Game Variant
THE EAST IN SHREDS REDUX
a variant for SPI's The China War
v.2.1, 30 May 2013
© Brian Train, 2013

The China War: Sino-Soviet Conflict in the 1980s was the issue game in issue #76 of Strategy and Tactics (Sep-Oct 1979).  This was SPI's second attempt at modelling a war between Russia and China, and was a great improvement over the first (The East is Red, issue #42, Jan/Feb 1974).  There were three scenarios in the orginal game: a full-scale invasion of the People's Republic of China (PRC) by the USSR; a rematch of the Sino-Vietnamese War; and a hypothetical  invasion of the PRC by Taiwan.  

The situation in East Asia has changed considerably from what it was almost 35 years ago.  The collapse of the Soviet Union and the modernization of the People's Liberation Army (PLA) have combined to make the PRC a strong regional presence.  However, the drastic economic and political changes that are wracking Chinese society today also have the potential to make the PRC fall apart as a country and see a return to the regional fighting among warlords that marked the first half of the 20th century.  This variant makes use of the rules, map, and some of the counters in The China War.  All rules to the game are unchanged except as detailed below:

1.0  Introduction
The East in Shreds examines the possibility of the PRC breaking apart into warring regions some time around, well, now.   

2.0  How to Play the Game
This variant may be played by 2-7 people, each player representing a regional 'warlord' (military or political leader) hoping to reunite China under his faction.  Although there may be fewer than seven actual players, units from all seven factions will be on the map at all times (see 5.1).   

3.0  Game Equipment and Definitions.

3.2  Playing Pieces.  The variant uses a few counters from the original game along with a sheet of new ones.  The only armies that are represented in the game are those of the PRC, the Chinese Warlords, Taiwan, the United States, and Russia. Note: in all respects a brigade is considered to be one-third of a division. Another note: players may omit all mention of and rules related to countries outside the PRC if they don’t wish to complicate things, but it may make for a less interesting game.

To make the counters, photocopy or print out the pages with the counter images and mount them on cardboard.  The top seven rows of the right half of the first sheet are the reverse sides of the Chinese first-line, Taiwanese, and United States units, shown on the top seven rows of the left half of the first sheet. Stick them to the back of the counters, or leave everything single-sided and make substitutions when a unit is reduced. 

China.  The People's Liberation Army (PLA, or standing army of the PRC) is much reduced in numbers since 1980.  It is represented in the game by a new set of division and brigade counters (black on yellow). First-line units include all PLA units with a movement factor of 9, the airborne divisions (3-3-3 and 2-2-3), the five airborne, marine and mountain brigades (2-2-3), and the eight helicopter brigades (2-2-6). All other PLA units are second-line. All first-line divisions are two-step units, all others are single-step units. Some units are marked with a * which denotes them as Rapid Response Units: these units are capable of Reaction Movement (6.6).
Chinese Warlords.  Seven identical sets of control markers (banners) are provided to show which PLA units are under the control of which warlord or faction.  Players may make more control markers if they wish. The player who has or last had a unit in the hex containing a provincial capital is the one who controls that entire province; place a banner marker to denote this.
Taiwan.  Use the new counters provided (black on blue). They are all two-step units, except for the corps HQ unit.
United States.  A number of US brigade size units (black on green) are supplied to represent formations that might be sent to intervene in a future civil war in China.  They are all two-step units. The brigades of the 82nd Airborne Division (3-3-3) are airborne non-mechanized units, those of the 101st Airmobile Division airmobile (3-3-6), and those of the 2nd Mechanized Division (4-5-9, 4-4-9), the 2nd Cavalry Regiment (3-4-9) and the Marine regiments/brigades (3-4-9) are mechanized.  
Russia.  Use USSR counters from the original game: five second-line mechanized divisions and one airborne division, all on their reduced sides. The airborne division is an airmobile unit. See 5.32 for the use of these forces when the Russian intervention event happens.
Port: (clarification) Port hexes are used for sea transport or for receiving supplies or foreign military units. Ports are defined as provincial capitals in coastal hexes, or hexes with shipbuilding symbols.
Xianggang (Hong Kong, hex 3229): This territory has returned to Chinese administration. In the game, Xianggang is treated both as a provincial capital and a port.

