The War to End All Wars: Play-by-Email rules.
The Map:
The War to End All Wars is a World War I strategy
game which covers the principal theatres of operation in detail--the Western
front, the Eastern Front, the Italian (Southern) Front, and the conflict
in the Middle East. These areas are represented on the more detailed European
map section. However, you will also note that there are separate map sections
for North America, Africa, and Asia. These maps cover the lesser theatres
such as the colonial conflict in Africa and the island seizures of the
German holdings in the pacific. Further, these map sections, combined with
the rules, allow for possibilities and conflicts in regions that did not
occur during The Great War.
Movement between maps is a simple matter. Any
sea zone or land territory which connects to a sea zone or land territory
on another map will have the name of the territory/territories that the
zone connects with. A full list of these connection points is as follows:
(P=Pacific, A=Africa, E=Europe, M=Middle East, N=North America, CA=Central
Asia)
North American Map Section:
| Territory/Zone: |
Connects to: |
| Bristol Bay |
Sea of Okhost (P) |
| Eastern Pacific Ocean |
N. Pacific Ocean (P) |
| Middle Pacific Ocean |
Central Pacific Ocean (p), Bismark Sea
(P) |
| Gulf of Tehuantepec |
Coral Sea (P), Gulf of Mexico (N) |
| Gulf of Mexico |
Gulf of Tehuantepec (N) |
| Hudson Bay |
Northern Atlantic (E), Middle Atlantic (E) |
| Western Atlantic |
Middle Atlantic (E), Southern Atlantic (E) |
| Caribbean Sea |
Southern Atlantic (E), Cape Verde (A) |
African Map Section:
| Territoy/Zone: |
Connects to: |
| Cape Verde |
Caribbean Sea (N), Southern Atlantic (E) |
| Western Indian Ocean |
Central Indian Ocean (P) |
| Red Sea |
Eastern Indian Ocean (P), Eastern Mediterranean
(E), Palestine |
| Spanish Morocco |
Seville (E) |
| Suez Canal |
Palestine (M) |
Asian Map Section
| Territory/Zone |
Connects to |
| Coral Sea: |
Gulf of Tehuantepec (N) |
| Bismark Sea |
Middle Pacific Ocean (N) |
| Central Pacific Ocean |
Middle Pacific Ocean (N) |
| Northern Pacific Ocean |
Bristol Bay (N), Eastern Pacific Ocean (N) |
| Sea of Okhost |
Bristol Bay (N) |
| Central Indian Ocean |
Western Indian Ocean (A) |
| East Indian Ocean |
Persian Gulf (M), Red Sea (M) |
| Pakistan |
Ahvaz (M) |
| Afghanistan |
Terhan (M) |
| Turkmen |
Tehran (M) |
| Western Kazan |
Kazan (CA), Volgograd (CA) |
| Urals Mts. |
Perm (CA), Nizhniy (CA), Kazan (CA) |
European Map Section
| Territory/Zone Connects to: |
|
| Volgograd |
Western Kazan (CA) |
| Kazan |
Urals Mts. (CA), Western Kazan (CA) |
| Nizhiy |
Urals Mts. (CA) |
| Perm |
Urals Mts. (CA) |
| Tehran |
Afghanistan (CA), Turkmen (CA) |
| Ahvaz |
Pakistan (CA) |
| Persian Gulf |
East Indian Ocean (P) |
| Eastern Mediterranean |
Red Sea (A), Suez Canal (A), Egypt (A), Libya
(A) |
| Ionian Sea |
Algeria (A), Libya (A) |
| Western Mediterranean |
Algeria (A), Spanish Morocco (A) |
| Seville |
Spanish Morocco (A) |
| Southern Atlantic |
Cape Verde (A), Western Atlantic (N), Caribbean
Sea(N) |
| Middle Atlantic |
Hudson Bay (N), Western Atlantic (N) |
| Northern Atlantic |
Hudson Bay |
Other Key Map Features:
Denmark:
Whichever nation controls Denmark may allow or disallow
naval movement between the Baltic Sea and Skagerrak sea zone areas. If
Denmark remains neutral, then no nations may send naval vessels between
these two sea zones.
Hamburg:
The territory of Hamburg contains the Kiel Canal.
This canal allows ships to travel between the Baltic Sea zone and Skagerrak
sea zone. Whichever nation controls this territory at the start of any
turn may use the canal to allow travel between the two sea zones.
Gibraltar:
Gibraltar is a massive fortified island just off
the coast of lower Spain. On this map it appears as part of the Spanish
(Iberian) peninsula. Travel from Gibraltar to the adjacent land territories
functions as normal. However, due to the larger guns on Gibraltar, the
nation which controls Gibraltar may allow or disallow any surface naval
movement between the Western Mediterranean sea zone and Southern Atlantic
sea zone. Lastly, due to the fortifications on Gibraltar any infantry in
that territory defending against an attack on Gibraltar gets to roll 3
dice for defense, just as if they were 3 separate infantry units (but still
only take 1 hit per unit).
Switzerland:
Due to the mountains of Switzerland, neither Artillery
or Biplanes with a fuel range of less than 5 can enter into this territory.
Any infantry in Switzerland shall have a defense rating of 8. No aircraft
can land within Switzerland.
Afghanistan:
Similar to Switzerland, the mountains of Afghanistan
prevent non-infantry units from entering the territory. Any infantry within
Afghanistan will have a defense of 7.
Also, if Afghanistan is conquered, then there
is a chance of rebellion. On roll of 1 in 1D10 there would be rebellion
with 1D10 roll for 2 rebel infantry with minimum of zero rebels and they
would act as attackers. The roll is only in effect while Afghanistan is
conquered and until it is free. When rebellion succeeds, any war state
with former owners cease and Afghanistan keeps all their units that survive.
If a rebellion occurs, then Afghanistan could no longer be influenced by
any nation (but it can still be attacked).
No aircraft can land within Afghanistan.
Tibet:
The mountains of Tibet prevent all non-infantry units
from entering the territory. Any infantry unit within Tibet will have defense
value of 7. No aircraft can land within Tibet.
Suez Canal:
The Suez Canal, while being attached by land to Palestine,
is a wide waterway, as well as fortified. Anyone attacking across the canal
will suffer penalties as if it were straits. Any attack from Egypt against
Suez Canal is not subject of this limitation.
English Channel-Bay of Biscay
Ship entering English Channel from Bay of Biscay
(and vice versa) spends only one movement point.
Straits:
Any and all straits are represented on the map by
a set of arrows that point at two land territories. A strait represents
two land territories that are separated by a very narrow waterway. Ships
may pass through that waterway, yet land units may still move across straits.
Land units attacking across straits would be subject to the following penalties:
Infantry -2, Artillery -2. No other units can attack. Defenders have one
virtual coastal defender which defends at 1 and can be used as first casualty.
Straits represented on the maps are:
| Spanish Morocco |
Seville |
| Northern Ireland |
Glasgow |
| Corsica |
Sardinia |
| Sicily |
Taranto |
| Constantinople |
Izmir |
| Constantinople |
Sinope |
| Sevastopol |
Krasnodar |
| Sumatra |
Java |
| Tokyo |
Hokkaido |
| Hokkaido |
Sakhalin |
| Suez Canal |
Palestine |
General note concerning some straits. Any nation
holding Suez Canal can disallow all naval movement between Red Sea and
Eastern Mediterranean Sea. Any nation holding at least one province of
Constantinople-Izmir strait, or of Constantinople-Sinope strait can disallow
all naval movement between Aegean Sea and Western Black Sea. Any nation
holding at least one province on the Sumatra-Java strait can disallow all
surface movement between Java Sea and Celebes Sea. Any Nation holding the
Philipine islands can disallow all surface movements between South China
Sea and Philipine Sea. US can disallow all naval movement through Panama
Canal - between Gulf of Mexico and Gulf of Tehuantepec.
Units
 |
Infantry
|
Infantry were the primary units of all WW1 armies.
Infantry have meager attack values but defend well. In fact, at the start
of play infantry are the only unit with good defensive capabilities and
are required to effectively use the defensive bonuses of a trench.
Manpower limits
Infantry, as are all things, a limited commodity.
It takes soldiers to form an infantry unit. Each infantry unit is roughly
equal to 10,000 men, or one WW1 division. Of course, each nation had a
different organizational standard for their divisions so we had to go a
lot further than a count of divisions to get a proper estimation of each
nation's manpower limit. This manpower limit assumes that for every infantry
unit lost (representing shattered and disorganized divisions), half of
the fighting men are killed and the other half may join newly formed (purchased)
infantry units. This means that once a nation has built as many total infantry
units as its manpower limit represents, then all of its "class A" fighting
men are dead, wounded or already in uniform. After that point, old men
and adolescents are needed to fill the ranks of new infantry. Comparatively,
these units are less effective soldiers, needing twice as many to make
an equal strength infantry unit. That's twice as many supplies to equip
that infantry unit.
