dmz, 
the next korean war

EXCLUSIVE RULES

10.0 INTRODUCTION
	10.1 First Player

11.0 REINFORCEMENTS

12.0 LINES OF COMMUNICATION

13.0 RAIL MOVEMENT

14.0 THE DEMILITARIZED ZONE 
	(DMZ)

15.0 BRIDGE DEMOLITION
	15.1 Demolished Bridges
	15.2 Bridge Repair

16.0 SUPPORT FIRE 
	COORDINATION
	16.1 Support Fire Reduction

17.0 VICTORY CONDITIONS
	17.1 Namhan River Bridgehead

18.0 commandos
	18.1 “LION” Special Forces 

19.0 Overrun
	19.1 Withdrawal Before Overrun 
	19.2 Halting an Overrun  

20.0 Scenarios
	
10.0 INTRODUCTION
DMZ simulates a hypothetical invasion of South Korea by the North Korean Army sometime in the near future.   

10.1 FIRST PLAYER
The North Korean player is first player throughout the game (see 3.0).

11.0 REINFORCEMENTS
Insofar as DMZ represents the first week or two of a North Korean invasion, only the South Korean player receives reinforcements, representing seven South Korean divisions deployed off of the map area before the war begins.

During each even-numbered game turn (Game Turns 2, 4, 6, 8, 10, 12 and 14), the South Korean player receives one 2-2-8 infantry unit (the 31st, 32nd, 35th, 37th, 39th, 50th and 53rd Infantry Divisions), which the South Korean player may place in any unoccupied southernmost road or rail hex (hexes 1007, 1008, 1009, 1010, 1013 or 1018) at the end of that current turn. Once arrived, each reinforcement unit functions normally thereafter.

If hexes 1007, 1008, 1009, 1010, 1013 and 1018 are occupied by any other units, the reinforcement unit may not arrive and must wait until the end of a subsequent turn, when any of those hexes are unoccupied. 

12.0 LINES OF COMMUNICATION
The length of the scenario is decreased by one game turn for each North Korean town (Ichon, Chorwon, Changpung, Pyonggang, Changdo, Kimhua and/or Tosan) occupied by any South Korean or US unit. For example, if the South Korean player controls five North Korean towns, the game will end at the end of Game Turn 15 instead of Game Turn 20. Victory is determined normally whenever the last game turn has been completed. 

If a North Korean town is occupied such that the above condition is met, the scenario ends and victory conditions are determined immediately. No additional phases, movement or combat, may be conducted by either player.

13.0 RAIL MOVEMENT
South Korean and US units (only; never any North Korean unit) may move along rail hexes exactly like road hexes (see 5.2.1), except the movement cost is ¼ per such hex instead of ½. A unit may utilize rail movement at any time during its movement, and may even alternate between rail and road movement among connected hexes.

14.0 THE DEMILITARIZED ZONE (DMZ)
Movement into any DMZ hex by any unit (during either the movement phase or the mobile movement phase) requires an MP delay, which is determined by a die roll: when any unit enters any DMZ hex, the owning player must roll a six-sided die; the number rolled indicates the MP cost for that unit to enter that hex (no other terrain costs apply, even if the die roll is less than the normal terrain cost). That MP delay die roll only applies to that entering unit as it enters that DMZ hex. Any subsequent entrance by that or any other unit into that or any other DMZ hex requires a subsequent die roll.

If the MP delay die roll exceeds any moving unit’s remaining MP, that unit must simply stop in that hex for the remainder of that turn.

Exiting a DMZ hex does not require an MP delay roll.

15.0 BRIDGE DEMOLITION
As of the instant any North Korean unit enters any hex adjacent to any bridge hexside and within the movement range (in terms of hexes, not MP) of any South Korean or US unit, the South Korean player may attempt to demolish that bridge (halting the North Korean unit’s movement temporarily, if necessary). To do so, the South Korean player simply rolls one die per any bridge within movement range of a South Korean or US unit; that bridge is considered  demolished if the die roll is a 1-5. 