4.0  Sequence of Play

4.1  The Game-Turn.  Each Game-Turn consists of a Political Events Inter-Phase, followed by up to seven Player-Turns.  Each faction's player-turn follows the same sequence as in the original game (replacement, movement, reaction, combat) except that during the Reaction Phase, only eligible units belonging to or controlled by other factions that started the Phase adjacent to units of the phasing player may conduct Reaction Movement (see 6.6).

4.2  Game-Turn Sequence Outline.  At the start of each Game-Turn, the players determine randomly who will be the first player.  After the first player (or human player temporarily in control of that faction: skip over NPFs that are temporarily neutral/inactive) has completed his Player-Turn, the next player follows in alphabetical order A-B-C-D-E-F-G-(back to A) until all active factions have had a Player-Turn.

5.0  Political Events Phase and Political Rules (replacement) 

5.1  Non-Player Factions.  In most games, some factions will not be represented by a human player. These are called Non-Player Factions (NPF).  During the game, these factions will come under the control of one player or another or go neutral due to Political Events rolls.  When a human player is designated as the controlling player for an NPF, he moves and conducts combat with the units of that faction during that faction’s proper player-turn.  NPFs remain under the control of human players until that faction becomes neutral in the Political Events Phase.  Units of a neutral NPF do not move or attack (nor do they garner replacements while neutral) but units of that faction may be attacked by other players.  Attacking a neutral NPF during your turn activates it and places it under the control of a human player hostile to you (determine randomly which one).  Keep a control (banner) marker as a reminder of which NPFs are temporarily under your control.  

5.2  Diplomacy.  During the game, players are encouraged to make any deal among themselves that does not actually violate the rules of the game. Examples would include allowing units of one faction to move through units of another, drawing supply from another player's provincial capital, etc.  Be creative. Be fickle. Beg me.  

5.3  The Political Events Interphase.  During each Game-Turn's Political Events Interphase, one player (it doesn't matter who) rolls two dice in succession to determine the event (if any) for that turn.  See the Political Events Table and explanations for each event.  He also rolls two dice to see if 'The Machine Stops' (see 17.0). Note: players may omit all mention of and rules related to countries outside the PRC without affecting the play of the game if they don’t wish to complicate things.

5.31  Taiwanese Invasion.  Taiwan may enter the game either through a political event or at the invitation of the player who currently controls Fujian province.  Taiwanese units may not stack with Chinese units but may stack with US units.

If Taiwan enters the game via a Political Event roll, the Taiwanese units come under the control of (but are not allied with) a player hostile to the player who currently controls Fujian province (choose randomly).  All ten units of the 6th Corps immediately appear in Taiwan. This player can then, in his Player-Turn, transport Taiwanese units to the mainland (up to four units, per turn) and carry out amphibious attacks as detailed in 15.0.

Taiwan may also be invited to intervene by the player who controls Fujian province.  He declares this invitation in the Political Events Interphase, the units appear in Taiwan, and in the Movement Phase of his turn up to four units (per turn) may be transported to Fuzhou (hex 3729) without loss.  The Taiwanese stay allied with the faction that invited them in (and would go neutral with it if it is an NPF) for the rest of the game, and at the end of the game the player who invited them in is penalized 3 Victory Points as a penalty for letting the running dogs in through the back door.   

In either case, if the United States is supplying or has intervened on behalf of another player, that player may stop the Taiwanese intervention (by interdicting the Taiwan Straits with elements of the Seventh Fleet). No further transfers from Taiwan to China are allowed.

5.32  Russian Invasion.  When this event is rolled, a player who is hostile to the player who controls Heilongjiang province (choose randomly if more than one) draws five Russian second-line mechanized divisions and one 2-3-6 airborne division, all placed on their reduced sides (1-2-6).  These units are placed by that player in former Soviet Union territory within six hexes of 4605, and will move and fight in his Player-Turn (but they are not allied with anyone).  Russian units may only move within the former Soviet Union and Heilongjiang and may only attack units in Heilongjiang.  If Russian units succeed in occupying Harbin (hex 4309), they will leave one division occupying the capital and may then move into and attack units in Jilin.  If they occupy Changchun (hex 4210), they may then move into Liaoning and try to take Shenyang (hex 4113).

5.33  ROK, Japan, or US Declares Neutrality.  When this event is rolled, the country indicated will take no further part in the game.  If it had previously intervened, the supplies cease, all intervening units and Air Points are immediately removed from the map, and all future 'intervention' rolls for that country are treated as 'No Effect'.

