Paths of Glory Guide
Paths of Glory Guide
The rules are a useful reference once you know the game, but I have found it easier to
teach the game by presenting the concepts in an order different than that used in the rules.
In particular, I teach the basic concepts first and cover details (especially the Near East
rules) later. If you use this teaching guide as a reference, be aware that some rules are not
covered the first time a concept is presented. Some details are not covered at all. I have
included a list of abbreviations at the end of this guide.
This guide is uploaded with GMT Games’ consent, but GMT Games is not responsible
for any errors I may have made. Please let me know about any errors.
IV. Cards
Each card has 4 information sections that correspond to 4 different types of
Action you might use the card for.
Events are specific to the card. Read the text in the middle of the card.
o An “*” means the card is removed from the game once the event occurs.
Do not remove the card if it is used for an Action other than an event.
o A “CC” means the card’s event is used during a combat. Such events are
not played as actions per se. You can play a CC card to cause a non-event
Action. Some CC events are “*” events and others are not.
o Neutral Entry events bring BU, IT, RO and GR into the game. Only one
Neutral Entry can occur each turn (this limit applies to both players
combined.) TU and US come in by means other than Neutral Entry
events.
o Reinforcement events bring new units into the game. Only one per nation
per turn. Reinforcements are different from Replacements (q.v.)
Ops let you activate spaces to move or attack. Each card is a 2, 3, 4 or 5 Ops.
SR (Strategic Redeployment) lets you move a few units long distances through
friendly territory, or corps from the Reserve Box to the map or vice versa. Cannot
play in back-to-back actions in one turn. Each card is a 2, 4, 4 or 5 SR card (3
Ops and 4 Ops cards are the same for SR.) The SR number is the smaller
numeral.
RPs (Replacement Points) let you rebuild reduced units to full strength, place
eliminated armies back on the map, or place eliminated corps back in the RB.
Cannot play in back-to-back actions in one turn. Note that Replacements are
different from Reinforcements; be sure not to confuse the two.
There are two types of Action that do not require card play. If you have no cards,
or do not wish to play one, you can take a “1 Ops” Action. There is also the
“Peace Terms” Action. Most people play without the Peace Terms rule, so you
can probably ignore it when you are learning.
V. War Status, War Commitment Level and deck weeding
War Commitment Level represents your nation’s degree of focus on the war. It
starts at Mobilization, then can become Limited War and then Total War.
Each player’s 55-card deck is divided into 3 subsets:
o 14 Mobilization cards that are available at the start
o 20 Limited War cards that you get when you reach Limited War
o 21 Total War cards that you get when you reach Total War
The cards tend to get stronger as you go along, so you probably want to reach
Limited and then Total War as soon as you can sensibly do so.
You increase your War Commitment Level by playing certain events. These
events are called War Status (WS) events and have a “(1)” or “(2)” after the event
name. When you play a WS event (as an event, not as a non-event action,) raise
your WS by the parenthesized number, marking it on the track (all are “*” events,
so are removed from the game once played as events.) At the end of a turn, if WS
≥ 4, you move to Limited War (but not in August 1914,) and if WS ≥ 11, you
move to Total War.
When your War Commitment Level changes, shuffle the new cards, the discards,
and the unused draw pile together to make a new draw pile.
Getting to 4 or 11 isn’t always easy, especially if your opponent applies pressure.
o There are 6 WS points in the Mobilization deck, two (2)’s and two (1)’s.
o There are 8 WS points in the Limited War deck, two (2)’s and four (1)’s.
o You’d like to play enough WS points to raise War Commitment Level the
first time through, but you may not be able to. If you make it much sooner
than your opponent, it’s a big advantage.
Removing 2 Ops card events makes your deck better the next time through while
removing 4 and 5 Ops card events makes it worse. Weed your deck. (But many 4
and 5 Ops card events are “must plays,” limiting deck weeding.)
VII. Movement
Each unit activated to move may move up to its Movement Factor from space to
space via lines. Lines marked with restrictions may be only used by the powers
that are listed.
Finish moving all units in one space before moving units in another space. This
rule and the next one matter when sieges of forts are involved (q.v.)
Finish moving one unit in a space before moving another unit in the space.
You may not move to a space with an Attack marker (you may move through.)
You may not move to or through a space with an enemy unit.
You may not enter a neutral space, except Persian spaces after TU enters the war.
Mark control of each space you enter, except enemy forts you besiege (q.v.)
