The War to End All Wars: Play-by-Email rules.

 Map  Units  Alliances Sequence of Play Other features
 Straits  Infantry  Neutrals Phase 1: Diplomatic Actions Conquest
 Manpower limits  Ottoman Empire Phase 2: Technology Surrender
 Artillery  Italy Phase 3: Building New Units Victory Conditions
 Tanks  Japan Phase 4: Combat&Movement Conditional Orders
 Trenches  China Phase 5: Plunder Miscellaneous
 Anti Air Guns  Spain Phase 6: Incorporation
 Rockets  United States of America Phase 7: Deploying Units Main Tables
 Battleships  British Empire (while neutral) Phase 8: Collecting Resources Advancements
 Destroyers/Cruisers  Colonial Powers Phase 9: Special Rules Resolvement Reconaissance
 Transports  Allied Powers Task Force orders
 Aircraft Carriers  British Empire (as Allied Power) Penalties for Attackers
 Submarines  French Empire Incorporation
 Fighters  Russian Empire Colonies Allowance
 Bombers  Central Powers
 Industrial complexes  German Empire
 Ports  Austria-Hungary
 Cities  British Empire (as Central Power)

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, not colonial). For a cost of 8 resources (plus normal cost) Germany may build an artillery unit in German East Africa without having an Industrial Complex there.

Option #6: Support Russian Revolutionaries

Germany may spend money to and support the growing revolutionary movement inside Russia. On any turn once the moderator has begin to roll for the Russian Revolution, Germany may spend 12 resources to add an additional 1 in 10 chance of the revolution starting. These resources are kept by Bolshevik player until revolution arises.

Option #7: Build subs in Adriatic Sea

Germany may build a single sub in Germany and transport it to Adriatic Sea. For that purpose there can be no strategic movement from/to Trieste and 6 points will be substracted from total allowance for rail movement of any province with port where submarine is being built. This sub can engage any surface ship or submarine  in that sea in the same turn.

Austro-Hungarian Empire

Option #1: Peace with Serbia

The spark that began WWI started in the Balkans with tensions between the Austro-Hungarian Empire and Serbia. This option will allow the Austro-Hungarian player to offer Serbia 25 resources for a 50/50 chance of Serbia accepting a peace treaty. This option may only be attempted once per game and only if Serbian territories contain no non-Serbian Allied units in them.

Option #2: Seek Italy's Favor

Austrian lands were the prime target of Italy's ambition, particularly the city of Trieste. The Austro-Hungarian player may opt to gift Trieste 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 Central Power 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 Allied side. The Italian player gets to keep the 15 resources and the territory regardless of the outcome. Trieste automatically becomes incorporated into Italian lands.
Above is done only if Italy has not twice leaned toward Allied Powers by using Italian influence (option 2 at Italian option list); in that case, if isuccessful, then Italy is considered neutral and can be influenced as any other minor neutral. As Italians are leaning toward Allied Powers at the beginning, then if Allied Powers succeed once to do the former, then Central Powers must counteract and do the same before they use this option to have full success.

British Empire (as Central Power)

Option #1: 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 Central 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 all the Central Powers. 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 turn if didn't join allies.

Option #2: Influence US Public Opinion

Historically it is argued that Winston Churchill took measures to try and sway the US public opinion against Germany (for this purpose against France - if British become Central Power). 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 drop 1 point. On a result of 2 the US media will discover the propaganda for what it is and the US Public Opinion will raise 3 points.

Sequence of Play

Phase 1: Diplomatic Actions

During this phase a player has a number of different diplomatic actions available to them: These are detailed below:

1.1: Declarations of War

For any nation the player intends to attack this turn, if the player is not yet at war with that nation, then they must declare war on them at this point. Make sure to determine the effects of the declaration of war on US Entry or any other neutral major nations. If the war is not declared, then nation (and the block she is in) suffer double penalty for US entry.
Note: The war between two neutrals lasts until either side capture one province from oposite side and is called either limited war (for some nations available) or local war. After that no war activities are allowed and either nation must declare war again if they want to continue. Such activities would have, obviously, more impact on other neutral nations.

1.2: Diplomatic Influence

Most minor nations and some major neutral nations can be influenced by the major nations already active in the main war. All neutral minor nations begin either neutral or favorable to one side or the other.
A nation may spend 10 resources for a chance at making a neutral nation more favorable to them. The chance of this happening is 2 in 10 per attempt (hit 9 or 10 on 10 sided die). Only one attempt can be made on a particular nation by the player each turn. For instance, Persia begins the war completely neutral. Germany could spend 10 resources for a diplomatic influence attempt on Persia. Assuming the roll was successful, Persia would then become more favorable to the Central Powers. If Germany or another Central Power nation could successfully influence Persia again, then Persia could join the Central Power side. If, however, an Allied nation successfully influenced Persia before that time, then Persia would move few points closer to friendly relations with the Allies and become neutral again.
A few minor nations begin the game favorable to a particular side. Any member of that alliance may attempt to influence such a minor. Nations with a * before them can be diplomatically influenced, but such attempts shall only succeed on a roll of 10.
To achieve status to enter the main war, minor neutral must (as major neutrals do) reach status of 10 points to one particular side. For each succesfull attempt minor nation gets 0-8 points toward the influencing side. There are five starting diplomatic stands on the diplomatic chart: Central Power Camp (-10), Favorable to the Central Powers (-5), Completely Neutral (0), Favorable to the Allies (5), and the Allied Power Camp (10). In brackets are values that indicates how the starting diplomatic stands compares to their starting diplomatic values.

1.3: Surrender

At this point a nation may offer to surrender. If majority of the opposing nations agree, then the terms of surrender as listed earlier in this manual enter into effect. If the nation has any troops on territories which belonged to the opposing side, then the player must begin removing all troops from those territories by the fastest routes possible. If the surrender not accepted, then the player's nation remains at war with those nations. A nation can surrender to other nations if not in the main war, or to the side if involved in main war.

1.4: Other Declarations

Here any nation holding (or controling) some of above mentioned straits or canals may issue declaration of their closing for designated nation(s) passage.
Also, any nation can declare Unrestricted Submarine Warfare against any designated side. However, to have Unrestricted Submarine Warfare in effect, one must deploy submarines in the sea zones with main ports of target countries. These zones are
Targeted Nation Targeted Sea Zone Targeted territories Value
British Empire North Sea, Middle Atlantic London 31
German Empire Skagerrak Hamburg 15
Austria-Hungarian Empire Adriatic Sea Trieste 6
France Middle Atlantic Brest 12
USA US Atlantic Coast, US Pacific Coast East Coast, LA 76
Italy Tyrrenean Sea Milan 12
Japan Sea of Japan Tokyo 19
China Yellow Sea Zheijang 5
Russia Gulf of Bothnia Petrograd 5
Ottoman Empire Aegan Sea Constantinople 8
Spain Western Mediteranean Sea Barcelona 8
Any submarine deployed in above designated zones, besides damage done by sumbarine warfare (section 4.7), can inflict additional damage to production and to cause that US trade bonus given to targeted country is lost. Additional damage is done because subs interrupt trade that normally occurs between targeted country and other neutral countries and own colonies, then against targeted nation's coastal trade and fishing ships etc. The total damage given by this way can be up to full income from targeted territories (see table). Each sub can hit 1-10 on D10 damage from targeted territories. Furthermore, if there is any trade obtained with US (while US is neutral) then such trade is lost (see variable US trade).
Example: - French Empire has 12 resources from territory of Brest. If unrestriced submarine warfare is declared then if enemy sub is deployed in Middle Atlantic that can cause that France lose up to 12 resources.
Once anounced, the nation doing it cannot retract its unrestricted submarine policy without spending 25 resources and never being able to use unrestricted sub warfare for the rest of the war.
The "bottom line" with unrestricted submarine warfare is that neutrals would not be happy that their trade fleet is geting sunk, too, so they will have 0-1 point per turn against the nation that declare it. See, US public opinion for more info.
If main war nation has at least one surface ship in above mentioned sea zones, then she can declare Naval Blockade against target nation. That action can hit resources transfered by sea, but most important, it would force target nation to lose US trade. This option must be selected on a turn by turn basis.

