

So, for example, let's say you have 4 mt on a cell in Southwest and you have another shipment of 3 mt on a cell in Northwest zone. If you are choosing Sell Product as your action, you can sell 1-4 mt at the price for the Southwest zone (i.e. $20 million/mt), and you can sell 1-3 mt at the price for the Northwest zone (i.e. $25 million/mt). Typically (almost always) you will want to sell your full shipment. Doing so minimizes your risk because each turn it is on the board is another turn that an opponent might target it with an Interdiction Action. Also, since you only get one action (from the buy, transport, or sell menu) per turn, it is more efficient for you to sell it all at once. Still, there could be a time when perhaps you want to sell just 1 mt to get some money quickly and then continue to move the remainder of the shipment further north to get a better price.

When a player loses a shipment because their cell gets removed in a turf war, the shipment stays on that intersection. The player who places a cell there first takes control of the abandoned shipment and it can subsequently then be sold during the new owner's Sell Product action.

H.2. Deploy 1 Cell

Cell Placement

During this action simply take one of your cells from your pile of purchased cells and place it onto any unoccupied intersection on the board. Once placed, resolve any area control that needs tending to. For example, if placing your cell surrounds an opponent's cell (or group of cells) then they have been captured and must be removed. Such captured cells are out of play for the remainder of the game. Resolving area control is explained with detailed diagrams in Appendix 2 (Area Control & The Go Part of GoCaine).

Note that the cell you deploy must be taken from the ones you have already bought. If your pile of purchased cells is empty, then you cannot place one that turn. You will have to wait until you buy more cells. In general, it can be quite devastating to you in your turf war if are unable to deploy/place a cell during your turn. Therefore, be careful! Always plan your buying action strategically to that you are not caught without any cells to place on your turn.

Capturing an Opponent's Shipment

Sometimes the cell that must be removed has a product shipment on it. When this happens, the shipment stays on that intersection. Let's say Blue had a shipment of 3 mt (i.e. 3 cubes) on a cell that became surrounded. Blue removes the cell but must leave the shipment of 3 blue cubes there. If another player then places a cell on that intersection, that player takes possession of that shipment and you then switch the cubes to that player's color. So, in the above example, if Red places a cell on the intersection with the 3 Blue cubes, Red replaces the 3 blue cubes with 3 red cubes and gives the 3 blue cubes back to the Blue player. These 3 blue cubes would then go into Blue's supply bag of unpurchased resources.

H.+. Task Force Interdiction Actions

Overview of Interdiction Actions

At any point players may launch Task Force Interdiction Actions. You may do so either during your turn or during another player's turn. The purpose of an Interdiction Action is to have law enforcement seize shipments in a specified zone. The fate of each shipment in that zone during the current player's turn is determined by the roll of two six-sided dice on the Seizure Probability table. Larger shipments stand a higher probability of being seized. Having political influence in the targeted zone lessens the risk of a player's shipment being seized.

A Task Force Interdiction Action can target only one zone and you cannot use multiple Task Force chips on the same zone at the same time. For example if you have three Task Force chips and you want to use them all, you could target three separate zones with Interdiction Actions but you could not use all three in one particular zone at the same time.

All shipments either currently in that zone or that attempt to pass through that zone during the current player's turn are subject to seizure. Any shipments failing the dice roll on the Interdiction Seizure Probability table are seized by law enforcement agencies. They are removed from the board and returned to the appropriate player's pile of unpurchased product. Note, if you yourself have any shipments in a zone that you are targeting with an Interdiction Action, just like your opponents' shipments, yours too will be subject to interdiction and you will have to roll two six-sided dice to see if they are seized.

As mentioned above, you may play one or more Task Force chips to launch Interdiction Actions at any point in the game, either during your turn or during an opponent's turn. You simply announce you are launching an Interdiction Action and place your Task Force chip on whatever zone you are targeting.

The Task Force chip remains there until whoever the current player is has finished their turn. At that point, the used Task Force chip is removed from the game. Each Task Force chip can therefore only be used once.

Note: there are only 51 Task Force chips in the game so use them wisely. You each start with one Task Force chip and then you acquire one additional chip each time you buy political influence. There are 15 zones in which political influence can be bought and three Political Influence assets per zone. If you want to have political influence in a given zone, you are advised not to wait too long to buy it. As the game goes on and players come in to more money, Political Influence assets can be bought up quickly.

How to Use the Seizure Probability Table

For each shipment either currently in the targeted zone or any shipments that move through that zone during the current player's turn, roll two six-sided dice (2D6) and consult the Seizure Probability table at the bottom right corner of the game board.

Interdiction Action: Seizure Probability

Note: a roll of "2" (snake eyes) results in seizure regardless of political influence.

Shipment sizeSeizure on roll (2D6)
1 mt2-3
2 mt2-4
3 mt2-5
4 mt2-6
5-6 mt2-8
7-8 mt2-9
9-11 mt2-10
12+ mt2-11

Adjust the roll based on the extent to which the player owning the shipment has political influence in that zone. Each Political Influence asset in that zone adds +1 to the dice roll, thereby making it harder to seize the shipment.

If the number you roll on two six-sided dice plus any adjustments for political influence falls within the specified range on the table, then the shipment has been seized. When that happens, remove those cubes from the board and return them to the player's stash of unpurchased pieces.

From a quick glance at the table you will see that larger shipments stand a higher chance of being seized. For example, if a shipment is only 1 mt (i.e. 1 cube), it will be seized only on a roll of 2-3 on 2D6 (two six-sided dice). With a 2 mt shipment (i.e. 2 cubes), the chance increases to a roll of 2-4 on 2D6. With a 3 mt shipment, the chance increases to a roll of 2-5 and continues to increase with larger shipments up to 12+ mt at which point the chances of having the shipment seized is a roll of 2-11 on 2D6. After 12 cubes, the probability of having them seized does not change. Generally speaking, you want to avoid such large shipment unless you have adequate political influence in the zones you are moving through or if you know that your opponents have no Task Force chips left to play.

Also note that a roll of snake-eyes (i.e. a "1" on each die) results in the shipment being seized regardless of how much political influence you have in that zone.

Here are a few examples to illustrate how the Interdiction Actions are resolved.

Example 1: Small shipment, no political influence

  • Shipment size: 2 mt
  • Political influence: 0 assets in that zone
  • Roll result on 2D6: 2 on one die and a 2 on the other die, so the total roll is 4.

Result: From the Seizure Probability table, we see that a roll of 2-4 is needed. Since the player who owns the shipment does not have any political influence in that zone, the roll of "4" remains. It is within the 2-4 range, so the shipment is seized. The cubes are removed and returned to that player's pile of unpurchased cubes.

Example 2: Small shipment, 1 asset for political influence

  • Shipment size: 2 mt
  • Political influence: 1 asset in that zone
  • Roll result on 2D6: 3 on one die and a 1 on the other die, so the total roll is 4.

Result: 4 +1 = 5. Safe.

Example 3: Small shipment, 2 assets for political influence

  • Shipment size: 3 mt
  • Political Influence: 2 assets in that zone (will therefore get +2 to dice roll)
  • Roll result on 2D6: 2 on one die and a 1 on the other die, so the total roll is 3.

Result: 3+2 = 5. Seized.

Example 4: Small shipment, 3 assets for political influence

  • Shipment size: 3 mt
  • Political Influence: 3 assets in that zone
  • Roll result on 2D6: 3

Result: 3 + 3 = 6. Safe.

Example 5: Medium shipment, 2 assets for political influence

  • Shipment size: 5 mt
  • Political Influence: 2 assets in that zone
  • Roll result on 2D6: 7

Result: 7 + 2 = 9. Safe.

I. Bank Loan

If a player mismanages their business, spends all of their money and does not buy enough product and then gets hit with a disastrous product seizure, that player could end up with no money and no product, which in turn would mean they would have no way of making more money.

Such a player would be doomed, but thankfully in GoCaine they can get a second chance by taking a bank loan. The bank loan is in the amount of $50 million. The catch is that the player must pay back the amount of the loan plus $5 million in interest (so a total of $55 million). Players must pay back the loan as soon as they sell enough product to have enough cash to do so. If the player attains $55 million or more, that player must pay back the loan and cannot buy anything else until the loan is paid.

Only a player who has no money and no product left may get a loan. This is a bailout tool and cannot be used by players who still have money or product. Also, a player who is broke can only get one loan at a time. If you get a loan and then lose the product that you've just purchased with that loan, you are doomed. All you can do is keep playing by deploying one cell per turn until you run out of purchased cells and you can continue to execute Interdiction Actions until you run out of Task Force chips. At that point, with a defaulted loan, no purchased cells left to deploy and no Task Force chips, you may want to concede defeat and leave the game.

In terms of game mechanics, the procedure for getting a loan is simple. On your turn, if you are out of money and have no product, then you get a $50 million loan from the bank and receive one of the loan markers (circular token with the dollar sign on it). When you pay back the $55 million, you give this loan marker back to the bank.

J. Early Departure of Defeated Players

If you are conceding defeat either because you are in default on a loan and have no product to sell (and therefore no way of making more money), leave your deployed cells on the board, and then ideally do something useful such as make snacks or drinks for the remaining players.

If you are not bankrupt but realize that your situation is hopeless, you can also voluntarily concede defeat and leave the game early. Note, however, that when this occurs, it often benefits one of the remaining players more than the others and is therefore usually not appreciated by the rest of the players. It should not be done lightly. Be a good sport and try to keep fighting until the end!

The situation on the board can change very dramatically in GoCaine. The multiplayer Go aspect can result in situations where one player with a large territory can quickly be surrounded by the cells of opposing players and then suddenly such a player can lose a tremendous amount of territory which then becomes available for the rest of the players to fight over. So, if you have a setback early in the game, do not despair. Try to make some allies, buy yourself some time and lay your plans for striking back.

K. Alliances, Deals, and Backstabbing

In GoCaine, players who make one or two allies typically fare better than players who are unable to do so. You can help an ally in the following ways:

  • Where you place your cells. Avoiding placing your cells in your ally's territory, particularly in locations that might contribute to them being surrounded can be of great benefit to your ally. Similarly, deploying your cells to locations that put pressure on a mutual opponent can benefit both you and your ally.
  • What zones you target with Task Force Interdiction Actions.

You are not allowed to give money or other resources to each other. It does not matter whether it is just a gift or whether it is being given in exchange for something else. Transferring money or resources to another player is against the rules.

You are not allowed to buy or build resources for each other.

You are not allowed to move product for each other.

While players are generally encouraged to honor deals, at some point in the game there may arise the opportunity to surge ahead and secure victory by betraying an ally and not honoring a deal.

Be very careful though. Just like in real life, a backstab in the game can result in a brutal vendetta war for the rest of the game. If done too soon, the ensuing war will likely weaken you both and create opportunities for another player to secure victory.

Here are the typical ways that backstabs may occur:

  • You (or your "ally") may start placing cells into locations that jeopardize the other's territorial security.
  • You (or your "ally") may target the other with Task Force Interdiction Actions.

Very Important: Remember that this is a game. Undoubtedly there will be temporary hurt feelings and tempers may flare, but do not let such feelings extend outside of the game. If they linger, you must bottle them up and save them to unleash in the next game at which time you can seek your revenge. Depending on your group dynamics, you may find it helpful to copy the Players Covenant (see Appendix 4) and have players sign that before starting games.

L. Playing for Points or Money

Some groups may want to play for points or for money and utilize a scoring system in which the 1st place winner gets the most points (or wins the most money), the 2nd place player gets less points or money, the 3rd player gets something, and the 4th, 5th, and 6th players get nothing. Playing with such a system can be interesting because it creates extra incentive to try to do well even if you realize you are not going to finish in 1st place.

Here is an example of a six player game in which everybody contributes $1 to the pot at the start of the game. At the end of the game, you could divide the winnings up as follows:

  • 1st place: $3
  • 2nd place: $2
  • 3rd place: $1
  • 4th, 5th, and 6th place: nothing (the source prints "nothin"; corrected here)

Appendix 1. Transport Product Examples

Transport Product: Example 1

Red has 3 mt on a cell in Bolivia. This constitutes one shipment.

Red wants to move it to its cell in Southwest zone.

Red has cells in intervening adjacent zones, so Red has the capability to undertake transportation of the shipment.

In this example, let's assume Red has only Level 1 for Smuggling Infrastructure. It will take Red three turns to get the shipment to its cell in Southwest.

Transport Product: Example 2

As in Example 1, Red has one shipment of 3 mt in Bolivia which it wants to move to its cell in Southwest.

Red has the same cells in intervening adjacent zones, so Red has the capability to transport it.

In this example, let's assume Red has Level 3 for Smuggling Infrastructure. Level 3 gives Red three units of movement. That is just enough to fully move this shipment to its destination in one turn.

