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Paths of Glory Guide

This document provides a teaching guide for the board game Paths of Glory by GMT Games. It summarizes the key concepts in the game in an order different than the official rules to make teaching easier. The guide covers spaces on the map, combat units, the action phase structure, cards and their uses, war status and commitment levels, operations and activation, movement, and combat. It is intended as a reference for teaching the game but may omit some details from the full rules.

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Solon Kwok
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0% found this document useful (0 votes)
763 views

Paths of Glory Guide

This document provides a teaching guide for the board game Paths of Glory by GMT Games. It summarizes the key concepts in the game in an order different than the official rules to make teaching easier. The guide covers spaces on the map, combat units, the action phase structure, cards and their uses, war status and commitment levels, operations and activation, movement, and combat. It is intended as a reference for teaching the game but may omit some details from the full rules.

Uploaded by

Solon Kwok
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
You are on page 1/ 17

Paths of Glory Eric Brosius

Teaching Guide September, 2007

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.

I. Spaces on the map


 Three kinds of spaces: normal spaces, forts and potential MEF beachhead spaces.
 Connections join spaces. There are a few dotted and restricted connections,
which we’ll explain later.
 Story of WWI and how the nations got involved: Austria declared war on Serbia.
Russia declared war on Austria to help Serbia. Germany declared war on Russia
to help Austria. France and Britain declared war on Germany (France to help
Russia, Britain to help Belgium after Germany invaded Belgium.)
 GE, AH, TU and BU are the CP powers; the other nations are the AP.
 The coloring in the top half of a space tells you who controls it at the game’s start.
 Terrain is shown in the bottom half. It affects combat but not movement.
 VP spaces are outlined in red—you gain or lose VPs as control passes.
 The NE map is special—it’s unusually difficult to operate there.

II. Combat units


 Armies are large; corps are small. The difference is qualitative, not just
quantitative. Armies fight on a better table. Only the large nations (and BE and
SB) have armies.
 Forts are not units. They can help friendly units or hinder enemy units, but
unless supported by units, they mainly can only cause delays.
 A unit has a full-strength side and a reduced strength side. Losses can flip units to
the reduced side, but you can replace losses and return the units to full strength.
Reduced armies can become corps if they take more losses.
 Up to 3 units (army or corps) can stack per space, except amidst movement or SR.
 Three factors: Combat Factor, Loss Factor and Movement Factor.
 Some units have “•” markings (cannot be rebuilt.) Some armies have “NE”
markings, and only those armies can enter the NE map.
 The Reserve Box (RB) is for corps (only.) Corps in the RB are alive, represent
their nation’s economic health and can replace armies. Corps on the map can
fight.
 The Eliminated Box holds armies or corps that are dead but can be rebuilt.
Armies can also be permanently eliminated (which is bad.) Corps with “•”
markings can also be permanently eliminated, but other corps cannot be
permanently eliminated.

III. Action Phase


 The heart of the game is the Action Phase, when players take Actions (there are
other phases before and after the Action Phase.)
 Each turn, each player gets 6 Actions, alternating. CP goes first, AP last. You
may feel there are 10 things you must do or you will die, but you can only do 6
Actions.
 Usually, on your Action Round, you play a card, then take an action. You start
each turn with 7 cards, so you have one to spare.
 The Action Chart shows and records various options for your Actions.

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.)

VI. Operations and activation


 This is WWI. Everything is difficult.
 You can’t activate all your units at once. At most 5 spaces can be activated in one
action, and this would require a 5 Ops card.
 You can activate a space occupied by a unit to Move or Attack (not both.) Put
Move or Attack markers in activated spaces. Moves happen first, then Attacks.
There are no blitzkriegs in WWI, so you can’t attack to open a hole, and then
move through it in the same Action.
 The cost to activate a space is 1 Ops point for each nation that has units in the
space. Putting units from multiple nations in a space makes activation costly.
You pay for all units in a space, even if you only plan to use some of them.

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.

