Blog Archives
Pink Mars
Volko Ruhnke’s COIN System sure has come a long way since Andean Abyss. It’s sobering to realize that it’s been twelve years since we stalked the mountains of Colombia for drug cartels and Communist insurgents. The system has always prioritized certain assumptions about adversarial state-building, but now, in its twelfth volume, with multiple spin-offs and grandchildren padding its family tree — not the least of which is Cole Wehrle’s Root — the main series has taken a hard left turn into the speculative. We’re a long way from those history classrooms and CIA factbooks now, grandpa.
Red Dust Rebellion is the first game by Jarrod Carmichael, although we took an early look at his forthcoming Shadow Moon Syndicates a couple months back. For the most part, this project is a surprisingly cozy fit for the COIN Series. Set two hundred years in the future, give or take, the usual geopolitical boundaries have been redrawn thanks to the game’s remote setting, the red planet itself. What’s that phrase about how history doesn’t repeat itself, but often rhymes? Yeah. That. Even thought it takes place 140 million miles away, Red Dust Rebellion is so familiar that it might as well be a roadmap.
Infinite Gest
One of my professors believed that every generation needed to retell the story of Julius Caesar. In her mind, the story functioned as a sort of cultural tonic. Tyrant or hero, victim or opportunist — Caesar was a lens through which generations current and future might better witness themselves.
In playing Fred Serval’s A Gest of Robin Rood, the second installment in the Irregular Conflicts Series, itself a spinoff of the long-running COIN Series, the same could be said of everybody’s favorite forest fox. Is he a vagabond, robbing the rich for no other reason than because their wealth is there for the taking? Is he a lower-class hero, uplifting the poor? Has he been coopted by the gentlefolk, elevated to a lordling deprived of his privileges? Is he a crusader? A jokester? A kingsman? Does he venerate the Virgin Mary or has Maid Marian been invented to take her place? Eventually he’ll move into his gritty teenage years and relitigate the Battle of Normandy. Shhh. He gets embarrassed when we talk about that.
From Grave to Cradle
If I keep saying the same thing it risks becoming a running joke, but even compared to People Power and The British Way, Vijayanagara offers an easy entry point to the formidable COIN Series. Designed by a quartet of designers — Cory Graham, Mathieu Johnson, Aman Matthews, and Saverio Spagnolie — this is the first in GMT Games’ Irregular Conflicts Series. The pitch is that this is not your ordinary COIN, with all the procedure and chrome the title implies. These are experiments, salvaging the system’s baseline concepts and taking them in a new direction.
I’m not so sure about that. Vijayanagara is about as COIN as they come. That doesn’t stop it from being a perfect gateway drug for an unsuspecting playmate. This one goes down smooth.
Winds of Change, Part Four: Cyprus
This is how The British Way ends: not with a bang but a whimper. Of the four scenarios in Stephen Rangazas’s vivisection of 20th-century British colonialism, Cyprus is the briefest and least rules-heavy inclusion, a suitable outcome for a conflict that was comparatively minor when contrasted with the counterinsurgencies of Palestine, Malaya, and Kenya. Exhausted by colonial occupations across the globe, the British Empire was spread too thinly to enact a full response. Instead, it elected to utilize the lessons of occupations past to sway international opinion and brutalize the insurgents into surrender.
As we will see, the outcome proved unsatisfactory to everybody.
Winds of Change, Part Three: Kenya
It’s all too easy to think about colonialism as something that occurred centuries ago, resolved in the dim twilight of history and bearing little import on current interests. But as we examined in our last two entries on Stephen Rangazas’s The British Way, both the Palestinian and Malayan “emergencies,” as they were euphemistically known, are relatively fresh historical atrocities whose reverberations can still be felt today.
The same goes for British imperial behavior in Kenya. Indeed, the imperial incursions into Kenya were a 20th century phenomenon. Missionaries and British corporate interests began settling East Africa in the late 19th century, but the incorporation of the Colony and Protectorate of Kenya only occurred in 1920. Over the next three decades, British abuses reached a fever pitch. It was no surprise when an undermanned and underequipped group of rebels named the Mau Mau began to terrorize the countryside.