Players should count their units of movement aloud with each step. This helps ensure the movement is being done properly and gives all players a clear understanding of what is happening.

Transport Product: Example 3

As in Examples 1 & 2, Red has one shipment of 3 mt in Bolivia which it wants to move to its cell in Southwest.

In this example, let's assume Red has Level 5 for Smuggling Infrastructure.

In this case, Red uses 3 units of movement to get its shipment to its cell in Southwest, and there are no other shipments for Red to transport so the remaining 2 units of movement are not used.

Extra/unused units of movement cannot be saved and do not carry over into subsequent turns.

Next turn Red will still have 5 units of movement, not 7.

Transport Product: Example 4

Red wants to move:

  • 4 mt to one of its cells in North Central
  • 3 mt to its other cell in North Central
  • 3 mt to its cell in Northeast.

Red has cells in intervening adjacent zones, so Red has the capability to fulfill the delivery.

With Level 11 Smuggling Infrastructure there are a few ways Red can fulfill these deliveries in one turn. Here is Red's solution to do so with minimal risk:

  • Steps 1-4 to move 4 mt from Peru to one of its cells in North Central.
  • Steps 5-8 to move 3 mt from Bolivia to the other cell in North Central.
  • Steps 9-11 to move 3 mt from Northern Colombia to Northeast.

Transport Product: Example 5

Similar to last example but here Red does not have multiple cells in Southern Gateway and the Caribbean. All three shipments must go through both Southern Gateway and South Central making them more vulnerable to Interdiction Actions.

With Level 12 Smuggling Infrastructure, Red does the following:

  • Steps 1-4: gets 4 mt to North Central.
  • Steps 5-8: gets 3 mt to other cell in North Central.
  • Steps 9-12: gets 3 mt to Northeast.

Note: moving product in such a manner through a bottleneck increases your vulnerability to interdiction. As soon as Red moves its first shipment onto the cell in Southern Gateway, an opponent may play a Task Force chip and hit that zone with an Interdiction Action. That first shipment would be subject to a seizure roll and if Red moves its other two shipments to Southern Gateway during this same turn, they would also have to roll to see if they are seized. And then, an opponent could hit South Central with another Interdiction Action.

Transport Product: Example 6

Red has 3 shipments:

  • 4 mt on a cell in Peru
  • 3 mt on a cell in Bolivia
  • 3 mt on a cell in Northern Colombia.

Red wants to move two shipments to North Central and one to Northeast. In the previous example Red was able to do this because it had a cell in Southern Gateway.

In this example, without a cell in Southern Gateway (and also no cell in the Caribbean), Red's product is stuck in the Andean coca region.

Red could move its 3 mt from Bolivia up to Western Colombia (or have it join one of the other two shipments), but it can't presently get further north than that. To solve the problem, Red will have to deploy a cell in either Southern Gateway, or less optimally in Caribbean, or even Tropical Pacific and Southwest.

Transport Product: Example 7

Red has one shipment of 3 mt in Western Colombia that it wants to move to Southwest zone.

Red has a cell in the Tropical Pacific zone. Since that zone connects to both Western Colombia and to Southwest, Red is able to undertake the delivery.

It will take two units of movement. Red has Level 5 for Smuggling Infrastructure, so that is more than enough.

Notice that Black, Blue, Green, and White cells are occupying all the intersections into or out of Tropical Pacific. It may thus appear that they are blocking access to the zone, however this appearance is illusion; no such blocking can occur.

These are huge zones and these local cells, even with naval and air support, cannot adequately patrol such vast areas of land and sea.

The presence of cells indicates that a particular Organized Crime Group has a presence or can run operations in that area, but if another player has a cell in the same zone, it too is fully capable of buying, transporting, or selling.

The only way to stop an opponent's cell from performing those functions is to totally surround it and occupy its liberties in which case it is then removed from the board.

Transport Product: Example 8

Red has one large 12 mt shipment in Bolivia that it wants to move north and then split into 3 smaller shipments for delivery to the Southwest, South Central, and Caribbean.

Southern Gateway connects to all three of these destination zones. With a cell there and another cell in Western Colombia, Red has the capability to complete the delivery. And with Level 5 Smuggling Infrastructure, Red can complete this in one turn.

Note: the main reason a player would want to break up a larger shipment into smaller ones is that it lessens the chance of having the entire shipment seized. Red could reduce risk of seizure even more by breaking the shipment up into smaller shipments at the start, sending them through Western Colombia one at a time, but that would take extra units of movement to transport them all north.

The optimal decision for the player will depend on their Smuggling Infrastructure level, how much political influence they have in each of the zones, how many cells they have in each zone, and how many Task Force chips their opponents have.

Transport Product: Example 9

Red has 12 mt in Bolivia spread equally among three cells. Red wants to move them to the three most lucrative markets: Northwest, North Central, and Northeast.

With Level 8 Smuggling Infrastructure, Red can complete the delivery in 1 turn by doing the following:

  • Move the three shipments to its cell in Western Colombia (steps 1-3).

There, they will merge into one shipment. This will save on movement costs but since it is now one large shipment it is far more vulnerable to seizure.

The one large shipment then moves to the cell in Southern Gateway (step 4), then to South Central (step 5), and further north still, arriving in North Central (step 6).

4 mt stays in North Central, and the rest splits into two shipments with 4 mt going to Northwest (step 7) and the other 4 mt going to Northeast (step 8).

Transport Product: Example 10

Red has four 2 mt shipments: one in Pacific, one in Tropical Pacific, one in Peru, and one in Bolivia. On the diagram these shipments are labelled A, B, C, and D.

In this example Red wants to move them as quickly as possible to its two cells in Northwest zone but Red has only Level 5 Smuggling Infrastructure.

Here is how Red meets its transportation objective:

  • Red starts with the most southerly shipment (D),
  • Joins it to shipment C in Peru, then
  • Merges both of those with shipment B in Tropical Pacific, then
  • Merges one last time with shipment A in the Pacific.

At this point, its shipment is 8 mt and is therefore very vulnerable to seizure if another player launches an Interdiction Action in Pacific.

Finally, from the Pacific, Red splits the 8 mt up into two smaller shipments, sending 4 mt to each of its two cells in the Northwest.

Appendix 2. Area Control & The Go Part of GoCaine

This is the area control/combat resolution part of the game. If you have played Go/Weiqi/Baduk before, then you will already have an idea of the types of surrounding strategies you can use, but pay close attention to some unique aspects here that result from the fact that this is a multiplayer game whereas traditional Go is only a two-player game.

If you have never played Go, do not despair! The rules are very simple. Simple rules, but the strategic options are endless. Go is very much a game that takes only minutes to learn but a lifetime to master!

In addition if you have questions about Go after reading through this section, an online search for basics of Go or "how to play Go" will yield links to many helpful videos.

The Basics: Capturing An Opponent's Cells

On your turn you place a cell on an intersection. Let's say you are the Yellow player and on your turn you place a cell on this intersection in the Caribbean (Diagram 1).

Notice that with the exception of edge and corner intersections, every intersection is surrounded by four adjoining intersections (see the red circles in diagram 2).

When empty, these intersections are called liberties. I find it helpful to think of them as breathing holes.

As long as your cell has at least one liberty (i.e. one empty intersection connected to it), then your cell stays alive. Presently, in the situation in Diagram 2, the Yellow cell has four liberties.

Diagram 3 shows a situation where the Yellow cell is threatened by three Green cells. These three Green cells are occupying three of Yellow's four liberties.

Let's assume that it is now Green's turn. Green puts a cell on Yellow's remaining liberty (the intersection with the red circle in Diagram 3). The result is that Yellow is now surrounded and must be removed from the board (Diagrams 4 & 5).

Put any such captured/killed cells in a common pile away from the game board. Note: unlike in traditional two player Go, in multiplayer GoCaine, the killed/captured cells do not count towards anyone's score.

Corners & Edges

When you place a cell in a corner, notice that it has only two liberties. This is the situation facing the Red cell in Diagram 6.

A cell on an edge intersection has three liberties. This is the situation facing the Blue cell in Diagram 6.

Diagram 7 shows a situation in which the Red corner cell has lost both its liberties to White cells and so it must be removed.

Similarly, Black cells have surrounded the Blue cell on the edge. The Blue cell's liberties are all now occupied so it must be removed.

Diagram 8 shows the situation after Red has removed their captured corner cell and Blue has removed their captured edge cell.

Capturing Cell Groups

Cells of the same color adjacent to each other form a group. In effect, when you have cells next to each other, joined by one of the horizontal or vertical lines (i.e. not diagonally), they form one larger living organism. To capture such a group, opponents must occupy all the liberties of the group.

For example, Diagram 9 shows a situation in which two Red cells form a group. Notice they are in a vulnerable position in the corner and have only three liberties.

In Diagram 10, Blue cells have occupied Red's three liberties and so the Red cells must be removed.

Diagram 11 shows the board after these two Red cells have been removed.

Diagram 12 shows a group of four Red cells. This group has eight liberties, shown by the small Red circles.

In Diagram 13, Blue has occupied all of the Red group's liberties and so now the Red cells must be removed.

Internal Liberties (Eyes)

Internal liberties are called eyes. For defensive purposes you want to build a cell group with two eyes. As you will see, two-eyed structures are very valuable because they cannot be killed. It is impossible for opponents to surround such structures because they cannot fill two eyes at the same time.

A structure with only one eye can still be captured because the rule in Go is that the only time you can place a cell into a position where it is automatically surrounded (i.e. into a position that has no liberties) is when, by placing it there, you are taking up the last liberty of an opponent's group and therefore are capturing your opponent's cells.

One-Eyed Group/Organism

Diagram 14 shows a group of Red cells that has 11 liberties on the exterior and one internal liberty (the one labelled "eye").

If someone wants to capture this group, they must first occupy all the external liberties and then lastly place a cell on the eye. If they try to deploy a cell into the eye before the rest of the liberties were occupied, it would just be a suicide move because whatever cell they place there is immediately surrounded and removed from the game. Such a suicide move is not allowed.

Remember, the only time you can place a cell into an eye is if it results in the immediate capture of the group that would otherwise be surrounding it.

In Diagram 15, if Blue were to try to place a cell into Red's eye before the rest of the liberties are occupied, the Blue cell is instantaneously surrounded and would have to be removed. That type of suicide move is not allowed. Blue can only deploy a cell into that eye after the other liberties are occupied.

In Diagram 16, the Red cells are certainly doomed, but Blue still cannot yet deploy a cell into Red's eye. There is still one remaining external liberty that must be occupied.

So, Blue places cell B1 (Diagram 17). Then when Blue's turn comes by again, Blue deploys B2 into Red's last liberty, its eye. In so doing, the Red cells are now immediately surrounded and must be removed.

The Blue cell at B2 stays there and the Red cells come off (Diagram 18).

Two-Eyed Organism/Group

In Diagram 19 the Red cells have formed a group with two eyes. Structures with two or more eyes cannot be captured. Even if you occupy all of the external liberties, you can never capture the group because if you try to place a cell into one of the eyes, the other is still free and in that case the cell you place into the first eye would be immediately killed and removed. You would just be wasting your cell for no gain at all.

Such is the case in Diagram 20. If Blue deploys a cell into one of Red's eyes, the other eye is still open, so Blue's cell would be destroyed the moment it is placed. Again, just to reiterate, this would be a nonsensical suicidal move on Blue's part and is not allowed.

Hence, no matter what Blue or any of the other players do, unless Red mistakenly fills one of its two eyes, this group cannot be captured and will therefore survive until the end of the game (Diagram 21).

Building group structures with two or more eyes is crucial to your defense. Without such structures, your cells will eventually be surrounded, lose all their liberties/breathing holes and be removed from the game.

Surrounded by Multiple Colors

At some point, multiple players will be involved in the same turf war. If you have a cell or group of connected cells that loses all of its liberties because multiple players have occupied these spaces, then your units are removed from the board.

In other words, it does not matter if a cell group's liberties are all occupied by one opponent or by several opponents. When you have a cell or group of cells that have lost all of their liberties, then they are immediately removed.

Diagram 22 shows a situation in which Red is in grave danger and has only one remaining liberty (shown by the small red circle). If any of the players place a cell there, the Red group must be removed.

Let's assume that it is Yellow's turn. Yellow places a cell onto Red's last liberty (Diagram 23). The result is all of the Red cells in that group must now be removed.

Kiss The Ring

In traditional Go, players get points for the stones they've captured. In GoCaine nobody keeps the captured cells because the surrounding often involves multiple players. To provide extra incentive for a player to complete the capture, GoCaine utilizes a rule I call "Kiss The Ring".

With Kiss The Ring, if you place the cell that completes the surrounding of one or more opponents' cells, you have the option of replacing one of those captured cells with one of your own. In effect, the opponent's cell members realize they are otherwise about to die and they strike a deal with you. They kiss your ring and pledge their loyalty. You take an unpurchased cell from your supply bag and have it take the place of one of these opponent's cells.