The "bottom line" so to speak is this: Once a
nation has reached its manpower limit, all infantry units purchased after
that point cost twice as much as normal. Perhaps even more important, once
this happens, on any given turn where the more expensive infantry units
are purchased, a nation risks facing mutinies within its armies.
 |
Artillery
|
By WWI cavalry had become fairly impotent as improvements
in weapons held by the average foot soldier made mounted troops far too
vulnerable. For most nations cavalry were merged into infantry formations
and were used primarily for scouting while artillery surmounted the throne
as the main offensive weaponry of the war. Artillery attack well but defend
poorly. Trenches can severely hinder artillery's offensive potency. Artillery
units cannot accompany units moving in enemy territory. If all units attacking
with artillery are gone, then the attack ceases after that round of combat.
Also, artillery can protect any designated adjacent province by using its
attack rating for that province if that artillery unit is not attacked
during the same turn from different location (air attacks are not counted).
The battle ceased if there are no friendly units in designated province.
If artillery unit is attacked during the same
turn from different location (other then it supports or attacks) then,
after artillery unit ends supporting (attacking) fire for first round of
combat, artillery must defend (by default) a territory it is in using defense
value (if there are other units left). Only when artillery defend herself
against such attack, then artillery can resolve primary task. If
the province where artillery is placed is attacked and no supporting infantry
units exist in that province, then artillery unit defends at 1, but defends
with defense value if there are still other friendly (other then artillery,
AA guns and rockets) units in the same province. Also, artillery units
cannot move, as other defenders do, from the territory if they are attacked,
but can move in order to support attack or defense.
 |
Tanks
|
In 1914 Germany, Britain, and the USA had tank
prototypes although historically they did not see use until 1917 (by Britain)
on the western front. WWI tanks were more like large armored houses with
mounted machine guns than the modern mechanized terrors they became in
WWII. Slow as they were, WWI tanks proved capable of negating some of the
defensive advantages of trenches.
If there is one tank unit in an attack force,
it will negate one negative point applied to infantry for attacking across
a trench. If there are five accompanying tanks, then both negative points
applied to infantry from a regular trench are nullified.
Trenches
Trenches were fortified tunnels dug by armies which
ran all along the battle lines that then solidified into bloody killing
zones. A trench gave defenders some refuge from artillery shells and made
for great locations to mount heavy machine guns to blunt enemy advances.
Trenches also served to protect troops from those rare air attacks and
disguised the army's size from reconnaissance. They also served as supply
depots for ammunition and as battlefield hospitals.
Units attacking across a trench receive the following
penalties to their attack value. PENALTIES APPLIED CAN NEVER REDUCE A UNIT'S
ATTACK VALUE TO LESS THEN ONE.
| Unit |
Trench |
Super Trench |
| Infantry |
-2 |
-3 |
| Artillery |
-3 |
-4 |
| Tanks |
-2 |
-2 |
| Aircraft |
-3 |
Can't |
| Rockets |
-3 |
Can't |
Trench units are built to guard a single territory
from attack from another single territory. When a player builds a trench
unit, he must designate the territory it will protect and also must designate
which territory it will be facing. The map will show the position of the
Trench unit on the border line between those two territories with the arrow
facing the opposing side. If the opposing player later builds a trench
of their own along that same border, then the map will show a double-sided
trench marker facing both directions. Trenchs can be built only if the
unit and the province belong to the same nation.
At least one Infantry unit must be in a territory
at the start of any turn that a trench marker is to be built in that territory.
If an army attacks across a trench and captures the territory it was invading,
then the trench and all other trenches that guarded that territory are
destroyed. Also, a trench can not be placed along a coastline to guard
against the sea.
Home city territories can build trenches by lower
cost. For that purpose, nation must have at least 5 infantry units in city
at the beginning of the turn and must spend 10 resources to build trenches
facing ALL surrounding provinces in the same time. This rule is not available
for conquered cities.
A Super Trench is a much more extensive trench
network which nations may attempt to develop through weapons research (see
Phase 2). It provides better defensive advantages and provides complete
cover against attacking aircraft. Any aircraft attacking across a super
trench cannot hit any of the defending land troops, and thus the aircraft
cannot participate in the main battle and cannot be taken as loses. Aircraft
can, however, attack across a super trench if there are defending aircraft
in the territory, but they may only battle the aircraft there and not the
land units. Tanks attacking supertrenches will not nullify penalties for
accompaning infantry.
Note: Trenches protect only units on the first
line. If trenches are built in provinces that are not adjacent to enemy
provinces, they cannot be used as a shelter against air or rocket attacks.
 |
Anti Air Guns
|
Anti-Aircraft weaponry was a new element in warfare
during WWI and thus fairly unreliable at best. Various attempts were made
to guard vital industries, bridges and other important resources against
aerial reconnaissance and bombing. Extremely large helium balloons were
put into the air, each with durable metal cables thick enough to destroy
wooden bi planes that ran into them. For the purpose of this game, Anti-Air
Gun units represent any and all of the various efforts to damage aircraft.
Each AA unit gets only one die roll against enemy
planes entering the given territory; this is not one die role per plane.
Multiple AA units may be placed in one territory. The AA roll against aircraft
happens before any other combat. Planes destroyed do not get to attack.
AA units may not be used in an attack, nor may they accompany troops moving
into an enemy territory.
Also, similar to artillery AA guns cannot move
if the territory they are in is attacked.
Ships with AA guns mounted can shoot down aircrafts
only if attacked. Such ships use AA guns then as though the AA were placed
in provinces--one roll for each gun before air attack and then the ships
fire during each round of combat as usual (see 4.5 Naval Combat).
 |
Rockets
|
Historically, rockets were not a viable option
until WWII with Germany's V-l. However, the potential was there for crude,
very short-ranged rockets to have been developed at an earlier time. No
nations begin with rocket units, but all have the capacity to research
and develop the technology.
Rocket units are land units that may be used
in one of two ways. The first type of rocket attack is strategic bombing.
If the rocket unit is within range of a city it may shoot at the city and
reduce that nation's infantry maximum by 1. If within range of an industrial
complex, the rocket may reduce the enemy's saved resources by 2. At the
highest technological stage a rocket may reduce the enemy's saved resources
by 1D1O. The rocket's second form of attack targets units. A rocket may
fire into an enemy held territory within its range and try to destroy any
enemy units there. Each rocket gets one shot per turn. If you roll equal
to or less than the rocket's attack value on a D1O, then the rocket has
destroyed a unit. The choice of which unit to lose is always the defender's
(see phase 4.8: Land Combat). No defense roll is possible against rocket
attacks. A rocket cannot fire on any turn that it moves. Units protected
by a Super Trench are invulnerable to rockets.
Like artillery and AA-guns, rocket units cannot
move if the territory they are in is attacked.
 |
Battleships
|
The Ironclads of WWI were the king of the seas.
In addition to naval combat, battleships may also shore-bombard to assist
beach-landing units. The shore-bombardment attack value of a battleship
is different than its normal attack value. Under the attack value listing,
a second number is listed which represents its shore bombardment rating.
The battleship may shore-bombard each and every round of a naval invasion
(beach-landing) combat. The first time a battleship is hit, it is considered
only damaged and must be hit another time in order to be destroyed. Damaged
battleships may not attack or shore-bombard (attack/support value is 0),
but may move and defend. A damaged battleship may be repaired for 20 resources
if it had started the turn in a sea zone next to a port controlled by that
nation or any of its allies, but the battleship cannot take any action
that turn.
 |
Destroyers/Cruisers
|
These are the support ships of the navy. Destroyers
only have about half the fire-power of a battleship and can be destroyed
with a single hit but are also the fastest ships around. Destroyers cannot
shore bombard.
 |
Transports
|
These are military and merchant ships designed
to carry troops across sea zones.
All transports begin play with a maximum load
capacity of two troop points. An infantry unit uses one troop point to
transport and all other land and air units require two troop points each.
A transport cannot carry more troop points than its maximum capacity, though
its maximum capacity can be increased by weapons research.
A transport that is picking up more than one
unit may pick up those units from more than one territory as long as all
of the territories are adjacent to the sea zone the transport is in. Likewise,
the transport may unload units into different territories so long as all
territories are adjacent to the sea zone the transport is in. A transport
may move before picking up units, but may not move after dropping them
off. If at any time a transport is sunk while carrying troops, then whatever
was being transported is also sunk.
 |
Aircraft Carriers
|
Historically, aircraft carriers didn't first see
use until the early 1920's, but aviation could have progressed to that
point via technological advances. No nations start with aircraft carrier
technology, but it may be developed. In addition to needing at least one
breakthrough in aircraft carrier technology a nation needs to have fighters
with a fuel capacity of 5 or higher (explained later) to launch from an
Aircraft carrier. Aircraft carriers grant a nation two great advantages
in naval conflicts. First, an aircraft carrier allows extended aerial operations
for a limited number of fighters. This can become especially handy when
hunting down submarines. More importantly, with fighters onboard an aircraft
carrier supplements those other naval units when attacked by land-based
aircraft (See phase 4.7: Air Combat).
