naktong bulge: 
breaking the perimeter

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

12.0 ENEMY ZONES OF CONTROL

13.0 supply shortage

14.0 human wave

15.0 VICTORY CONDITIONS
	
16.0 SCENARIOS
	
10.0 INTRODUCTION
Naktong Bulge is a simulation of the North Korean assault to break the southern sector of the Pusan Perimeter in South Korea in August 1950.  

10.1 FIRST PLAYER
The North Korean 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 the US Movement Phase or Mobile Movement Phase. The North Korean player does not receive any units as reinforcements. A unit may move immediately during the same 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.

UNITED STATES
GAME TURN THREE	
Unit Type:	Hexes: 	
15-13-7	2010	
GAME TURN NINE	
8-6-9	Within 2 hexes of hex 1625	
10-7-10	Within 2 hexes of hex 1625	
12-9-10	Within 2 hexes of hex 1625	

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 thereafter. 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.

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

13.0 US SUPPLY SHORTAGE 
The US is initially subject to a supply shortage, and thus the US player may not apply more than one support fire marker to any one combat, neither as attacker nor defender, until the supply shortage ends.

To attempt to end the supply shortage, the US player rolls a six-sided die at the end of each game turn. If the result is less than the current game turn number, the supply shortage is permanently ended. After that, the US player is eligible to apply one or two available support fire markers to any combat, attack or defense, as he chooses.

14.0 HUMAN WAVE 
The North Korean player may declare a human wave attack during any of his combat phases. A human wave attack is conducted like a normal attack; however, the North Korean player may choose to double the attack strength of one, some, or all of his involved units. He must decide which unit(s) will be doubled before declaring any support fire, if any.

After a human wave attack is resolved, any North Korean unit that attacked with doubled attack strength is depleted, regardless of the combat result.

After a human wave attack is concluded, the combat strength of the North Korean units that were doubled immediately reverts to normal. The North Korean player may choose to conduct a subsequent human wave attack with the same unit(s) during any following game turns. Any unit that conducts a second human wave attack will be eliminated automatically after the second attack.

15.0 VICTORY CONDITIONS
The North Korean player will win the game if he can, at any time (even if only momentarily), occupy at least eight of the 10 road junction hexes (1807, 2210, 2304, 2308, 2311, 2808, 2908, 3603, 3702, 3703) with any North Korean units. If the North Korean player occupies (even if only briefly) any town hex (Masan, Chinhae or Miryang), his road junction victory requirement is reduced by two per town hex. For example, if the North Korean player captures Masan, he will win the game if he can, at any time, occupy at least six road junction hexes, instead of eight. The town of Kosong is ignored for purposes of determining victory.

The North Korean player wins the game automatically if any North Korean unit occupies Pusan (1625) at any time.

The US player wins the game if he can, at any time (even if only momentarily), occupy all of the road junction hexes (1807, 2210, 2304, 2308, 2311, 2808, 2908, 3603, 3702, 3703), as well as every town hex (except the town of Kosong, which is ignored for purposes of determining victory).

If neither player achieves his victory conditions before the end of the game, the game is a Draw. 

16.0 SCENARIOS
Naktong Bulge has one historic scenario of the North Korean attempt to break the Pusan Perimeter along the Naktong River in August of 1950. Three North Korean divisions struck the US 24th and 25th Divisions defending the river valley leading to the crucial port city of Pusan. 

Set-up the following units in the hexes indicated below. Set-up the North Korean units first. Set-up locations have no other impact on game play.
NORTH KOREA
Unit Type:	Hexes: 	
9 x 5-5-6	Within 4 hexes of hex 2201	
1 x 7-10-7	Within 4 hexes of hex 2201	
1 x 6-5-11	Within 4 hexes of hex 2201	
		
9 x 4-4-5	Within 4 hexes of hex 3601	
1 x 7-10-7	Within 4 hexes of hex 3601	
		
9 x 4-5-6	Within 3 hexes of hex 3001 	
1 x 7-10-7	Within 3 hexes of hex 3001 	

UNITED STATES
Unit Type:	Hexes: 	
1-1-5	Any hex NE of the Naktong River	
3 x 4-3-6	Any hex NE of the Naktong River	
3 x 5-5-6	Any hex NE of the Naktong River	
6 x 6-5-7	Any hex NE of the Naktong River	
		
6 x 4-3-6	Within 2 hexes of 2107, 2506 and/or 2407	
6 x 6-6-7	Within 2 hexes of 2107, 2506 and/or 2407	
		
7-7-7	1625	

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. [NaktongRules_V3]