Above in Diagram 23, I showed a situation in which Yellow played a cell onto Red's last liberty, resulting in the removal of all of the Red cells in that group.

Immediately following the removal of the Red cells, the board would be as shown in Diagram 24.

However, with the Kiss The Ring rule, upon placing the cell that results in the capture of those Red cells, Yellow now has the option of replacing one of those Red cells with an unpurchased Yellow cell.

Yellow decides that it would be best if it can link up the cell it just placed with the group of three Yellow cells to the north. Invoking Kiss The Ring, Yellow takes an unpurchased Yellow cell and places it in the gap, thereby connecting the Yellow cells into one group (Diagram 25).

Note that if you are the player who has completed the capture, it is usually beneficial to employ Kiss The Ring, but there are times when it is not wise to do so. Usually such situations relate to wanting to leave an internal intersection empty in order to create an eye.

This is the situation in Diagram 26. Assume it is Blue's turn. Red is trapped in the corner and has only one liberty remaining (small red circle in diagram).

Blue deploys its cell onto that intersection, resulting in the capture of the Red cell (Diagram 27).

The captured Red cell is removed from the board. Should Blue now invoke Kiss The Ring and replace that red cell with one of its own? No, in this case it would not make any sense to do so. Leaving it empty gives Blue an eye. As you saw above, it is important for you to build group structures that have two eyes. So, in this case it is best for Blue not to utilize Kiss The Ring. Blue leaves the captured intersection empty and in so doing builds an eye (Diagram 28).

Capturing Cells from Multiple Opponents at the Same Time

With multiple players all competing for territory, sometimes situations arise in which you have the opportunity to capture cells from several opponents at the same time.

In the example shown in Diagram 29, several players (Yellow, Red, Blue, and White) are all in danger. They are all sharing the same one liberty. If any one of these players places their own cell onto that intersection, they can wipe out the opposing cells. Similarly, if either Green or Black places a cell there, then the Yellow, Red, Blue, and White cells would be removed.

Unfortunately for them, it is Green's turn and Green places a cell (G1) onto the liberty (Diagram 30). The Yellow, Red, Blue, and White cells must all be removed.

Green has the option of invoking Kiss The Ring, replacing one of the captured cells with an unpurchased Green cell. Green chooses to Kiss The Ring on one of the Red cells, thereby connecting it to Green's larger group. See Green cell "KTR" in Diagram 31.

Note that the Kiss The Ring applies to only one captured cell regardless of how many opponents' cells are being captured; it does not give Green the ability to replace one cell from each opponent.

Example of an Extended Go Battle between Two Players

If you are not already familiar with traditional Go, reading through this example will give you a sense of how a territory struggle between two players might unfold. If you are already familiar with Go, the part to pay attention to in this example is toward the end when the Kiss The Ring rule is applied.

Let's start with the situation shown in Diagram 32 in which it is Red's turn. Notice how the Red cell only has one liberty left. Red wants to save this cell so it must place another cell there and make a larger group to gain more liberties.

Remember: When your cell has all its liberties occupied by opponents, your cell is captured and must be removed. However, when you place a cell next to another one of your cells, they become one living group.

Red places a cell on the empty intersection immediately to the east (R1 in Diagram 33).

Now, the two Red cells form one living group and have three liberties. These are shown by the three hollow red circles in Diagram 33. In order to capture them, Blue has to surround the now growing group of Red cells.

Blue decides to place their next cell on the intersection immediately north of where Red had just placed (B1 in Diagram 34).

Now it is Red's turn. Red decides to expand the group, making it harder to surround. Red places a cell on the intersection immediately to the east (R2 in Diagram 35) thereby creating 3 new liberties.

Blue decides to partially block a potential southward expansion of the Red group by placing cell B2 (Diagram 36).

Red extends northward with R3 (Diagram 37).

Blue cuts off Red's northward extension by placing cell at B3 (Diagram 38).

Red decides to put some pressure on Blue with R4 (Diagram 39).

Notice now that one of Blue's cells (B3) is suddenly in danger as it has only two liberties. Blue also now has a two-cell group that is potentially threatened with two liberties remaining.

Now Blue must consider defensive measures but at the same time wants to put pressure on Red.

Blue decides to aggressively press the attack on Red's main group with cell placement B4 (Diagram 40). So as not to clutter the diagram too much, I have not included the small hollow circles to indicate threatened liberties. By now I'm sure you are familiar enough to spot the liberties yourself.

Red sees that its larger group is potentially in trouble, but also sees that it can put considerable immediate pressure on B3 and potential pressure on B4 by cell placement R5 (Diagram 41).

Blue defends against the immediate threat with B5. This saves cell B3 from immediate capture. (Diagram 42).

Red places R6, thereby threatening B4 with imminent capture (Diagram 43).

In desperation, Blue plays B6 (Diagram 44).

While Blue's move keeps the B4 cell alive for the moment, it is a mistake because now both B4 and B6 are doomed!

Red places cell R7 (Diagram 45).

At this point, Blue should abandon B4 and B6 since they cannot be saved, but the Blue player is a novice and mistakenly deploys cell B7 into a certain death situation (Diagram 46). What a waste!

Red places cell R8 (Diagram 47) onto the last remaining liberty for those three Blue cells. Now the three Blue cells must be removed.

The three Blue cells are removed from the board (Diagram 48) and are set aside, out of play for the remainder of the game.

Red now has the option of invoking Kiss The Ring. Red decides to use Kiss The Ring on the Blue cell that was immediately south of R7. Red places an unpurchased cell on that intersection (see Red cell designated KTR in Diagram 48).

Beware of Having a False Eye

In having placed the Red KTR cell where it did, Red has created a structure with one eye and one false eye (Diagram 49).

A false eye is an internal liberty that can still be captured because it involves a cell that is not part of the chain. In Diagram 49, the R8 cell could still be captured.

Now let's pretend that Blue's next cell deployment is B8 (Diagram 50).

Red responds with R9 (also shown in Diagram 50), and in so doing, Red has turned the false eye into a real eye. Now the overall structure of cells that Red has created has two eyes. With these two eyes, this structure cannot be surrounded and the Red cells that comprise it shall survive the rest of the game.

Appendix 3. Game Simulation: First 10 Turns

This appendix shows the first 10 turns of a simulated game.

Game Setup: Each player starts with $50 million cash, 10 cells, 1 Task Force chip, and Level 1 Smuggling Infrastructure.

Blue is randomly chosen to go first. Play proceeds clockwise, so player order is: Blue, Green, Black, Yellow, Red, White.

Note: because players do not yet have any cells on the board, they are not able to buy product this first turn. They could use their buy action to buy other things, but without a cell on the board, they cannot buy product.

Turn 1

Blue

Passes on the first action (buy/build, transport, sell).

Deploys Blue cell#1 into Peru.

Green

Passes on first action (buy/build, transport, sell).

Deploys Green cell#1 into the Atlantic zone.

Black

Selects buy/build. Spends $20 million to buy 1 Political Influence asset in Northern Colombia. Indicates this by placing a black cube in the first available influence spot in the Northern Colombia row, and receives 1 Task Force chip. Black is left with $30 million.

Deploys Black cell#1 into Northern Colombia.

Yellow

Passes on first action.

Deploys Yellow cell#1 into Northwest zone.

Red

Passes on first action.

Deploys Red cell#1 into Western Colombia.

White

Passes on first action.

Deploys White cell#1 into Northeast zone.

Turn 2

Blue

Selects buy/build as first action. Blue cell#1 (in Peru) buys 4 mt at the price of $5 million/mt, for a total cost of $20 million. The 4 interlocked cubes are placed onto Blue cell#1. Blue is left with $30 million.

Deploys Blue cell#2 into the Tropical Pacific zone.

Green

Passes on first action (buy/build, transport, sell).

Deploys Green cell#2 into the Caribbean zone.

Black

Buys 4 mt on cell#1 in Northern Colombia. Pays bank $20 million and places 4 interlocked cubes onto Black cell#1. Black is now left with $10 million.

Deploys Black cell#2 into the Caribbean zone.

Yellow

Passes on first action.

Deploys Yellow cell#2 into Pacific zone.

Red

Buys 4 mt on cell#1 in Western Colombia for a total cost of $20 million, leaving Red with $30 million.

Deploys Red cell#2 into Southern Gateway zone.

White

Passes on first action.

Deploys White cell#2 into Atlantic zone.

Turn 3

Blue

Uses its 1 unit of movement to transport 4 mt from cell#1 in Peru to cell#2 in Tropical Pacific.

Deploys cell#3 into the Southwest zone.

Green

Cell#2 in Caribbean buys 3 mt at the price of $10 million/mt for a total of $30 million, leaving Green with $20 million.

Deploys cell#3 into the Southeast zone.

Black

Uses its 1 unit of movement to transport 4 mt from cell#1 in Northern Colombia to cell#2 in Caribbean.

Deploys cell#3 into the Caribbean.

Yellow

Buys 2 mt on cell#2 in Pacific at the price of $15 million/mt for a total of $30 million, leaving Yellow with $20 million.

Deploys cell#3 into Southwest zone.

Red

Uses its 1 unit of movement to transport 4 mt from cell#1 in Western Colombia to cell#2 in Southern Gateway.

Deploys cell#3 into South Central zone.

White

Buys 2 mt on cell#2 in Atlantic for $30 million, leaving White with $20 million.

Deploys cell#3 into Atlantic.

Turn 4

Blue

Uses its 1 unit of movement to transport 4 mt from cell#2 in Tropical Pacific to cell#3 in Southwest.

Deploys cell#4 into Pacific.

Green

Uses its 1 unit of movement to transport 3 mt from cell#2 in Caribbean to cell#3 in Southeast.

Deploys cell#4 into Caribbean.

Black

Sells 4 mt from cell#2 in Caribbean at the price of $10 million/mt. Gets $40 million from bank (bringing its total cash pile to $50 million) and removes the shipment of 4 mt from the board (putting the cubes back in its pile of unpurchased product).

Deploys cell#4 into the Southern Gateway.

Yellow

Uses its 1 unit of movement to transport 2 mt from cell#2 in Pacific to cell#1 in Northwest.

Deploys cell#4 into Pacific.

Red

Uses its 1 unit of movement to transport 4 mt from cell#2 in Southern Gateway to cell#3 in South Central.

  • BLACK INTERRUPTS: plays a Task Force chip, hitting South Central with an INTERDICTION ACTION. Red must roll for its 4 mt shipment. With no political influence in that zone, there are no roll adjustments. Red rolls a 7. Its shipment is safe.

Red deploys cell#4 into Southern Gateway.

The Task Force chip that Black placed is now removed from the board and taken out of the game.

White

Uses its 1 unit of movement to transport 2 mt from cell#2 in Atlantic to cell#1 in Northeast.

Deploys cell#4 into Southeast.

Turn 5

Blue

Sells the 4 mt on cell#3 in Southwest for $20 million/mt. Gets $80 million from bank and removes the 4 mt shipment from the board. Brings total cash pile up to $110 million.

Deploys cell#5 into Tropical Pacific.

Green

Sells 3 mt on cell#3 in Southeast for a total of $60 million. Brings Green's cash up to $80 million.

Deploys cell#5 into Southeast.

Black

Buys the following:

  • 4 mt for cell#1 in Northern Colombia ($20 million)
  • 1 Political Influence asset in Caribbean ($20 million). Gains a Task Force chip and places a black cube in the first available spot in the Caribbean row.

Total cost is $40 million, leaving Black with $10 million.

Deploys cell#5 into Northern Colombia.

Yellow

Sells the 2 mt on cell#1 in Northwest for $25 million/mt. Gets $50 million from bank and removes the 2 mt shipment from the board. Brings total cash pile to $70 million.

Deploys cell#5 into Pacific.

Red

Sells the 4 mt on cell#3 in South Central for $20 million/mt. Gets $80 million from bank and removes the 4 mt shipment from the board. Brings total cash pile to $110 million.

Deploys cell#5 into Northern Colombia.

White

Sells the 2 mt on cell#1 in Northeast for $25 million/mt. Gets $50 million from bank and removes the 2 mt shipment from the board. Brings total cash pile to $70 million.

Deploys cell#5 into Southeast.

Turn 6

Blue

Spends $80 million of its $110 million on the following:

  • 4 mt for cell#1 in Peru ($20 million).
  • Increases Smuggling Infrastructure by 1 level ($20 million) from Level 1 to Level 2.
  • Buys 1 Political Influence asset in Southwest ($20 million) and 1 in Peru ($20 million). Note: as part of this purchase, Blue gains 2 new Task Force chips.

Deploys cell#6 into Tropical Pacific.