Aircraft carriers at the lowest technology level
can carry 2 fighter units, and, like battleships, require 2 hits to be
destroyed. Damaged carriers require 25 resources to repair. A damaged carrier
cannot launch fighters though fighters may still land on it.
 |
Submarines
|
Submarines are submersible torpedo boats designed
to
sneak up on merchant convoys and sink important weapons and supplies. Submarines
are able to avoid standard detection through their ability to dive beneath
the surface of the water. During game play a submarine is able to share
the same sea zone as enemy ships and then target and fight specific portions
of the enemy fleets. Historically, submarines were responsible for sinking
thousands of tons of supplies and the German submarine fleet nearly drove
the British population into starvation in 1915.
During play there are two phases dedicated to
the submarine warfare element of the WWI naval conflict. The first of these
is the Submarine Detection phase where ships may attempt to locate and
sink submarines sharing a sea zone with them. The second is the Submarine
Interception phase where submarines may opt to attack segments of the enemy
fleets based upon the actions of those ships.
 |
Fighters
|
The typical fighter plane in 1914 was a single
propeller bi-plane. The biplane was very limited in range and couldn't
carry much in the way of ammunition. With technological advances, these
planes become much better, but in the early stages aircraft were used primarily
for scouting and tactical strikes not as a major offensive force.
Movement for aircraft works differently than
for other units. Movement is measured in fuel expended not distance covered.
All fighters begin with fuel points. It takes 1 fuel point to enter any
land territory and I fuel point for each round of combat the fighter participates
in (Anti-Air shots do not count as a round).
For example: A fighter attacks the territory
adjacent to it. It used 1 fuel point to move to that territory. The fighter
participates in the first round of combat, which uses another fuel point.
With only one fuel point remaining the fighter must now leave the combat
and land in a friendly controlled territory adjacent to the territory the
combat round was fought in.
Movement into or out of a sea zone requires 2
fuel points This represents the fact that most sea zones are at least twice
the size as any land territory. This means that fighters must have a minimum
of 5 fuel points before they can enter into a sea zone for combat purposes
In the same manner a fighter needs 5 fuel points before it can be used
on an Aircraft Carrier.
Fighters have a distinct advantage against land
units not covered by antiaircraft weapons (AA) as they are not equipped
with the long range heavy weaponry needed to be effective against aircraft.
If an attacking force is all air (no land units) and there are no antiaircraft
units on defending province, then all defending land units get -3 to their
normal defensive value. This penalty is negated if the troops are in a
territory with a trench in it. This makes the role of a trench even more
important in limiting the attack capabilities of an attacking force.
Using new technologies give fighters decent defensive
value against land troops, but attacking value doesn't change against land
units except with last available technology. Such advancement is not followed
in air combats - more advanced fighters have decent advantage over earlier
versions of fighters. To see how newer fighters fight against earlier versions
of fighters consult the following table:
Level of own fighters
against enemy fighters
|
Level of enemy fighters
|
|
0
|
1
|
2
|
3
|
4
|
|
0
|
2
|
1
|
1
|
1
|
1
|
|
1
|
2
|
2
|
1
|
1
|
1
|
|
2
|
2
|
2
|
2
|
1
|
1
|
|
3
|
2
|
2
|
2
|
2
|
2
|
|
4
|
3
|
3
|
3
|
3
|
3
|
Example: French has fighters level 2 vs German fighters
level 1: French uses 2 as attacking value in air combat against Germans,
but Germans use only 1.
Example: Germans has fighters level 4 vs Russian
fighters level 3: German uses 3 as attacking value in air combat, while
Russian uses 2.
 |
Bombers
|
With the exception of Italy, in 19l4 no nation
had truly developed bombers for use in the military. Bombers were basically
larger bi-planes designed to travel longer distances and carry more bombs.
This was accomplished by sacrificing the bi-plane's maneuverability--thus,
giving all bombers a combat value of 1 in air combats.
Bombers may be used in one of several ways. Bombers
may attack units just as fighters can. Bombers may also do industrial bombing
and tactical bombing (see Phase 4.1: Industrial & Tactical Bombing).
Bombers expend fuel for movement and combat in the same way as fighters.
Bombers may not be stationed on aircraft carriers.
Also, instead of combat an aircraft may choose
to rebase itself. When rebasing an aircraft can not attack nor fly over
enemy territory. A rebasing aircraft, either fighter or bomber, will have
doubled standard movement for the turn. If aircraft is rebasing over enemy
controlled sea zone then it will spend 4 movement points instead of 2.
 |
Industrial complexes
|
These represent major industrialized regions within
a certain territory. All newly purchased Artillery, Tanks, Anti-Air Guns,
Rockets, Fighters and Bombers must be placed on the maps within territories
where the producing nation has Industrial Complexes. The Industrial Complex
must be in a territory under the producing nation's control at the beginning
of that nation's turn in order for any newly built units to be placed there
during the unit placement phase. Newly built Industrial Complexes may only
be placed:
1) In a territory originally held by the nation.
2) Territory under the nation's current control.
Industrial Complexes have a defense rating of
1. If a player chooses, the Industrial Complex may participate in the defense
of the territory it is in, but if it does it is subject to possible destruction
like any other unit. If the Industrial Complex does not participate in
the battle it can not be destroyed.
Industrial complexes have no limit to the number
of units that may be built in them within a single turn except in colonies.
 |
Ports
|
Ports represent a nation's access to ships. Newly
constructed ships may only be placed into a sea zone adjacent to a territory
containing a port held by the nation producing the ships. Ports, like industrial
complexes, have a defense rating of 1 and have the option of participating
in combat if the territory they are in is attacked.
Most importantly, ports are the places where
the nation (or side) who own them can have additional defense using small
combat boats. For each three naval units the nation with the port have
there during the combat, she receives 1 virtual defender (rounded up) who
attacks and defends at 0 but can be used as casualty.
Note: By default both Industrial complexes and
ports would not participate in any defense of a territory. Any nation willing
to use it for a defense must give an order if they would participate in
combat.
 |
Cities
|
Cities are marked on the map by small circles
in certain land territories. Cities represent areas of high population
and are the easiest locations for newly formed (Purchased) infantry units
to enter the game. Infantry units may be placed in territories containing
no cities, but an additional 5 resources must be spent for each infantry
placed on the maps in that fashion. A nation must have control of any territory
in order for an infantry unit to be placed at all. Infantry can only be
placed in territories originally held by the purchasing nation at the beginning
of the game.
Cities can be auxiliary building center for building
new artillery units, but the price is high. One must pay additional 10
resources for each artillery unit built in this way.
Cities also have a defensive rating of 1 and
participate in the defense of the territory they are in. Cities cannot
be destroyed, nor can they be chosen as a casualty in combat. A city stops
rolling defense against an invading force when there are no other friendly
units remaining in that territory (excluding industrial complexes and ports),
at which time the territory would fall under enemy control (assuming the
invaders had surviving units).
Conquest
A nation is considered conquered when all of its
supply centers have been captured or destroyed. Supply centers are all
territories which belonged to the nation on the start of war. A conquered
nation may no longer collect resources or build units though its existing
units may continue to fight on. A conquered nation may also choose to declare
a "government in exile" and name a host nation for its armed forces. The
host nation must be an ally. The host then assumes command of the forces
of the "government in exile" . The exiled nation's units may function as
units of the host's army (i.e., movement and combat) and will remain under
the host's control until the conquered nation is liberated. Liberation
occurs once the conquered nation's capital has been allied controlled for
two full turns. While a government is in exile, all of its remaining territories
not already captured by the enemy are assumed to be territories originally
held by the host nation.
Example: If Bulgaria is a Central Power nation
and occupy and incorporate Serbia earlier in the game, then if the territory
of Bulgaria is conquered by Allied Powers then, rather then losing resource
points of Serbia, Bulgaria can name Austro-Hungary as the host nation,
and Austro-Hungary will, then, collect resources from Serbia until Bulgaria
is liberated again.
Surrender:
At the end of any turn, any nation may offer to conditionally
surrender to enemy nations. The surrender does not have to be accepted,
but if any nation declines, it may influence the entry of a Neutral Major
Power (see Phase 9). The nation that offered the surrender remains at war
with any nations that do not accept the surrender.
If the nation is in main war and offers surrender
to the nations of the opposite side, then if the majority of the opposite
side accepts surrender (default) they cease fighting and surrender is considered
accepted to ALL nations of the opposite side. If the majority of the opposite
side declines then they ALL continue fighting. In both cases, all declining
nations are counted to see how it would influence the entry of a Major
Neutral Powers.
For this game purpose, all resource income points
are considered to be one vote, that means that major nations have major
influence in considering if the surrender is to be accepted.
The terms of surrender are as follows: The surrendering
nation and all nations that accept the surrender are no longer at war.
If the surrendering nation has control of territories originally held by
the nation(s) accepting the surrender, all of those territories revert
back to their original owner's control. Any units owned by the surrendering
nation wihin those territories are moved to the nearest territory still
under the surrendering nation's control.
Any territories held and incorporated by the
nation(s) accepting the surrender (victorious nations) remain under those
nation's control. The victorious nation(s) cannot declare war on the surrendering
nation on any future turn. The surrendering nation must give 1/4 of the
remaining resources it collects every turn to the victorious nation(s)
(rounded up). This giving of resources (war tribute) continues until such
a time that the surrendering nation is again at war with the victorious
nation(s) or two full years have passed (12 turns) since the surrender.
