in the wake of an unsuccessful coup. Rebel phase The first phase of a coup is called the rebel phase. After the First Rebel has initiated the coup, all players in turn are given a chance to act. Any player who chooses to move or fire during the rebel phase becomes a rebel. Players who refrain from acting in the rebel phase remain loyalists. Coup phases Following the rebel phase comes six coup phases. The players battle for control of five buildings, shown in red on the map, vital for the post-coup resolution. They are: The Presidential Palace The Radio Station (WZAP) The Chamber of Deputies The Treasury The Railway Station Although there officially are the two sides of rebels and loyalists, in-faction fighting may take place as players change sides or seize opportunities of gaining a stronger position. Should a loyalist attack a Palace Guard unit, that player turns into a rebel. A rebel, however, cannot become a loyalist. The combat rules are fairly complex. Units first move, and then volleys can be fired between opposing units that are in the same area. The side that loses the most units from combat must retreat to an unoccupied adjacent area. Coup victory After the end of the final coup phase, the players negotiate and must declare themselves either Pro-President or Pro-Junta. A rebel may choose to be Pro-President, and a loyalist may see reasons to become Pro-Junta. The side controlling three or more of the vital buildings is victorious. If the President prevails, any one rebel may be sent to the firing squad. In the case of a Junta victory, the rebels elect a new President. A Pro-Junta loyalist takes no part in the election. The First Rebel breaks a tied vote. The new President may then send any player, regardless of whether they were rebel or loyalist, to be executed. An executed player discards their political cards and hands over their pocket money to the President. Exile A player may go into exile during the Location phase by placing a location marker on one of the embassies on the map, to indicate the country to which the player fled. It is also possible to flee the republic during a coup, provided that the player controls an embassy with their forces. A player in exile is safe from executions and assassinations, but is very limited in all but the social