Trenches—1 army in a space that is activated to move may try to entrench
instead of moving. Can only do this once either player has played the Entrench
event (the other player may never play the Entrench event.) Roll one die for each
space; you succeed if the die ≤ army’s Loss Factor. Place Level 1 or change
Level 1 to Level 2.
If you enter a space with an enemy trench, you destroy if Level 1 or convert Level
2 to your own Level 1 trench.
VIII. Combat
Units activated for attack may attack enemy units in adjacent spaces. “Adjacent”
means connected by a line (restricted lines allow only the listed powers to attack.)
A combat involves all defenders in a space. An attack can come from several
adjacent spaces, and multiple units in a single space can attack different spaces.
You may make more than one attack. Do not specify them up front; decide as
you go, but only units activated for Attack may attack. Not all units activated to
attack must attack.
No unit may attack or be made to defend more than once in a single Action.
A multi-national attack is possible only if one single key space has units from
every nation that is attacking in that attack. No exceptions for AUS, CND, BE,
etc.
To resolve combat, add Combat Factors for all attackers and for all defenders.
Each player rolls a die on the corresponding column of the Fire Table (army if
you have an army, corps if you don’t) to determine a Loss Number inflicted on
the enemy. Then there may be casualties, defender retreat and/or attacker
advance.
Before the die rolls, the attacker and then the defender may play applicable CC’s
in support of units. A “CC*” is removed from the game after one use. Some
other CC’s allow just one use per turn, while others remain if you win the combat
and can be used in later Action Rounds (all are removed if you lose or at the end
of the turn.)
An attack from more than one space may qualify as a Flank Attack (see the Fine
Points later in this guide.)
Terrain in the defender’s space shifts the Fire Table column, as does a trench if
there is a defending unit (not just a fort.) Cards can modify the die roll up or
down (but not > 6 or < 1.)
The Loss Number you inflict on the enemy:
o Is used to determine enemy losses (q.v.)
o Tells if you win (you win if the Loss Number you inflict is > what the
enemy inflicts on you. If the Loss Numbers are equal, both sides lose.
This is WWI.)
Casualties. Take losses by flipping units to their reduced side or moving reduced
units to the Eliminated Box.
o Each flip or elimination satisfies a portion of the Loss Number equal to the
unit’s Loss Factor before flipping. Thus, if you flip a 4-3-3 to a reduced
3-3-3, it satisfies 3 toward the Loss Number.
o You may never take more losses than the Loss Number.
o Take as much of the Loss Number as you can without going over.
o Take less than the Loss Number if you can’t equal it. Never take more.
o If you eliminate a reduced army, replace it with a full strength corps of its
nation from the RB. If no full strength corps is in the RB, use a reduced
corps. If no corps is in the RB at all, the army is permanently eliminated!
Retreats. Defender retreats if
o Attacker wins and
o At least one attacking unit is at full strength after taking losses.
Retreat 1 space if Loss Number difference is 1, or 2 spaces if it’s ≥ 2.
Retreat priorities for each space of retreat:
o First priority is to prefer a friendly-controlled space
o Second priority is to prefer an in-supply space (q.v.)
o Each unit can retreat along a different path.
o If you retreat 2, follow the retreat priority for each space of the retreat.
You do not have to end 2 spaces away from where you started.
o If you retreat to (not through) an enemy space, you control it afterward.
Defender may cancel a retreat if
o It is in a trench or terrain (forest, desert, mountain, swamp—but not just a
fort) and
o It can take a step loss without being eliminated.
To cancel a retreat, flip one additional unit or eliminate one flipped unit (an army
would be replaced with a corps.) There is then no retreat.
Advance. Attacker may advance full-strength units (only) if
o Defender retreats or
o Defender is completely eliminated.
If defender retreats 1 or is eliminated, may advance into the vacated space.
If defender retreats 2, advancing units may advance further into the first space any
defender retreated to but not into a space occupied by a unit on the defender’s
side.
X. Ports
Ports in Germany and the Baltic sea can be used by the CP only.
Other ports can be used by the AP only (this includes Constantinople, but only if
AP control Gallipoli.)
XII. Supply
Units must be in supply to do almost anything (e.g., to survive at the end of the
turn.) WWI generals were paranoid about supply lines. You must be paranoid
about your supply lines or you may lose horribly. You may feel the supply rules
are unrealistically harsh. Their purpose is to make you paranoid like a real
general.
Spaces, if not in supply, will change control at the end of the turn.