1.5: Special Rule Options

Various special diplomatic options have been listed for some major nations. Those rules without specific definitions of when they should be played within a given game turn should be played at this stage within a player's turn.

Phase 2: Technology

Phase 2.1: Research of technology

The player may try for any of the improved technologies below. It costs 10 resources per attempt, and only one attempt may be made for each technology per turn. On a roll of a 9 or 10 on a ten-sided die, the player will have successfully have researched the technology. However, all rechnologies require the nation to invest in upgrading existing units. If the new technology is to be applied to existing units then nation must spend difference between new cost and old cost of units and 10% of new value (rounded up) of units for each unit already deployed. For instance, if a nation wins the improved weapons technology, the nation will have to purchase all the improvements at once. Let us say that the player had 50 infantry in play and the cost for improved weapons is +1 for every infantry, 10% of value is also 1 so player need to pay additional 50 resources to improve them. It would cost the player 100 resources to upgrade all existing infantry and have the new technology take effect. Then, every new infantry purchased by that nation would receive the improved status and will cost the increased amount. Nations that are in same camp as the nation(s) that obtained a technology advancement, can spend only 7 resources to research that technology. Nations that meet advanced weaponry on the battlefield at the hands of the enemy can use that experience to obtain such technology for themselves, thus they can spend only 9 resources to research that technology. Techologies not affected with this rule are Improved Weapons, Troop Mechanization, Basic Tanks Technology, Basic Bomber Technology, Super Trenches, Radar, Sonar and Improved Industrial Technology which are always at 10. All other technologies including Advanced Tanks and Advanced Bombers are included.

Improved Weapons

This technology is designed to give infantry greater firepower. Improved weapons represent grenades, more portable machine guns, land mines, and other wonderful instruments of death.
# of possible advances: 1     Applies to Infantry
Stats: +1 attack, +1 defense, +1 cost

Chemical Warfare

This represents the development of chemical and biological weapons. Even though gas masks did provide some security against chemical weapons, they did not truly negate the offensive potency of this modern warfare.
# of possible advances: 2    Applies to Infantry
Stats: 1st Advance: +1 attack
2nd Advance: +1 attack

Troop Mechanization

This is the technology of having a large army able to cover distances more effectively. While it won't give units more movement in game terms, it does allow soldiers to cover more territory. There for decreasing the number of men it takes to make a fully capable combat unit. At the moment that a nation develops troop mechanization, the moderator will increase the manpower limit of that nation by 30%.
# of possible advances: 1    Applies to Infantry
Stats: increases manpower by 30%

Improved Artillery

This improves the distance, accuracy, and rate of fire.
# of possible advances: 3     Applies to Artillery
Stats: 1st Advance: +1 Attack
2nd Advance: +1 Defense
3rd Advance: +1 Attack

Tanks

Only Germany, Britain, and the US start out with tanks. On the first advance all other countries get the ability to simply make tanks.
# of possible advances: 4    Applies to Tanks
Stats: 1st Advance: Developed tanks
2nd Advance: +1 attack, +1 move, +1 cost
3rd Advance: +1 attack, +1 cost
4th Advance: +1 attack, +2 cost & Breakthrough.
Breakthrough means the tank can go on to move into or attack a second territory after successfully capturing the first. Any combats that happen as a result of a breakthrough are determined after all other combats are resolved.

Super Trenches

Development of Super Trench technology allows a player to begin building Super Trenches. In order to build a super trench a nation must have 10 or more infantry units present in a territory where it already has a normal trench. 20 resources may then be expended to upgrade the trench to a super trench.

Improved Anti-Aircraft Guns

Improved AA guns get to fire once every round of an attack against the territory they are in. This is in addition to the one die roll they receive when aircraft first enter the territory. Improved AA guns may also be put on ships. Battleships and carriers may hold 2 improved AA guns, while cruisers and transports may carry 1.
# of possible advances: 1     Applies to AA guns
Stats: 1st Advance: +1 defense, 1 roll per round, can be added to ships.

Rockets

No nation begins play with rocket technology. The first advance gives the nation the ability to make rockets. Advances 2 through 4 increase the rocket's effectiveness.
# of possible advances: 4    Applies to Rockets
Stats: 1st Advance: basic rocket technology
2nd Advance: +1 attack, +2 cost
3rd Advance: +1 attack, +1 range, +3 cost
4th Advance: +1 attack, +1 range, +4 cost. 1D10 strategic attack

Improved Battleships

Improvements in battleship range from increasing shelling capability, ground support capabilities, and armor plating.
# of possible advances: 3   Applies to Battleships
Stats: 1st Advance: +1 shore bombardment, +1 hit capacity (3 hits to sink), +5 cost
2nd Advance: +1 shore bombardment, +1 attack, +1 hit capacity (4 hits to sink), + 6 cost
3rd Advance: Second attack (2 attacks per combat round), +7 cost

Improved Cruisers

# of possible advances: 3   Applies to Cruisers
Stats: 1st Advance: +1 attack, +2 cost
2nd Advance: +1 defense, +2 cost
3rd Advance: +1 attack, +3 cost

Improved Transports

# of possible advances: 3    Applies to Transports
Stats: 1st Advance: +1 troop point, +2 cost
2nd Advance: +1 troop point, +2 cost
3rd Advance: +1 defense, +3 cost

Improved Submarines

# of possible advances: 2   Applies to Submarines
Stats: 1st Advance: +1 attack, +2 cost
2nd Advance: +1 attack, +3 cost

Aircraft Carriers

No nation begins play with aircraft carriers. With 1 advance basic aircraft carriers may be built, but it is highly recommended that sea capable fighters (fuel 5) be stationed on the carrier right away or it will have difficulty defending itself. Fighters may be built DIRECTLY onto a carrier if it is in a sea zone adjacent to a territory with an industrial complex controlled by the carrier's nation.
# of Possible Advances: 3     Applies to Carriers
Stats: 1st Advance: Basic carrier technology
2nd Advance: Holds +1 fighter, +7 cost
3rd Advance: Holds +1 fighter, +1 hit capacity (3 to sink), +9 cost

Improved Fighters

Improvements in aviation range from the weight capacity, range, speed, maneuverability, and ability to scramble planes quickly into the air. These increase the fighter's attack and defensive capabilities as well as total range and maximum airtime (fuel points).
# of possible advances: 4      Applies to Fighters
Stats: 1st Advance: +1 defense, +1 fuel, +1 cost
2nd Advance:+1 defense, +1 fuel (naval ready), +1 cost
3rd Advance: +1 defense, +1 fuel, +1 cost
4th Advance: +1 attack, +1 defense, +1 fuel, +1 cost

Improved Bombers

Only Italy starts the war with basic bomber technology; others still have to research it.
# of possible advances: 3     Applies to Bombers
Stats: 1st Advance: Basic bomber technology
2nd Advance +1 attack, +2 fuel, +2 cost
3rd Advance: +1 attack, +2 fuel, +2 cost
4th Advance: +1 attack, +2 fuel, +2 cost

Faster Ships

# of possible advances: 1     Applies to all Ships
1) +1 movement, +5 cost to Battleships and Aircraft Carriers. +2 cost to Cruisers, Submarines and Transports.