The surrendering nation may declare war upon the victors again any time
after three turns have passed since the surrender, but doing so may effect
the entry of Neutral Major powers. A nation may surrender only once per
game. If they have surrendered, then re-enter the war, they may not offer
to surrender again. They may, however, still accept surrenders offered
to them.
Local War
Any war, other then limited war described below,
declared by one neutral nation against the other neutral nation is considered
to be a local war. Local war lasts until one side or another conquer one
province (or more in the same turn) or if the peace is declared. Local
war can have big influence on other neutrals and main war nations.
Limited War
Few nations have oportunity to declare limited war
against their neighbours. Duration of limited war and who can declare limited
war are described in special actions for certain neutrals. Limited wars
cannot have influence on other neutrals.
Replacement Pool:
All players, that didn't succeed to have leadership
over one of major nations or starting minor nations, will be put on the
replacement pool table. Players need to leave data about name, e-mail address
and what side they would like to join.
If minor neutral joins the main war or if any
of the main war nations position is vacant, then the side with vacant position
can pick the player from the list and if they agree with position they
must contact moderator to do a replacement.
If major neutral nation position is vacant then
moderator should pick replacement. If minor nation is attacked by major
neutral then moderator should fill the position from replacement list,
too.
Initial Deployment
Game starts after all active players deploy their
units on the map. 50% units (rounded up) are deployed in predeterminated
provinces/sea zones, last 50% (rounded down) should be deployed by active
players for each nation at the own provinces and at the sea zones adjacent
to own land provinces. Units cannot be deployed onboard transports. Also,
if two or more enemy units share the same sea zone, then all units will
be removed to appropriate sea zone adjacent to own land provinces by moderator
choice.
No one can deploy units prior to first turn in
allied lands or to colonies (for British Commonwealt, German Empire and
French Empire only)
The Alliances:
The First World War began due to an interlocking
series of defensive alliances, with the hot point beginning in the Balkans
in a dispute between Serbia and the Austro-Hungarian Empire. The Central
and Allied Powers begin with the following member nations:
Central Powers:
German Empire
Austro-Hungarian Empire
Allied Powers:
Russian Empire
French Empire
Serbia
Japan begins the game at war with Germany, though
is not yet at war with any other Central Power nations and is not specifically
allied with the Allied Powers.
Cooperation
All nations currently allied with each other may
share territories and jointly participate in multi- national attacks. Nations
allied in one of the major alliances cannot change allegiance until the
end of war (with the exception of Bolsheviks).
Neutrals
The Ottoman Empire, Italy, British Empire, Japan,
China, Spain and the USA begin the war as major neutrals and may be influenced
by certain actions and events. All things and events affecting major neutrals
would be known only by themselves and some things that affect other neutral
nations or nations in main war would be known to subjects either.
All neutrals, except Japan and British Empire,
must
collect 10 points for one side or another to be able to declare themselves
as a member of Central Powers or Allied Powers and to declare war against
oposite camp. All minor neutrals have starting status, which is written
in National Standings page where if they are dead neutral, then they have
0 points, if they are favorable to Central Powers camp then they start
with -5 points, and if favorable to Allied Powers camp they start with
+5 points.
Minor neutrals are affected with diplomatic influence
where they can have 0-8 points in favor of nation (and camp) that succesfully
attempted diplomacy influence on them, and several points if some actions
are done against them.
Any neutral nation which reaches 10 or more cannot
declare new local war even if she lose points by influence or because of
some events in next turns and even if she is below 10 in next turn(s).
If she is below 10 points, neutral nation cannot join main war by will
until 10 points are reached again.
Note: if there is written 0-5 points or 0-3 or
something like that, then it means that random number is drawn between
0 and 5 or 0-3 respectively.
Note: if minor (non-player) neutral reaches status
when it can declare herself as a member of one camp or another, then notification
about it would be sent to influenting side and then they can choose a player
from the replacement pool to take command over that nation. Influenting
side, however, wouldn't know which nation is going to join them, until
when a player is chosen. If new player is not chosen, then minor neutral
can lose status in next turn if influenced by oposite side or if some events
force it to lose status.
Things and event that affect major neutrals are
explained below:
The Ottoman Empire
While neutral the Ottoman Empire only collects half
of the full income per turn (rounded up). While neutral the Ottoman player
may opt to declare war on neutral minor and neutral major nations. If it
enters such a war, while at war with a neutral minor nation the Ottoman
Empire will collect 3/4 of full income per turn (rounded up). If at war
with a neutral major nation, the Ottomans may collect their full amount
of resources per turn. While Ottoman is engaged in a minor war it can not
enter the primary war.
Ottomans must collect 10 points to enter the
main war on one side or another which can be awarded by certain actions
and events:
- Each turn Ottomans can have 0-7 points toward
CP side because of strong German presence in the Ottoman army,
- if the Russian fleet leaves the Black Sea for
any reason, then 0-10 points toward CP side,
- if Arabia or Persia enter the main war on the
Allied Powers side, then 0-5 points toward CP side for each country,
- if Arabia or Persia enter the main war on the
Central Powers side, then 0-5 points toward AP side for each country, this
event is taken only if Arabia or Persia are not attacked by Allied Powers
nations,
- if British Option #2 is done when British Empire
is alligned with the Allied Powers, then 0-10 points toward Allied Powers
side,
- if Bulgaria enters the main war on Central
Powers side, then 0-10 points toward Central Powers side,
- The Ottomans can influence themselves toward
Allied Powers side for 0-10 points for 10 resources spent.
If attacked by Allied Powers, Ottomans enter
on the Central Powers side. If attacked by Central Powers Ottomans enter
on the Allied Powers side.
When Ottomans achieve 10 points for one side
or another, then Ottomans cannot declare new war against neutrals before
Ottomans enter the main war but can choose when would they declare themselves
as Allied Power or Central Power whichever status they reached.
If, for whatever reason, the Ottoman Empire ever
declares war on the Central Powers, there is a chance that the German officers
that were so abundant in the leadership of the Ottoman armies will rebel
launching the Ottoman nation into a civil war. There is a 7 in 10 chance
of this happening. If it does happen, then roll 1D10 for each and every
Ottoman unit, excepting those troops in Constantinople, which will remain
loyal to the Ottoman nation. For all other units, there is a 4 in 10 chance
that it will follow the German leadership and rebel. For those units that
rebel, they will be replaced with German units of the same type without
adding to total German manpower. If rebel units share the same territory
as Ottoman units after these rolls have been concluded, then conduct a
battle between these forces with the German units considered to be the
attackers. Disregard the effects of any trenches protecting such territories
for these battles. Once everything is resolved, if there are any German
units remaining, then the German player will control those units henceforth
and they will be treated as German units, with any territory they hold
being under German occupation, though not yet incorporated.
Italy
Italy begins the war as a neutral. While neutral
Italy only collects half of its full income per turn. While neutral the
Italian player may opt to declare war on neutral minor nations and neutral
major nations. If it becomes at war with a neutral minor nation, then Italy
shall collect 3/4 of full income per turn for the duration of that war.
If at war with a neutral major nation, then it will collect its full amount
of resources per turn.
Similar to Ottoman Empire, Italy must collect
10 points to enter the main war on one side or another which can be awarded
by certain actions and events:
- Because of initial success of Allied Powers
diplomacy and secret service, Italy can have 0-3 points toward Allied Powers
side each turn,
- If the Central Power capture the territory
of Paris, the 0-20 points toward Central Powers side and then Italy can
have 0-3 points toward Central Powers side each following turn, i.e.
Italy is leaning toward Central Powers side,
- If Austro-Hungary gives the territory of Trieste,
in addition to paying 15 resources, then, on roll 7, 8, 9 or 10 on D10
die, Italy can have 0-20 points toward Central Powers side and the following
turn Italy can have 0-3 points toward Central Powers side each following
turn, i.e. Italy is leaning toward Central Powers side. However there is
10% chance that it would fail (on roll 1 on same D10 die roll) and then
Italy can have 0-20 points toward Allied Powers side instead toward Cental
Powers side,
- If France gives the territory of Marseille,
in addition to paying 15 resources, then, on roll 7, 8, 9 or 10 on D10
die, Italy can have 0-20 points toward Allied Powers side and the following
turn Italy can have 0-3 points toward Allied Powers side each following
turn, i.e. Italy is leaning toward Allied Powers side. However there is
10% chance that it would fail (on roll 1 on same D10 die roll) and then
Italy can have 0-20 points toward Central Powers side instead toward Allied
Powers side,
- If France pays 15 resoures there is 20% chance
(1-2 on D10) that Italy can have 1 point more per turn toward Allied Powers
side (and 1 point less per turn toward Central Powers side). That can be
done once per turn,
- If France loses Alsace-Lorraine or Britian
loses the territory of Suez to the CP, then Italy can have 1 point
more per turn toward Central Powers side (and 1 point less per turn toward
Allied Powers side). This is negated when France and British Empire recover
the territory(ies) This is cumulative per province.
- If Germans lose Ruhr or Austro-Hungaria lose
Trieste or Bosnia then Italy can have 1 point more per turn toward
Allied Powers side (and 1 point less per turn toward Central Powers side).