IX. Strategic Redeployment (SR)


 Used to move long distances through friendly spaces, or corps to and from the
RB.
 It costs 1 SR point to SR a corps and 4 SR points to SR an army (any distance.)
 May SR on the map along any path you could move along, as long as all spaces
are friendly-controlled.
 Corps may SR by sea from one friendly port to another (but must then stop.)
Armies may not SR by sea.
 Corps can SR from the RB to a unit of the same nationality on the map (but
cannot SR to an empty space or one with only units of other nationalities.)
 Corps can SR from the map to the RB.
 No penalty for having multiple nationalities in one space when using SR.
 May chain SRs (e.g., Corps A from the RB to join Corps B on the map, then
Corps B to a friendly-controlled empty space, then Corps C from the RB to join
Corps B.)
 Remember, you may not SR in back-to-back actions during a single turn.
 The Russians may only SR inside Russia, or corps between Russia and the RB.

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.)

XI. Replacements (RP)


 If a card is played as an RP card, mark the number of RPs for each country on the
track. (Some players simply place the RP card near the track for use later.)
 BU, IT, TU and US may not record RPs while still neutral, even if they enter later
in the turn.
 Remember, you may not play RPs in back-to-back actions during a single turn.
 You spend RPs at the end of the turn, after all actions are done.

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.)

XV. Using Replacement Points (RP)


 At the end of the turn, you can spend RP to replace reduced or eliminated units.
AP first and then CP.
 You must use RP in the turn you bank them in, and for the nation you banked
them for. Allied (“A”) RP may be used for BE, SB, MN, CND, AUS, PT, ANA,
RO or GR units.
 Units marked “•” cannot use RP.
 You may not use RP for a nation that has an enemy-controlled or besieged capital
(Vienna or Budapest for AH.) This doesn’t affect BE or SB.
 It costs 1 RP to flip an army on the map from reduced to full. An army in the
“Eliminated/Replaceable” box can be moved to the map as a flipped army for 1
RP or as a full-strength army for 2 RP. Place it as if it were a reinforcement.
 It costs 1/2 RP to flip one corps (on the map or in the RB) from reduced to full. A
corps in the “Eliminated/Replaceable” box can be moved to the RB as a flipped
corps for 1/2 RP or as a full-strength corps for 1 RP. Do not place newly replaced
corps on the map (but see exception.)

XVI. Game Set-up


 Place units and trenches on the map as shown on p. 32 of the rules.
 Set up Italians and Turks, even though they start as neutral. You’ll need them
soon.
 Move one RUc from the RB to Lutsk and one AHc from the RB to Stanislaw per
Rule 4.2.4. Almost everyone uses this optional set-up.
 Set up the markers per Rule 4.1.
 Divide the cards into Mobilization, Limited War and Total War decks. Start with
Mobilization cards only (set the other decks aside for now) and shuffle these cards
into a deck for each player.
 The CP may choose to start with “Guns of August” in hand. I recommend you
take it and play it as your first action (for CP beginners, at least, the 2 WS is
valuable, even though it lets the AP play “Rape of Belgium” for 2 WS and a VP.)
 Each player draws up to 7 cards. The 14 cards in your Mobilization deck should
last about 2 turns (you cannot enter Limited War in Turn 1 by special rule.)
 Roll the Turn 1 Mandated Offensives (see below.)