Improved Industrial Technology:

This research is devoted to improving factory efficiency. Two advances are possible for this field, each one reducing the cost of manufactured units (doesn't include infantry or trenches).
# of possible advances: 2     Applies to Industrial Complexes
Stats: 1st Advance: Reduces the cost of every unit by 10% (round up)
2nd Advance: Reduces the cost of every unit by 20% (round up and not cumulative from 1st industrial tech)

Radar:

Historically radar was not developed until WW2. Because aircraft played a much less critical role in WW1, there was no great need for radar. However, if aircraft technology advances significantly, radar may become an important tool.
# of possible advances: 1    Applies to Radar Units
Stats: Cost 18, may be placed on battleships or carriers. Enemy planes receive -1 to their attack when radar is present. If on a ship, that ship has a 50% chance of detecting them, and the ships have the option of retreating to an adjacent sea zone. A radar unit is destroyed if the ship it is on is sunk or the territory it is in is captured in combat.

Sonar:

Sonar was developed shortly after radar and using similar components is allowable as an independent technology.
# of possible advances: 1    Applies to Sonar Units
Stats: Cost +13, placed on any ship, all subs attacking a task force with a sonar unit in it receive -1 to their attack. (see Sub Detection and Sub Interception).

Advancements table

Technology Level Attack Defense Movement Cost Variable Applies to
Improved Weapons 1 +1 +1 n/a +1 n/a Infantry
Chemical Warfare 1 +1 n/a n/a 0 n/a
2 +1 n/a n/a 0 n/a
Troop Mechanization 1 n/a n/a n/a 0 Increases Manpower by 30%
Improved Artillery 1 +1 n/a n/a 0 n/a Artillery
2 n/a +1 n/a 0 n/a
3 +1 n/a n/a 0 n/a
Tanks 0 n/a n/a n/a 0 Basic Tank technology Tanks
1 +1 n/a +1 +1 n/a
2 +1 n/a n/a +1 n/a
3 +1 n/a n/a +2 Breakthrough
Supertrenches n/a n/a n/a n/a +20 n/a Trenches
Improved Anti-Aircraft Guns 1 n/a +1 n/a n/a Can be added to ships AA Guns
Rockets 0 n/a n/a n/a 0 Basic Rocket technology Rockets
1 +1 n/a n/a +2 n/a
2 +1 n/a n/a +3 +1 range
3 +1 n/a n/a +4 +1 range,
1D10 strategic attack
Improved Battleships 1 n/a n/a n/a +5 +1 shore bombardment,
+1 hit capacity
Battleships
2 +1 n/a n/a +6 +1 shore bombardment,
+1 hit capacity
3 2x n/a n/a +7 Second attack
Improved Cruisers 1 +1 n/a n/a +2 n/a Cruisers
2 n/a +1 n/a +2 n/a
3 +1 n/a n/a +3 n/a
Improved Transports 1 n/a n/a n/a +2 +1 troop point  Transports
2 n/a n/a n/a +2 +1 troop point
3 n/a +1 n/a +3 n/a
Improved Submarines 1 +1 n/a n/a +2 n/a Submarines
2 +1 n/a n/a +3 n/a
Aircraft Carriers 0 n/a n/a n/a n/a Basic Carrier technology Carriers
1 n/a n/a n/a +7 +1 fighter capacity
2 n/a n/a n/a +9 +1 fighter capacity,
+1 hit capacity
Improved Fighters 1 n/a +1 +1 +1 Can do tactical and land attack Fighters
2 n/a +1 +1 +1 Naval ready
3 n/a +1 +1 +1
4 +1 +1 +1 +1
Improved Bombers 0 n/a n/a n/a n/a Basic Bomber technology Bombers
1 +1 n/a +2 +2
2 +1 n/a +2 +2
3 +1 n/a +2 +2
Faster Ships n/a n/a n/a +1 see right +5 cost BB&CV,
+2 cost DD&SS&TR
Ships
Improved Industrial Technology 1 n/a n/a n/a n/a Reduces cost of units by 10% (rounded up) IC
2 n/a n/a n/a n/a Reduces cost of units by 20% (rounded up)
Radar n/a n/a n/a n/a 18 May be placed on BB&CV,
Enemy planes receive -1 to their attack
Radar
Sonar n/a n/a n/a n/a 13 Enemy subs receive -1 to their attack Sonar

Phase 2.2: Purchase of technology

During this phase any player that successfully researched new technologies can spend resources to upgrade units. That can occur in the same turn when technology is obtained. However, units will not be upgraded until phase 7.

Phase 3: Build New Units & Espionage & Reconaissance:

3.1: Building new Units

During this phase players may spend saved resources on new units.
Each province separated from the mainland can hold resources to use them to raise new units or transfer to the mainland or to another separated territory. Resources can be spent only if that territory have enough resources there in this phase. The player selects all of the units they want to purchase, adding up their value and making sure they have not spent more than the total number of resources they had saved there. All purchased units are not placed at this time (see Phase 7: Place New Units) but the money intended to be spent may be lost if the territory where they are intended to be built is lost during the turn.
Units have various costs. A few units have the same cost and combat abilities for every nation. These are as follows:
Trenches: 5
Super Trench: 20
Radar Unit: 18
  Sonar: 13
Unit Type Cost Attack Defense Move
Anti-Air Guns: 3 - 1 1
Rockets: 10 4 1 1
Aircraft Carrier: 95 2 2 2

For these and other units cost check Units and Technology page.

3.2: Espionage & Counter-espionage

During this phase the active country can do spying missions or to try to prevent such missions. For a price one country can have a chance to see enemy deployment, to see the exact number and type of troops involved in combat, and/or to find out how many and what units the target nation built in the turn. The nation doing counter-espionage mission can prevent opponents from having the above information and can do that with minimum price--if attempted on home provinces or sea zones bordering original territories.
Important note: in any event, no one will know which nation attempted the espionage mission.

3.2.1: Espionage

3.2.1.1. Neutral nation espionage
For a fee of 4 resources, one nation can try to reveal current status of a minor neutral nation. The chance for a success is 50% (1-5 on D10 die).
For a fee of 5 resources, one nation can try to reveal the affiliation of major neutral's government, but cannot reveal at all the current status of major neutral (points). The chance of a success is 50% (1-5 on D10 die)
3.2.1.2 Army staff espionage
For a fee of 5 resources, one nation can try to find out what units the target enemy country built during the current turn (but not where are they deployed). The chance of success is 50% (1-5 on D10 die).
3.2.1.3 Industrial espionage
For a fee of 3 resources, one nation can try to find out what new technology the targeted nation obtained and thus simplify the chance for thier own advancement in that area (chance is increased by 10% - 8-10 on D10 die). The chance of a success is 50% (1-5 on D10 die). Targeted nation can be friendly, too, and targeted technology must be mentioned. Increased chance stands until the required level is discovered.
3.2.1.4 Combat intelligence
For a fee of 1 resource, one nation can see the exact size and type of enemy units engaged in combat on target province after turn update. The nation trying this must have at least one land unit in that province during the combat. The chance of a success is 50%.