The South Korean player may not attempt to demolish any bridge that began the current game turn adjacent to any North Korean unit.

Bridge demolition is entirely optional, though once any bridge is demolished, that bridge is considered demolished until repaired by the South Korean engineer unit (see 15.2). The North Korean player may never repair any demolished bridge.

15.1 DEMOLISHED BRIDGES
A demolished bridge immediately becomes a river hexside. All normal combat and movement restrictions then apply to that hexside, as if a normal river.

15.2 BRIDGE REPAIR
During the South Korean Movement Phase or Mobile Movement Phase, the South Korean player is eligible to repair any demolished bridge within movement range (in terms of hexes, not MP) of the South Korean engineer unit, but only if the bridge to be repaired is not presently adjacent to any North Korean unit or within any North Korean unit’s ZOC. To do so, the South Korean player simply rolls one die per bridge within the engineer unit’s movement range; that bridge is considered repaired if the die roll is a six. Repair is entirely optional, but if repaired, the repair remains in effect for the duration of that same player turn (though an eligible South Korean or US unit may attempt another demolition of a repaired bridge as of any subsequent game turn, per 15.0). No North Korean unit may ever repair any demolished bridge.

16.0 SUPPORT FIRE COORDINATION
The South Korean player may allocate his support fire markers per 8.3 normally, though he may never apply more than one South Korean support fire marker to any combat (whether attacking or defending) involving only US units, nor may the South Korean player ever apply more than one US support fire marker to any combat (whether attacking or defending) involving only South Korean units.

The South Korean player may, however, allocate any support fire markers (South Korean and/or US) normally to any attacks involving both South Korean and US units. 

16.1 SUPPORT FIRE REDUCTION
If any North Korean unit is the last to have occupied any South Korean town or city, the South Korean player’s support fire allotment is reduced by one each subsequent game turn for each such town or city occupied, until recaptured. Additionally, if any North Korean unit is the last to have occupied any South Korean airbase (Chungju, Changhowon, Kwangju, Suwon and/or Osan), the South Korean player must permanently eliminate the highest-valued South Korean or US support fire marker from the chit pool for each such airbase that’s been occupied. For example, if a North Korean unit occupies Kwangji Airbase, the South Korean player must remove the “+10” South Korean support fire marker from the game, which may never be allotted during any subsequent game turn. If a North Korean unit also occupies Suwon Airbase, the South Korean player must then remove the “+9” US support fire marker from the game, which may never be allotted during any subsequent game turn, and so forth.

16.2 SUPPORT FIRE RANDOM DRAW
Instead of the normal procedure of selecting support fire markers (per rule 8.1), each player must draw his eligible allotment of support fire markers randomly from his own Support Fire chit pool.

17.0 VICTORY CONDITIONS
The North Korean player wins the game if any North Korean units occupy both Seoul hexes (2406 and 2407) simultaneously. If the North Korean player only occupies (even if only briefly) one Seoul hex, the game is a draw. If both Seoul hexes remain unoccupied by any North Korean unit the end of the last turn of the game, it is a South Korean victory, except as described in 17.1.

17.1 NAMHAN RIVER BRIDGEHEAD
If any North Korean unit occupies Yongdungpo (2305), the game is at least a draw, even if both Seoul hexes remain unoccupied by North Korean units. Further, the North Korean player wins the game if any North Korean units simultaneously occupy both Yongdungpo (2305) and Inchon (2102), even if both Seoul hexes remain unoccupied by North Korean units.

18.0 COMMANDOS  
The North Korean and South Korean commando units (including the “Lion” Special Forces unit) may always ignore EZOC.

18.1 “LION” SPECIAL FORCES
The South Korean 3-3-7 “Lion” unit is eligible to be moved from an airbase hex it currently occupies to any other unoccupied hex anywhere on the map (otherwise known as an “insertion”), though never to any hex in any North Korean unit’s ZOC. When the insertion takes place, the unit isn’t eligible to move again during that same game turn; however, it functions normally thereafter.