XVII. Order of Play


 Mandatory Offensive (MO). At the start of each turn, roll a die for each player
to select an MO. This nation must attack or you lose a VP.
o If you roll “None” (for the CP) or a neutral nation, move the MO marker
to “None or Made.”
o If the nation chosen is still neutral, or if its capital (both capitals for AH) is
enemy controlled, shift the MO one space right on the MO Table.
o National pride: to satisfy the MO, the FR or BR must attack a GE unit in
FR, BE or GE (no sideshows satisfy the FR or BR.) The GE must attack a
FR, BR, BE or US unit in FR, BE or GE (similarly.) The special AH(It)
MO means if Italy is at war, AH must attack (1) an IT unit, or (2) a space
in Italy or (3) a space with AP units that need to trace supply through Italy.
Otherwise the AH population isn’t fussy, and the RU, IT and TU
populations are never fussy; any attack by these nations satisfies a MO.
o When you satisfy a MO, move the marker to “None or Made.” If you end
the turn without satisfying your MO, the VP total moves 1 against you.
 Now conduct 6 Action Rounds. In each, the CP and then the AP takes an Action.
 Attrition (OOS.) Eliminate OOS units (armies permanently.) Change control of
OOS spaces (except forts.) Adjust trenches in spaces that change control.
 Roll a die to resolve each siege.
 War Status Phase. Give VP for certain conditions. Check for Armistice or
Auto-Victory. See whether either side’s War Commitment Level rises (but not on
Turn 1.)
 Take Replacements (AP then CP.)
 New cards.
o You may discard any CC still in your hand.
o If your War Commitment Level rose this turn, shuffle together your new
cards, your old draw pile and your discard pile to create a new draw pile.
o Draw cards until you have 7. If draw pile runs out, reshuffle the discards.
o Move the Turn Marker and go on to the next turn.

XVIII. How to Win


 Win by getting VP. The VP marker starts at 10 VP (neutral) and moves up when
the CP gains a VP or down when the AP gains a VP.
 You get VP by:
o Taking or retaking control of a red VP space from the enemy (besieging a
fort in a VP space is not enough.)
o Enemy missing a MO.
o Card effects (note in particular Blockade, which reduces VP marker by 1
VP every winter turn. This is a valuable event for the AP.)
 An auto-victory occurs if the CP gets to ≥ 20 VP or the AP gets to ≤ 0 VP during
the WS Phase.
 Otherwise victory is determined by VP level when Armistice is declared
(Combined WS (AP + CP) ≥ 40) or you finish Turn 20.
 In this case, AP win if VP ≤ 9. CP win if VP ≥ 13, or if “Treaty of Brest-Litovsk”
is played and VP ≥ 11. Otherwise, it’s a draw.
Exceptions and Fine Points

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.

Belgians—showed great fighting spirit


 BE units can take RP even if the capital (Brussels) is CP controlled. However,
rebuilt armies must still be able to fit on the map (see the next bullet.)
 The BE army, if eliminated, may be rebuilt using RP not only in Brussels, but
alternatively in Ostend, or in Antwerp if it is in supply. If none of these is
possible, it can be rebuilt in Calais.
 BE corps can be rebuilt in the RB without restriction.
 The activation cost for a stack in Antwerp, Ostend, Calais or Amiens that contains
BE and BR units is computed as if BE and BR were the same nation. This does
not apply to Brussels. It also doesn’t affect the multi-national attack key space
rule.

Serbs—showed great fighting spirit


 SB units can take RP even if the capital (Belgrade) is CP controlled. However,
rebuilt armies must still be able to fit on the map (see the next bullet.)
 SB armies, if eliminated, may be rebuilt in Belgrade using RP only if Nis is not
CP-controlled. They can also be rebuilt in Salonika if it is in play and AP
controlled.
 SB corps can be rebuilt in the RB without restriction.
 SB units in Serbia are always in supply. If they are not in Serbia, they must trace
supply to Belgrade, Salonika or a RU supply source (note that SB units can trace
supply via RU dotted lines even though they can’t move across them, as can RO
units.) However, if a SB unit is in supply solely because it is in Serbia, you
cannot SR a SBc from the RB to that space.
 Serb spaces convert to CP control only when a CP unit enters them.

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.

Strategic Redeployment and Replacement fine points


 A unit may SR at most once during a given SR action.
 Corps may SR from the RB to a map space containing a supplied unit of the same
nationality, or to a supplied friendly capital or supply source in its nation. Corps
may not SR to or from the RB if the enemy controls or besieges a capital of that
nation (except for SB or BE.)
 The MN corps may not SR on the map (it may SR between the RB and the
capital.)
 You must be in supply or in the RB to SR.
 Rule 13.1.12 describes a situation that can most likely come up if a corps moves
into a friendly country’s territory (e.g., a GE corps in TU) and then the two
countries are cut off by enemy action. You may not SR to/from the RB if the map
space involved cannot trace supply to a “home” supply source. This prevents the
use of SR to circumvent the fact that the countries are cut off.
 Rule 17.1.4.1 prevents the use of RPs for units in the situation described above.
 SB units cannot SR from the RB to join other SB units if the other SB units are in
supply only because they are in Serbia.