3.2.2: Counter-espionage

3.2.2.1. Neutral nation counterespionage
Only major neutrals can do this action. For a fee of 1 resource major neutral can try to prevent other designated nations to reveal the affiliation of major neutral's governemnt. The espionage attempt of 50% (1-5 on D10 die) chance of success is lowered to 20% (1-2 on D10 die).
3.2.2.2 Army counterespionage
For a fee of 1 resource one nation can try to prevent designated enemy nation to know exact number and type of units built in the current turn.  The espionage attempt of 50% (1-5 on D10 die) chance of success is lowered to 20% (1-2 on D10 die).
3.2.2.3 Industrial counterespionage
For a fee of 1 resource for each technology, the nation can try to prevent other nations to have better chance to achieve technology advances. The nation attempting this must mention what technology is protected by this measure.  The chance for success is 50% (1-5 on D10 die) and if succeed the chance for succesfull espionage is lowered to 20% (1-2 on D10 die).
3.2.2.4 Reconaissance countermeasure
For a fee of 1 resource for each province attempted, the nation can give wrong data regarding the size and type of troops in target province. Usually the size of the troops is valued by the color of units (0-5 is black, 6-20 is yellow, and over 21 is red), so one can try to mask the exact number by giving such false color information. The chance for a success is 50% (1-5 on D10 die).

3.3 Reconaissance

By default many units have a chance to detect enemies in the same sea zone or in nearby land province--passive reconaissance. Infantry units have the best chance to see enemy units in nearby provinces, and artillery units, rockets and AA guns cannot see at all. Trenches can decrease effectiveness of reconaissance by 50% and supertrenches by 75%. The theoretical maximum of passive reconaissance of a neighbouring province is 100%; thus, for provinces with trenches the maximum is 50%, and for provinces with supertrenches the maximum is a mere 25%. Reconaissance value is calculated for all allied units against enemy provinces/ sea zones.
Example: If A and B of nation 1 are bordering province C of nation 2, and C has trench against A and not against B, then trenches will reduce effectiveness only for units in A and not for units in B. So, if base chance for A to see exact deployment of C is, say 34% (4 infantry units) and for B it is 27% (3 infantry units), the resulting chance would be 52%, but if C have trenches against A then it would be only 39%.
On the sea, cruisers/destroyers have a best chance to detect enemy units and transports, and subs are less effective in counting the exact number of enemy surface units because of their short towers. Naval units other then submarines and transports can, also, recon a near land provinces, but the chance is many times less then reconaissance on the sea.
The base recon chance for each unit is shown in the following table:
Unit
Passive recon
base chance
land
Active
recon mission
chance
land
Passive recon
base chance
sea
Active
recon mission
chance 
sea
Infantry 10% 50% 5% n/a
Artillery n/a n/a n/a n/a
Tanks 5% 25% 5% n/a
Trenches (alone, without
other units present)
5% n/a n/a n/a
AA guns n/a n/a n/a n/a
Rockets n/a n/a n/a n/a
Battleships 5% n/a 30% 50%
Destroyers/Cruisers 5% n/a 50% 80%
Transports n/a n/a n/a n/a
Aircraft Carriers 5% n/a 30% n/a
Submarines n/a n/a 20% 40%
Fighters 10% 80% 5% 20%
Bombers 10% 80% 5% 50%
Note: the chance for a success can be calculated using the following formula:
C=1-Pc(1-Bi)·Pt((1-Bi)/2)·Ps((1-Bi)/4)
where C means chance for success, Pc means product for reconaissance over untrenched border, Pt means product for reconaissance over entrenched border, Ps means product for reconaissance if the target province has supertrench over that border, and Bi is a recon chance of unit(s).
In practise, above number means that if there are 4 inf units in province A and 2 inf units and 1 art unit in province B, both adjacent to province C, then the chance to see the exact number in province C is C=1-(1-chance inf)6*(1-chance art)=1-(1-0.1)6*(1-0.0)=1-0.53*1=47%.
In the game, the bordering province will show the exact troop deployment should the passive reconaissance hit or will show a lower number if it missed.
To override such limitations, one can use active reconassance mission with the player's units, with better success, but such units cannot be used in combat, and are vulnerable against enemy fire because they cannot attack during reconaissance mission. Also, units in targeted province can fire at them - 1 on D10 die. Of land units only AA guns can attack aircrafts doing reconaissance missions, also with 1 on D10 die.
However, such active reconaissance is possible on the sea only with aircrafts, destroyers and submarines and with aircrafts.
Units used in reconaissance mission cannot be used in combat in phase 4 as neither attackers or defenders. Land units in recon mission have 5 times basic chance for success, air units 8 times, and ships three times better chance for a success.
On the sea, naval units doing active reconaissance missions can see the task forces of opposite navies IN THE SAME SEA ZONE only. These task forces can fight back with 1 on D10, but the side doing reconaissance may help own TF in the same sea zone to engage enemy or avoid detection (check reconaissance table) by the other side so it can pass freely.
Aircrafts in reconaissance mission on the sea can significantly (because they cannot be shot except by enemy planes) increase the chance for own task forces survival and to avoid combat or to engage enemy task force.
All units doing reconaissance mission may fail to do that, however, all data collected would be given to appropriate units in combat phase and will be reflected on the main map after turn update for the areas where they attempted reconaissance.
And last, why is active reconaissance needed? Each group of units attacking enemy units can withdraw unconditionally (after designated rounds of combat) or conditionally. If they withdraw conditionally, it can be done in two different ways - if attacker say how many losses is allowed for attacking army, or if attacker succeds to kill designated number of units but there are (unexpectedly) more units on defenders side left. That number can be obtained by active reconaissance or predicted by player.

3.4: Repairing of damaged ships

In this phase, any ship, that is in the sea zone with a friendly (own or allied) port, can start to repair herself. Because repairing lasts full turn, if the ship is attacked during the repairing action, ship will have to defend herself and cancel repairing action. Also, all money intended to be spent for repairing is lost. Repairing lasts until phase 7.
As mentioned above battleships are fully repaired for the cost of 20, and aircraft carriers for the cost of 25.