Green

Buys the following, using up its $80 million:

  • 4 mt for cell#4 in Caribbean ($40 million)
  • 1 Political Influence asset in Southeast ($20 million) and another asset in Caribbean ($20 million). Gains 2 new Task Force chips as part of this purchase.

Deploys cell#6 into Caribbean.

Black

Transports 4 mt from cell#1 in Northern Colombia to cell#2 in Caribbean.

Deploys cell#6 into Northern Colombia.

Yellow

Buys 3 mt on cell#2 in Pacific for total of $45 million. This brings Yellow's total cash down to $25 million.

Deploys cell#6 into Southwest.

Red

Spends $80 million of its $110 million on the following:

  • 4 mt for cell#1 in Western Colombia ($20 million).
  • Increases Smuggling Infrastructure by 1 level ($20 million).
  • Buys 1 Political Influence asset in South Central ($20 million) and 1 in Western Colombia ($20 million). Gains 2 new Task Force chips as part of this purchase.

Deploys cell#6 into Western Colombia. White

Buys 3 mt on cell#3 in Atlantic zone. Costs $45 million, leaving White with $25 million in cash.

Deploys cell#6 into Atlantic zone.

Turn 7

Blue

Chooses Transport: uses its 2 units of movement to transport the 4 mt shipment from cell#1 in Peru to cell#2 in Tropical Pacific, and then to cell#3 in Southwest.

Deploys cell#7 into Southern Gateway.

Green

Chooses Transport: uses its 1 unit of movement to transport the 4 mt shipment from cell#4 in Caribbean to cell#3 in Southeast.

Deploys cell#7 into Caribbean.

Black

Sells 4 mt on cell#2 in Caribbean for $40 million. Brings its total cash up to $50 million.

Deploys cell#7 into Northern Colombia.

Yellow

Chooses Transport: uses its 1 unit of movement to move the 3 mt shipment from cell#2 in Pacific to cell#1 in Northwest.

Deploys cell#7 into Southern Gateway.

Red

Chooses Transport: uses its 2 units of movement to transport the 4 mt shipment from cell#1 in Western Colombia to cell#2 in Southern Gateway and then on to cell#3 in South Central.

Deploys cell#7 into Western Colombia.

White

Chooses Transport: uses its 1 unit of movement to transport the 3 mt shipment from cell#3 in Atlantic to cell#1 in Northeast.

Deploys cell#7 into Caribbean.

Turn 8

Blue

Sells 4 mt from cell#3 in Southwest for $80 million. Brings total cash pile to $110 million.

Deploys cell#8 into Southwest.

Green

Sells 4 mt from cell#3 in Southeast for $80 million. Brings total cash pile to $80 million.

Deploys cell#8 into Northern Colombia.

Black

Buys the following:

  • 4 mt on cell#7 in Northern Colombia ($20 million).
  • 4 cells ($20 million)

Total cost is $40 million, leaving Black with $10 million.

Deploys cell#8 into Caribbean thereby occupying the last liberty of that group of four green cells. They must be removed from the board.

Black then uses Kiss The Ring on Green cell#4 in Caribbean, turning it into a Black cell. Black gets a cell from its unpurchased pieces and replaces that Green cell. In the diagram below, this new Black cell is labelled as KTR.

Yellow

Sells 3 mt from cell#1 in Northwest for $75 million, bringing its total cash up to $100 million.

Yellow deploys cell#8 into Southwest.

Red

Sells 4 mt from cell#3 in Southwest for $80 million, bringing its total cash pile up to $110 million.

Deploys cell#8 into Bolivia.

White

Sells 3 mt from cell#1 in Northeast for $75 million, bringing its total cash pile up to $100 million.

Deploys cell#8 into Caribbean thereby occupying the last liberty of a group of three Green cells. These Green cells must be removed from the board. White has the option of utilizing Kiss The Ring on one of these captured Green cells.

White uses Kiss The Ring on Green cell#7, turning it into a White cell. White takes one of its unpurchased cells and uses it to replace the designated Green cell.

Turn 9

Blue

Spends $100 million of its $110 million on the following:

  • 4 mt on cell#1 in Peru ($20 million)
  • 4 cells ($20 million)
  • 3 Political Influence assets: 1 in Peru, 1 in Tropical Pacific, 1 in Southwest ($60 million). Gains 3 Task Force chips.

Deploys cell#9 into Southwest.

Green

Buys 4 cells for $20 million, bringing its cash down to $60 million.

Plays a Task Force chip, launching an INTERDICTION ACTION in Northern Colombia. Black gets +1 to its roll for having one Political Influence asset there. Roll result: total on the two dice is 4. Adding +1 makes 5. Not high enough. The shipment is seized. Put the cubes in Black's pile of unpurchased pieces.

Green deploys cell#9 into Northern Colombia.

Black

Buys 2 mt on cell#5 in Northern Colombia. This brings its cash supply down to zero.

Deploys cell#9 into Caribbean.

Yellow

Buys the following:

  • 3 mt on cell#7 in Southern Gateway ($30 million)
  • 2 mt on cell#5 in Pacific ($30 million)
  • 1 level of Smuggling Infrastructure ($20 million) bringing it to Level 2.
  • 4 cells ($20 million)

Total cost is $100 million, bringing cash down to zero.

Deploys cell#9 into Tropical Pacific.

Red

Buys the following:

  • 4 mt on cell#8 in Bolivia ($10 million)
  • 4 mt on cell#1 in Western Colombia ($20 million)
  • 2 levels of Smuggling Infrastructure ($40 million) bringing it to Level 4.
  • 1 Political Influence asset in Bolivia ($20 million). Gains 1 Task Force chip in the process.
  • 4 cells ($20 million)

Total cost is $110. Leaves Red with zero cash.

Deploys cell#9 into Bolivia.

White

Buys the following:

  • 4 mt on cell#7 in Caribbean ($40 million)
  • 1 level of Smuggling Infrastructure ($20 million) bringing it to Level 2.
  • 1 Political Influence asset in Caribbean ($20 million). Gains 1 Task Force chip in the process.
  • 4 cells ($20 million)

Total cost is $100 million. Leaves White with zero cash.

Deploys cell#9 into Caribbean.

Turn 10

Blue

Uses 2 movement units to transport 4 mt from cell#1 in Peru to cell#2 in Tropical Pacific then onto cell#3 in Southwest.

Deploys cell#10 into Tropical Pacific.

Green

Passes on first action.

Deploys cell#10 into Peru.

Black

Transports 2 mt from cell#5 in Northern Colombia to cell#3 in Caribbean.

Deploys cell#10 into Caribbean.

Yellow

Transports the following, using its 2 movement units:

  • 2 mt from cell#5 in Pacific to cell#1 in Northwest.
  • 3 mt from cell#7 in Southern Gateway to cell#8 in Southwest.

Deploys cell#10 into Tropical Pacific.

Red

Uses its 4 movement units to transport the following:

  • 4 mt from cell#1 in Western Colombia to cell#4 in Southern Gateway to cell#3 in South Central.
  • 4 mt from cell#8 in Bolivia to cell#5 in Northern Colombia to cell#4 in Southern Gateway.

Deploys cell#10 into North Central.

White

Uses its 2 movement units to transport 4 mt from cell#7 in Caribbean to cell#5 in Southeast and then on to cell#1 in Northeast.

Deploys cell#10 into North Central.

Appendix 4. Players Covenant

By signing my name below, I agree to the following terms:

  1. I understand that while alliances can be made, GoCaine is by no means a cooperative game. It is a competition between individual players.
  2. I understand that this game often entails backstabbing an ally/opponent at some point in the game. 3a. I promise that I will not be a crybaby of any sort and will do my best to avoid any displays of poor sportsmanship. If a brutal backstab by an opponent effectively puts me out of the game and ends my chances of winning, I can take my anger out on my opponents by going on a revenge rampage within the game parameters, but I will not sulk, cry, or whine about it. 3b. Nor will I sulk, cry, or whine if multiple players gang up on me. If it stops me from winning, I will study what has transpired and focus my energy on finding a way to better manipulate my competitors in the next game. 4a. I will not let grudges and hurt feelings spoil any of my friendships. 4b. Any grudges that I have shall be put in a box in the back of my head and left there until the next gaming session. That is when I shall have my revenge and make them pay for their treachery!

Playing Session Date: _________________________

Players' Signatures

Player 1: ________________________

Player 2: ________________________

Player 3: ________________________

Player 4: ________________________

Player 5: ________________________

Player 6: ________________________

Appendix 5. Game Simulation: Turns 11 to 20

The printed rulebook that comes with your game includes the first 4 appendices. It included the first 10 turns of a simulated game. Here, we present the rest of the game. Turns 11 to 20 are shown here in Appendix 5. Turns 21 to 30 are presented in Appendix 6 and the last few turns (31 to 35) of the simulated game are shown in Appendix 7.

Turn 11

Blue

Sells 4 mt from cell#3 in Southwest for $80 million, bringing its cash up to $90 million.

Deploys cell#11 into Tropical Pacific.

Green

Passes on first action.

Deploys cell#11 into Peru.

Black

Sells 2 mt from cell#3 in Caribbean for $20 million, bringing its cash total up to $20 million.

Deploys cell#11 into Southern Gateway.

Yellow

Sells the following:

  • 3 mt from cell#8 in Southwest for $60 million
  • 2 mt from its cell in Northwest for $50 million.

Total revenue is $110 million, bringing its cash total up to $110 million.

Deploys cell#11 into Tropical Pacific.

Red

Sells the following:

  • 4 mt from cell#3 in South Central for $80 million
  • 4 mt from cell#4 in Southern Gateway for $40 million.

Brings its total cash to $120 million.

Deploys cell#11 into Caribbean.

White

Sells 4 mt from cell#1 in Northeast for $100 million, bringing its cash total up to $100 million.

Deploys cell#11 into Southeast.

Turn 12

Blue

Buys the following:

  • 4 mt on cell#1 in Peru ($20 million)
  • 1 political influence asset in Tropical Pacific ($20 million), gaining a Task Force chip in the process.
  • 4 cells ($20 million)

Total cost is $60 million, leaving Blue with $30 million.

Deploys cell#12 into Tropical Pacific.

Green

Buys the following:

  • 4 mt on cell#10 in Peru ($20 million).
  • 4 cells ($20 million)

This leaves Green with $20 million in cash.

Deploys cell#12 into Southern Gateway, completing the surrounding of Yellow cells 9 and 10. These two captured Yellow cells must be removed from the board and then Green can invoke Kiss The Ring.

Black

Buys the following:

  • 2 mt on cell#1 in Northern Colombia ($10 million).
  • 2 cells ($10 million).

Total cost is $20 million, leaving Black with $0 cash.

Deploys cell#12 to Western Colombia.

Yellow

Buys the following:

  • 4mt for cell#7 in Southern Gateway ($40 million).
  • 1 Political Influence asset in Southern Gateway ($20 million).
  • 1 smuggling infrastructure level ($20 million) bringing it to Level 3.
  • 4 cells ($20 million).

Total cost is $100 million, leaving Yellow with $10 million.

Deploys cell#12 into Tropical Pacific.

Red

Buys the following:

  • 4 mt from cell#9 in Bolivia ($10 million).
  • 4 mt from cell#8 in Bolivia ($10 million).
  • 1 political influence asset in Bolivia ($20 million)
  • 1 political influence asset in Western Colombia ($20 million)
  • 1 political influence asset in Southern Gateway ($20 million)
  • 1 political influence asset in South Central ($20 million)

Gains 4 Task Force chips in the process.

  • 4 cells ($20 million)

Total cost is $120, bringing Red's cash down to $0.

Deploys cell#12 into South Central.

White

Buys the following:

  • 4 mt on cell#9 in Caribbean ($40 million)
  • 1 Smuggling Infrastructure level ($20 million) bringing it to Level 3.
  • 1 Political Influence asset in Southeast ($20 million)
  • 4 cells ($20 million)

Total cost is $100 million, bringing White's cash supply to $0.

Deploys cell#12 into Southeast.

Turn 13

Blue

Transports the following:

  • 4 mt from cell#1 in Peru to cell#11 in Tropical Pacific to cell#8 in Southwest. Total movement cost: 2 units of movement.

Total cost is $60 million, leaving Blue with $30 million.

Deploys cell#13 into Tropical Pacific.

Green

Transports the following:

  • 4 mt from cell#10 in Peru to cell#KTR in Tropical Pacific.

Total movement cost: 1 unit.

Deploys cell#13 into Tropical Pacific.

Black

Transports the following:

  • 2 mt from cell#1 in Northern Colombia to cell#8 in Caribbean.

Total movement cost: 1 unit.

Deploys cell#13 to Western Colombia.

Yellow

Transports the following:

  • 4mt from cell#7 in Southern Gateway to cell#6 in Southwest and then on to cell#1 in Northwest.