Winds of Change, Part Two: Malaya
In the West, it’s all too easy to blind oneself to the long-term consequences of colonialism. As we examined last time, the reverberations of British Imperial promises in the Middle East continue to be felt a full century after they were made. Today we’re looking at a conflict — euphemistically called an “emergency” — that was far bloodier and more pressing to the Crown than the logistical colony of Mandatory Palestine: the communist uprising and subsequent imperial deployment on the Malay Peninsula.
The Malayan Emergency is the second of four insurgencies included in Stephen Rangazas’s The British Way, and it’s by far the most robust of the multipack. Were players to pursue these scenarios in order of complexity, this would likely constitute the final installment. Unfortunately, history doesn’t gently ramp up its level of complexity for our ease of play. Cinch up that rucksack, because this one is going to require some explanation.
Winds of Change, Part One: Palestine
If you’re invested in historical board games, you’ve probably heard about Phil Eklund’s infamous essay defending British colonialism. Personally, the backlash against that essay was a pleasant surprise. Perhaps I had become numb to imperial apologetic. To me, the essay was merely the latest impressionable perspective in a century that had been meticulously prepared for selective memory. The notion that the British Empire was a gentle overlord has been a constant drumbeat across its tenure, from its earliest adventures in the New World to its participation in my generation’s quagmires in the Near East and Central Asia. Where other empires were vicious taskmasters, so the story goes, the British were invested in winning the hearts and minds of their colonial subjects.
That’s precisely the topic behind The British Way by Stephen Rangazas. This is the first official spinoff of Volkho Ruhnke’s now-formidable COIN Series. Rather than tackling a single conflict, The British Way functions as a folio series in a single box, covering four wars from 1945 to 1960. It has quickly become my favorite expression of the system. Which is why I intend to cover each of its conflicts separately. Today we’re looking at the first battle of the era: the Jewish insurgency against British rule in Mandatory Palestine.
The People Person’s People Power
Between its eleven volumes, two spinoffs, and a handful of spiritual successors, the COIN Series has covered a lot of ground over the past decade. It’s a series I’ve always appreciated for how it dusts the underappreciated corners of history for conflicts that are otherwise too unconventional for easy gamification. That said, it’s also a challenging series, both thematically and as player experiences, not least because of its unswerving dedication to force asymmetry. Perhaps that’s inevitable. It is, after all, dedicated to showing how small irregular forces can paralyze military juggernauts with their unpredictability and tendency to disappear into the countryside rather than trade blows with tanks and helicopters.
Somewhere along the way, the series morphed into a depiction of not only governments and insurgencies, but also popular movements. Kenneth Tee’s People Power: Insurgency in the Philippines, 1981-1986 leans into this more recent characterization. It’s also the simplest and most approachable the series has been since its second volume.
Reconstructing the Original Space Biff
As the foremost authority on the matter, a “space biff” is when a robot, preferably a giant robot mech, punches one of its peers in the jaw. Why do these robots have fists? Why jaws? Nobody knows. I certainly don’t. But there they stand, with their fists and jaws. Sometimes accident or fate brings them into collision.
I never watched Robotech. It, uh, aired before I was born. On those grounds, I’m the absolute worst person to measure whether it’s a suitable adaptation. Instead, my expertise lurks around an unexpected corner: as an avid player of the COIN Series.
Set Another One Afire
One of the things I value about the COIN Series, which stepped onto the scene back in 2012 with Volko Ruhnke’s Andean Abyss, is its ability to fill in the gaps of history. The Finnish Civil War was a bloody three-month conflict that left lingering scars for decades, yet it’s one of those wars that’s usually only mentioned in passing, more notable for how it impacted the foreign policies of its larger neighbors, especially Germany and Russia, rather than for the sovereign republic it ultimately birthed.
No longer! As the tenth volume in the Coin Series, All Bridges Burning is the first published design by VPJ Arponen. Never mind that. His confidence with the subject matter is evident in the game’s finest details. I’d even go so far as to call this one of the series’ most radical entries.