That is negated when Central Powers recover the territory. This is cumulative
per province.
- If British Empire declares war on Austro-Hungary
and Germany unprovoked, then Italian government feels obligation to honor
the Triple Alliance pact, but attracted by French promises they also feel
that they can "forget" it. The following table reflects it:
| 1 |
Italy gets 20 points for the Allied Powers side |
| 2-3 |
Italy is twice attracted toward Allied Powers
side (if current affiliation is toward Allied Powers) or changes affiliation
to Allied Powers side (if current affiliation is toward Central Powers) |
| 4 |
No changes |
| 5-8 |
Italy changes affiliation and goes toward Central
Powers side (if current affiliation is toward Allied Powers) or Italy is
twice attracted toward Allied Powers side (if current affiliation is toward
Central Powers) |
| 9-10 |
Italy gets 20 points for the Central Powers side. |
This can happen only if Italy is leaning on Allied
Powers side less then 6 points (or if Italy is leaning on Central Powers
side). If Italy is leaning on Allied Powers by 6 or more then 6 points
then Italy will simply be attracted twice toward Allied Powers side. Whatever
is done, there would be no notifications about this event to Central Powers
or Allied Powers side.
- Any nation may spend 20 resources for a 10%
chance (1 on D10 die) to coax Italy to switch its affiliation prior to
it actually entering the war. In other words, since Italy begins leaning
towards the Allied side, if Germany or another Central power were to spend
the 20 resources and get a successful roll, then Italy would be destined
to enter on the Central Power and would collect 0-4 points toward Central
Powers side instead of the Allies. And if Italy's affiliation changes,
the opposing side may then spend money to try and sway Italy back with
0-4 points for Italy toward that side. Nations which belong to the side
Italy is leaning towards may also spend the money for an attempt (at 10%)
to block a successful attempt made by the opposing side (ie. Italy is leaning
twice toward that side). Italy gets to keep the 20 resources.
When Italy achieves 10 points (or more) for one
side or another then Italy cannot declare new war against neutrals before
Italy enters the main war, but can choose when would they declare themselves
as Allied Power or Central Power - whichever status she reaches.
Japan
Japan begins the war only collecting 15 of its resources
each turn. This is representative of the fact that WWI was a mere opportunity
for Japan to seize Germany's Pacific holdings. However, the Japanese player
may opt to use the event of the war and the fact that most world-class
powers are otherwise occupied in an attempt to gain even more territorial
gains. Japan is neutral in this regard; they are not allied with
the Allies or the Central Powers, rather they are out for their own interest
and gains. As such Japan has a variety of options available to it and can
declare both limited wars and major wars on both sides, Russia, and China.
At any time Japan may spend 25 resources to gear
up its war industries and begin collecting 40% (30 resources) of its full
income per turn. The turn following this action, Japan has a wide variety
of options available to them. These are detailed below:
1) Japan may declare war on the Ottoman Empire.
If they do this Japan will collect an additional 10 resources per turn.
2) Japan may declare war on the Austro-Hungarian
Empire. If they do this Japan will collect an additional 10 resources per
turn.
3) If Japan is at war with the Ottomans and Austrians,
if any Central Power nation captures the Suez Canal, then Japan may begin
collecting an additional 10 resources per turn.
4) Japan may declare a limited war on Russia.
While the war continues, Japan will collect an additional 10 resources
per turn. The war ends when Russia captures Korea or Japan captures any
two Russian territories. Any time while Japan is in a limited war with
Russia or after they have won a limited war with Russia, Japan may pay
15 resources to go to full war with Russia. If in a full war with Russia,
Japan will collect its full amount per turn for the duration of the war.
Note: for all above actions Japan will be penalized
if no real actions are done as mentioned in Phase 1.1. Declaration of war,
also, all actions done by Japan can have consequences in other neutrals
status so Japan must consider every movement.
5) Japan may declare war on China. If they do
so this will be a full war and Japan will collect its full amount of resources
for the duration of the war. If China had entered the war prior to Japan
declaring war on it, then a declaration of war on China will mean a declaration
of war on all nations belonging to the side China belongs to.
6) Japan may declare war on the Western Allies.
This would be all Allied nations except for Russia. Japan will collect
its full number of resources per turn until the end of the game.
If at any time, other than Russia capturing Korea
in a limited war with Japan, Japan loses one of its original territories,
then Japan will go to full war production. All of the above are merely
increases on the maximum number of resources Japan is allowed to collect
per turn. In no circumstance will this allow Japan to collect more resources
per turn than the total resource value of all the territories under Japan's
control. Also, no nations may lend money to Japan until Japan is collecting
its maximum number of resources per turn free of restrictions.
China
China begins the game neutral and only collects 12
resources while it remains neutral. At the start of play no nations may
attempt to influence China.
China can enter into limited wars with Germany,
Britain, France, and/or Russia or with adjacent minor neutrals. Before
declaring any limited war China must pay 15 resources to gear up its war
time economy. Then while engaged in any limited war, China will collect
60% of full income per turn (initially 25). China may also freely declare
war on any minor neutral nation which it shares a border with. Any minor
war with China ends when China captures one territory belonging to the
opposing nation or that nation captures one Chinese territory, or both
nations agree to a cease of hostilities. While China is engaged in a minor
war, it can not enter the primary war.
Britain, France, and Germany all have the option
of giving China a territory to open diplomatic channels with China or even
more. Britain would have to surrender Hong Kong, France Indo-China, and
Germany Jiaozhou. If any of these nations select this option, then the
nation selecting this option (not their allies) may begin to diplomatically
influence China for 0-3 points per attempt and that costs 10 resources.
For more informations see British option #2 (Allied Powers) or #1 (Central
Powers), French option #4 and German option #1.
And last, but not least, China can influence
herself to join the main war, but only if the economy is raised to 60%
of full income. The goal is to reach 10 points toward the desired side
to join the main war. To achieve that the price is high - 15 resource points
for 0-2 points toward the desired side in main war. However, if China were
to roll 0 twice in a row, and if still neutral, then the tidings in China
will cause political elements to try to join both sides and with same price
both sides will get 0-2 points per turn at once. Both political blocks
would start from previously achieved points and will be influenced by tidings
of the world situation separately. Whenever 10 points is reached, then
China can join the main war at will in the following turn. If China doesn't
declare war then, points will be accumulated for both sides.
If 10 is reached for both Allied Powers and Central
Powers side simultaneously, then civil war occured. Army will split between
units loyal to Chinese republic and units loyal to Emperor. For each unit
there would be a die roll and on 1-6 units remain as republican units (for
current player), and on 7-10 units become imperial units (new player).
If there are units from both fraction in the same province, then they would
fight acting both as attackers. After this turn is resolved both sides
collect full amount of resources until the end of hostilities and after
that the winner takes the charge over China and can join the side for which
his fraction was leaning toward. If she doesn't join the main war, then
China collects 60% of full income until they enter the main war, or are
attacked from another major neutral.
Spain
Spain begins the game neutral, with a fresh memory
of the Spanish-American war. Because Spain lost that war and because Spain
found out that they are not capable of competing with larger European Powers
for a world domination, Spain is not willing to start new war again.
Spain, as all minor neutrals do, only collects
1/4 (rounded up) of the full income while neutral. While Spain collects
only 1/4 of the full income, her possibilites are minimized--Spain can
only be influenced similar to minor neutral and wait for the outcome. However,
Spain must collect 10 points to enter the main war on one side or another.
When influenced (for 10 resources and on 9 or 10 on D10 die) Spain obtains
0-3 points toward the side that attempts influence.
France cannot try to influence Spain while Spanish
garrison rule exists. To override Spanish garrison rule France must do
French option #1.
United States cannot influence Spain. Furthermore,
If US enters the war before Spain, then there is 2 in 10 chance that Spain
will have 0-20 points toward opposing side--see Spanish/American Relations.
But, if Spain spends 40 resources, she can boost
economy to higher level, thus collecting half of the full income (rounded
up). Following this, any attempt to influence Spain is worth more so Spain
can have 0-5 points toward the side that attempts influence.
When Spain is collecting half of full income
there are various opportunities for Spain:
1) Spain can declare war on any minor neutral
and while in such war she collects 3/4 of the full income (rounded up)
during the war.
2) Spain can opt to influence herself toward
one side or another--for a cost of 10 resources and 9 or 10 on D10 die
she will receive 0-3 points toward that side.
3) Spain can opt to declare war on any major
neutral nation, for free and only if hit 1 or 2 on D10 die.
When Spain achieves 10 points for one side or
another, then Spain cannot declare new war against neutrals before Spain
enters the main war, but can choose when would they declare themselves
as Allied Power or Central Power whichever status she reached..
United States of America
The US begins the war as a neutral and is very much
seeking an isolationist policy. While neutral the US collects only 15 resources
per turn. The US player can spend 40 resources at any time to gear up its
war spending and begin collecting 35 resources per turn.