Phase 4: Combat and Movement

It is hard to make real distinction between movement and combat. Each can happen in the same time but these are the guidlines for the combat and movement phase:
1. Defending land units always (if able) deploy in their own or allied provinces before any combat starts. Armies that attack must have at least one round of combat prior to withdrawal (exception is beach landing attack that lasts until  one side or another achieves victory). Units that strategically move cannot be used in any combat because they start moving before any combat occurs and they finish moving when all combats are resolved.
2. If two or more nations use their units for attack or defense in the same battle, then casualties are taken by their share in attack or defense total (not number of units). This is done to prevent that some more advanced nations use their advantage and to make less advanced nations units as cannon fodders.
3. If two enemy task forces share the same sea zones at the beginning of the turn, then only the lower chance for contact is used during first round of combat.
4. The time sequence is most important when planning naval movement. If one TF does something while spending its first movement point, others TFs can prevent it only if doing that at the same time. Combat and engagement chance is calculated after each move.
5. All naval units move one sea zone at a time. Ships with more movement points move their last points after all units with the fewer movement points cease moving.
6. All naval units can do a single task while they spend one movement point. When they start spending next movement point they can change a task they are designated to do.
Example: TF #1 with BB and 3 DD can do escort mission during spending first movement point. They escort loaded transports (TF #2) and then enter in second sea zone. In second sea zone TF #1 splits to TF #1 (BB and DD) and TF #3 (2 DD). TF #1 do a bombardment mission while TF #3 escorts TF #2 which attempts beach landing mission.
Example: TF #1 with 2 DD is in patrol mission and spends one movement point patroling in sea zona A. Next movement point is spent while it escort two transports (TF #2) to sea zone B. In sea zone B, TF #1 does a blockade mission (3rd movement point).

4.1: Industrial & Tactical Bombing and Rebasing, Strategic Movement:

4.1.1: Industrial&Tactical Bombing

The player may now attempt industrial and tactical bombing missions against the enemy.
Industrial bombing raids can be done with any bombers which have achieved tech level #2. Industrial bombing can be targeted against an enemy Industrial Complex or an enemy City. Each bomber that successfully penetrates the AA fire and intercepting fighters (See Phase 4.7: Air Combat) gets to either subtract 1D10 resources from the target nation's saved resources or 1 Manpower from their Manpower reserves. Resource bombing must target an industrial complex while Manpower bombing must target a city.
Any aircraft with at least 4 fuel points may attempt tactical bombing. Tactical bombing is the targeting of strategic positions prior to an attack in order to aid that attack. Such targets could include bridges, known supply routes, ammunition depots, artillery locations, relief troops, or any number of other things. Any aircraft that successfully makes it past any AA fire and/or intercepting fighters automatically scores 1 Tactical Strike Point. If three or more Tactical Strike Points are scored against a territory in a single turn, then any infantry attacking that territory that turn receives a +1 to their attack ratings.
Industrial and tactical bombing missions constitute the participating aircraft's action for the turn. The aircraft cannot move, re-base, or participate in combat on any turn it does a bombing mission.

4.1.2: Rebasing of aircraft units

Rebasing of the aircrafts comes starting during this turn. Rebasing aircraft has double movement points to do that, but if it must fly over enemy controlled sea zone or province, then movement costs double. While rebasing, aircrafts cannot attack nor they can participate in defense of the target province. The rebasing mission ends during phase 7, the same with placing new units. Units that are rebased are not counted against province strategic allowance. Both, starting and ending province must be incorporated by the same or friendly nation.

4.1.3: Strategic Movement:

In place of standard movement, a unit may do a strategic move instead. Strategic movement represents the rapid transit of a unit via the roads and rail lines within the nation. A strategic move allows a unit to travel any number of friendly controlled (and incorporated) continuous land territories. Each and every territory on the map has a strategic movement capacity, with that capacity being equal to one unit for each resource point of the territory. The maximum number of units which may be strategically moved in and/or out of a territory or pass a territory in a single turn is limited by the maximum point value of the territory involved. Strategical movement starts in this phase and ends in phase 7. Units that are strategically moved cannot fight, so if the target province is taken by enemy, strategically moved units end movement in province closest to target province. If the path to destination is cut during the turn, then strategically moved units ends movement near the province where the path is cut. Units which moved during Phase 4.6.1 can not strategically move in the same turn. Both, starting and ending province must be incorporated by the same or friendly nation.
Example: Japan has just declared war on Russia and the Russian player now needs to strategically move more troops out east to shore up his defenses.  Russia has a couple of infantry in Warsaw which he can afford to pull off the front, which is just perfect since Warsaw only has a resource value of 2 and thus can only have a maximum of 2 units strategically move in or out (combined) in one turn. The Russian player opts to move one of those infantry to Vladivostok and the other to Khabarovsk. Since both of those territories only have resource values of 1, this is the maximum number of troops which could be strategically moved into them.
Example: Ottomans want to increase defense on the Ottoman/Persian border using units from Constantinple. Starting value is 8 and ending value is also 8 (Mosul 1, Baghdad 5 and Basra 2) but the path is filled with provinces with lesser values so Ottomans can move only 2 units in target provinces 1 through Mosul and 1 through Ramadi. Ottomans can move other units closer but the maximum number of units moved from Constantinople is only 6 because Izmir and Sinoope can let pass only 3 units each.
From examples given above it is clear that higher value provinces gives to owner not only higher income but also more flexibility to transfer units from one front to another.

4.2: Naval Movement:

Before naval movement can begin, all ships must be assigned to a task force. A task force (TF) is merely a group of ships traveling together to execute the same mission. A submarine or group of subs may then attack the ships within a particular task force without having to confront all ships in that sea zone. Aircraft may be sent into a sea zone during naval movement and assigned to a task force as cover. If subs attack that task force, the aircraft may then participate in the battle. Aircraft being sent into a sea zone without any accompanying ships to attack an enemy fleet also move during naval movement.
Example:
British player has 2 battleships, 5 cruisers and 3 transports in sea zone B. He assigns 1 transport to task force #1, which has the troop transport mission, to pick up 2 infantry from territory A and move into sea zone A.
1 destroyer is assigned by itself to be task force B, which is sent to sea zone C to help out against a German sub pestering the fleet there (patrol, then sub detection mission).
2 transports are assigned to task force C, which picks up 4 infantry from territory A. Task force C remains in sea zone B so the transports may attempt to land the infantry they picked up in territory B.
2 battleships and 3 destroyers form task force D, and are send to patrol to sea zone A, and then to patrol to sea zone D.
The remaining 2 destroyers are assigned task force E and do nothing i.e. they are replenishing or docking..

Each task force can attempt to engage enemy or to avoid enemy naval units during movements. Aggressive task forces would allways seek combat with the enemy, while defensive task forces would try to avoid any loss. If there are no aggresive task forces then combat will not occur. Success in engaging enemy fleet depends of reconaissance factor of each fleet and of sheer number of ships in sea zone. Success is counted for each two enemy TF in the same sea zone. If at least one ship in aggresive task force sights enemy then the combat will occur. On all subsequent rounds of combat opposing task forces can lose contact with enemy so the battle can end. If such event happens, then both TF can choose to disengage and to continue their mission or to cancel mission and return to the sea zone from where they came. That must be explained to moderator.
Note that both - battleships and aircraft carrier, when they have only one hit point left, cannot use aggresive reconaissance factor and they try to disengage.
Reconaissance factor of ships can be increased by two if radar unit is mounted, or 50% if sonar is mounted in missions against submarines.
Reconaissance factors for ships and other units on sea are
Unit Aggressive factor Defensive factor
Aircraft carriers (CV) N/A depends of aircrafts on deck
base is 0
Battleships (BB) 1-3 on D10 die -1 to enemy TF
Destroyers/cruisers (DD) 1-5 on D10 die -2 to enemy TF
Submarines (SS) 1-2 on D10 die -1 to enemyTF
Transports (TR) N/A N/A
Fighters 1-2 on D10 die -1 to enemy TF
Bombers 1-4 on D10 die -2 to enemy TF
Note that aggresive factor cannot be less then 1, and that defensive factor is not cumulative, only higher value is taken.
Example:
British fleet in patrol mission consisting of 1 BB, 3 DD with 1 fighter in reconaissance mission enters the sea zone with German fleet consisting of escorting TF with 2 DD and transporting TF with 3 TR. As Germans escort is aggresive only if someone attacks transporting TF they would take aggresive action, therefore British TF against transport TF has a chance for engaging of BB-DD-DD-DD-Fig=3-5-5-5-3 on D10 die (93% chance), and BB-DD-DD-DD-Fig=1-3-3-3-1 on D10 die against German escorting TF (72% chance). If British fleet engages both fleet then they fight as it is single battle and after first round German fleet can disengage. If British fleet fights only escorting TF, the situation is the same, however, if British TF "miss" escorting TF, but attack transports, then escorting TF rolls for a chance of interception - DD-DD=3-3 on D10 die (51% chance) and has free round against British TF before British TF can respond on new threat (but Germans cannot disengage before British response). If escorting TF disengage and British TF is still chasing transports then escorting TF can try to intercept again, but cannot count on free round of combat (British are alerted).
One ship can only do a single task while spending one movement point, no ships can do 2 tasks or more. Submarine detection is included, but that task asks that ships stay in the same sea zone while they try to accomplish it. These tasks are:

