Board Wargames Codexery

Guerilla (card game)

A card wargame of South American insurgency and shifting loyalties.

Guerilla is a card game for three to six players, published by Avalon Hill in 1994. It simulates a rebel attempt to overthrow an unnamed South American government. Designed by Neal Schlaffer, the game uses a deck of 128 cards. At the start, each player secretly draws a Loyalty marker, assigning them to either the Government or Rebel side.

To set up, each player receives eight cards. Anyone holding a Complex card—such as a TV station or barracks—must place it on the table. Troop and Leader cards have both Government and Rebel aspects. Players then arrange their cards into face-up groups, with each group containing no more than one Leader and three units, or one Complex with one unit and/or one Leader. After this, players draw back up to eight cards.

On a turn, a player may take two Actions. These include: Withdraw (return a card from the table to hand), Attack (using one or both Actions), Deploy (place new cards on the table), Trade (exchange cards with other players, one Action per card), Discard/Repair (discard up to four cards and draw replacements, or repair damage to a Complex by rolling a die and reducing damage by half the result), and Draw new cards (refill the hand to eight). Complexes offer advantages: the Bridge lets a player withdraw or deploy a group without using an Action, while the Banco de Nationale grants an extra Action per turn.

Combat is resolved by adding each side’s unit strength, Leader strength, and a die roll. The loser eliminates a number of units equal to the difference between the totals. For instance, if the attacker totals 16 and the defender totals 18, the attacker loses two units.

Special yellow and black cards add variety. An Assassin card can kill an enemy Leader unless countered by a Bodyguard. An Arms Cache allows two attacks for one Action. The Revolution card forces two opponents to switch their secret allegiance to the opposite faction.

Once the deck is empty, sudden death begins. A tile is set to “9.” After each player’s turn, they roll a die. If the roll equals or exceeds the tile number, the game ends. If not, the tile decreases by one and play continues. At the end, Rebel and Government factions total their scores for enemy units eliminated and complexes controlled. Players on the winning faction keep their full individual scores; those on the losing side have their scores halved. The highest individual score w

designer
Neal Schlaffer
publisher
Avalon Hill
year_published
1994
players
3–6
deck_size
128
cover_artist
Stephen Langmead
genre
Card-based wargame

Lore & Background

Guerilla was designed by Neal Schlaffer and published by Avalon Hill in 1994, with cover art by Stephen Langmead. The game uses a deck of 128 cards and is for 3–6 players. Each player begins by drawing a random Loyalty marker, secretly determining whether they support the Government or Rebel side. Players then sort their cards into groups on the table, with restrictions on the composition of each group: no more than one leader and three units, or one Complex, one unit and/or one leader.

Gameplay proceeds with each player taking two actions per turn, which can include withdrawing cards, attacking, deploying new cards, trading with other players, discarding and repairing, or drawing new cards. Combat is resolved by comparing total strength (units plus leader plus a die roll) between attacker and defender; the losing side eliminates a number of units equal to the difference. Special cards such as Assassin, Bodyguard, Arms Cache, and Revolution add variety, with the Revolution card forcing two opponents to switch their secret allegiance.

Victory conditions trigger once the deck is exhausted: a Sudden Death tile starts at 9 and decreases each turn until a die roll equals or exceeds it, ending the game. Factions then sum scores for enemy units eliminated and complexes controlled; the winning faction's players keep their full scores, while the losing faction's scores are halved, and the highest individual score wins.

Reader's Guide

Guerilla occupies a niche as a card-based wargame that emphasizes player interaction and hidden loyalties over complex simulation. Reviews from contemporary wargaming magazines highlight its streamlined turn sequence and focus on fun rather than deep historical accuracy. Charles Vasey in Perfidious Albion praised its interactive chaos and accurate simulation of counter-insurgency, though he found the ability to change loyalty 'gamey' and noted excessive bookkeeping. Richard Berg in Berg's Review of Games described it as 'beer-and-pretzels stuff' that provides an hour or two of fun without aspiring to be intellectually thrilling. Rick Swan in Zone of Control commended the quality of components and the clear rulebook, but warned that luck plays a crucial role and that players who dislike sudden loyalty shifts should avoid it. The game's legacy is that of a light, fast-paced card game that successfully captures the feel of insurgency and factional betrayal in a compact format, though it is not intended as a serious historical lesson.

Did You Know?

Frequently Asked Questions

Who designed Guerilla (card game) and who published it?

Neal Schlaffer designed the game, and Avalon Hill released it in 1994. The cover art was painted by Stephen Langmead.

What is the premise of Guerilla (card game)?

The game models a rebel insurgency aimed at toppling an unnamed South American government. Players navigate the conflict through a 128-card deck that represents troops, leaders, and infrastructure like TV stations and barracks.

How many players can play Guerilla and how does setup work?

Guerilla supports three to six players. At the beginning, each player secretly draws a Loyalty marker that assigns them to either the Government or the Rebel faction, then receives eight cards to arrange into face-up groups.

What makes Guerilla's loyalty mechanic unique among card wargames?

Troop and Leader cards carry both a Government face and a Rebel face, so the same asset can switch sides depending on the player's hidden allegiance. This dual-aspect design forces constant uncertainty about who is truly on your team.

Why do fans still talk about Guerilla (card game) today?

It remains a compact, hidden-information wargame that captures the paranoia of a South American insurgency in just a few minutes of play. Its small footprint and shifting-loyalty tension make it a favorite for quick sessions at the table.

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