golan: 
the syrian offensive

EXCLUSIVE RULES

10.0 INTRODUCTION
	10.1 First Player

11.0 REINFORCEMENTS
	11.1 Quantity of Reinforcements
	11.2 When Reinforcements Arrive
	11.3 Where Reinforcements Arrive
	11.4 Reinforcements and Combat
	11.5 Enemy Zones of Control	
	
12.0 SURFACE TO AIR MISSILES (SAMs)
	12.1 Firing a SAM unit 

13.0 FORTIFIED HEXES	

14.0 DMZ HEXES
	14.1 Ditches

15.0 EXITING THE MAP

16.0 VICTORY CONDITIONS
	
17.0 SCENARIOS
	
10.0 INTRODUCTION
Golan is a simulation of the opening phase of Yom Kippur War, and the Syrian invasion of the Golan Heights, 6 October 1973.  

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

11.0 REINFORCEMENTS
Enter reinforcements in the hexes listed, or in any hexes within the hex-range listed (inclusive) at the beginning of each receiving player’s movement phase or mobile movement phase. A unit may move immediately during the same game-turn it arrives on the map; however, no unit may arrive and end its movement stacked in the same hex with any other unit.

11.1 QUANTITY OF REINFORCEMENTS
Reinforcements generally arrive during specific game turns. 

SYRIA
GAME TURN EIGHT	
Unit Type:	Hexes: 	
3-5-8	Within three hexes of hex 2804	
4-5-12	Within three hexes of hex 2804	
6-4-12	Within three hexes of hex 2804	
6-4-12	Within three hexes of hex 2804	
GAME TURN 10	
5-5-8	2913 or 2925	
4-4-12	2913 or 2925 	
6-4-12	2813 or 2925	
6-4-12	2813 or 2925	
GAME TURN 19	
8-6-12	2823	

ISRAEL
GAME TURN TWO	
Unit Type:	Hexes: 	
2-3-12	0115	
2-3-12 	0116	
2-3-12	0132	
4-3-12	0121 to 0124	
4-3-12	0121 to 0124	
4-3-12	0121 to 0124	
GAME TURN THREE	
2-3-12 	0132	
4-3-12	0633	
4-3-12	0108, 0115, 0122 or 0124	
4-3-12	0108, 0115, 0122 or 0124	
4-3-12	0108, 0115, 0122 or 0124	
GAME TURN FOUR	
2-3-12 	0132	
2-3-12	0121 to 0124	
2-3-12 	0121 to 0124	
4-3-12	0633	
4-3-12	0121 to 0124	
4-3-12	0121 to 0124	
GAME TURN FIVE	
1-2-12	0633	
2-3-12	0132	
2-3-12	0115 or 0122	
2-3-12	0115 or 0122	

11.2 WHEN REINFORCEMENTS ARRIVE
Reinforcements arrive at the beginning of a player’s movement phase. A unit arriving when the movement phase begins must expend movement points normally in the first hex entered, and may then continue to move. Mobile units that did not arrive during the movement phase may arrive at the beginning of the mobile movement phase instead, and may continue to move normally thereafter.

11.3 WHERE REINFORCEMENTS ARRIVE
Per the hexes or range of hexes listed under 11.1. 

11.4 REINFORCEMENTS AND COMBAT
Reinforcements may participate in combat normally during the combat phase of the same turn they arrive. If a reinforcement unit’s arrival hex is occupied by any enemy unit, the reinforcement may not arrive until a game-turn wherein that hex is no longer occupied by any enemy unit.

11.5 ENEMY ZONES OF CONTROL
Reinforcements may be placed into an enemy zone of control, but must abide by the normal rules (see 6.0).

12.0 SURFACE TO AIR MISSILES (SAMs)
SAM units generally function like normal units in all respects, except they may be used to potentially nullify and eliminate Israeli support fire.

NOTE: SAM units do not ever exert any ZOC.

SAM units possess a defense rating, but no attack rating, and thus no SAM unit may ever be used to attack any other unit. Further, SAM units are one-sided units; they may be bombarded and/or attacked like normal units, but will become eliminated if depleted. If a SAM unit without a printed movement rating is required to retreat, it is must be eliminated instead.

In addition to the attack, defense and movement ratings printed on each SAM unit, each SAM unit is also printed with a range rating, which indicates the number of hexes from which that SAM unit (that is, from its hex) may potentially nullify and eliminate one Israeli support fire marker applied by the Israeli player during a combat phase. A SAM unit cannot nullify any support fire marker that is applied beyond its printed range.