Total movement cost: 2 units.

Deploys cell#13 into Peru.

Red

Transports the following:

  • 4 mt from cell#9 in Bolivia to cell#1 in Western Colombia then to cell#4 in Southern Gateway, then to cell#3 in South Central (3 movement units)
  • 4 mt from cell#8 in Bolivia to cell#7 in Western Colombia (1 movement unit).

Total movement cost: 4 units.

Deploys cell#13 into South Central.

White

Transports the following:

  • 4 mt from cell#9 in Caribbean to cell#5 in Southeast then to cell#1 in Northeast (2 movement units).

Deploys cell#13 into North Central.

Turn 14

Blue

Sells the following:

  • 4 mt from cell#8 in Southwest ($80 million)

Total revenue is $80 million, bringing Blue's cash up to $110 million.

Deploys cell#14 into South Central thereby capturing Yellow cells #6, #7, #8.

Blue uses Kiss The Ring to turn captured Yellow cell#6 into a Blue cell.

Green

Sells the following:

  • 4 mt from cell#KTR in Tropical Pacific for $40 million, bringing Green's total cash up to $60 million. Deploys cell#14 into Peru.

Black

Sells the following:

  • 2 mt from cell#8 in Caribbean for $20 million, bringing Black's cash supply to $20 million.

Deploys cell#14 into Southern Gateway.

Yellow

Sells the following:

  • 4mt from cell#1 in Northwest for $100 million, bringing Yellow's cash total to $110 million.

Deploys cell#14 into Northwest.

Red

Sells the following:

  • 4 mt from cell#3 in South Central for $80 million, bringing its cash total up to $80 million.

Deploys cell#14 into Southern Gateway.

White

Sells the following:

  • 4 mt from cell#1 in Northeast for $100 million, bringing White's cash total up to $100 million.

Deploys cell#14 into Southeast.

Turn 15

Blue

Buys the following:

  • 4 mt for cell#1 in Peru ($20 million)
  • 1 Political Influence asset in Peru ($20 million)
  • 1 Political Influence asset in Tropical Pacific ($20 million)
  • 1 Political Influence asset in Southwest ($20 million).

Gains 3 Task Force chips in the process.

Total cost is $80 million, bringing Blue's cash down to $30 million.

Deploys cell#15 into Southern Gateway.

Green

Buys the following:

  • 4 mt on cell#10 in Peru ($20 million)
  • 4 mt on cell#14 in Peru ($20 million)
  • 1 Smuggling Infrastructure level ($20 million), bringing it to Level 2.

Total cost is $60 million, bringing Green's total cash down to $0.

Deploys cell#15 into Western Colombia.

Black

Buys the following:

  • 3 mt on cell#1 in Northern Colombia ($15 million)
  • 1 cell ($5 million)

Total cost is $20 million, bringing its cash total down to $0.

Deploys cell#15 into Bolivia.

Yellow

Buys the following:

  • 4mt on cell#13 in Peru for ($20 million)

Total cost is $20 million, bringing Yellow's cash total to $90 million.

Deploys cell#15 into Peru.

Red

Buys the following:

  • 4 mt on cell#9 in Bolivia ($20 million)
  • 2 smuggling infrastructure levels ($40 million), bringing it to Level 6.
  • 1 Political Influence asset in North Central ($20 million), gaining one more Task Force chip in the process.

Total cost is $80 million, bringing Red's cash total down to $0.

Deploys cell#15 into Bolivia.

White

Buys the following:

  • 3 mt on cell#9 in Caribbean ($30 million)
  • 3 mt on cell#8 in Caribbean ($30 million)
  • 1 Smuggling Infrastructure level ($20 million) bringing it to Level 4.
  • 1 Political Influence asset in Northeast ($20 million), gaining one more Task Force chip in the process.

Total cost is $100 million, bringing White's cash total back to $0.

Deploys cell#15 into North Central.

Turn 16

Blue

Transports the following:

  • 4 mt from cell#1 in Peru to cell#10 in Tropical Pacific and then to cell#9 in Southwest (2 movement units).

Deploys cell#16 into Bolivia.

Green

Transports the following:

  • 4 mt from cell#10 in Peru to cell#KTR in Tropical Pacific (1 movement unit)
  • 4 mt from cell#14 in Peru to cell#12 in Southern Gateway (1 movement unit).

Deploys cell#16 into Peru.

Black

Transports the following:

  • 3 mt from cell#1 in Northern Colombia to cell#8 in Caribbean (1 movement unit).

Deploys cell#16 into Atlantic.

Yellow

Transports the following:

  • 4mt from cell#13 in Peru to cell#12 in Tropical Pacific to cell#3 in Southwest to cell#1 in Northwest (3 movement units).

Deploys cell#16 into Northwest.

Red

Transports the following:

  • 4 mt from cell#7 in Western Colombia to cell#14 in Southern Gateway then to cell#13 in South Central, then to cell#10 in North Central (3 movement units).
  • 4 mt from cell#9 in Bolivia to cell#1 in Western Colombia then to cell#4 in Southern Gateway, then to cell#13 in South Central. (3 movement units)

Total movement cost: 6 units.

Deploys cell#16 into Bolivia.

White

Transports the following:

  • 3 mt from cell#9 in Caribbean to cell#11 in Southeast to cell#10 in North Central (2 movement units).
  • 3 mt from cell#8 in Caribbean to cell#3 in Atlantic to cell#1 in Northeast (2 movement units).

Total movement cost: 4 movement units

Deploys cell#16 into Caribbean.

Turn 17

Blue

Sells the following:

  • 4 mt from cell#9 in Southwest for $80 million, bringing Blue's cash total to $110 million.

Deploys cell#17 into Bolivia.

Green

Sells the following:

  • 4 mt from cell#KTR in Tropical Pacific ($40 million)
  • 4 mt from cell#12 in Southern Gateway ($40 million).

Total revenue is $80 million, bringing Green's cash total to $80 million.

Deploys cell#17 into Western Colombia thereby capturing five Black cells.

Green uses Kiss The Ring to turn captured Black cell#12 into a Green cell.

Black

Sells the following:

  • 3 mt from cell#8 in Caribbean for $30 million, bringing Black's cash total up to $30 million.

Deploys cell#17 into Bolivia.

Yellow

Sells the following:

  • 4mt from cell#1 in Northwest for $100 million, bringing Yellow' total cash up to $190 million.

Deploys cell#17 into Bolivia.

Red

Sells the following:

  • 4 mt from cell#10 in North Central ($120 million).
  • 4 mt from cell#13 in South Central. ($80 million)

Total revenue is $200 million, bringing Red's total cash up to $200 million.

Deploys cell#17 into Bolivia thereby capturing two Blue cells.

Red uses Kiss The Ring to turn Blue cell#17 into a Red cell.

White

Sells the following:

  • 3 mt from cell#10 in North Central ($90 million).
  • 3 mt from cell#1 in Northeast ($75 million).

Total revenue is $165 million, bringing White's total cash up to $165 million.

Deploys cell#17 into Caribbean.

Turn 18

Blue

Buys the following:

  • 4 mt on cell#1 in Peru ($20 million).
  • 4 cells ($20 million)

Total cost is $40 million, leaving Blue with $70 million.

Deploys cell#18 into Southern Gateway.

Green

Buys the following:

  • 4 cells ($20 million)

Total cost is $20 million, leaving Green with $60 million.

Deploys cell#18 into Western Colombia.

Black

Buys the following:

  • 4 cells ($20 million)

Leaves Black with $10 million.

Deploys cell#18 into Atlantic.

Yellow

Buys the following:

  • 4mt on cell#17 in Bolivia ($10 million)
  • 1 Smuggling Infrastructure level ($20 million)
  • 1 Political Influence asset in Bolivia ($20 million)
  • 1 Political Influence asset in Northwest ($20 million)
  • 4 cells ($20 million)

Total cost is $90 million, leaving Yellow with $100 million.

Deploys cell#18 into Bolivia.

Red

Buys the following:

  • 4 mt on cell#15 in Bolivia ($10 million)
  • 4 mt on cell#16 in Bolivia ($10 million)
  • 2 Smuggling Infrastructure levels ($40 million) bringing it to Level 8.
  • 1 Political Influence asset in Western Colombia ($20 million)
  • 1 Political Influence asset in Northern Colombia ($20 million)
  • 1 Political Influence asset in Southern Gateway ($20 million)
  • 1 Political Influence asset in South Central ($20 million)
  • 2 Political Influence asset2 in North Central ($40 million)

Gains 6 Task Force chips.

  • 4 cells ($20 million)

Total Cost is $200 million, leaving Red with $0.

Deploys cell#18 into Bolivia.

White

Buys the following:

  • 4 mt on cell#9 in Caribbean ($40 million).
  • 4 mt from cell#17 in Caribbean ($40 million).
  • 1 Political Influence asset in Southeast ($20 million)
  • 2 Political Influence assets in Northeast ($40 million)

Gains 3 Task Force chips.

  • 5 cells ($25 million)

Total cost is $165 million, leaving White with $0.

Deploys cell#18 into Atlantic, thereby capturing two Black cells.

White uses Kiss The Ring to turn captured Black cell#18 into a White cell.

Turn 19

Blue

Transports the following:

  • 4 mt from cell#1 in Peru to cell#13 in Tropical Pacific to cell#3 in Southwest (2 movement units).

Deploys cell#19 into Southern Gateway thereby completing the surrounding of a large group of Green cells. These captured Green cells must be removed.

Blue uses Kiss The Ring to turn captured Green cell#15 into a Blue cell.

Green

Passes on first action.

Launches a Task Force Interdiction Action by placing one of its Task Force chips into Southwest.

Blue must roll on the Seizure Probability table to see if its 4 mt shipment will be seized. Blue gets +3 to its roll since it has 3 Political Influence assets in the Southwest zone. Blue rolls a "3" on one die and a "1" on the other die, so the 2D6 total is 4. Adding +3 to it gives a total of 7. Since a result of 2-6 is needed to seize the shipment, Blue's shipment has safely evaded seizure.

Deploys cell#19 into Bolivia thereby capturing Black cell#17. Green decides it is best to not utilize Kiss The Ring in this situation.

Black

Passes on first action.

Deploys cell#19 into Western Colombia.

Yellow

Transports the following:

  • 4mt from cell#17 in Bolivia to cell#13 in Peru to cell#12 in Tropical Pacific to cell#5 in Pacific and then to cell#1 in Northwest (4 movement units).

Deploys cell#19 into Peru.

Red

Transports the following:

  • 4 mt from cell#15 in Bolivia to cell#1 in Western Colombia to cell#14 in Southern Gateway to cell#13 in South Central to Cell#10 in North Central (4 movement units).
  • 4 mt from cell#16 in Bolivia to cell#1 in Western Colombia to cell#4 in Southern Gateway to cell#13 in South Central (3 movement units).

Total movement cost: 7 units

Deploys cell#19 into Southern Gateway.

White

Transports the following:

  • 4 mt from cell#9 in Caribbean to cell#11 in Southeast to cell#1 in Northeast (2 movement units).
  • 4 mt from cell#17 in Caribbean to cell#14 in Southeast (1 movement unit).

Total movement cost: 3 units

Deploys cell#19 into Atlantic.

Turn 20

Blue

Sells the following:

  • 4 mt from cell#3 in Southwest for $80 million, bringing Blue's total cash up to $150 million.

Deploys cell#20 into Peru.

Green

Buys the following:

  • 6 mt on cell#19 in Bolivia ($15 million)
  • 4 cells ($20 million)

Total cost is $35 million, leaving Green with $25 million.

Deploys cell#20 into Northern Colombia thereby capturing the large group of eleven Black cells.

Green uses Kiss The Ring to turn captured Black cell#2 into a Green cell.

Black

Passes on first action.

Deploys cell#20 into Northern Colombia. Places a Task Force chip into Bolivia, launching an interdiction Task Force against the Yellow and Green shipments. Yellow has one Political Influence asset and therefore will get +1 to its roll. Green has no Political Influence assets in Bolivia.

Yellow rolls: 8+1=9. Safe.

Green rolls: 7. Seized.

Yellow

Sells the following:

  • 4mt from cell#1 in Northwest for $100 million, bringing Yellow's total cash up to $200 million.

Deploys cell#20 into Peru.

Red

Sells the following:

  • 4 mt from cell#13 in South Central ($80 million).
  • 4 mt from cell#12 in North Central ($120 million).

Total revenue is $200 million, bringing Red's total cash up to $200 million.

Deploys cell#20 into Tropical Pacific.

White

Sells the following:

  • 4 mt from cell#1 in Northeast ($100 million).
  • 4 mt from cell#14 in Southeast ($80 million).

Total revenue is $180 million, bringing White's total cash up to $180 million.