The US has the opportunity to join either the
Central Powers or the Allies, though it is much more likely to join the
Allies. The US Public Opinion, henceforth referred as "US Entry," will
be tracked by a number that starts at zero and may go up or down depending
on global events. If at any time the US Entry reaches 10, then the US may
join the Allies on the following turn. If the US entry reaches -10, then
the US may join the Central Powers on the following turn. These events
are detailed below:
1) US Trade to Russia is cut off: + 0-2
2) Naval blockade of US trade to Germany or Britain
(as CP): 2 in 10 chance of - 0-2
3) Naval blockade of US trade to Britain (as
AP) or France: 2 in 10 chance of + 0-2
4) Japan declares full war on Russia: + 0-2
5) Japan declares war on China (while China is
neutral): - 0-4. Also, chance that USA will declare war on Japan (1-5 on
D10 die).
6) Zimmerman Note is discovered: + 0-4
7) British Propaganda is discovered: - 0-6
8) Nation from side the US currently favors surrenders:
0-2 Points towards that side.
9) Nation from side the US currently favors is
conquered: 0-4 Points towards that side.
10) Refusal to accept an offer to Surrender.
0-2 point against the side which refuses the surrender.
11) End of turn economic roll: - 0-2/ + 0-2 see
below.
At the end of every turn roll 1D10. The US will
naturally favor the side which is producing the greatest number of resources.
On a roll of 8, 9 or 10 the US Entry will move 0-2 points towards the side
with the greater resource production. On a roll of 1 the US entry will
move 0-2 points toward the side with the lesser production. Japan
automatically counts towards Allied productions unless it has opted for
war with the western allies.
US Playing Options
The US begins play collecting 15 resources. Also,
while neutral, the US automatically lends 10 resources to England, 8 resources
to Germany, and 5 resources to France and there is opportunity for 5 to
Russia, too--see Variable US trade section. These are not gifted resources,
but representative of the US merchants selling wartime goods on credit
to these nations. These resources do not count against the US production,
but the trade stops once the US enters the main war.
There is a list of options US can do while neutral.
Option #1: Gear Up Production
The US player may spend 40 resources at any time
to raise its resources collected per turn to 35.
Option #2: Declare War on Neutrals
The US player may attempt to enter into wars with
neutral minor nations and neutral major nations, though this will not be
easy. To enter into such a war the US player must seek to get a declaration
of war approved by the US Congress and have to raise economy (US Option
#1). They must spend 10 resources per attempt and can only make 1 attempt
per turn. If seeking war on a minor nation, then there is a 4 in 10 chance
the declaration of war will be approved. When seeking war on a neutral
major nation, there is only a 2 in 10 chance of it being approved. Should
the declaration of war attempt fail, then the US entry status (see below)
will shift 0-2 points closer to zero. If at war with a minor nation, the
US will not collect any additional resources per turn. If at war with a
major nation, then the US will begin to gear towards full war time production.
Option #3: Lend Resources
The US, being neutral and a major supplier of wartime
goods, may opt to gift resources to any nation active in the main war.
They must gift at least 5 resources if they chose to gift any. Unlike other
nations, ALL of the gifted resources arrive to their destination rather
than just half. These resources come out of the US player's saved resources,
NOT the resources the US is not currently collecting. If the US lends resources
to a nation on the side the US Pubic Opinion is currently leaning towards,
there is a 1 in 10 chance that the US Public Opinion will move 0-2 points
towards the opposing side.
Hence if the US Entry is currently at 3 and the
US gifts 10 resources to Serbia, there is a 1 in 10 chance the US Entry
would drop by 0-2 points. If the US gifts the resources to a nation belonging
to the side which US Public Opinion is not leaning towards, there is a
2 in 10 chance the US Entry will move 0-2 points towards the side the Public
Opinion currently favors. If US public opinion is at zero, then no effect
can happen to it by the gifting of resources.
Option #4: Influence Public Opinion
The US player can try to take his/her destiny into
his/her own hands and launch a media campaign to try and influence the
US Public and other branches of government. This can be done once per turn
and costs 10 resources per attempt. 1D10 is rolled. On a 7, 8, 9, or 10
the US Public Opinion will move 0-2 points in the direction the player
wanted it to. On a roll of a 1 the US Public will move 0-6 points
in the opposite direction.
Option #5: Influence Minor Nation
This option allows the US player to try and influence
minor neutral nation towards joining either the Allied or Central Powers
side, just as if any active participant had tried to make a diplomatic
influence attempt. It cost the US 15 resources to attempt this while neutral.
There is a 2 in 10 chance of success (9 or 10 on D10 die), just like any
standard diplomatic roll. There is also a 1 in 10 chance (1 on D10 die)
that the US Public Opinion will find out about these dealings and shift
1 point towards the side the US player had not tried to influence the nation
towards.
Example: If the US player, regardless of where
the US Entry is at, tries to influence Arabia towards becoming allied to
the Allied Powers, there is a 2 in 10 chance that US Public Opinion will
shift 1 point towards the Central Power side. This roll is independent
of the roll to determine the success of the diplomatic attempt.
British Empire (while neutral)
The British Empire at the start of the game is considered
neutral. While neutral British Empire collects only 1/2 of its full income.
When British Empire enters the main war, then it collects full income.
Government of British Empire feels that steaming
German industrial power should be considered as a great threat for their
supremacy on world seas and for British influence on the continent. German
steel industry already outmatched British, and German fleet is quickly
built and now is considered as a threat to British fleet. Because of their
concern, British, when neutral, are not able to declare war on any major
neutral or minor neutral but have free option to join main war if some
events occur or to join main war unprovoked.
The British Empire enters the main war on the
Allied Powers side if the following events are done:
1. German fleet crosses Skagerrak and enters
open sea (including submarines, empty transports excluded),
2. Central Powers attack or incorporate any province
belong to British Empire at the start of the game or attack any unit belong
to British Empire,
3. Central Powers attack Belgium or Denmark,
4. Russian Empire loses three provinces to Central
Powers including Japan if Japan declares full war against Russian Empire,
5. Central Powers (Germans or Austro-Hungary)
lose two provinces to Allied Powers,
6. Central Powers take Alsace-Lorraine,
7. Any other neutral major nation enters the
war on Central Powers side.
British Empire enters the main war on the Central
Powers side if the following events are done:
1. Allied Powers attack or incorporate any province
belong to British Empire at the start of the game or attack any unit belong
to British Empire - warning, for this purpose Japan is counted as Allied
Power,
2. France attacks Spain if Spain is still neutral.
If at least one of above events is accomplished
(either Allied Powers option or Central Powers option) then British Empire
can have Causus Belli to join main war and is not considered to join main
war unprovoked.
Major nations and colonies
Canada, South Africa, India and Australia follow
the British Empire when British Empire join the main war. Gifting of resources
between British Empire, Canada and Australia is without penalties and comes
in phase 8 like any other transfer of resources. Canada, India, South Africa
and Australia receive only 1/4 of the full income while neutral. Canada
and Australia cannot declare war to any minor neutral alone, nor they can
join the main war without British Empire. Additionaly, as British Empire,
India, South Africa, Canada and Australia forms Commonwealth, they share
knowledge about technology advancements. Therefore, any technology advancement,
known by one member of Commonwealth, is automatically known to other members.
However, only one try per technology in single turn is allowed for research.
Similar to British Commonwealth, France and French
colonies and Germany and German colonies share technology, but only one
try per technology in a single turn is allowed for research.
General note regarding Major neutrals and their actions
against minor neutrals
All major neutrals that took aggresive actions against
minor neutrals must know that this actions also affect all major and minor
neutrals, but the effect is delayed until mentioned major neutrals enter
the main war. Only when they enter the main war, these points are added
to other major and minor neutral status. Limited wars are not affected
with this rule.
In the table below, there are events regarding
main war that can affect neutrals if some events happen:
|
No.