Each SAM unit may only potentially nullify one Israeli support fire marker per combat phase. (Any particular SAM unit cannot nullify more than one support fire marker applied during the mobile Combat Phase; the launcher must be rearmed once it has fired.) Thus, because there are four combat phases during a turn (i.e., the Syrian Combat Phase, the Syrian Mobile Combat Phase, the Israeli Combat Phase and the Israeli Mobile Combat Phase), any particular SAM unit could attempt to nullify/eliminate a maximum of four support fire markers during any single game-turn (assuming those support fire markers are applied within that SAM unit’s printed range).

Multiple SAM units may attempt to nullify/eliminate the same support fire marker, if within each SAM unit’s range.

12.1 FIRING A SAM UNIT
Whenever the Israeli player applies an aircraft support fire marker (any support fire marker with a jet aircraft printed on that counter), the Syrian player may fire any SAM unit(s) within range of the hex where the aircraft support fire marker is being applied (even if upon the SAM unit itself). The Syrian player then rolls a six-sided die (per each SAM unit, within range that the Syrian player wishes to fire); if the die roll is a “1,” that aircraft support fire marker is removed (permanently), and may not be applied to any combat. Any other die roll result is no effect.

A SAM unit may never nullify/eliminate any other type of support fire marker. Only Israeli aircraft support fire markers may ever be targeted by any SAM unit.

When any SAM has been fired, regardless of the result, flip that SAM unit to its fired side, indicating the SAM unit has been used during that combat phase. When that combat phase is complete, flip that SAM unit back to its front side (indicating it is eligible to be fired again).

13.0 FORTIFIED HEXES
Fortified hexes simulate the extensive net-work of field fortifications constructed by the Israelis and the Syrians on their respective sides of the DMZ. Any unit occupying any fortified hex (even a formerly enemy fortified hex) may ignore any retreat result whether a defender retreat or an attacker retreat (see 7.5). Any retreating unit is outside a fortified hex must continue its full retreat normally; its retreat is not cancelled by moving into or through a fortified hex.

Further, fortified hexes may not be destroyed during the course of the game.

14.0 DMZ HEXES
Movement into any DMZ hex by any unit (during either the movement phase or the mobile movement phase) requires that unit to expend half of its printed movement (no other terrain costs apply, even if the die roll is less than the normal terrain cost), even if a trail or road is in that hex. That movement expenditure 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 another expenditure of half of its printed movement again, irrespective of any preceding movement expenditure into that same hex.

Exiting any DMZ hex does not require any unit to expend half of its movement, although a unit that exits a DMZ hex must pay the normal movement point cost of the terrain in that hex (including the ditch movement point cost, if crossing a ditch hexside when exiting a DMZ hex). 

14.1 DITCHES
Any unit that crosses a ditch hexside must expend +2 MP (even via a trail or road) in addition to the cost of entering (or having just entered) an adjacent DMZ hex.

14.2 ESCARPMENT 
Escarpment requires no additional MP cost, although any attack across an escarpment hexside is resolved on the escarpment line of the Combat Results Table.

15.0 EXITING THE MAP
A Syrian unit that exits the map must expend movement points to enter an imaginary hex presumed to be adjacent to the map’s edge. The terrain is assumed to be identical to the terrain in the Syrian unit’s hex before it exits the map, and must pay the movement point cost in the imaginary hex as in that last occupied hex. A unit that is moving along a trail or road leading off of the map edge is assumed to be moving into an imaginary trail or road hex, per the road movement cost.

A Syrian unit may only exit the map during the Syrian  Movement or Mobile Movement Phase, not during any combat phase. 

Any Israeli unit’s zone of control is assumed to be projected into the imaginary hex normally for purposes of movement.

Once any Syrian unit exits the map, it may not return for any reason.

16.0 VICTORY CONDITIONS
The Syrian player wins the game if he, at any time, exits more units (including any 0-3-12/12 SAM units) off of the west edge of the map than have been destroyed before then.

Depleted and one-sided units are only counted as half of a unit when tallying exited units. (For example, if the Syrian player has exited two depleted units off of the west edge of the map, it is only counted as one unit. In other words, if the Syrian has exited two depleted units, but one Syrian unit has already been destroyed, it is not considered a Syrian victory until at least one more depleted or full-strength unit has also exited the map.)