Deploys cell#20 into Caribbean.

Appendix 6. Game Simulation: Turns 21 to 30

Turn 21

Blue

Buys the following:

  • 4 mt on cell#1 in Peru ($20 million)
  • 4 mt on cell#20 in Peru ($20 million)
  • 2 Smuggling Infrastructure levels ($40 million), bringing Blue to Level 4.
  • 4 cells ($20 million)

Total cost is $100 million, bringing Blue's total cash down to $50 million.

Deploys cell#21 into Western Colombia.

Green

Buys the following:

  • 4 mt on cell#19 in Bolivia ($10 million)

Total cost is $10 million, leaving Green with $15 million.

Deploys cell#21 into Northern Colombia.

Black

Passes on first action. Passes on deploying a cell.

Yellow

Buys the following:

  • 4 mt on cell#17 in Bolivia ($10 million)
  • 4 mt on cell#18 in Bolivia ($10 million)
  • 4 Smuggling Infrastructure levels ($80 million), bringing Yellow to Level 8.
  • 2 Political Influence assets in Northwest ($40 million), gaining two Task Force chips in the process.
  • 4 cells ($20 million)

Total cost is $160 million, bringing Yellow's total cash down to $40 million.

Deploys cell#21 into Peru.

Red

Buys the following:

  • 4 mt on cell#17 in Bolivia ($10 million)
  • 4 mt on cell#15 in Bolivia ($10 million)
  • 4 mt on cell#18 in Bolivia ($10 million)
  • 2 Smuggling Infrastructure levels ($40 million), bringing Red to Level 10.
  • 4 cells ($20 million). Total cost is $90 million, bringing Red's total cash down to $110 million.

Deploys cell#21 into Caribbean.

White

Sells Buys the following: (as printed)

  • 4 mt on cell#9 in Caribbean ($40 million)
  • 4 mt on cell#17 in Caribbean ($40 million)
  • 4 mt on cell#20 in Caribbean ($40 million)
  • 4 cells ($20 million)

Total cost is $140 million bringing White's total cash down to $40 million.

Plays a Task Force chip into Bolivia, thereby launching an Interdiction Action.

Yellow, Red, and Green will all have to roll for their shipments. Red has two Political Influence assets in Bolivia and therefore gets +2 to its rolls. Yellow has one Political Influence asset and will therefore get +1 to its rolls. Green has no Political Influence in Bolivia so there will be no adjustments to Green's rolls. Roll results are as follows:

  • Yellow 4 mt cell#17: 9+1 = 10. Safe.
  • Yellow 4 mt cell#18: 5+1 = 6. Seized.
  • Red 4 mt cell#17: 2 (snake eyes). Automatically seized.
  • Red 4 mt cell#15: 5+2 = 7. Safe
  • Red 4 mt cell#18: 11+2 = 13. Safe.
  • Green 4 mt cell#19: 5. Seized.

Deploys cell#21 into Northern Colombia.

Task Force chip in Bolivia is removed from the board.

Turn 22

Blue

Transports the following:

  • 4 mt from cell#1 in Peru to cell#11 in Tropical Pacific to cell#8 in Southwest (2 movement units)
  • 4 mt from cell#20 in Peru to cell#2 in Tropical Pacific to cell#3 in Southwest (2 movement units)

Total movement cost: 4 units

Deploys cell#22 into Northwest.

Green

Passes on first action.

Deploys cell#22 into Caribbean

Black

Passes on first action.

Green interrupts, launching an INTERDICTION ACTION in the Caribbean. White must roll for three shipments. White has 1 Political Influence asset and therefore gets +1 to its rolls.

  • 4 mt on cell#9: 5+1 = 6. Seized
  • 4 mt on cell#17: 9+1=10. Safe.
  • 4 mt on cell#20: 6+1=7. Safe.

Black deploys cell#22 into Northern Colombia.

Yellow

Transports the following:

  • 4 mt from cell#17 in Bolivia to --

Blue interrupts, launching an INTERDICTION ACTION in Bolivia. Yellow must roll for its shipment and Red must roll for two shipments:

  • Yellow 4 mt on cell#17: 7+1 = 8. Safe.
  • Red 4 mt on cell#15: 8+2 = 10. Safe.
  • Red 4 mt on cell#18: 3+2 = 5. Seized

Yellow continues with the move it was about to make, transporting:

  • 4 mt from cell#17 in Bolivia to cell#13 in Peru to cell#11 in Tropical Pacific to cell#3 in Southwest to cell#1 in Northwest (4 movement units).

Deploys cell#22 into Pacific.

Remove Task Force chip from Bolivia.

Red

Transports the following:

  • 4 mt from cell#15 in Bolivia to cell#1 in Western Colombia to cell#14 in Southern Gateway to cell#13 in South Central to cell#10 in North Central (4 movement units).

Deploys cell#22 into Bolivia thereby capturing the group of Green cells.

Red uses Kiss The Ring to turn captured Green cell#20 into a Red cell.

White

Transports the following:

  • 4 mt from cell#17 in Caribbean to --

Red interrupts, launching an INTERDICTION ACTION in the Caribbean. White rolls for two shipments:

  • 4 mt on cell#17: 9+1 = 10. Safe.
  • 4 mt on cell#20: 5+1 = 6 . Seized.

White continues with its Transport action, moving:

  • 4 mt from cell#17 in Caribbean to cell#14 in Southeast to cell#1 in Northeast.

Deploys cell#22 into Northern Colombia.

Remove Task Force chip from Caribbean.

Here is the situation at the end of Turn 22.

Turn 23

Blue

Sells the following:

  • 4 mt from cell#8 in Southwest ($80 million)
  • 4 mt from cell#3 in Southwest ($80 million)

Total revenue is $160 million, bringing Blue's total cash up to $210 million.

Deploys cell#23 into Peru.

Green

Passes on first action.

Deploys cell#23 into Northern Colombia.

Black

Buys 2 cells for $10 million, bringing its cash supply down to zero.

Passes on deploying a cell.

Yellow

Sells the following:

  • 4 mt from cell#1 in Northwest ($100 million). Brings total cash up to $140 million.

Deploys cell#23 into Northwest.

Red

Sells the following:

  • 4 mt from cell#10 in North Central ($120 million). Brings total cash up to $230 million.

Deploys cell#23 into Southern Gateway.

White

Sells the following:

  • 4 mt from cell#1 in Northeast ($100 million), bringing total cash up to $140 million.

Deploys cell#23 into Bolivia thereby capturing Red cell#22.

White uses Kiss The Ring to turn captured Red cell#22 into a White cell.

Here is the situation at the end of Turn 23:

Turn 24

Blue

Buys the following:

  • 4 mt on cell#1 in Peru ($20 million)
  • 4 mt from cell#23 in Peru ($20 million)
  • 4 mt from cell#20 in Peru ($20 million)
  • 2 Smuggling Infrastructure levels ($40 million), bringing Blue to Level 6.
  • 4 cells ($20 million)

Total cost is $120 million, bringing Blue's total cash down to $90 million.

Deploys cell#24 into Western Colombia thereby capturing Black cell#19.

Blue uses Kiss The Ring to turn captured Black cell#19 into a Blue cell.

Green

Passes on first action.

Deploys cell#24 into Caribbean, thereby capturing Red cell#KTR in Northern Colombia.

Green uses Kiss The Ring to turn captured Red KTR cell into a Green cell.

Black

Passes on first action.

Deploys cell#24 into Northern Colombia thereby capturing three Green cells.

Black uses Kiss The Ring to turn captured Green cell#23 into a Black cell.

Yellow

Buys the following:

  • 4 mt on cell#17 in Bolivia ($10 million)
  • 4 mt on cell#18 in Bolivia ($10 million)
  • 4 mt on cell#19 in Peru ($20 million)
  • 3 Smuggling Infrastructure levels ($60 million), bringing Yellow to Level 11.
  • 4 cells ($20 million)

Total cost is $120 million, bringing Yellow's cash total down to $20 million.

Deploys cell#24 into North Central.

Red

Buys the following:

  • 4 mt on cell#17 in Bolivia ($10 million)
  • 4 mt on cell#15 in Bolivia ($10 million)
  • 4 mt on cell#18 in Bolivia ($10 million)
  • 4 mt on cell#16 in Bolivia ($10 million)
  • 4 mt on cell#9 in Bolivia ($10 million)
  • 4 mt on cell#8 in Bolivia ($10 million)
  • 3 Smuggling Infrastructure levels ($60 million) bringing Red to level 13.
  • 4 cells ($20 million)

Total cost is $140 million, bringing Red's cash total down to$90 million.

Deploys cell#24 into Norther Colombia, thereby capturing the four remaining Black cells.

Red uses Kiss The Ring on captured Black cell#KTR, turning it into a Red cell.

White

Buys the following:

  • 4 mt on cell#23 in Bolivia ($10 million)
  • 4 mt on cell#KTR in Bolivia ($10 million)
  • 4 mt on cell#22 in Northern Colombia ($20 million)
  • 4 mt on cell#21 in Northern Colombia ($20 million)
  • 1 Political Influence asset in Northern Colombia ($20 million), gaining one Task Force chip in the process.
  • 2 Smuggling Infrastructure levels ($40 million) bringing White up to Level 6.
  • 4 cells ($20 million).

Total cost is $140, bringing White's total cash down to $0.

Deploys cell#24 into Northeast.

Turn 25

Blue

Transports the following:

  • 4 mt from cell#1 in Peru --

RED INTERRUPTS, playing a Task Force chip to launch an INTERDICTION ACTION in Peru. Blue must roll for three shipments. Blue has three Political Influence assets in Peru and therefore gets +3 to its rolls. Yellow must roll for one shipment. Yellow has no Political Influence in Peru and therefore gets no adjustment to its roll.

  • Blue 4 mt on cell#1: 4+3 = 7. Safe.
  • Blue 4 mt on cell#23: 7+3 = 10. Safe.
  • Blue 4 mt on cell#20: 5+3 = 8. Safe.
  • Yellow 4 mt on cell#19: 7. Safe.

Blue resumes its transport action:

  • 4 mt on cell#1 to cell#2 in Tropical Pacific to cell#3 in South west (2 movement units).
  • 4 mt on cell#23 to cell#2 in Tropical Pacific to cell#8 in South west (2 movement units).
  • 4 mt on cell#20 to cell#12 in Tropical Pacific to cell#9 in South west (2 movement units).

Plays a Task Force chip, launching an INTERDICTION ACTION in Bolivia. Results are as follows:

  • Yellow 4 mt on cell#17: 5+1 = 6. Seized.
  • Yellow 4 mt on cell#18: 9+1 = 10. Safe.
  • Red 4 mt on cell#17: 6+2 = 8. Safe
  • Red 4 mt on cell#15: 10+2 = 12. Safe
  • Red 4 mt on cell#18: 3+2 = 5. Seized.
  • Red 4 mt on cell#16: 7+2 = 9. Safe.
  • Red 4 mt on cell#9: 9+2 = 11. Safe.
  • Red 4 mt on cell#8: 2+2 = 4. Seized.
  • White 4 mt on cell#23: 6+0 = 6. Seized.
  • White 4 mt on cell#KTR: 10+0 = 10. Safe.

Deploys cell#25 into Northern Colombia. Since Blue's turn is over, remove the Task Force chip that Red placed in Peru and also remove the Task Force chip that Blue placed in Bolivia.

Green

Passes on first action.

Blue interrupts, playing a Task Force chip to launch a new IINTERDICTION ACTION in Bolivia. Here are the results:

  • Yellow 4 mt on cell#18: 4+1 = 5. Seized.
  • Red 4 mt on cell#17: 3+2 = 5. Seized.
  • Red 4 mt on cell#15: 7+2 = 9. Safe.
  • Red 4 mt on cell#16: 5+2 = 7. Safe.
  • Red 4 mt on cell#9: 6+2 = 8. Safe.
  • White 4 mt on cell#KTR: 7+0 = 7. Safe.

Green passes on deploying a cell.

Black

Passes on first action.

Plays a Task Force chip to launch an INTERDICTION ACTION in Bolivia. Here are the results:

  • Red 4 mt on cell#15: 3+2 = 5. Seized.
  • Red 4 mt on cell#16: 8+2 = 10. Safe.
  • Red 4 mt on cell#9: 7+2 = 9. Safe.
  • White 4 mt on cell#KTR: 5+0 = 5. Seized.

Passes on deploying a cell.

Yellow

Transports the following:

  • 4 mt on cell#19 in Peru to cell#12 in Tropical Pacific to cell#2 in the Pacific to cell#1 in Northwest (3 movement units).

Deploys cell#25 into North Central.

Here is the situation at the end of Yellow's turn:

Red

Transports the following:

BLUE INTERRUPTS, playing a Task Force chip to launch an INTERDICTION ACTION in Bolivia. Red must roll for two shipments. Here are the results:

  • Red 4 mt on cell#16: 6+2 = 8. Safe.
  • Red 4 mt on cell#9: 8+2 = 10. Safe.