|
Event
|
Ottoman
Empire
|
Italy
|
Spain
|
China
|
USA
|
Distant
minor
neutral
|
Neighbouring
neutral
|
|
1
|
CP declare war against neutral nation* |
0
|
+0-5
|
+ 0-2
|
+ 0-2
|
+ 0-3
|
+ 0-2
|
+ 0-3
|
|
2
|
AP declare war against neutral nation* |
- 0-3
|
-0-5
|
- 0-2
|
- 0-2
|
- 0-3
|
- 0-2
|
- 0-3
|
|
3
|
Ottomans join CP |
n/a
|
- 0-2
|
+ 0-1
|
0
|
- 0-3**
|
-0-1
|
- 0-2
|
|
4
|
Ottomans join Allies |
n/a
|
+ 0-2
|
- 0-1
|
0
|
+ 0-3
|
+0-1
|
+ 0-2
|
|
5
|
Italy joins CP |
- 0-4
|
n/a
|
- 0-1
|
0
|
- 0-4
|
- 0-1
|
-0-2
|
|
6
|
Italy joins AP |
+ 0-3
|
n/a
|
+ 0-1
|
0
|
+ 0-4
|
+ 0-1
|
+0-2
|
|
7
|
Spain joins CP |
- 0-4
|
- 0-4
|
n/a
|
+ 0-1
|
- 0-2
|
-0-1
|
- 0-2
|
|
8
|
Spain joins AP |
+ 0-3
|
+ 0-4
|
n/a
|
- 0-1
|
+ 0-2
|
+0-1
|
+ 0-2
|
|
9
|
China joins CP |
- 0-2
|
- 0-2
|
- 0-2
|
n/a
|
- 0-4
|
-0-1
|
- 0-2
|
|
10
|
China joins AP |
+ 0-2
|
+ 0-2
|
+ 0-1
|
n/a
|
+ 0-4
|
+0-1
|
+ 0-2
|
|
11
|
USA joins CP |
- 0-2
|
- 0-6
|
+ 0-2
|
- 0-20
|
n/a
|
-0-3
|
- 0-2
|
|
12
|
USA joins AP |
+ 0-2
|
+ 0-6
|
0
|
+ 0-20
|
n/a
|
+ 0-3
|
+0-2
|
|
13
|
Japan joins CP |
- 0-2
|
- 0-2
|
0
|
+ 0-18
|
+ 0-4
|
-0-1
|
- 0-2
|
|
14
|
Japan joins AP |
+ 0-2
|
+ 0-2
|
0
|
- 0-10
|
- 0-4
|
+0-1
|
+ 0-2
|
|
15
|
British Empire enters the war on CP side
unprovoked
|
-0-2
|
- 0-1
|
- 0-1
|
- 0-2
|
+ 0-20
|
+ 0-2
|
+ 0-2
|
|
16
|
British Empire enters the war on AP side
unprovoked
|
+0-1
|
see Italy
|
+ 0-1
|
0
|
- 0-3
|
0
|
0
|
|
17
|
Minor neutral joins CP |
- 0-1
|
- 0-1
|
- 0-1
|
-0-1
|
- 0-2
|
- 0-1
|
- 0-2
|
|
18
|
Minor neutral joins AP |
+ 0-1
|
+ 0-1
|
+ 0-1
|
+0-1
|
+ 0-2
|
+ 0-1
|
+ 0-2
|
*If main war side declare war against neutral nation,
then events in rows below also apply.
**Ottomans can inflict points on USA only if
enter the war on CP side in first three turns.
Example:
Allied Powers declare war against Netherland:
- Netherland automatically joins CP. All neutral
nations get points in following way: Ottomans 0-1 and 0-3 against Allied
Powers, Italy 0-1 and 0-5 against AP, Spain 0-1 and 0-2 against AP, China
0-1 and 0-2 against AP, USA 0-2 and 0-3 against AP, Belgium and Denmark
(as neighbouring neutrals) 0-2 and 0-3 against AP, all other neutrals 0-1
and 0-2 against AP.
Next table presents diplomatic response for neutrals
if some neutrals takes aggresive actions. All responses are done against
aggresive nation in the column Events, but their effect is delayed until
aggresive nation joins main war.
| No. |
Event |
Ottoman
Empire |
Italy |
Spain |
China |
USA |
Distant
minor neutral |
Neighbouring
neutral |
| 1 |
Ottomans declare war
against major power |
0-6 points
toward zero |
0-4 |
0 |
0-2 |
0-4 |
0 |
0-2 |
| 2 |
Ottomans declare war
against minor neutral |
0 |
0-2 |
0 |
0-2 |
0-4 |
0-2 |
0-4 |
| 3 |
Italy declares war
against major power |
0-2 |
0-6 points
toward zero |
0-4 |
0-2 |
0-4 |
0 |
0-2 |
| 4 |
Italy declares war
against minor neutral |
0-2 |
0-2 points
toward zero |
0-2 |
0-2 |
0-4 |
0-2 |
0-4 |
| 5 |
Spain declares war
against major power |
0-2 |
0-4 |
0-6 points
toward zero |
0-2 |
0-4 |
0 |
0-2 |
| 6 |
Spain declares war
against minor neutral |
0-2 |
0-2 |
0-4 points
toward zero |
0-2 |
0-4 |
0-2 |
0-4 |
| 7 |
China declares war
against major power |
0 |
0 |
0 |
0-6 points
toward zero |
0-4 |
0 |
0-2 |
| 8 |
China declares war
against minor neutral |
0 |
0 |
0 |
0 |
0-4 |
0-2 |
0-4 |
| 9 |
USA declare war
against major power |
0 |
0 |
0-6 |
0 |
0-6 points
toward zero |
0 |
0-2 |
| 10 |
USA declare war
against minor neutral |
0 |
0 |
0-2 |
0 |
0 |
0-2 |
0-4 |
| 11 |
Japan declares war
against major power |
0 |
0 |
0 |
0-10 |
0-4* |
0 |
0-2 |
| 12 |
Japan declares war
against minor neutral |
0 |
0 |
0 |
0-4 |
0-4 |
0-2 |
0-4 |
*If Japan as neutral declares war against China as
neutral then there is 50% chance that USA (as neutral) will ally China
in the war against Japan, 20% is chance for each following turn.
Example:
Italy declare war against Switzerland:
Ottomans will take 0-2 points against Italy which
will come in effect when Italy joins main war and if Ottomans are still
neutral, Spain and China will have 0-2 points, USA will have 0-4 points,
Belgium (neighbouring neutral) will have 0-4 points and other minor neutrals
will have 0-2 points against Italy which will come in effect when Italy
joins main war and if mentioned neutrals are still neutral in that time.
Next table represent events that affect neutrals
when some nations deliberately forbid pass through major straits, but some
other events are here too. All values are considered after each turn and
taken against nation that took aggresive action. If nation is not in main
war then effect is delayed until aggresive nation joins main war.
| No. |
Event |
Ottoman
Empire |
Italy |
Spain |
China |
USA |
Distant
minor neutral |
Neighbouring
neutral |
| 1 |
Panama canal is closed |
0 |
0 |
0 |
0-1 |
0-1 |
0-1 |
0-1 |
| 2 |
Gibraltar strait is closed |
0-1 |
0-2 |
0-2 |
0 |
0-1 |
0-1 |
0-1 |
| 3 |
Suez Canal is closed |
0-1 |
0-2 |
0-1 |
0-1 |
n/a |
0-1 |
0-1 |
| 4 |
Bosporus-Dardanelle strait is closed |
n/a |
0-1 |
0-1 |
0 |
0-1 |
0-1 |
0-1 |
| 5 |
Main war nation declares
unrestricted submarinewarfare* |
0-1 (0-1) |
0-2 (0-1) |
0-1 (0-1) |
0-1 (0-1) |
0-2 (0-1) |
0-1 (0-1) |
0-1(0-1) |
| 6 |
More then 5 units of main war nations
deployed in adjacent province |
0-2 |
0-2 |
0-2 |
0-2 |
0-2 |
n/a |
0-2 |
*In brackets are values for each consecutive turns,
other value is for first turn event takes effect.
Example:
Ottoman Empire declares Bosporus-Dardanelle strait
closed for any nation. All neutral nations except China gets 0-1 point
against Ottoman Empire while Ottoman Empire is neutral, or 0-1 point against
side the Ottoman Empire is a member.
In next table are events that comes in effect
if main war nations declare war or by any other means affect nations that
are involved in local war.
|
Event
|
Attacked
neutral
(A)
|
Involved
neutral
(B)
against
C
|
Italy,
Ottomans
against C
|
USA,
China,
Spain
against
C
|
Other
neighbouring
minor
neutrals
against C
|
Other
distant
minor
neutrals
against
C
|
B against C
each
consecutive
turn if B is
still in
war with A
|
Other neutrals
each
consecutive
turn against B
if still in war
with A
|
Main war nations (C)
declare war against
neutral major nation (A) |
joins
opposite
camp |
n/a |
0-5 |
0-2 |
0-3 |
0-3 |
n/a |
n/a |
Main war nations (C)
declare war against
neutral minor nation (A)
involved in local war |
joins
opposite
camp |
0-7 |
0-3 |
0-2 |
0-6 |
0-3 |
n/a |
n/a |
Main war nations (C)
succesfully influence
minor nation (A) involved
in local war
(if favorable to C) |
n/a |
0-6 |
- 0-1 |
- 0-1 |
- 0-1 |
- 0-1 |
0-3 |
0-1 |
Main war nations (C)
succesfully influence
minor nation (A) involved
in local war
(if not favorable to C) |
n/a |
0-6 |
0-2 |
0-2 |
0-2 |
0-2 |
0-3 |
0-1 |
Main war nations (C)
attack major neutral
nation (A) involved in
local war with minor
neutral nation |
joins
opposite
camp |
ends
war |
0-5 |
0-2 |
0-3 |
0-3 |
n/a |
n/a |
Main war nations (C)
attack major neutral
nation (A) involved in
local war with another
major neutral nation |
joins
opposite
camp |
0-7 |
0-3 |
0-2 |
0-3 |
0-3 |
n/a |
0-1 |
Example:
Ottoman Empire and Italy are in war with each
other, Allied Powers declare war against Ottoman Empire:
Ottoman Empire joins Central Powers side, Italy
gets 0-7 point against Allied Powers, USA, Spain and China gets 0-2 points
against AP, other minor neutrals gets 0-3 points against AP. If Italy doesn't
end the war, the next and following turns Italy still in war with Ottomans.
all neutrals can have 0-1 point against Italy which will come in effect
when Italy joins main war.