Italy and Romania—AP weak spots


 Italy is generally the AP’s weakest spot. If the CP has armies on her borders
when she enters, Italy can often be knocked out of the war (losing 7 AP VP
spaces.)
 The AP might be tempted to leave Italy out of the War all game, avoiding this
headache and saving that 5 Ops card for other uses. This wouldn’t be realistic.
 Similar issues exist for Romania, though they are less significant.
 Several rules discourage this:
o If the CP is at Total War and the AP only at Limited War, the Italy and
Romania cards cannot be played except as events. (They may be
discarded at the end of the AP turn as though they were held CC cards.)
o At the end of every turn after the AP reaches Total War, if the Italy event
has not been played, the CP gets +1 VP.
o If Romania is still Neutral when “Fall of the Tsar” occurs, the CP
immediately gains +2 VP and Romania can no longer enter the game.

Turn 1 restrictions—August 1914


 You may not enter Limited War at the end of Turn 1, even if your WS ≥ 4.
 NO REINFORCEMENT EVENTS may occur in Turn 1. RP are okay.
 Russia may not attack or besiege GE forts in Turn 1 (AH forts are okay.)
 Until the CP WS reaches 4, the following restrictions are in force. These can be
lifted during a turn when WS hits 4. They do not depend on War Commitment
Level moving to Limited War.
o GE units may not attack RU fort spaces (unless the “Oberost” event has
occurred.)
o GE units may not move or SR into Amiens, Calais or Ostend (unless the
“Race to the Sea” event has occurred.) They can move through and place
control markers, though. They can also advance in after combat.
 In August and September 1914, subtract 2 from siege resolution die rolls.

US entry—a rare and long process


 First, Combined WS (AP + CP) must be ≥ 30.
 Next, the AP must play the “Zimmermann Telegram” event.
 On a turn later than the turn on which “Zimmermann Telegram” was played, the
AP must play the “Over There” event. This brings the US into the war. Effects:
o May play US Reinforcement events (at most one per turn.)
o Every RP card for the AP yields 1 US RP.
o US reinforcing and replaced armies are placed at any FR port.
 FR and US units count as one nation for activation in FR and GE.

Russian capitulation—a rare and long process


 First, the CP may play “Tsar Takes Command,” which may only be played while
the CP controls ≥ 3 VP spaces within Russia (usually Lodz, Warsaw are the easier
ones, but you also need one that’s harder to get than those two.)
 After playing “Tsar Takes Command,” the CP may play “Fall of the Tsar,” which
may only be played when (Combined WS + #CP-controlled VP spaces within
Russia ) ≥ 33. Record #CP-controlled VP spaces within Russia at this point for
later reference.
 Next, the CP may play “Bolshevik Revolution,” which may only played when
o #CP-controlled VP spaces within Russia is greater than when the Tsar fell
or
o The CP controls all VP spaces within Russia (except possibly Baku in the
NE.)
 Finally, the CP may play “Treaty of Brest-Litovsk.”
 Effects:
o Tsar Takes Command—no effect except allowing “Fall of the Tsar.”
o Fall of the Tsar—Costs 1 Ops per unit to activate RU units for Attack. If
Romania is not in the War, +2 VP for the CP and the Romania event can
no longer occur.
o Bolshevik Revolution—No more RU MO are possible. Ignore any current
RU MO. May no longer move RU corps to/from the NE east of
Constantinople (but SR is still possible.)
o Treaty of Brest-Litovsk—CP only needs ≥ 11 VP to win, rather than 13.
RU units outside RU, GE, TU, AH and RO are eliminated and no RU
units can move outside those countries. RU units may not move through
or stack with other AP units, and any so stacked are eliminated. RU units
may not attack, and the only CP units that can attack RU units are the
Turks, on the NE map.

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.

Other miscellaneous rules


The BEF and BEFc can only operate in BR, BE, FR and GE.

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

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