Supply is drawn from supply sources (marked on the map.) A friendly-controlled
space can trace supply to any friendly supply source, but units (especially for the
AP) are pickier about where they get supply.
“Eastern” AP units (RU, SB, RO) trace supply to Russian east-edge spaces or to
Belgrade. “Western” AP units (FR, BR, IT, BE, GR, US) trace supply to London.
Serbs are also always in supply while in Serbia.
CP units trace supply to Essen, Breslau, Sofia and Constantinople.
Three units are exceptions that are always in supply: the MN corps and the
cavalry corps (ANA and SN.)
Trace supply through a chain of friendly spaces to a supply source. The path may
move from one friendly-controlled port to another. Units may not use lines that
are forbidden to that power, except SB and RO units can trace to Russian sources.
Out of Supply (OOS) effects are terrible!
o Units or spaces may not be activated (check OOS at time of activation.)
o Units may not SR.
o Units may not receive benefit of CCs, even on defense.
o Units OOS at the end of the turn are eliminated (armies permanently!)
o A space that is OOS at the end of the turn converts to enemy control (Serb
spaces convert only when CP units enter.) A Level 1 trench is removed,
and a Level 2 trench becomes a Level 1 trench for the opposite power.
XIII. Forts
Forts are defensive spaces owned by one side at the start of the game. They can
be destroyed by attack or siege, but may never be rebuilt.
Forts are never out of supply, and a space with a fort cannot change control unless
the fort is destroyed.
Forts are not units. They have Combat Factors and Loss Factors (which are
equal.)
Units defending in an undestroyed fort space add the Combat Factor of the fort to
their total Combat Factor sum. Attackers gain no benefit from forts in their space.
Forts do not use the Army Fire Table unless there is an Army in the space.
If a space with a fort is attacked and the Loss Number inflicted on the space
eliminates all the units, leaving an amount at least equal to the fort’s Loss Factor
left over, it is destroyed.
A fort with no units on it of either side may be attacked by adjacent units. If the
Loss Number at least matches the fort’s Loss Factor, it is destroyed.
A fort with no units on it does not benefit from a trench in the space.
Siege. Enemy units may enter an undestroyed, unbesieged fort only if they
besiege it. Besieging units enter a fort space and must stop. They do not gain
control of the space (and any associated VP) until and unless the fort is destroyed.
To besiege a fort, it takes any 1 army or as many corps as the fort’s Loss Factor.
You may not enter a fort space unless after all units move during your action, you
besiege it.
Once you besiege a fort, your other units may move into or through the space
freely.
Effects of siege:
o Besieging side can trace supply through the space (other side cannot.)
o If the space is activated for attack, a force sufficient to besiege must be set
aside to do nothing except (if desired) attack the fort. Any extra units may
attack adjacent spaces as usual.
o A besieged fort may not be attacked from an adjacent space.
o You may not move units off the space in such a way as to leave some units
still there, but not enough to besiege. (You may move all units off.)
Siege resolution. At the end of the turn, roll a die for each besieged fort. If the
die ≥ the fort’s Loss Number, it is destroyed (but see Turn 1 Restrictions below)
and control of the space changes.
XIV. Reinforcements
Reinforcements are newly created units entering the game, via events, for the first
time. They differ from Replacements, which rebuild existing units.
Place any corps shown on the card in the RB. Place armies on the map, either in
the nation’s capital or any supply source in the nation (but see exceptions.)
Armies must be in supply when placed. You must be able to fit them all on the
map. (Exception for France, because Paris can become congested: If you’d be
able to place reinforcements in Paris, except that it’s too full, you may place them
in Orleans instead if it is not full.)
The Near East—a CP weak spot (note that if the AP take Constantinople, the whole NE,
with at least 6 CP VP spaces, is out of supply for the CP!)
Constantinople and Bursa are on the NE map though they appear on both maps.
It is hard to operate in the NE, especially for armies.
Only 6 armies, marked “NE”, can enter or attack spaces in the NE map.
o In Limited War, the AP has the MEF (BR) and the CAU (RU) armies.
o In Total War, the AP has the NE (BR) and AOO (FR) armies.
o In Total War, the CP has the Turkish YLD and AOI armies.
There are limits on corps movement into/out of the NE map.
o No limits on TU units (they live there.)
o No limits on normal movement through Constantinople.
o For other CP units, only 1 corps per turn may SR into/out of the NE.
o For the AP, only RU, BR and AUS corps may enter the NE.
o For RU each turn, only 1 corps may SR into/out of the NE, and only 1
corps may move, advance or retreat into/out of the NE east of
Constantinople.
o For BR and AUS each turn, only 1 corps may SR by sea or from the RB
into/out of the NE (no limit on SR via Constantinople if AP controlled.)
