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