COIN stands for Counter Insurgency and the COIN games are a series of games by GMT. The system was created by Volko Ruhnke how designed Labyrinth: War on Terror and Wilderness War, which are two card driven war games. The COIN system is also a card driven game, but it plays completely differently. In a typical card driven war game you are given a hand of cards. Depending what you play you are given some action points to do actions or they could be events. With the COIN system there is no hand of cards. Instead there is one deck where where everyone plays off of.
Here is what a typical card looks like:
That top row of icons shows the turn order for the round. On any given round only two factions will act. Factions can do the event, some combination of operations, or even the event on the card. The trick is, the first faction to act dictates what the next faction can do. For example, if I take the event you can only do operations. What ends up happening is one faction may not want another faction to take a full turn, so they may take a lesser action in order to prevent following faction from doing something big. It is an interesting way of playing a turn and managing turn order.
That's the basics of the system.Each game in the series follows that basic setup, but whats different about each game is how the factions play off of each other. In Andean Abyss and Cuba Libre, it's every man for himself. In A Distant Plain the COIN faction is playing a "Bad Marriage" style of partnership. The Coalition forces are trying to keep stability while the Afghan Government just rather line their pockets. In Fire in the Lake the COIN forces are in a partnership against the Insurgent forces.
So how do the games feel? It's a war game, for sure, but it feels like a very heavy area control euro. Chits are mostly used to mark information on the board, while people's pieces are wooden cubes and cylinders. Actions are taken using a menu style player aid. I personally like the asymmetrical sides. Each faction has their own special abilities and victory conditions and despite sharing some basic actions, feel completely different.
In order of release the games are:
Andean Abyss - Colombia during the 90's. I'm least familiar with this one. I own it, but haven't played it yet. It's got a monster of a deck and takes quite awhile to play.
Cuba Libre - The Cuban Revolution in the 50's. Probably my favorite of the series. It's an easier game to get in to and one that I would call a COIN gateway. The deck is also the smallest and won't take as long to play.
A Distant Plain - The Afghanistan War. Probably the hardest game in the series. Players motivations aren't as cut and dry and the relationship on the COIN side is harder to play than other factions or games.
Fire in the Lake - The Vietnam War. I haven't tried it out yet, but this could make for the best two player game in the series. It takes the partnership of A Distant Plain and makes them more synergistic.
Up comming is the Gallic War, which is the first COIN game not to take place in the modern era. Liberty or Death, the first non Volko Ruhnke designed game in the series. It takes place during the Revolutionary War. Both are up for preorder on GMT's site.