AP Attacks are hard to coordinate.
o Mostly, the AP may activate at most 1 NE space per Action for attack
(more may activate to move.)
o The MEF Beachhead space and the space with the NE Army in it are
exceptions and can be activated for attack in addition to the limit of 1
space.
o Only the MEF army and BR or AUS corps can draw supply from the MEF
Beachhead. When such units are drawing supply from the MEF
Beachhead, it costs 3 Ops points to activate the MEF army (to attack or
move) and 1 Ops point to activate each corps.
MEF Invasion event
o When the AP plays this event, place the MEF Beachhead marker on either
MEF 1, 2, 3 or 4 (your choice.) Put the MEF on top. This potential space
now becomes a space and an AP port.
o The MEF event counts as a BR Reinforcement. It cannot be played in the
same turn as another BR Reinforcement event.
o If a CP unit enters the space, remove the Beachhead. If the space later
becomes empty, it is no longer a space and can never again be entered.
Salonika Invasion event
o This represents Limited Greek Entry. It makes 2 spaces (Salonika and
Kavella) enterable and (initially) AP controlled. FR and BR corps can SR
in to Salonika (from the RB or AP ports) as part of this action.
o The Salonika event counts as a SR play (so cannot immediately follow or
precede another AP SR action in the same turn.)
o Salonika does not bring GR units or other GR spaces into the war.
o The FR AOO army can be entered as a FR Reinforcement in Salonkia (if
AP controlled.) It can help attack Constantinople (the CP Achilles heel.)
o Serbs can use RP to rebuild armies in Salonika if the Salonika or Greek
Entry event has been played and Salonika is AP-controlled. Serbs can use
Salonika for supply if it is AP-controlled.
Once you play the Salonika event, you may not thereafter play the MEF Invasion.
NE Corps. There are two cavalry corps, the ANA for the AP (Lawrence of
Arabia) and the SN for the CP. They follow rules that are exceptions to the
normal rules.
o The NE corps are placed directly on the map when they enter as
reinforcements, and not in the RB. If the ANA is eliminated and later
rebuilt using replacements, it comes back on the map (the SN is a “•” unit
and cannot use RP.)
o The NE corps are never OOS.
o The ANA or SN cannot serve as a destination to which other corps may be
SRed from the RB (if another corps is in the space, you can use that one.)
o The ANA does not convert spaces to AP control when it enters. However,
the space ANA is in is under temporary AP control. This does not affect
any spaces that are AP-controlled as a result of other units’ actions.
o The SN converts spaces to CP control when it enters, but during the
Attrition phase at the end of the turn, these spaces revert to AP control if
they are OOS for the CP (except the space the SN is in.)
o Medina survival. Any TU unit in Medina (corps or, unlikely, army) is
never eliminated for being OOS. Such a unit prevents control of Medina
(and the VP) from reverting to the AP. If otherwise OOS, such units may
not be activated, may not SR, may not have other units SR onto them, may
not take replacements and may not use CC when attacked.
Any attack solely out of the Sinai space has the die roll modified by –3, except
that the AP no longer suffers from this once the “Sinai pipeline” event is played.
Note that “Sinai pipeline” is also a prerequisite for the BR NE Army
Reinforcement.
Turkish Entry. When the CP reaches Limited War, Turkey immediately enters the war.
This does not count as a neutral entry event; another neutral entry event can occur during
the same turn.
Brave units
Some AP units are especially brave. When they participate in an attack, the
bravest of the brave units must take the first loss step (if possible.)
Order of bravery:
o BEF Army
o BEF Corps
o MEF Army/CAU Army (in ties, AP chooses)
o AUS Corps/CND Corps (in ties, AP chooses)
The bravery rule takes precedence over the “must take as much of the Loss
Number as possible without going over” rule.
This rule only applies to the first loss step. Once that has been taken, take the rest
of the Loss Number normally.
There’s no effect if the CP is attacking.
Flank Attacks
The attacker can make a Flank Attack if
o Units are attacking from two or more spaces, and
o At least one army is attacking, and
o The defending space is not a swamp or mountain, and
o The defender is not in a trench (unless a trench-canceling CC is in play)
and
o The target of the attack is not an unoccupied fort.