Example:
Italy is in war with Switzerland, Central Powers
succesfully influenced Switzerland and Switzerland joins the Central Powers:
Italy gets 0-6 points against Central Powers,
if favorable to CP, all neutrals get 0-1 points toward Central Powers,
if not favorable, all neutrals get 0-2 points against Central Powers. If
Italy continues war against Switzerland, then Italy can have 0-3 points
against Central Powers each turn the local war lasts, but all other neutrals
will have 0-1 point against Italy in the same time.
Allies
British Empire
British Empire cannot use below options while neutral.
Option #1: Ottoman Trade Fiasco
Historically Britain had a purchase order from the
Ottoman Empire to deliver two heavy cruisers to the Ottomans. They chose
instead to put those ships into the British navy. While the Ottoman Empire
was already decidedly a German ally, the British failure to deliver those
ships prompted the Ottomans into the war sooner. If the British player
chooses to give the Ottomans one of its two beginning Battleships (this
represents the two heavy cruisers), then the Ottoman Empire will get 0-6
points toward Allied Powers. If this is done, the battleship will instantly
be moved off the map and placed under the Ottoman Empire's control in the
same sea zone as the rest of their fleet. The British may exercise this
option on any turn prior to Ottomans enter the main war and after British
Empire enters the war on Allied Powers side.
Option #2: Seek Chinese Favor
The British player may chose to give the territory
of Hong Kong back to China, along with paying China 10 resources. If done,
there is a 1 in 10 chance that China will have 0-20 points toward Allied
Powers side (see Chinese rules). However, there is a risk involved. Seeking
China's favor may upset the fragile alliance Britain had with Japan and
there will be a 1 in 10 chance that Japan will declare war on Britain.
This option may be done on any turn where China is not yet in the war and
only once. The Chinese player gets to keep the 15 money and the territory
regardless of further events, and can be diplomatically influenced by British
Empire the following turns if didn't join allies and can be done after
British Empire enters the war on Allied Powers side.
Option #3: Influence US Public Opinion
Historically, it is argued that Winston Churchill
took measures to try and sway the US public opinion against Germany. A
propaganda campaign can target many news vehicles and include allowing
ships to be sunk when they could otherwise be saved, and many other elements.
For game purposes, this will simply be an expenditure of 15 resources.
The moderator will roll 2D10. On a 18, 19, or 20 the US Public Opinion
will raise 1 point. On a result of 2 the US media will discover the propaganda
for what it is, and the US Public Opinion will drop 3 points.
French Empire
Option #1: Spanish Relations
Traditionally France is not allowed to try to influence
Spain. Bad blood remaining between those two nations since the Napoleonic
Wars. See the Spanish Garrison special rule. If France gives Spain 10 resources
there is a 7-10 chance Spain will normalize relations with France, and
the Spanish Garrison rule will be void, and France may attempt to influence
Spain on future turns.
If France and Spain are allied by other means
and Spanish Garrison rule still exists, then they cannot share the same
provinces or waters. Any such attempt will end in combat, although they
won't change affiliation.
Option #2: Supporting Russia
France and Russia initially made up the backbone
of the Allied powers, with nations like Britain, and later Italy gingerly
stepping into the roll. France and Russia had a long-standing defensive
alliance against Germany. Because of this, for a cost of 5 resources, France
may gift Russia any number of resources at FULL VALUE, rather than losing
half of them per turn like a normal gift.
Option #3: Influence Italy
Prior to WWI France and Italy had been on fairly
unfriendly turns, with Italy viewing France as its most dangerous regional
enemy. Only the promises of monetary and military support from Britain
and France, and a premature partitioning of Austro-Hungarian lands prompted
Italy to join the war. This game begins assuming those overtures are already
being made, hence why Italy is set to join the Allies and gets initially
0-3 points toward Allied Powers. France may continue to the courtship of
Italy a bit further. For 15 resources there is a 2 in 10 chance that Italy
may be prompted to enter the war a earlier and that Italy gets 0-4 points
for succesful attampt and 0-4 points each turn instead 0-3. France may
attempt this once per turn, and only prior to Italy's entry into the war,
and only while Italy is leaning towards the Allied side (see Italy's description
above). If France is successful in advancing Italy's entry turn, they may
continue to use this option to attempt to advance it even further.
Option #4: Influence China
The French player may chose to give the territory
of Indochina to China, along with paying China 10 resources. If done, there
is a 2 in 10 chance that China will have 0-20 points toward Central Powers
side (see Chinese rules). However, there is a risk involved. Seeking China's
favor may upset the fragile alliance French had with Japan and there will
be a 1 in 10 chance that Japan will declare war on French. This option
may be done on any turn where China is not yet in the war and only once.
The Chinese player gets to keep the 15 money and the territory regardless
of further events, and can be diplomatically influenced by France the following
turn if didn't join allies.
Option #5: Seek Italy's Favor
The French player may opt to gift Marseille to Italy,
along with paying Italy 15 resources for a 4 in 10 chance (7, 8, 9 and
10 on D10 die) of Italy taking 0-20 points toward the Allied Powers side.
However, there is a 1 in 10 chance (1 on same D10 die) this will be seen
as a sign of weakness and Italy will get 0-20 points toward Central Powers
side. The Italian player gets to keep the 15 resources and the territory
regardless of the outcome. Marseille automatically becomes incorporated
into Italian lands.
Russian Empire
Option #1: Supporting France
As the other core member of the Allied powers, like
France, Russia can gift any number of resources per turn to France as it
desires, with the full amount arriving, for a cost of 5 resources.
Option #2: Supporting Serbia
Russia was the primary diplomatic supporter of Serbia,
and in fact it was the Russian military mobilization against Austria that
finally sent Europe down the unavoidable path to war. For a cost of 2 resources,
Russia may gift 5 resources to Serbia. This option may only be used once
per turn.
Option #3: Properly Supply the Army
Russia's military preparation for war in 1914 was
a sad state of affairs. As the army began to mobilize Russia quickly began
coming up short on supplies to properly equip all its soldiers. For instance,
only 2 out of 3 Russian soldiers in 1916 even were equipped with a gun--with
the expectation that once in battle those without would claim a firearm
from fallen foes. This was a primary cause of the high desertion rate the
Russian army faced, with many of the deserters returning to the civilian
populace and becoming supporters of the revolutionary movement. If Russia
chooses this option, its infantry will cost 6 resources for the remainder
of the war. On any turn where the moderator would roll for the chance of
the Russian revolution beginning, the roll will have a 1 in 10 less likely
chance of success.
Central Powers
German Empire
Option #1: Seek Chinese Favor
The German player may opt to give the territory of
Jiaozhou back to China, along with paying China 10 resources. If done,
there is a 2 in 10 chance that China will have 0-20 points toward Central
Powers side (see Chinese rules). However, there is a risk involved. Japan
will look down on Germany's attempt to bring China into the war and there
is a 1 in 10 chance, even if China stays neutral, that Japan will instantly
go up to full production and declare war on the rest of the Central Powers.
The Chinese player gets to keep the 15 money and the territory regardless
of further events and can be diplomatically influenced by German Empire
the following turn if didn't join Central Powers.
Option #2: Sway US Public Opinion
Like Britain, Germany may attempt to run a propaganda
campaign on the US public. This option will cost them 15 resources. 2D10
are rolled. On a 19 or 20 the US Public Opinion will lower by 0-2 points.
On a 2 the US Public Opinion will raise by 0-4 points.
Option #3: Support Irish Rebellion (if British is
Allied Power)
Any turn that Germany has a submarine in the Irish
Sea zone, Germany may spend 10 resources to deliver arms and supplies to
the anti-British Irishmen. Each turn they do this there is a 2 in 10 chance
that Ireland will rebel against Britain. If a rebellion happens, Ireland's
rebellion will get 1D10 infantry units and 1 artillery unit which immediately
attack any British forces in the two Irish territories. The German player
gets to place these forces in Ireland's two territories however they chose.
Once assigned to territories, a combat will occur with any British forces,
treating the Irish rebels as attackers and the British forces there as
defenders. Each time a roll is made to support an Irish rebellion, there
is also a 1 in 10 chance that the Irish people will learn of Germany's
meddling and further support the British war effort (on a 1 the Irish support
the Brits, on a 9 or 10 they rebel). If this happens, Britain will get
+20 to its manpower limit for the British Isles. Once one or the other
result happens, no further attempts may be made to support an Irish Rebellion.
Option #4: The Zimmerman Note
With certain promises and an inside contact within
the Mexican government, Germany can attempt to gain Mexico as an ally through
this action in addition to the standard means of diplomatic influence.
An attempt will cost 15 resources. On a 9 or a 10, Mexico will get 10-20
points toward Central Powers side. On a 1-3, the US Public Opinion will
raise 0-4 points.
Option #5: Sneak Supplies to German East Africa
Germany implemented several inventive ways to get
supplies from Germany down to German East Africa. It will cost 6 resources
to do this. On any turn this option is used, Germany may build an additional
two units in German East Africa (at normal cost and reducing manpower in
mainland,