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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.