A Flank Attack can succeed (letting the attacker fire first,) or fail (letting the
defender fire first.) When a Flank Attack is made, the successful side will fire
first, then the other side will take losses, and only then will the unsuccessful side
fire and inflict losses.
To determine whether a Flank Attack succeeds, roll a die roll and add +1 for each
flanking space. The attacker succeeds if the roll is ≥ 4, but the defender succeeds
in frustrating the Flank Attack if the roll is ≤ 3.
Pinning. The Attacker must designate one “pinning” space among the attacking
spaces. Each attacking space other than the pinning space is now checked to see
whether it is a legitimate flanking space that adds +1 to the die roll. A space is a
legitimate flanking space if it is not connected by a solid (i.e., non-dotted) line to
any space containing units of the defending side other than those in the defending
space.
Order of Combat. With Flank Attack rules in play, the combat resolution
sequence is as follows:
o Attacker designates the combat
o Add up Combat Factors for each side
o Attacker plays any CC cards that affect flanking
o Attacker may choose to roll for a Flank Attack if the conditions are
satisfied. If so, the next 5 steps are done first for the successful side and
then for the unsuccessful side.
o Play any CC cards that are legal at the current time (if conditions needed
to play a CC are in effect at this time, the CC remains valid even if those
conditions stop being in effect later in the sequence.)
o Determine die roll modifier.
o Determine Fire Table and any column shifts from terrain or trenches.
o Roll to determine results.
o Take losses.
o Determine who wins or loses (both sides lose if the Loss Numbers are
equal.)
o Defender retreats if necessary.
o Attacker may advance if eligible.
Special Corps
The ANA, AUS, CND and PT corps all count as BR for activation purposes, but
they use Allied RP to rebuild.
None of these can be used to replace a BR army that is eliminated.
The BEF Army can only be replaced by the BEF corps, and the only army the
BEF corps can replace is the BEF Army.
The MEF and NE armies can be replaced by any normal BR corps. The CAU
army can be replaced by any normal RU corps. The AOO can be replaced by any
normal FR corps. The TU armies can be replaced by any normal TU corps (but
not by SN.)
The SN corps by itself cannot satisfy a TU MO.
Event Card effects. Many Event Cards affect the rules once they are played. The
wording on the Event Card applies. Not all such effects are described in this guide.
No combat is allowed into or out of a desert space in summer turns. Sieges are allowed.
Units in London may attack only if there’s another attacking unit in the same attack that’s
located on the mainland (no D-Day landings; this is WWI!) However, IT units may
attack across the Taranto-Valona line even if there are no other supporting units.
The MN corps is never OOS. Note that it cannot move or SR on the map.
You may play any Event to “weed” the deck and/or for WS, even if the event is moot.
However, in general, you must fulfill any pre-conditions for play of the event.
As an exception, the MEF, NE, CAU and AOO armies can be placed at the
nation’s capital, ignoring any preconditions for play of the event. If so played,
these armies lose their NE capabilities (but WS is still raised if the AP plays MEF
and/or NE Army in this way.)
Rule 12.4.4.2 prevents you from gaining an unfair advantage if you run out of corps in
the RB to replace eliminated armies. Read it once you understand the game better.
You cannot have more than 3 units in a space. If you would have more than 3 (due to
retreat,) you must eliminate enough retreating units to bring the total down to 3 (armies
are eliminated permanently.)
A unit that retreats to a space that is attacked later in the same action, does not participate
in the defense, but is eliminated if the attack results in a Loss Number ≥ 1. Note: the
enemy may not attack a space if the only units in the space are ones that have already
retreated.
Abbreviations
AH Austro-Hungarian
ANA Arab Northern Army (Allied NE corps)
AOI Army of Islam
AOO Army of the Orient
AP Allied Powers (sometimes AL)
AUS Australian
BE Belgian
BEF British Expeditionary Force
BR British
BU Bulgarian
C Corps
CAU Caucasus (army also known as "Yudenitch"
CC Combat Card
CND Canadian
CP Central Powers
DRM Die Roll Modifier
FR French
GE German
GR Greek
IT Italian
MEF Mediterranean Expeditionary Force
MN Montenegrin
MO Mandated Offensive
NE Near East
OOS Out of Supply
Ops Operations
PT Portuguese
RB Reserve Box
RO Romanian
RP Replacement Points (note: Reinforcements are not Replacements!)
RU Russian
SB Serbian
SN Senussi Tribal (TU NE corps)
SR Strategic Redeployment
TU Turkish
US United States
VP Victory Point
WS War Status
WWI World War I
YLD Yilderim