The “Lion” unit retains its insertion eligibility throughout the game, and may conduct repeated insertions, provided it occupies an airbase hex at the start of each such move.

19.0 OVERRUN
During the combat phase or the mobile combat phase, any mobile unit is eligible to conduct an overrun in any terrain against any adjacent enemy unit (in lieu of a normal combat attack) if that enemy unit’s printed movement allowance is less than the overrunning unit’s attack strength. 

NOTE: Neither player may ever add any support fire to any overrun.

To conduct an overrun, the overrunning player must declare an “overrun attempt.” If the enemy unit doesn’t withdraw (see 19.1), the overrunning player rolls a six-sided die and consults the Overrun Table, applying the results immediately. After an overrun is completed, the overrunning unit (if not eliminated as a result of that overrun) may advance after combat normally provided the enemy unit in the overrun hex retreated or was eliminated.

No more than one overrun may ever be conducted into any one hex during any one combat or mobile combat phase.

19.1 WITHDRAWAL BEFORE OVERRUN 
When a player declares an overrun against a particular unit, that unit may be voluntarily withdrawn (by the owning player) from that overrun hex immediately beforehand. The withdrawing unit may simply be moved to one adjacent hex, though a withdrawing unit may not move into an EZOC, into prohibited terrain, or into any other unit’s hex.

If a unit withdraws before an overrun, that overrun doesn’t occur, though the overrunning unit is eligible to advance after combat normally (into the overrun hex) in that case. 

In either case, an overrunning unit isn’t eligible to conduct any attack after declaring an overrun, regardless of the results.

19.2 HALTING AN OVERRUN  
When a player declares an overrun against a particular unit, that unit may be voluntarily depleted (by the owning player) immediately beforehand. The owning player may even eliminate a depleted unit to halt an overrun.  

If a unit depletes before an overrun, that overrun doesn’t occur, and the overrunning unit isn’t eligible to advance after combat, even if the depleted unit is eliminated.

In either case, an overrunning unit isn’t eligible to conduct any attack after declaring an overrun, regardless of the results.

20.0 SCENARIOS
DMZ is a speculative scenario of a sudden North Korean invasion of South Korea set in the near future. This scenario assumes no nuclear weapons would be employed by either side during the time span represented by the game.

The South Korean player must set-up all his units first, except the seven South Korean reinforcement units (the 31st, 32nd, 35th, 37th, 39th, 50th and 53rd Infantry Divisions), but he may set up his South Korean units in any hexes he chooses within South Korea, though the US units must be set up in specified hex locations listed below. After the South Korean player has set up all his units, the North Korean player then sets up all his units. The North Korean player may generally set up his units in any hexes he chooses in North Korea, though some units must be set up in specified hex locations listed below. As given in 5.3, no units may be set up stacked, nor may any unit be set up in any DMZ hex. Set up locations have no other impact on game play.

NORTH KOREA
Unit Type:	Hexes: 	
4-3-5	Changdo (4417)	
8-6-8	Tosan (3803)	
10-7-6	Changpung (3301)	
10-7-9	Chorwon (4007)	
10-8-14	Ichon (4407)	
10-8-14	Kimhua (4115)	
12-9-7	Pyonggang (4111)	

UNITED STATES
Unit Type:	Hexes: 	
8-5-21	Pyongtaek (1308)	
8-5-21	Within one hex of Seoul (2407)	
8-5-21	Within one hex of Tongducheon (3107)	
12-10-15	Within one hex of Tongducheon (3107)	
 
CREDITS
Design: Eric R. Harvey
Cartography: Eric R. Harvey
Map Graphics: Joseph Youst
Counter Graphics: Eric R. Harvey and Larry Hoffman
Rules Booklet Layout: Callie Cummins
Playtesters: Eric R. Harvey and J. Scott Morris. 
© 2010, Decision Games, Bakersfield, CA. Made & printed in the USA. [DMZRules_V5]