I have devised a simple two-part board, one half being for the deployment of 'loyal' units and one half for the deployment of 'rebels'. A coup now lasts just TWO brief rounds. It starts with a non-president player placing a unit or units in the Rebel Zone, to which the President responds by deploying to the Loyal Zone his Presidential Guard unit. Yes, that's right, 'UNIT', as there is now only a single counter for each combat element. Players declare for one side or the other (or pass) by placing their available units in either zone. Each combat unit counter bears a number on it: For example, the army brigades are a '6', while the Student Mob shows a '2'. The number indicates how many D6 rolls that unit makes during a combat round, with a 5 or 6 being a hit. No units are removed, but a counter is moved along a track to show the overall number of hits obtained by each of the two sides, loyalists and rebels. After one combat round, players can continue as is, deploy further units, change sides or withdraw from the coup. A second combat round then occurs, with the scores from the two rounds being aggregated to find whether the coup has succeeded. https://boardgamegeek.com/thread/1057357/juntalite-shortened-version-classic