5.34  ROK, Japan, or US Intervenes.  When this event is rolled, the country indicated will either provide supplies or (if the US) send units to help a randomly-chosen human player.  The player may always refuse to accept this help (in this case, it is treated as “no event”).  Receiving supplies allows a player to rebuild more and better units (see 12.0) and negates the mobility restrictions of "The Machine Stops" (see 17.0). The player must have at least one controlled port to receive supplies: if he doesn't have one when the event is first rolled, treat as ‘No Event’; if he has no controlled port at the moment when it matters (e.g. the Replacement Phase or Movement Phase), the supplies cease arriving (and are not restarted if he should happen to capture another port later).

If 'intervention' is rolled for a particular country and that country is already providing supplies to someone, treat as 'No Event' (although a player who was already receiving US supplies would get the US units, if the US were to intervene again for him). 

The US may intervene with military units and Air Points.  In this case, the benefiting player not only receives supplies, he will in the Replacement Phase of his Player-Turn receive 15 Air Points and his choice of certain US units:

Unit Type	Arrival point	Delay	
Airborne (82nd Division)	Any clear, desert or Pop 100/200 hex in China	1 turn	
Airmobile (101st Division)	Any friendly-controlled provincial capital	2 turns	
Mechanized (2nd Division)	Any friendly-controlled port	3 turns	
Marine	Any friendly-controlled port or coastal Pop 100/200 hex in China	2 turns	

In the Replacement Phase of the Player-Turn indicated, the player will receive the troops he has chosen (so, if the event is rolled for in the Political Events Interphase of Turn 3, and he chose to receive two airborne units, one airmobile unit, and one mechanized unit, the airborne would arrive in the Replacement Phase of Turn 4, the airmobile in turn 5, and the mechanized in turn 6). If an eligible arrival point does not exist at the time the unit is due to enter the game (e.g. no controlled port), then the unit does not arrive.  At the end of the game, the player who accepted US units is penalized 2 Victory Points if he accepted Air Points only, plus a further ½ Victory Point per ground unit accepted (round fractions up), as a penalty for letting the paper tigers in through the back door.  

5.35  NPF Activates.  A randomly-chosen inactive NPF will activate and become allied with a randomly-chosen human player's faction.  The human player will move and fight with the NPF units, distribute replacements, use its Air Points, etc. in the NPF's appropriate Player-Turn until all units of that NPF are eliminated or the NPF becomes neutral due to another event roll.  However, units of the NPF may not stack with the human player's units. As a reminder, keep a control marker of the NPF to remind you of your ally and when to play him.

5.36  NPF Goes Neutral.  A randomly-chosen active NPF will become neutral.  Its alliance with the human player is cancelled, and its units stop in place and do not move, take replacements, reaction move, or attack until they are re-activated by another event roll or are attacked by someone.

5.37  Second Korean War.  When this event occurs, roll one die: on a 4,5, or 6 North Korea invades the ROK (else 'No Event').  Add one to the roll if the ROK is currently providing supplies to anyone.  If North Korea invades, treat it as if the ROK, Japan, and the US had all simultaneously declared neutrality.  All supplies immediately cease, and any US units and Air Points are immediately withdrawn (simply remove them from the map).

5.38  No Event.  Nothing happens.

6.0  Movement
Use 6.1 to 6.34 only, and add the following:

6.35  (replacement rule) Each faction can move by rail only as many units as it controls provincial capitals.  Each 'RR Manufacturing' symbol controlled adds two to this maximum rail movement capacity.  

6.4  Airborne/ airmobile movement. (replacement rule) 
6.42  (replacement) Airmobile units in the game include the PLA helicopter brigades (2-2-6), brigades of the US 101st Division (3-3-6), and the reduced Russian airborne division (1-2-6).  These units may travel up to six hexes through any terrain, regardless of movement point costs.  They may not move through any hex containing three or more enemy divisions (or equivalent), and may not stop in any hex containing enemy units.

6.5  Sea Movement. (new rule) A player may move his units between ports (i.e. provincial capitals in coastal hexes, or hexes with shipbuilding symbols).  A maximum of two units that start the Movement Phase in a port may move by sea to another port under the same player's control.  It may not move any further but it may attack.  On arrival, the owning player must check to see if part of the unit was sunk in transit.  He rolls one die, adding one to the roll for each port controlled by a hostile player that is between the port moved from and the port moved to, and on a 6 or greater the unit moved loses one step.

