This volume in Volko Ruhnke's COIN Series takes 1 to 4 players into the Afghan conflict of today’s headlines, this time in a unique collaboration between two top designers of boardgames on modern irregular warfare. A Distant Plain teams Volko Ruhnke, the award-winning designer of Labyrinth: The War on Terror, with Brian Train, a designer with 20 years' experience creating influential simulations such as Algeria, Somalia Interventions, Shining Path: The Struggle for Peru, and many others.
A Distant Plain features the same accessible game system as GMT's recent Andean Abyss and upcoming Cuba Libre but with new factions, capabilities, events, and objectives. For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency.
A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for Series: COIN (GMT) players to learn, A Distant Plain will transport them to a different place and time. New features include:
Coalition-Government joint operations.
Volatile Pakistani posture toward the conflict.
Evolution of both COIN and insurgent tactics and technology.
Government graft and desertion.
Coalition casualties.
Returning Afghan refugees.
Pashtun ethnic terrain.
Multiple scenarios.
A deck of 72 fresh events.
... and more.
As with each COIN Series volume, players of A Distant Plain will face difficult strategic decisions with each card. The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities. Flow charts are at hand to run the three Afghan factions, so that any number of players—from solitaire to 4—can experience the internecine brawl that is today's Afghanistan.
- Strong sense of historical simulation
- High replayability for coin-game fans
- Accessibility can be challenging due to length and complexity
- Array
- Vietnam War COIN series-style politics/societal conflict
- historical conflict reenactment with strategic decision points
- Fire in the Lake
Mechanics (from transcript analysis)
- COIN-style card-driven mechanics — Indirect control and influence through faction actions and regional control in a historical setting.
- Long, interactive play — Games emphasize extended campaigns with deep tactical and strategic layers.
Video topics + discussion points
Quotes (from this video)
- I really like the one versus many gameplay of it.
- The Rebels and the Empire player also changes over time as they get more experience points too.
- If the empire player is picking a different doctrine, the way you have to approach the campaign can actually be quite different.
- you can change history.
- the Europe scoring card, having painted all the battleground countries of Europe red on turn two and win the game immediately.
- this game is wonderful. I've played it over 40 times now, and every game is a blast.
- the card drawing and the two card limit per region mechanisms
- the gods, they bicker amongst themselves. Sometimes in an alliance, sometimes in a state of total war.
- I've spent many hours arguing over who is and is not a Sylon.
- I would basically want to play this game all the time if I could.