Red retaliates by playing a Task Force chip in Southwest. Blue must roll for three shipments. Blue has three Political Influence assets in Southwest and therefore gets +3 to its rolls:

  • Blue 4 mt on cell#3: snake-eyes (2). Automatic seizure.
  • Blue 4 mt on cell#8: 9+3 = 12. Safe.
  • Blue 4 mt on cell#9: 4+3 = 7. Safe.

Red resumes its Transport action:

  • 4 mt from cell#16 in Bolivia to cell#7 in Western Colombia to cell#4 in Southern Gateway to cell#3 in South Central to cell#10 in North Central (4 movement units).
  • 4 mt from cell#9 in Bolivia to cell#7 in Western Colombia to cell#4 in Southern Gateway to cell#3 in South Central (3 movement units).

Deploys cell#25 into Caribbean.

White

Transports--

RED INTERRUPTS launching an INTERDICTION ACTION in Northern Colombia. White rolls for two shipments:

  • 4 mt on cell#21: 8+1 = 9. Safe.
  • 4 mt on cell#22: 3+1 = 4. Seized.

White resumes its transport action:

  • Moves 4 mt from cell#21 in Northern Colombia to cell#17 in Caribbean to cell#4 in Southeast to cell#1 in Northeast.

Deploys cell#25 into Northeast.

Turn 26

Blue

Sells the following:

  • 4 mt from cell#8 in Southwest ($80 million)
  • 4 mt from cell#9 in Southwest ($80 million)

Total revenue is $160 million, bringing Blue's total cash up to $250 million.

Deploys cell#26 into Northern Colombia.

Green

Passes on first action.

Passes on deploying a cell

Black

Passes on first action.

Passes on deploying a cell.

Yellow

Sells the following:

  • 4 mt from cell#1 in Northwest for $100 million, bringing Yellow's total cash up to $120 million.

Deploys cell#26 into Northwest thereby capturing Blue cell#22. Yellow opts to not use Kiss The Ring, preferring to keep the newly surrounded intersection empty in order to create another eye.

Red

Sells the following:

  • Red 4 mt on cell#10 in North Central ($120 million)
  • Red 4 mt on cell#3 in South Central ($80 million)

Total revenue is $200 million, bringing Red's total cash up to $290 million.

Deploys cell#26 into Northern Colombia, thereby capturing two Blue cells.

Red opts to not use Kiss The Ring, preferring to keep both cells empty since it is precariously short on liberties.

White

Sells 4 mt from cell#1 in Northeast for $100 million, bringing its total cash up to $100 million.

Deploys cell#26 into Northern Colombia.

Turn 27

Blue

Buys the following:

  • 4 mt on cell#1 in Peru ($20 million)
  • 4 mt on cell#23 in Peru ($20 million)
  • 4 mt on cell#20 in Peru ($20 million)
  • 2 mt on cell#21 in Western Colombia ($10 million)
  • 2 mt on cell#24 in Western Colombia ($10 million)
  • 4 mt on cell#6 in Tropical Pacific ($40 million)
  • 2 Smuggling Infrastructure levels ($40 million)

Total cost is $160 million, bringing Blue's total cash down to $90 million.

RED INTERRUPTS, playing a Task Force chip to launch an INTERDICTION ACTION in Western Colombia. Blue must roll for two shipments. Blue has no Political Influence in this zone. Here are the results:

  • Blue 2 mt on cell#21: 9+0 = 9. Safe.
  • Blue 2 mt on cell#24: 4+0 = 4. Seized.

Passes on deploying a cell.

Green

Passes on first action.

Passes on deploying a cell

Black

Passes on first action.

Passes on deploying a cell

Yellow

Buys the following:

  • 4 mt on cell#17 in Bolivia ($10 million)
  • 4 mt on cell#18 in Bolivia ($10 million)
  • 4 mt on cell#19 in Peru ($20 million)
  • 4 mt on cell#15 in Peru ($20 million)
  • 4 mt on cell#20 in Peru 9$20 million)
  • 1 Smuggling Infrastructure level ($20 million) bringing Yellow to Level 12.

Total cost is $100 million, bringing Yellow's total cash down to $20 million.

RED INTERRUPTS, launching an INTERDICTION ACTION in Bolivia. Here are the results:

  • Yellow 4 mt on cell#17: 6+1 = 7. Safe.
  • Yellow 4 mt on cell#18: 5+1 = 6. Seized.

Deploys cell#27 into Tropical Pacific.

Red

Buys the following:

  • 4 mt on cell#KTR in Bolivia ($10 million)
  • 4 mt on cell#17 in Bolivia ($10 million)
  • 4 mt on cell#15 in Bolivia ($10 million)
  • 4 mt on cell#18 in Bolivia ($10 million)
  • 4 mt on cell#16 in Bolivia ($10 million)
  • 4 mt on cell#9 in Bolivia ($10 million)
  • 4 mt on cell#8 in Bolivia ($10 million)
  • 2 Smuggling Infrastructure levels ($40 million), bringing Red up to Level 15.

Total cost is $110 million, bringing Red's total cash down to $100 million.

BLUE INTERRUPTS, playing a Task Force chip to hit Bolivia with an INTERDICTION ACTION. Here are the results:

  • Yellow 4 mt on cell#17: 10+1 = 11. Safe.
  • Red 4 mt on cell#KTR: 3+2 = 5. Seized.
  • Red 4 mt on cell#17: 8+2 = 10. Safe.
  • Red 4 mt on cell#15: 5+2 = 7. Safe.
  • Red 4 mt on cell#18: 9+2 = 11. Safe.
  • Red 4 mt on cell#16: Snake-eyes (2). Automatic seizure.
  • Red 4 mt on cell#9: 6+2 = 8. Safe.
  • Red 4 mt on cell#8: 10+2 = 12. Safe.

Deploys cell#27 into Southwest.

White

Buys the following:

  • 4 mt on cell#26 in Northern Colombia ($20 million)
  • 4 mt on cell#21 in Northern Colombia ($20 million)
  • 4 mt on cell#22 in Northern Colombia ($20 million)

Total cost is $60 million, leaving White with $40 million.

Plays a Task Force chip, launching an INTERDICTION ACTION in Bolivia. Here are the results:

  • Yellow 4 mt on cell#17: 5+1 = 6. Seized.
  • Red 4 mt on cell#17: 12+2 = 14. Safe.
  • Red 4 mt on cell#15: 4+2 = 6. Seized.
  • Red 4 mt on cell#18: 7+2 = 9. Safe.
  • Red 4 mt on cell#9: 3+2 = 5. Seized.
  • Red 4 mt on cell#8: 8+2 = 10. Safe.

Deploys cell#27 into the Caribbean thereby capturing Green cell#22. White uses Kiss The Ring to turn captured Green cell#22 into a White cell.

Turn 28

Blue

Sells the - -

RED INTERRUPTS, launching an INTERDICTION ACTION in Peru. Here are the results:

  • Blue 4 mt on cell#1: 3+3 = 6. Seized.
  • Blue 4 mt on cell#23: 5+3 = 8. Safe.
  • Blue 4 mt on cell#20: 7+3 = 10. Safe.
  • Yellow 4 mt on cell#19: 6+0 = 6. Seized.
  • Yellow 4 mt on cell#15: 9+0 = 9. Safe.
  • Yellow 4 mt on cell#20: 7+0 = 7. Safe.

Blue resumes its sell action:

  • 4 mt from cell#6 in Tropical Pacific for $40 million.
  • 4 mt from cell#23 in Peru for $20 million.
  • 4 mt from cell#20 in Peru for $20 million.
  • 2 mt from cell#21 in Western Colombia for $10 million.

Total revenue is $90 million, bringing Blue's total cash up to $180 million.

Note: the reason why Blue is selling now instead of transporting to more lucrative Northern markets is because the Blue player recognizes that they only have one liberty left and are therefore likely to be captured and wiped from the board. Therefore better to sell the product now and maximize cash.

Green

Passes on first action.

Deploys cell#28 into Tropical Pacific thereby capturing all of the Blue cells.

Green uses Kiss The Ring to turn captured Blue cell#3 into a Green cell.

Black

Passes on first action.

Passes on deploying a cell.

Yellow

Transports - -

RED INTERRUPTS, launching an INTERDICTION ACTION in Peru. Here are the results:

  • Yellow 4 mt on cell#15: 5+0 = 5. Seized.
  • Yellow 4 mt on cell#20: 9+0 = 9. Safe.

Yellow resumes its Transport action:

  • 4 mt from cell#20 in Peru to cell#11 in Tropical Pacific to cell#2 in Pacific to cell#26 in Northwest (3 movement units).

Deploys cell#28 into Southwest.

Red

Transports the - -

BLUE INTERRUPTS, launching an INTERDICTION ACTION in Bolivia. Here are the results:

  • 4 mt on cell#17 in Bolivia: 10+2 = 12. Safe.
  • 4 mt on cell#18 in Bolivia: 7+2 = 9. Safe.
  • 4 mt on cell#8 in Bolivia: 5+2 = 7. Safe.

Red resumes its transport action:

  • 4 mt from cell#17 in Bolivia to cell#1 in Western Colombia to cell#14 in Southern Gateway to - -

BLUE INTERRUPTS again, launching an INTERDICTION ACTION in Southern Gateway. The shipment that Red just moved in must roll. And the Task Force chip stays there until the end of Red's turn so if Red tried to move any more shipments through Southern Gateway this turn, they will also be subject to the Interdiction action.

  • Red 4 mt on cell#14: 3+2 = 5. Seized.

Red continues its Transport action: 4 mt from cell#18 in Bolivia to cell#26 in Northern Colombia to - -

BLUE INTERRUPTS again, launching an INTERDICTION ACTION in Northern Colombia. The shipment that Red just moved in must roll and White must roll for its three shipments in Northern Colombia. And the Task Force chip stays there until the end of Red's turn so if Red tried to move any more shipments through Northern Colombia this turn, they will also be subject to the Interdiction action.

  • Red 4 mt on cell#26: 7+1 = 8. Safe.
  • White 4 mt on cell#26: 10+1 = 11. Safe.
  • White 4 mt on cell#21: 7+1 = 8. Safe.
  • White 4 mt on cell#22: 4+1 = 5. Seized.

Red resumes its transport action:

  • Moves 4 mt from cell#26 in Northern Colombia to cell#21 in Caribbean to cell#12 in South Central (2 movement units).
  • Moves 4 mt from cell#8 in Bolivia to cell#1 in Western Colombia to cell#4 in Southern Gateway where it is then subjected to a seizure roll. Red rolls 5+2=7. Safe. Then Red continues to move it to cell#3 in South Central and then to cell#10 in North Central (4 movement units).

Red deploys cell#28 into Southwest.

Red's turn is now over so the Task Force chips in Southern Gateway and Northern Colombia must now be removed.

White

Transports the following---

Blue interrupts, launching an INTERDICTION ACTION in Northern Colombia:

  • 4 mt on cell#26 rolls: 6+1 =7. Safe.
  • 4 mt on cell#21 rolls: 9+1 = 10. Safe.

White resumes its transport action:

  • Moves 4 mt from cell#26 in Northern Colombia to cell#20 in Caribbean - -

Blue interrupts again, using its last Task Force chip to launch an INTERDICTION ACTION in Caribbean:

  • White 4 mt on cell#20 rolls: 5+1 = 6. Seized.

White resumes its transport action:

  • Moves 4 mt from cell#21 in Northern Colombia to cell#17 in Caribbean where it is then immediately subjected to the seizure roll due to the presence of the Task Force chip that Blue played a moment ago.
  • White rolls: 7+1 =8. Safe.
  • White continue to move the shipment to cell#14 in Southeast to cell#1 in Northeast.

White deploys cell#28 into Northeast.

Turn 29

Blue

Blue passes on its turn.

Green

Buys 1 mt on cell#28 in Tropical Pacific ($10 million).

Deploys cell#29 into Tropical Pacific.

Black

Black passes on its turn.

Yellow

Sells 4 mt from cell#26 in Northwest ($100 million).

Total revenue is $100 million, bringing Yellow's cash up to $120 million.

Deploys cell#29 into Tropical Pacific.

Red

Sells - -

YELLOW INTERRUPTS, playing three Task Force chips, launching INTERDICTIN ACTIONS: one in North Central, one in South Central, and one in Northeast. Here are the results:

  • Red 4 mt on cell#10 in North Central: 8+3 = 11. Safe.
  • Red 4 mt on cell#12 in South Central: 5+3 = 8. Safe.
  • White 4 mt on cell#1 in Northeast: 6+3 = 9. Safe.