6.51  The PLA marine brigades (2-2-3), amphibious armor brigade (3-2-9) and mechanized amphibious divisions (4-4-9) may perform amphibious assaults as in 15.0. These units do not count against the limit of units that may be moved between ports as given above. A given unit must start the Movement Phase in a port and may 'land' at any empty or friendly-occupied coastal hex within six hexes of the port.  It may not move further but may attack.  The unit checks for losses at in 6.5 above on arrival but does not add anything to the die roll for intervening hostile ports.

6.6  Reaction Movement.  (I think this rule got scrambled in the original game.  Here it is in one place, slightly changed.)  In the Reaction Phase, the units of players other than the moving player which are adjacent to his units may perform Reaction Movement, if they are capable of doing so.  All mechanized units may expend two Movement Points, and all airmobile units may move up to six hexes as detailed in 6.42.  The moving player may occupy any hexes adjacent to his units that were vacated due to Reaction Movement. The following units are capable of Reaction Movement:
•	All PLA Rapid Reaction Units (marked with a *)
•	All US units and all Taiwanese mechanized units (i.e. with a movement factor of 9)
•	All airmobile units (PLA helicopter brigades, US 101st brigades and the Russian airborne unit)

7.0  Overrun
no change

8.0  Stacking
No change, except that units of an NPF currently active and allied with a human player may not stack with the human player's units. Taiwanese units may stack with US but not Chinese units.  Russians may not stack with anyone.

9.0  Combat
No change except for the following, add to 9.4 and 9.5:

•	Whenever one or more US units are involved in a combat, the combat ratio is adjusted three columns in favor of the player controlling the unit.
•	Taiwanese units get two shifts in their favour, not one.
•	There is no Chemical Warfare.
•	PLA Group Army headquarters and all US units may use Electronic Warfare.
•	Stryker brigades: Two US mechanized brigades rated 4-5-9 and the 3-4-9 2nd Cavalry Regiment are using the advanced “Stryker” combat vehicle. If the force opposing the force containing a Stryker unit is required to lose a step or retreat in combat, the player controlling the Stryker unit may choose whether the enemy force may retreat or not, and may choose which unit or units will lose steps.
•	There are no Mass Attacks.  Instead, a player may declare any attack a "Big Socialist Push".  After the die has been rolled and combat results applied, he may continue the attack by losing one step from his attacking units, recalculating the combat odds and shifts, and rolling the die again.  He may continue doing this (losing one step each time he recasts the attack) until one side is eliminated, the defender retreats, or he unilaterally breaks off the attack.  Air Points allocated to the first attack of the Push apply to all subsequent combat resolutions as well.

10.0  Terrain Effects on Movement and Combat
No change except cancel 10.2, 10.5, and 10.8,  and all other references to militia, garrisons, prepared positions, and the Trans-Siberian Railroad.

10.4  (addition) Armor units may apply the tank bonus (two columns) when attacking or defending in a desert hex, mechanized units may apply the mechanized (one column) bonus.

11.0  Supply

11.3  Supply sources.  (additions)
China:  To be judged in supply, a Chinese unit must trace a line of supply as defined in 11.1 to a Group Army HQ unit of the same (not allied) faction. The HQ unit must in turn be able to trace a line of supply to a provincial capital controlled by the same faction.
Taiwan:  Taiwanese units must trace a line of supply as defined in 11.1 to any coastal hex that is within two hexes of Taiwan.
United States:  US units must trace a line of supply as defined in 11.1 to any coastal hex, or they may supply units by air as detailed in 11.4 (except that the units being supplied may be anywhere on the map).  Each unit supplied by air “uses” one Air Point per turn (so for example, in a turn where the player was supplying four units by air, he would be able to use only 11 US Air Points).
Russia:  Russian units must trace a line of supply as defined in 11.1 to a rail hex that leads to Vladivostok (hex 4711) or hex 2701. They may not supply units by air (11.4).

12.0  Reinforcements and Replacements (change)

There are no scheduled reinforcements in the game.  Factions represented by human players and NPFs that are currently active do get replacement steps that may be used to either unreduce eligible units as detailed in the original game, or to create new second-line infantry divisions.  