4.2.1: Troop Transport

Each task force doing troop transport will seek, by default, to avoid any combat with the opposition. Troops transported this way always embark from friendly territory BEFORE the attack on that territory commences if they are not prevented by other means. Task forces in a troop transport mission also have the disadvantage that they cannot fight back during the first round of combat. When task force doing troop transport mission disembark troops then that TF ceases moving.
Troop transporting is only allowed for transports, and it is the only mean for transports to load, move and unload troops. Other ships can protect these ships by using other orders.

4.2.2: Escort

Each task force doing escort mission will try to protect ships (TFs) that they escort. Such task force will act defensively in any case that enemy TF seek combat with them, but will allways act agressively if the TF they protect is endangered. If opponents don't seek combat with them (if "miss" them), escorting TF have free round of combat against attacking TF.
Only destroyers and battleships can do an escort mission.

4.2.3: Shore Bombardment

Each task force doing Shore Bombardment will try to support invasion armies and will act agressively. Also, such task force would (as second objective) try to prevent any and all intercepting vessels trying to destroy valuable transports carrying invasion force(s). But, as primary goal for TF doing shore bombardment is to support landing troops, battleships (which are the only vessels with ability to shore bombard) filled their guns with lighter explosive charges so their shells can be fired over invasion force in larger arc. Therefore, for first round of combat against surface ships, battleships use only 25% of their full attack/defense value against ships (rounded down).
Task Forces doing shore bombardment mission must have at least one battleship in count and any number of other surface units (except loaded transports). Because of penalties for battleships, it is better to use them in patroling mission before they enter the final sea zone, and then, when they are intended to support landing troops, switch mission to shore bombardment.

4.2.4: Carrier move

Each task force doing a carrier move mission will try to avoid combat that would lead to the loss of aircraft carrier vessels, ie. that TF would act defensively. Aircraft carriers usualy have at least one fighter unit on board, and if no orders are set for these fighters then they are working on reconaissance missions.
Any surface unit can be attached in this TF except loaded transports, but must have at least one aircraft carrier included.

4.2.5: Patrol

Any number of surface units (except loaded transports) can be grouped in the task force with patrol mission . Such TF will have decent chance to meet opponent surface ships and to commence combat. That is agressive TF.

4.2.6: Naval blockade

Naval bockade is a mission for TFs that prevents enemy surface ships to move through or from the sea zone the blockaders control, and to prevent enemy to transfer resources from one place on the earth to another. During the Naval Blockade mission, TF stays in the same sea zone. Naval blockade mission is aggressive mission.
Any number of surface units (except loaded transports) can be grouped in task force doing naval blockade. If naval blockade is set against US trade reaching target country, then it must be mentioned in declaration section.
Note: this is the only way that surface units can prevent, with 100% chance, that two territories exchange saved resources. Other aggresive missions can have 0-100% chance to prevent transfer of resources.

4.2.7: Move

Such TF will allways try to avoid combat against enemy - it is defensive TF mission. The purpose for this mission is to pass blockade or to move from one sea zone to another without trying to meet opponents.
Any number of naval units (except loaded transports) can be grouped in moving task force.

4.2.8: Dock and replenishment

Any ship not doing any of above jobs but in the friendly waters (waters connected to ports belonged to friendly faction) can do the docking and replenishment mission. Ships that are in unfriendly or neutral waters without orders given is considered to for a TF in patrol mission.
Ships doing docking and replemishment in the home waters will activate if enemy ships enter the sea zone they are in. They will try to prevent any invasion acting aggresively against such TFs, but will act defensively against all other TFs.

List of surface/surface TF missions in one place

Mission Type of mission Note
Troops transport
defensive
only for loaded transports, penalty against patroling ships and sub attack
Escort
defensive/aggressive
if enemy vessels try to engage ships that are escorted then it is aggressive,
otherwise it is defensive move
Shore Bombardment
aggresive
if engaged, BB have only 25% (rounded down) of their attack value during first round of combat
penalty against escort TF if missed contact
Carrier Move
defensive
at least one CV must be in TF
Patrol
aggressive
penalty against escort TF if missed contact
Naval blockade
aggresive
best used if the TF doesn't move, penalty against sub attack and escort TF if missed contact
Move
defensive
common movement order
Dock&Replenishment
defensive/aggresive
against any invasion force, invulnerable to sub attack

4.2.9: Submarine Detection:

Ships sharing a sea zone with enemy submarines may attempt to locate and attack those submarines during this phase. Each ship attempting to detect enemy subs must roll equal to or lower than its search capability (see below). Additionally, fighters and bombers (assuming they have the range: fuel) may be flown into a sea zone with enemy subs and also attempt to locate and destroy those submarines.
Submarine Detection Capability
Submarines 1
Fighters 2
Battleships 3
Bombers 3
Destroyers 5
All ships and aircraft that successfully detect the submarines are then engaged in battle against all of the enemy submarines in that sea zone (see Phase 4.5: Naval Combat). All submarines use defense value (that is the only case that subs use defensive value). Ships and aircraft that failed the detection attempt remain in that sea zone, but may not participate in the battle. After one round of combat has concluded, either side may chose to disengage from the battle. If the detecting force has aircraft among the attacking force, then if the submarines disengage, they must move into an adjacent sea zone. If there are no aircraft present, they may remain in the same sea zone. If the detecting ships disengage, they remain in the same sea zone. Submarine detection can be done only if such TF stays in the same sea zone.
Note:  The units that detect subs have a free round of combat before subs can strike back.

4.2.10: Submarine Interception:

Once a player has assigned ships into task forces, a player with subs in the same sea zone may choose to have the subs attack any number of task forces. A sub may intercept and attack any task force moving into or out of the sea zone the submarines are in or attempting to offload a transport into a territory adjacent to the sea zone the subs are in. Task forces which are doing none of these things may not be targeted by subs for interception.
Example:
Using the example above, let us say the German player had 4 subs in sea zone B. He could send subs to intercept task forces A, B, C and D but not E. He decides that going after D is too risky, but task forces A, B and C make tempting targets. He sends 2 subs against the 1 destroyer in task force B, fairly certain of success. He sends the remaining 2 subs against task force C, not because the odds suggest total victory, but because with a decent luck will cause the British player to lose either a loaded transport and maybe some of escort vessels. Either outcome will mark a small economic victory for the Germany U-boat navy.
Combats that arise from sub interception are fought as usual with the following exceptions. If the attacking subs attempt to retreat, the combat ends but the surviving subs remain in the sea zone. The intercepting subs cannot retreat if aircraft are assigned to the naval task force, but once the aircraft are forced to return to land (due to lack of fuel points), then the subs may retreat as usual.

