How to Play

Fire in the Lake

1-4 players 180-180 min 8.1 Board Game Geek Rating

This multi-faction Vietnam War game uses card-assisted counterinsurgency mechanics where players control US forces, South Vietnamese government, Viet Cong, and North Vietnamese Army. Through military operations, political maneuvering, and pivotal historical events like the Tet Offensive, each faction pursues distinct victory conditions while managing complex insurgent-counterinsurgent dynamics across South Vietnam's varied terrain.

Published 2014

Fire in the Lake

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place card decks
Place the draw deck on top of the discard deck to form the combined deck
2
Reveal first card
Turn over the top card of the draw deck to display the upcoming event
3
Position faction eligibility
Check the card symbols to determine faction order in the Eligible box
4
Set initial resources
Each faction begins with their starting resource values (max 75 for any faction)
5
Establish Trail value
Set the Ho Chi Minh Trail marker to its starting position
6
Place starting pieces
Position US, ARVN, NVA, and VC pieces according to scenario setup
7
Set Aid level
Establish starting Aid value (max Aid = 75)
8
Set Patronage
Establish starting Patronage value (max Patronage = 75)
9
Determine control
Calculate initial COIN control and NVA control for all spaces
10
Track victory markers
Set Support + Avail, Oppose + Bases, NVA + Bases, and COIN + Patron markers

On Your Turn

What you can do during your turn.

1
Check faction symbols
Review the top card of the discard deck to identify eligible factions in symbol order
2
Verify eligibility
Confirm the faction appears in the Eligible box; if not, that faction does nothing
3
First eligible faction chooses
The 1st eligible faction selects: Play Event, Operation only, Operation with Special Activity, or Pass
4
Second eligible responds
Based on 1st faction's choice, 2nd eligible faction may take Limited Operation, Event, Operation with Special Activity, or Pass
5
Pass benefits
Passing grants +3 ARVN Resources (COIN factions) or +1 Resource (NVA, VC) and eligibility for next card
6
Become ineligible
Factions that executed an Operation or Event become ineligible; other factions remain eligible
7
Train
Cost 3 ARVN Resources per space; place 1-2 Irregulars in Province/City with US piece, or place 1-2 Rangers or up to 6 ARVN Troops/Police in spaces with US Base
8
Patrol
Cost 0 for US; move any number of Troops and/or Police to adjacent LoCs or Cities
9
Sweep
Cost 0 for US; move any number of Troops to adjacent destination spaces
10
Assault
Cost 0; remove enemy pieces based on US Troops present
11
Advise
In 1-2 spaces: execute ARVN Sweep without movement, ARVN Assault, or activate 1 underground Irregular/Ranger
12
Air Lift
Move among any 4 spaces: any number of US Troops plus 1-4 total ARVN Troops/Irregulars/Rangers
13
Air Strike
In 1-6 spaces with US or ARVN piece: remove up to 6 enemy pieces total
14
Train
Cost 3 ARVN Resources per space; place 1-2 Rangers or up to 6 ARVN Troops/Police in Province with COIN Base or City
15
Patrol
Cost 3 Resources; same movement rules as US Patrol
16
Sweep
Cost 3 Resources per destination space; same rules as US Sweep
17
Assault
Cost 3 Resources per space assaulted
18
Govern
In 1-2 COIN-controlled Provinces or Cities (not Saigon): add 3× Population to Aid, or transfer Population from Aid to Patronage
19
Transport
Move from 1 space: up to 6 Troops/Rangers to adjacent LoCs
20
Raid
In 1-2 spaces: move adjacent Rangers (underground/active status remains)
21
Rally
Cost 1 Resource per Province or City
22
March
Cost 1 Resource per move to City/Province; cost 0 per move to LoC
23
Attack
Cost 1 Resource per space; requires NVA piece and enemy piece present
24
Terror
Cost 1 Resource per City/Province; cost 0 per LoC
25
Infiltrate
In 1-2 spaces with NVA Base or NVA pieces > VC pieces
26
Bombard
In 1-2 spaces with ≥3 ARVN/US Troops or ARVN/US Base, and ≥3 NVA Troops in or adjacent
27
Ambush
In 1-2 spaces selected for Attack or March with underground friendly Guerrilla
28
Rally
Cost 1 Resource per Province or City
29
March
Same rules as NVA March; cost 1 Resource per City/Province, 0 per LoC
30
Attack
Cost 1 Resource per space; requires VC piece and enemy piece
31
Terror
Cost 1 Resource per City/Province; cost 0 per LoC
32
Tax
In 1-4 spaces with underground VC Guerrilla
33
Subvert
In 1-2 spaces with underground VC Guerrilla and ARVN Troops/Police
34
Ambush
Same rules as NVA Ambush
35
US/ARVN Pacification
Up to 4 Provinces/Cities with COIN control, Police, and pacifying faction's Troops
36
Execute Limited Operation
May remove own pieces to Available if no available forces
37
Play Event
May remove own pieces to Available if no available forces
38
Capabilities Event
Place corresponding marker in Capabilities box; effects last for rest of game
39
Momentum Event
Place card in view for ongoing effect
40
Pivotal Event
May replace current Event with own Pivotal Event if faction eligible, pre-conditions met, 1st Eligible has not yet acted, and next card is not Coup

Winning

How to claim victory.

1
Trigger Coup round
When top card of discard deck is a Coup card, check if it's the 2nd Coup card in a row
2
Check victory conditions
Each faction has specific victory threshold:
3
Resolve ties
If multiple factions reach victory, highest victory margin wins
4
Remove markers
All factions remove Terror markers, Sabotage markers, and Momentum cards
5
Reset pieces
All Guerrillas go underground; all Irregulars and Rangers go underground
6
Adjust Trail
If any Laos or Cambodia space is COIN-controlled, -1 to Trail
7
Place Sabotage
VC places Sabotage marker on each LoC where Guerrillas > COIN pieces or adjacent City without COIN control
8
Adjust Resources
Calculate faction resources:
9
US/ARVN Pacification
Up to 4 spaces; cost 3 Resources; shift toward Active Support (max 2 per space)
10
VC Agitation
Up to 4 spaces without COIN control; cost 1 Resource per Terror marker removed or Support level changed; shift toward Active Opposition (max 2 per space)
11
Commitment phase
Remove 1 of every 3 US Troops in Casualties to Out of Play; US Bases in Casualties go Out of Play
12
Redeploy forces
ARVN pieces in Laos/Cambodia return to Available; must move ARVN Troops from LoCs or Provinces without COIN Base to City without NVA control, space with COIN Base, or Saigon
13
Adjust control markers
Recalculate COIN and NVA control; adjust NVA + Bases, COIN + Patron markers
14
Check final victory margins
Calculate each faction's margin:
15
Determine winner
Highest victory margin wins
16
Apply final tie-breakers
Non-player faction priority: VC, ARVN, NVA
17
Handle Laos/Cambodia pieces
US Troops go Out of Play; other US pieces and ARVN pieces go to Available
18
Failed Attempt handling
If current Coup card is "Failed Attempt," place it under previous Coup card(s

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