China:  In the Replacement Phase of his Player-Turn, a warlord will receive replacement steps equal to the number of provincial capitals he controls.  These replacement steps may be saved from turn to turn, but are used only for creating new or previously eliminated second-line infantry divisions (2-3-3) or Group Army HQ units (1-1-9) (each unit costs two steps each). If a player is receiving supply from the ROK, Japan, or the US, he may also use these steps to unreduce first-line units (one step for a division, or to reconstitute a previously eliminated brigade – eliminated first-line divisions may not be reconstituted).  PLA airmobile, airborne, and marine units may not receive replacements.  New second-line infantry divisions and reconstituted Group Army HQ or brigades are placed in provincial capital hexes, no more than one per hex.
United States, Taiwan and Russia:  these countries get no replacements.

13.0  Tactical Air Support and Tactical Nuclear Weapons (change)
No nuclear weapons are used in this variant.  Cancel 13.2, 16.0, and any other references to nuclear weapons.  Each player receives Air Points as detailed below.  In all cases, halve the value of Air Points used 4-6 hexes from their base (provincial capital, airfield, or coastal hex)

China:  Each faction starts the game with 1-6 (roll one die) Air Points that may be used within six hexes of any friendly provincial capital.
Taiwan:  When Taiwan enters the game, it receives six Air Points to be used within six hexes of the airfield in hex 3828.
United States:  When the US intervenes in China, they enter with 15 Air Points that may be used within six hexes of any provincial capital controlled by the warlord with whom they are allied, or any coastal hex (represents Carrier Air Groups).
Russia:  When Russia enters the game, it receives four Air Points that may be used within six hexes of any military airfield in the USSR.

14.0 Army Reorganization - (deleted)
There are no army counters. Divisions may not break down into brigades.

15.0  Taiwanese Amphibious Attack Capability
No change except Taiwan can now move four units of any size per turn off the island.

16.0  Tactical Nuclear Weapons - deleted

17.0  The Machine Stops (new rule)

This rule reflects the widespread socioeconomic chaos of a second Chinese Civil War.  Within a month or two, it would no longer be possible to keep modern mechanized armies fully functioning in the field.  Each Game-Turn after the first, during the Political Events Phase, one player (doesn't matter who) rolls two dice.  If the roll is less than or equal to the number of the current turn, then the following conditions apply to all Chinese units for the rest of the game:
	
•	All Group Army HQ units lose their Electronic Warfare capability.
•	All Reaction Movement is reduced to one Movement Point.
•	All factions lose half their Air Points and halve their RR movement capacity (round up).
•	The PLA helicopter brigades are removed from the game.
•	A player may move at their full Movement Allowance only as many PLA mechanized units and MP divisions as he controls provincial capitals.  PLA units above this number are treated as if they had a Movement Allowance of three instead.  A player who controls Changchun (hex 4210) or who is receiving supply from the ROK, Japan, or the US is not affected by this restriction while he controls the hex or receives supply.

18.0  Scenario:  The East in Shreds (new scenario)
18.1  Length.  This scenario is ten Game-Turns long.
18.2  Setup.   First, PLA units are grouped off-map for each Military Region as follows (ID numbers of units have been added but it is not necessary to match them, except for the Rapid Reaction Units)