4.3: Naval Combat:

There are several steps involved in naval conflicts. All naval battles, including those that occur from submarine detection and sub interception can be resolved by using these steps.
Step 1)
Any fighter stationed aboard undamaged aircraft carriers may attempt to intercept any aircraft in the attacking force and engage in air combat (see air combat). Also, all protecting fighters from land can fight attacking aircrafts in air combat.
Step 2)
Defending ships get to roll their defensive factors against any attacking aircraft that make it past the air battle (if any). Any ship that rolls equal to or less than its defense factor successfully scores a hit against the attacker. The attack removes one plane for each hit that is taken. Aircraft at this stage do NOT get to roll against the defending ships.
Step 3)
Any AA guns on the ships get to fire at the planes that are going to attack.
Step 4)
All attacking ships and aircraft roll for hits. Then defending ships and planes roll for defense. Players roll 1D10 for each ship, with a roll equal to or lower than the ship's attack/defense level meaning that ship has scored one "hit" against the opposing force.
Step 5)
Both the attacker and defender take losses, removing one ship for each "hit" the opposing side scored that combat round--except for Battleships and Aircraft Carriers, both which can take two or more hits before they are removed from play. Hits scored by AA guns can only be used to destroy planes and hits scored by submarines can only be applied to ships.
Step 6)
The attacking force may now opt to retreat into any allied occupied or empty sea zone. Retreating aircraft are subject to 1 round of defensive fire as listed in step 2, but no AA fire.
Step 7)
If the attacker does not retreat, then repeat steps 4-7 over until the attacker retreats or there is a winner.
Note:
Subs attacking surface vessels and attacking other subs will have a free attack against them. After that ALL  ships in the same sea zone can engage attacking subs--not to be confused with Submarine detection order.
Note:
Ships that shore bombard have a difficulty attacking other ships (if engaged) in first round, because they use lighter explosive charges and cannot do the same damage as if they are trying to engage enemy ships. So, they are under penalties for 1st round of battle as they can use only 25% of usual damage (rounded down) when they fire at their enemies. The second round of combat is as usual.

4.4: Land Movement:

The player now moves any land and aircraft units they wish to move. None of the aircraft can have participated in submarine detection or naval movement earlier in the turn if they are to be moved during the land movement phase. When moving units into a territory that contains enemy units, then air and/or land combats occurs (see 4.7 and 4.8). Moving a unit into an enemy-controlled territory containing no units automatically puts that territory under the moving player's control or liberates it for an ally if it was originally owned by an ally nation. Only infantry or tanks can capture territories.
Units that were picked up by transports during the naval movement phase may move into a territory adjacent to the sea zone they are in at this point. If the units move from the transports into an enemy owned territory (even those territories that are not occupied by enemy units), then a Naval Invasion will take place.

4.5: Air Combat:

When aircraft move into a territory (or sea zone) containing enemy fighters, the enemy fighters have the option of intercepting or letting them go. When an interception is chosen (default), air combat occurs. Air combat is fought in the same manner as land combat with the exception that both the intercepting fighters and the attacking aircraft use their attack values as their combat rating. Remember, that bombers always have a combat value of 1 in air combat. Air combat unfolds in the following order:
Step 1)
Both sides roll a D10 for every aircraft they have in the combat. All fighters use their attack ratings. Bombers use their defense rating. Any unit that rolls equal to or less than its combat value will score 1 "hit" against the opposing force.
Step 2)
Both players remove one aircraft for each "hit" scored against them by the opposing player.
Step 3)
Each plane removes 1 fuel point. Those planes which must disengage from battle for lack of fuel points must leave the battle and be flown to a friendly controlled territory within range (fuel points remaining). Intercepting aircraft may expend all of their fuel points in this battle, since once they disengage they need only land in the territory that is under attack. The attacking player may now decide to retreat and end the battle. If he chooses to remain and the intercepting player still has fighters remaining, then repeat steps 1-3.
If the player has aircraft which are intercepted and successfully defeat or merely outlast (has a lot more fuel points) the intercepting aircraft, then the mission the aircraft had originally been sent on to fulfill for the active player may continue, assuming those planes still have enough fuel points remaining to do so. This could mean moving beyond the territory the air combat took place in to do a tactical and/or resource bombing mission, or merely to attack the territory that the air battle occurred in. Special Note: Attacking aircraft which are intercepted and engaged in battle do NOT receive the trench penalty to their attack value for the purposes of the air combat only.

4.6: Land Combat:

Land combat occurs whenever the active player moves land/air units into an enemy-controlled territory containing enemy units.  This includes Ports and Industrial Complexes if the defending player opts to have these units defend against the attacking force. Before combat occurs, be sure to add any trench or beachlanding penalties to the attacking force. Remember that these penalties cannot lower a unit's attack value below 1. Attacking aircraft can only participate in the land battle if those aircraft still have two or more fuel points remaining after any air battles that took place.
Land combat, like air combat, is resolved in a few quick steps. First, if the defending player has any Anti-Air units in the territory, they roll 1D10 for each AA Gun unit now. This is the free roll that AA units get and the attacking force does not get to roll in exchange. Hits scored by the AA units can only be applied to attacking aircraft. Once AA guns have rolled, proceed to the following three steps:
Step 1)
Both players roll 1D10 for each unit they have (attackers trying to roll equal to or less than each unit's attack value, defenders rolling equal to or less than their defense value), adding up the number of "hits" they score against the opposing force. Remember that defending fighters in the territory under attack now roll based on their defense value, even if those fighters also participated in an air battle which preceded the land battle.
Step 2)
Both players remove 1 unit for each hit scored by the opponent. The defender may opt to lose Industrial Complexes and/or Ports like any other units (assuming they opted to include these units in the battle from the start) but cannot lose the city; it merely stops fighting once all other defending units have been destroyed.
Step 3)
Attacking player subtracts 1 fuel point from all attacking air craft. All aircraft which must disengage for lack of fuel points leave and fly to whichever friendly territory they can reach. Aircraft *must* disengage with enough fuel points to safely return to a friendly territory. If any attack would make this impossible, then the aircraft cannot take part in that attack. If the attacking and defending player wishes to continue the combat, repeat steps 1-3. After the first round of combat and any subsequent round of combat, both attacker and defender can choose to disengage. If defenders disengage they must move to neighbouring friendly provinces, but if there are no free provinces, then they must fight to the end. If defenders disengage and enter to neighbouring friendly provinces that is still under attack, then they join defeders in the fight. If in any consecutive turn defenders choose to disengage again, then the same rule is to be followed.