If the Israeli player destroys (eliminates) more Syrian units than is possible for the Syrian player to exit off of the west edge of the map, the game ends immediately and is considered to be an Israeli victory.

If more than half of the Israeli aircraft support fire markers have been eliminated by SAM units at any time during the game, any ensuing Israeli victory is downgraded to a draw result instead. If all of the Israeli aircraft support fire markers have been eliminated by SAM units, the scenario is considered an automatic Syrian victory.

17.1 DRIVE ON DAMASCUS
The length of the scenario is decreased by one complete game turn for each Israeli unit (full strength or depleted) that presently occupies any hex east of the DMZ (but not including any DMZ hex), as well as any fortified hex east of the DMZ that is presently occupied by Israeli unit. For example, if ten Israeli units occupy any hexes east of the DMZ (five of them presently occupying five fortified hexes east of the DMZ), the game will end at the end of game turn 17 (instead of game turn 31). Victory is determined normally whenever the last game turn has been completed. If the above conditions are met after such a game turn has elapsed, the scenario ends and victory conditions are determined immediately. No additional phases, movement or combat may be conducted by either player. 

17.0 SCENARIOS
Golan has one historic scenario of the opening phase of the Yom Kippur War, beginning on 6 October 1973, when the Syrian Army invaded across the DMZ. 

The Israeli player must set-up first. Set-up the following units in the hexes indicated below. Per 5.3, no units may be set-up stacked in the same hex, nor may any unit be set-up in any DMZ hex. Set-up locations have no other impact on game play.

SYRIA
Unit Type:	Hexes:	
3-5-8	1507	
3-5-8	Within two hexes of hex 1710	
3-5-8	Within two hexes of hex 1710	
3-5-8	Within two hexes of hex 1710	
6-4-12	Within two hexes of hex 1710	
3-5-8	Within two hexes of hex 2014	
3-5-8	Within two hexes of hex 2014	
3-5-8	Within two hexes of hex 2014	
6-4-12	Within two hexes of hex 2014	
5-5-12	Within two hexes of hex 2230	
5-5-12	Within two hexes of hex 2230	
1-2-12	Within two hexes of hex 2230	
1-2-12	Within one hex of hex 2310	
6-4-12	Within one hex of hex 2310	
6-4-12	Within one hex of hex 2310	
6-4-12	Within one hex of hex 2310	
1-2-12	Within one hex of hex 2823	
6-4-12	Within one hex of hex 2823	
6-4-12	Within one hex of hex 2823	
6-4-12	Within one hex of hex 2823	
		
0-1-0/15	Any hex east of the DMZ*	
0-1-0/15	Any hex east of the DMZ*	
0-1-0/15	Any hex east of the DMZ*	
0-1-0/15	Any hex east of the DMZ*	
		
0-2-0/25	Any hex east of the DMZ*	
0-2-0/25	Any hex east of the DMZ*	
0-2-0/25	Any hex east of the DMZ*	
0-2-0/25	Any hex east of the DMZ*	
0-2-0/25	Any hex east of the DMZ*	
0-2-0/25	Any hex east of the DMZ*	
		
0-3-12/12	Any hex east of the DMZ*	
0-3-12/12	Any hex east of the DMZ*	
0-3-12/12	Any hex east of the DMZ*	
0-3-12/12	Any hex east of the DMZ*	
0-3-12/12	Any hex east of the DMZ*	

*Not in any DMZ hex.
ISRAEL
Unit Type:	Hexes: 	
2-3-12	1411	
2-3-12	2028	
4-3-12	Within six hexes of hex 1416	
4-3-12	Within six hexes of hex 1416	
4-3-12	Within seven hexes of hex 1424	
4-3-12	Within seven hexes of hex 1424	

CREDITS
Design: Irad B. Hardy 
Redesign: Eric R. Harvey
Cartography: Redmond A. Simonsen
Map Graphics: Joseph Youst
Counter Graphics: Eric R. Harvey and Larry Hoffman
Rules Booklet Layout: Callie Cummins
Development and Playtesters (original team): Irad B. Hardy, Col. T.N. Dupuy, Edward Curran, Jay Nelson, Manfred F. Milkuhn, Larry Catalano, Kevin Zucker, Linda D. Mosca. 
Playtesters (redesign): Eric R. Harveyand J. Scott Morris. 
© 2010, Decision Games, Bakersfield, CA. Made & printed in the USA. [GolanRules_V3]