All Bridges Burning 1.0

This new All Bridges Burning module was created by Brian Reynolds.

Special thanks to Game Designer VPJ Arponen who answered numerous esoteric rules questions during development and had excellent insights into bringing the game to Vassal, Stephen Stone who created the beautiful "wooden pieces", as well as Mark Simonitch from GMT who supplied the hi-res art from the game.

The module is presently maintained by Brian Reynolds - please report any problems to brian@brianreynolds.net.

First Things First

Under the "Help" menu you will find a link to the latest Living Rules version of the All Bridges Burning rulebook, in case you are still learning how to play the game itself, or just need to "look up a rule".

The All Bridges Burning module was designed with an all-new interface paradigm from previous COIN modules, so please take a few moments to get familiar with it -- although different, it is designed to be very intuitive and easy-to-use, and to more closely replicate "the over-the-board experience". We hope you enjoy it!


    

2. Cards and Setup

Before the game begins, the event cards for 1917 and 1918 wait in separate stacks. Click the "Start Game" button below them, and they will be automatically shuffled together into four campaign decks, which will be placed in a single draw pile. At this time the randomized part of the game board setup for a Senate Cell and a Moderates cell will be performed.

When ready to begin play, click the "Click to Draw First Card" button, which will deal the first event as well as an upcoming event.


3. Advancing the Turn

Clicking the "Click to Draw Next Event Card button will handle tasks associated with advancing the turn:

NOTE: though a card can also be manually dragged -- e.g. from the Event Deck to the Upcoming slot, or from the Current Event slot to the discard area. Doing any one of these steps manually will likewise set in motion the entire chain of events listed above.


                                 

3. Units and Markers

The wooden pieces are separated into a different layer from the cardboard counters, to prevent accidental movement and stacking. The complete drawing order from bottom to top is Map, Buttons/Labels, Cards, Counters, Pieces.

Whenever either pieces or counters need to be "flipped", this can be consistently accomplished with Ctrl+F (or by right-clicking the piece or counter and selecting the appropriate menu option). Similarly, pieces can be returned to their various force pools and reserves with Ctrl+E.


      

4. Control, Support, and Opposition

Control of provinces and towns is automatically calculated based on the presence of Senate, Reds, and Moderates pieces in the space, per 1.7, and does not need to be manually adjusted by players.

Support and Opposition can be adjusted either by right-clicking the appropriate region's display area and selecting from the menu, or simply selecting the area and using one of the hotkeys -- either the + and - keys on the keypad or Ctrl+1 through Ctrl+5 to go directly to a specific level.


5. Placing Pieces on the map

This module has a special "Plop-a-Piece" feature to make adding pieces to the board super easy -- you can right-click anywhere in a Province or Town, and select the piece you want directly from the menu. The piece will be retrieved from the appropriate force pool or reserve and placed exactly where you clicked.

You can also, of course, choose to manually drag pieces to and from their reserve and force pool locations.


6. Returning and Rearranging Pieces

Pieces can be returned to their Available Forces pools by right-clicking on them and selecting Return to Available from the menu; they can also of course be dragged their by hand.

Should any of the force pools become "untidy", they can be rearranged by selecting the Rearrange Available Forces option on any piece in the pool.


             

7. Placing and Removing Pawns

Pawns to mark spaces selected by commands can also be placed by "plopping them" (simply right click anywhere in a town or province and select the appropriate colored Pawn from the menu).

Pawns can be cleared by clicking the "Remove all Pawns" button on the toolbar. They can also be individually deleted, and will be automatically cleared whenever a new event card is drawn.


8. Troops

Troops in the German Forces and Russian Forces boxes can be toggled between "Available" and "Out of Play" with the Ctrl+F hotkey or their menus.

Vassalage levels are displayed in the upper right of each Forces box, and can be adjusted with the + and - buttons -- they can also be adjusted by moving the Vassalage markers on along the edge track.

During the Reset Phase of a Propaganda Card, when the "Click For Propaganda Reset" button is clicked, troops in the force pool will have their Available / Out of Play status adjusted automatically.


                

9. Automatically Calculated Markers

The markers for Cells on Map, Senate Town Pop, Oppose+Admins, and Networks+Issues+1 will all move automatically as pieces are moved about the map. Players do not need to adjust these markers manually.


10. Resources

Resource levels can be adjusted with the + and - buttons provided in each force pool area. They can also be changed by moving the resource cylinders along the edge track.

When the Prop Card marker is moved into the Resources box on the Propaganda track (along the right side of the board), the Resource Income for each faction will be displayed in the chat log. Clicking the "Apply Resource Income" button, which will appear nearby at that time, will add the appropriate number of resources to each faction.


11. German Eligibility

When an event card marked with German Action becomes the current event, the German Eligibility cylinder will be moved to the top of the Eligibility display, next to a Roll German Eligibility button. Clicking this button will make the German Eligibility roll (displayed in the chat log) and position the eligibility marker.

The Coordinate marker can be dragged on top of the German Eligibility marker to show the Senate player has taken the Coordinate action (There is also a right-click menu option to add it). It will remain until the next time the eligibility marker cycles out of play.


12. Faction Eligibility

The faction eligibility markers should be placed in the Sequence of Play area as each faction selects Command, Limited Command, Event, and Pass options (see section 2.2 of the rulebook).

When the next event card is dealt, faction eligibility markers will be adjusted automatically to show the next turn's eligibility order.


13. Political Display and Resolving Issues

Right-clicking anywhere in the Political Display will allow political cubes to be added. They can also be manually placed from the Senate and Reds available forces areas.

When a Propaganda card appears and play reaches the Politics Phase (see 6.2), make a die roll as appropriate using one of the dice buttons on the toolbar. Then select any of the three issues at the right of the political display: right-click to bring up the menu, and select the way in which the issue is to be resolved. One can then right click on the main political display to return all political cubes to their available forces areas.


      

14. Propaganda Cards

When a Propaganda card becomes the current event, the Prop Card counter should be moved, space by space, down the track on the right side of the map as players conduct a Propaganda Phase. As the counter is moved from space to space, the module will provide instructions and information in the chat log that will assist in carrying out the Propaganda Phase accurately.

At the conclusion of the Propaganda Phase (assuming there is no immediate winner and the game continues), click the "Click at End of Propaganda" button to complete the phase. After this, the next Event card can be drawn as usual.



15. Pivotal Event

The Red Revolt pivotal event card begins the game to the right of the Upcoming Event pile. When conditions are reached (see 2.4) for the Pivotal Event to become active, it can be manually activated by right-clicking the card and selecting the appropriate option. It can likewise be activated by simply dragging it to the Upcoming Event pile.

If it has not been activated by the time the second Propaganda phase is complete, the Pivotal Event will automatically be activated.



16. Victory Checks

Whenever the Prop Card marker is moved to the "Victory" space on the Propaganda Track, a victory check (7.2) will be performed automatically and the results displayed in the chat log. Likewise, at the end of the Fourth Propaganda phase, a Final Victory (7.3) will be performed, including any appropriate tie breakers being applied.
Note: the module does not impose any requirement for the players to stop playing if a Victory Check is passed, it simply provides the information -- thus the current victory status can easily be "checked" at any time simply by moving the Prop Card marker to the Victory space.


  

17. Movement Trails

Movement Trails can be turned on and off for all units with the button on the toolbar. The movement histories for all units can be cleared with the adjacent button.

18. LookAt "Flare" feature

Ctrl+Clicking on any part of the map will briefly place a circular "flare" symbol on the map in that location to call attention to that location. This symbol will appear on the opponent's map in both server and logfile/PBEM play.