Red resumes its selling action:

  • 4 mt from cell#10 in North Central ($120 million)
  • 4 mt from cell#12 ($80 million)

Total revenue is $200 million, bringing Red's total up to $300 million.

Deploys cell#29 into Southern Gateway.

White

Sells - -

Yellow INTERRUPTS, launching an INTERDICTION ACTION in Northeast. White has three political influence assets in this zone and therefore gets +3 to its roll. Result: 4+3 =7. Safe.

White sells the 4 mt shipment on cell#1 in Northeast for $100 million, bringing its total cash up to $140 million.

Deploys cell#29 into Northeast.

Turn 30

Blue

Blue passes on its turn.

Green

Transports 1 mt from cell#28 in Tropical Pacific to cell#KTR in Southwest.

Deploys cell#30 into Tropical Pacific.

Black

Black passes on its turn

Yellow

Buys the following:

  • 4 mt on cell#17 in Bolivia ($10 million).
  • 4 mt on cell#18 in Bolivia ($10 million).
  • 4 mt on cell#19 in Peru ($20 million).
  • 4 mt on cell#20 in Peru ($20 million).
  • 4 cells ($20 million).

Total cost is $80 million, leaving Yellow with $40 million.

Yellow deploys cell#30 into Tropical Pacific.

Red

Buys the following - -

  • 4 mt on cell#KTR in Bolivia ($10 million).
  • 4 mt on cell#17 in Bolivia ($10 million).
  • 4 mt on cell#15 in Bolivia ($10 million).
  • 4 mt on cell#18 in Bolivia ($10 million).
  • 4 mt on cell#16 in Bolivia ($10 million).
  • 4 mt on cell#9 in Bolivia ($10 million).
  • 4 mt on cell#8 in Bolivia ($10 million).
  • 4 Smuggling Infrastructure levels ($80 million), brining it to Level 19.
  • 4 cells ($20 million)

Total cost is $170 million, leaving Red with $130 million.

WHITE INTERRUPTS, using two Task Force chips to launch one INTERDICTION ACTION in Bolivia and another one in Peru.

  • Yellow 4 mt on cell#19 in Peru: 6+0 = 6. Seized.
  • Yellow 4 mt on cell#20 in Peru: 7+0 = 7. Safe.
  • Yellow 4 mt on cell#17 in Bolivia: 9+1 = 10. Safe.
  • Yellow 4 mt on cell#18 in Bolivia: 6+1 = 7. Safe.
  • Red 4 mt on cell#KTR in Bolivia: 4+2 = 6. Seized.
  • Red 4 mt on cell#17 in Bolivia: 9+2 = 11. Safe.
  • Red 4 mt on cell#15 in Bolivia: 7+2 = 9. Safe.
  • Red 4 mt on cell#18 in Bolivia: 12+2 = 14. Safe.
  • Red 4 mt on cell#16 in Bolivia: 4+2 = 6. Seized.
  • Red 4 mt on cell#9 in Bolivia: 6+2 = 8. Safe.
  • Red 4 mt on cell#8 in Bolivia: 8+2 = 10. Safe.

Deploys cell#30 into Southwest.

White

Buys the following---

  • 4 mt on cell#23 in Bolivia ($10 million)
  • 4 mt on cell#KTR in Bolivia ($10 million)
  • 4 mt on cell#21 in Northern Colombia ($20 million)
  • 4 mt on cell#22 in Northern Colombia ($20 million)
  • 2 levels of Smuggling Infrastructure ($40 million), bringing White to Level 8.

Total cost is $100 million, bringing White's cash down to $40 million.

Yellow plays its last Task Force chip, launching an INTERDICTION ACTION in Northern Colombia:

  • White 4 mt on cell#21: 8+1 = 9. Safe.
  • White 4 mt on cell#22: 5+1 = 6 . Seized.

Deploys cell#30 into Northeast.

Appendix 7. Game Simulation: Turns 31 to 35

Turn 31

Blue

Blue passes on its turn.

Green

Sells 1 mt from cell#KTR in Southwest for $20 million, bringing its total cash up to $35 million.

Passes on deploying a cell.

Black

Black passes on its turn

Yellow

Transports the -

White interrupts launching an INTERDICTION ACTION in Peru:

  • Yellow 4 mt on cell#20: 6+0 = 6. Seized.

Yellow resumes its transport action:

As Yellow moves its two shipments from Bolivia through Peru, each is subjected to a seizure roll. Both pass their rolls.

But now White also hits Tropical Pacific with an INTERDICTION ACTION. Now Yellow has to roll again for each shipment as it moves through that zone. One of them is lost.

Yellow then moves the remaining 4 mt shipment to the Pacific. WHITE INTERRUPTS again, placing its second last Task Force chip into the Pacific. Yellow rolls again and passes.

Yellow moves the remaining shipment to cell#1 in Northwest.

Deploys cell#31 into Tropical Pacific.

Red

Transports the following:

  • 4 mt from cell#17 in Bolivia to cell#1 in Western Colombia to cell#4 in Southern Gateway to cell#3 in South Central to cell#10 in North Central (4 movement units).
  • 4 mt from cell#15 in Bolivia to cell#7 in Western Colombia to cell#14 in Southern Gateway to cell#12 in South Central (3 movement units).
  • 4 mt from cell#18 in Bolivia to cell#1 in Western Colombia to cell#4 in Southern Gateway to cell#13 in South Central (3 movement units).
  • 4 mt from cell#9 in Bolivia to cell#7 in Western Colombia to cell#4 in Southern Gateway to cell#3 in South Central (3 movement units).
  • 4 mt from cell#8 in Bolivia to cell#7 in Western Colombia to cell#19 in Southern Gateway to cell#28 in Southwest (3 movement units).

In total, uses 16 units of movement.

Deploys cell#31 into Peru.

White

Transports the following---

  • 4 mt from cell#21 in Northern Colombia to cell#17 in Caribbean to cell#14 in Southeast to cell#30 in Northeast (3 movement units).
  • 4 mt from cell#23 in Bolivia to cell#21 in Northern Colombia to cell#27 in Caribbean to cell#5 in Southeast to cell#28 in Northeast (4 movement units).
  • 4 mt from cell#KTR in Bolivia to cell#21 in Northern Colombia (1 movement unit)

In total uses 7 movement units.

Deploys cell#31 into Southeast.

Turn 32

Blue

Blue passes on its turn.

Green

Passes on its turn.

Black

Black passes on its turn.

Yellow

Sells 4 mt from cell#1 in Northwest for $100 million, bringing its total cash to $140 million.

Deploys cell#32 into Western Colombia.

Red

Sells the following:

  • 4 mt from cell#10 in North Central ($120 million).
  • 4 mt from cell#28 in Southwest ($80 million).
  • 12 mt from three cells in South Central ($240 million)

Total revenue this turn is $440 million, bringing Red's total cash up to $570.

Deploys cell#32 into Peru.

White

Sells the following---

  • 4 mt from cell#30 in Northeast ($100 million)
  • 4 mt from cell#28 in Northeast ($100 million)

Total revenue from sale is $200 million, bringing White's total cash up to $240 million.

Passes on deploying a cell.

Turn 33

Blue

Passes on its turn.

Green

Passes on its turn.

Black

Passes on its turn.

Yellow

Buys the following:

  • 8 mt on cell#17 in Bolivia ($20 million)
  • 8 mt on cell#18 in Bolivia ($20 million)
  • 4 mt on cell#13 in Peru ($20 million)

Total cost is $60 million, bringing Yellow's total cash down to $80 million.

Deploys cell#33 into Tropical Pacific.

Red

Buys the following:

  • 8 mt on cell#KTR in Bolivia ($20 million)
  • 8 mt on cell#17 in Bolivia ($20 million)
  • 4 mt on cell#15 in Bolivia ($10 million)
  • 4 mt on cell#18 in Bolivia ($10 million)
  • 4 mt on cell#16 in Bolivia ($10 million)
  • 4 mt on cell#9 in Bolivia ($10 million)
  • 4 mt on cell#8 in Bolivia ($10 million)

Total cost is $90 million, leaving Red with $480 million.

Deploys cell#33 into Western Colombia and in so doing surrounds Yellow cell#32.

Here is the situation at the end of Red's turn.

White

Buys the following---

  • 8 mt on cell#23 in Bolivia ($20 million)
  • 8 mt on cell#23 in Bolivia ($20 million)

Total cost is $40 million, leaving White with $200 million.

Passes on deploying a cell.

Turn 34

Blue

Blue passes on its turn.

Green

Passes on its turn.

Black

Passes on its turn .

Yellow

Transports the following:

White interrupts, playing its last Task Force chip to launch an INTERDICTION ACTION in Peru:

  • Yellow 4 mt on cell#13: 8+0 = 8. Safe.

The Task Force chip stays in the zone until the end of Yellow's turn.

Yellow resumes its transport action:

  • Moves the 4 mt from cell#13 to cell#27 in Tropical Pacific to cell#5 in Pacific to cell#26 in Northwest (3 movement units).

Yellow decides it must take the risk and try to move its Bolivian product north:

  • Moves 8 mt from cell#17 in Bolivia to cell#13 in Peru and is immediately subjected to the INTERDICTION ACTION. Roll: 7+0 = 7. Seized.
  • Moves 8 mt from cell#18 in Bolivia to cell#20 in Peru: 9+0 = 9. Seized.

Yellow deploys cell#34 into Pacific, thereby capturing the group of four green cells.

Yellow then uses Kiss The Ring to switch Green's KTR cell in the Southwest with a Yellow one.

Red

Transports the following:

  • 8 mt from cell#KTR in Bolivia to cell#1 in Western Colombia to cell#4 in Southern Gateway to cell#3 in South Central to cell#10 in North Central (4 movement units)
  • 8 mt from cell#17 in Bolivia to cell#1 in Western Colombia to cell#4 in Southern Gateway to cell#13 in South Central (3 movement units)
  • 4 mt from cell#15 in Bolivia to cell#1 in Western Colombia to cell#4 in Southern Gateway to cell#12 in South Central (3 movement units).
  • 4 mt from cell#18 in Bolivia to cell#1 in Western Colombia to cell#4 in Southern Gateway to cell#3 in South Central (3 movement units).
  • 4 mt from cell#16 in Bolivia to cell#1 in Western Colombia to cell#4 in Southern Gateway to cell#30 in Southwest (3 movement units).
  • 4 mt from cell#9 in Bolivia to cell#1 in Western Colombia to cell#4 in Southern Gateway to cell#28 in Southwest (3 movement units).

In total uses 19 movement units, therefore no movement units left to transport its remaining 4 mt out of Bolivia.

Deploys cell#34 into Peru.

White

Transports the following---

Red interrupts, playing a Task Force chip to launch an INTERDICTION ACTION in Northern Colombia:

  • White 4 mt on cell#21 rolls: 8+1 = 9. Safe.

White resumes its transport action:

  • Moves 4 mt from cell#21 in Northern Colombia to cell#9 in Caribbean to cell#4 in Southeast to cell#25 in Northeast (3 movement units).
  • Moves 8mt from cell#23 in Bolivia to cell#22 in Northern Colombia where it is immediately subjects to the INTERDICTION ACTION: 8+1 = 9. Seized. Note if this were a 4 mt shipment it would have been safe. It is much riskier sending an 8 mt shipment.
  • Moves 8 mt from cell#KTR in Bolivia to cell#21 in Bolivia where it too is subject to the interdiction action: Rolls: 6+1 = 7. Seized.

Passes on deploying a cell.

Remove Task Force chip from Northern Colombia.

Turn 35

Blue

Buys passes on its turn .

Green

Passes on its turn.

Black

Passes on its turn .

Yellow

Sells 4 mt from cell#26 in Northwest for $100 million, bringing its cash total to $180 million.

Red

Sells the following:

  • 8 mt from cell#10 in North Central ($240 million)
  • 8 mt from cell#13 in South Central ($160 million)
  • 4 mt from cell#12 in South Central ($80 million).
  • 4 mt from cell#3 in South Central ($80 million).
  • 4 mt from cell#30 in Southwest ($80 million).
  • 4 mt from cell#28 in Southwest ($80 million).

Total revenue this turn is $720 million, bringing Red's total cash to $1,200 million, or $1.2 billion.

Passes on deploying a cell.

Red knocks on the table and announces that it is ready to claim victory.

Now, each player can take one more turn. Normally this would be used to sell whatever product they currently have on the board. White will use its last turn to sell the 4 mt it has in Northeast, but the other players will pass since they have no more product on the board.

White

Sells its 4 mt shipment from cell#25 in Northeast for $100 million. This brings White's total cash to $300 million.

Passes on deploying a cell.

End of game: Red wins with $1.2 billion.

  • H.+. Task Force Interdiction Actions
    • Overview of Interdiction Actions
    • How to Use the Seizure Probability Table