Military	Component	PLA Units			
Region	Provinces	Divisions	Brigades	Group Army HQ	
Lanzhou	Xinjiang, Qinghai, Gansu, Ningxia, Shaanxi	1 armor (12)
1 mech (11)
4 motor (4*, 6, 8, 61*)
2 MP (7, 63)	1 armor 
1 mech (55)
2 motor (56, 139*)
1 helo (3)	2 (21, 47)	
Chengdu	Xizang, Sichuan, Yunnan, Guizhou	1 mech 
3 motor (31, 40*, 149*) 
2 MP (38, 41)	2 armor 
1 mech (54)
2 mountain (52, 53) 
1 helo (2)	2 (13, 14)	
Guangzhou	Guangxi, Guangdong, Hunan, Hubei, Xianggang	1 amph mech (124*)
1 mech (123*)
2 motor (121, 132)
3 airborne (43, 44, 45)
1 MP (126)	2 armor (9, ?)
2 motor (XG)
2 marine (1, 164) 
1 helo (6)
	2 (41,42)	
Nanjing	Jiangxi, Fujian, Zhejiang, Anhui, Jiangsu, Shanghai Shi	2 armor (2, 10)
1 amph mech (1)
2 motor (86, 91*)
3 MP (2, 93, 181)	1 armor
1 amph armor (A)
5 motor (34, 36*, 92, 179, SH)
1 helo (10)	3 (1, 12, 31)	
Jinan	Henan, Shandong	2 armor (8, 11)
1 light mech (127)
1 motor (162*)
1 MP (128)	1 armor 
1 mech (58)
4 motor (60, 77, 138*, 199)
2 helo (1, 7)	3 (20, 26, 54)	
Beijing	Beijing, Tianjin, Hebei, Shanxi, Nei Monggol Zizhiqu	2 armor (1, 6)
3 mech (1G, 112, 113)
2 motor (3G, 193*)
3 MP (81, 114, 187)	1 armor (13)
2 mech (188, 235)
4 motor (80, 81, TJ, 195)
1 helo (8)	3 (27, 38, 65)	
Shenyang	Heilongjiang, Jilin, Liaoning	2 armor (3, 4)
1 mech (116)
3 motor (46, 69*, 115)
2 MP (117, 120)	1 armor (4)
1 mech (190)
5 motor (32, 47, 118, 119, 120)
1 helo (9)	3 (16, 39, 40)	

Notes: The three motorized infantry brigades marked TJ, SH and XG (2-2-9) are the Tianjin, Shanghai and Xianggang (Hong Kong) garrisons respectively. The 1Gd and 3Gd divisions (5-5-9, 4-5-9) are the Beijing garrison. These units should be set up in those city hexes for verisimilitude. The Military Police (MP) divisions (1-1-6) represent the mobile divisions of the People’s Armed Police: they are “semi-motorized” units with no supporting arms, used for internal security. They are second-line, non-mechanized, single-step units. 
(source of much of the above: http://www.sinodefence.com/army/organisation/army-orbat.asp, estimate from February 2009, http://www.docstoc.com/docs/152341074/east-asia-combined, retrieved 28 May 2013, and the 2012 edition of the IISS annual book The Military Balance)

Determine randomly who will be the first player: this player will be Faction A. He chooses a Military Region and sets up the PLA units listed for it as he pleases anywhere within the Region, with control markers to match.  He then rolls one die to find his Air Points, and rolls one die once for each PLA unit.  If he rolls a 6, that unit is reduced by one step (brigades are eliminated): this simulates an initial period of confusion where some PLA units will refuse to follow orders, or be purged of disloyal elements, or spontaneously disband.  The next human chooses a faction letter randomly, chooses a Military Region, sets up his PLA units, rolls for Air Points and desertions, etc..  Finally, any NPF letters are assigned to whatever Military Regions are left and the PLA units for each Region are distributed as evenly as possible between the Region’s provincial capitals.  Determine initial Air Points and roll for desertions.  Play then begins with the Political Events Inter-Phase of the first turn.

18.4  How to Win
At the end of the last turn play stops and each faction receives Victory Points (VP) equal to the number of provincial capitals controlled at the moment the game ended.  No points are awarded for eliminating enemy units, and players may have VP deducted if they accepted Taiwanese or US units or Air Points.  The winner of the game is the faction with the greatest total of VP.  Each faction counts independently without regard to alliances, so it is possible for an NPF to win the game!  

Political Events Table
Roll two dice in succession, treat the first die as 'tens,' the second as 'ones'  (e.g. a 4 followed by a 2 is read as 42).  For full details concerning each political event, see 5.0.

Roll	Event	
11-15	Taiwanese Invasion. If this has already occurred, treat as No Event.	
16-22	Russian Invasion.  If this has already occurred, treat as No Event.	
23-24	Japan declares neutrality	
25-26	US declares neutrality	
31	Japan intervenes with supplies (choose beneficiary randomly)	
32-33	ROK intervenes with supplies (choose beneficiary randomly)	
34-35	US intervenes with supplies only (choose beneficiary randomly)	
36	US intervenes with supplies and units (choose beneficiary randomly)	
41-46	Random NPF activates (choose randomly from inactive NPFs; the NPF allies with a random human player)	
51-56	Random NPF goes neutral (choose randomly from among currently active NPFs)	
61-63	ROK declares neutrality	
64-66	Second Korean War.  If this has already occurred, treat as No Event.