4.6.1: Naval Invasions:

A naval invasion occurs whenever land units move from a transport into an enemy-owned territory. Trenches may not be placed along the boundary of a territory and a sea zone. However, the natural defenses of a coastline will apply penalties of their own to the invading force. Tanks may not participate in naval invasions at all. Infantry are -3 and artillery are -4 to their attack value. Aircraft receive no penalties if they enter into the territory via the sea-borne coastal route. If the aircraft enter into the sea zone by way of an adjoining territory, then they will be subject to the penalties of any trenches they cross. Beachlanding forces can NOT retreat  from a naval invasion.
In addition to applying penalties to the invaders, every nation has a coastal defense force. These are small coastal guard units stationed to help repel invading forces. Each and every naval invasion will face a 1 defense factor coastal defense unit in addition to any other defending units in that territory. The coastal defense unit will always be the first unit lost by the defending force. This coastal defense unit is NOT present for attacks which are made solely by land, even if it is a coastal territory being attacked.

Note for all combats--air, land or naval: Because of the difficulty organizing multi-national forces, each attacker and defender may have one fictive unit, with zero attack/defense, that would be taken as casualty in a multi-national attack and/or defense if this occurred against single opponent. The purpose for this is to show how different armies in combined operations cannot fully cooperate and to favor (just a little) single nations armies against multi-national forces.
Note regarding all combats: if combat occurs when two nations not allied to each other attack third nation, then the first two nations would attack each other first and would both act as attackers. Only after this combat is resolved, would the winner, with remaining troops, attack the third nation. This rule is intended to somewhat protect minor nations from being brutally conquered by stronger nations.
Table of penalties for attacking land forces:
Unit
Trench
Super Trench
Attack
through
strait
Beachlanding
attack
Infantry
-2
-3
-2
-3
Artillery
-3
-4
-2
-4
Tanks
-2
-2
n/a
n/a
Aircraft
-3
n/a
-
-
Rockets
-3
n/a
-
n/a

Phase 4.7 Submarine Warfare

Each submarine that ends movement in the sea zone bordering enemy land provinces have a chance to prevent transfer of resources between two or more separated territories. If transfer of resources occur, then each submarine that is placed on the shortest path between two territories, that transfer resources, can destroy 1-5 resources per sub, with maximum of full amount of transfered resources. If there are two or more sea paths with same distance in sea zones count as shortest path, then the value transfered is divided by their number. Shortest path can be cut if there are enemy surface ships with naval blockade order. If there is no resource transfer between two territories then target for submarine warfare can be US trade with designated nation, but for this purpose subs must end movement in home sea zones of designated nation (all sea zones bordering original nation territory, and there must be land path between sea zone and that nation).
Example: German sub ends movement in Southern Atlantic and France issues order to transfer 20 resources from French Africa to France. There are two shortest paths for French transfer - through Southern Atlantic to Middle Atlantic or Bay of Biscay to France and second is through Western Mediterranean Sea to Gulf of Lyon to France. The maximum transfered through each link is 10 each. So, single submarine can destroy 1-5 resources transfered from western path.
Example: 4 German subs end movement in Bay of Biscay. France collects 5 trade points (resources) from US and there are no resources transfered from colonies. German subs can sink 1-5 resources each (that can be theoretical 4-20 resources), but the maximum Germans can take is only 5.

Phase 5: Plunder:

At this point a player may choose to dismantle any Industrial Complexes and/or Ports they have in territories which have been incorporated by the active nation and at least one full turn must be at their control. Each Industrial Complex will add 25 resources to the nation's saved resources and each Port will add 15 resources to their saved resources.

Phase 6: Incorporation:

The player may now opt to pay to incorporate any territories they have conquered, but not yet paid to incorporate. Territories which have been conquered, but not incorporated, are still lost to the original owner of the territory. A nation that recaptures a territory that belonged to them at the start of play may incorporate the territory for zero cost, but because of ruined economy in that territory, actions must be done there that will recover economy. For game purpose, reincorporated territory can yield income in second turn after reincorporation but only at half value. Only when half of the year pass, reincorporated territory yields full value to owner.
Incorporating a territory will allow the nation to collect the resources from that territory, but not immediately, because the native population is not happy with change of government. It costs 2 times the resource value of a territory to incorporate it. Becaues the conqueror must take actions to force native population to work for him, for first 3 turns (0-3 turns after incorporation), the territory will yield no income for conqueror. Next 6 turns (4-9 turns after incorporation) the territory will yield half income (rounded up), and only after that, it will yield full income.
For easier reference check the table:
Action Cost No income turns half income turns
(rounded up)
full income turns
Reincorporation free 0 1-2 >=3
Incorporation 2x 0-3 4-9 >=10

Phase 7: Place New Units, and End of Strategical move and End of Rebasing move, End of Reconaissance land missions:

Ok, remember those units that you built back during Phase 3?. Its now time to place them on the board. Certain units can only be placed on the maps in certain locations and quantities. These are as follows:
1) New units may only be placed in territories which were incorporated by that nation prior to the start of the active turn. Units may only be placed in territories originally owned by the nation.
2) Infantry may only be placed in City territories originally owned by the nation.
3) Infantry may be placed in a territory which does not contain a city, but the player must pay an additional 5 resources for each infantry placed in this fashion.  The player cannot place more infantry in this fashion into a single territory in one turn than the resource value of that territory. (also see #1).
Exception: Russia and China and some minor nations that don't have a designated capital do not have to pay the additional 5 resources to exercise this option.
4) All non-infantry land units and aircraft units may only be placed in a territory with an Industrial Complex owned by that nation. (also see #1)
5) Artillery units may be placed in a territory which doesn't contain a Industrial Complex owned by that nation, but for such action target province must contain the city and nation must also pay additional 10 resources to normal cost for each artillery placed in this fashion.
6) All ships can only be placed into a sea zone adjacent to a land territory containing a Port owned by that nation. (also see #1). If this places ships into the same sea zone as enemy ships, then a naval battle happens with the newly built ships considered to be the attackers. Combat does not apply to newly built submarines.
7) Sonar units can only be placed onto ships in a sea zone adjacent to a territory with a Port controlled by that nation. Radar unit can be placed on any territory or can be placed onto ships in a sea zone adjacent to territory with a Port controlled by that nation.
8) Colonial Restrictions: There are two types of colonies. These are major colonies and minor colonies. City territories within a major colony may have a number of units built out of them equal to the resource value of the city territory. City territories within a minor colony may have a number of units built out of them equal to the resource value of the city divided by 2 (rounded up). If an Industrial Complex or Port is built within a colony, then any builds made out of one of these facilities must be subtracted from the build allowance of a city from that colony. (also see #1)
Major Colonies Minor Colonies
India South Africa
Australia German East Africa
Canada Algeria
  New Zealand
As written before, if the territory where unit should be placed is lost during the turn, then money for building is lost but no manpower is lost because unit is not build.
During this phase, all units that are strategically moved and aircrafts rebased eventualy finish their travel. If their path is cut during the strategical move, then these units move to nearest province between target and starting province. If rebased aircrafts must use more fuel points than they can spend then they return to the starting province.
In this phase all ships finish repairing actions and all units finish upgrading.
After this phase, all reconaissance data collected will be shown on the map.

Phase 8: Collect Resources, Transfering Resources:

The player now gets to add up all of the resources from all of the incorporated territories they control. Resources that are obtained from distant colonies or territories not connected by land can be transfered in this phase. If there is no free shortest path for resource transfer in this phase, then the money is lost and half of the money goes to the nation that cuts the path. The path can be cut by naval blockade in some key sea zones or if some key provinces are lost in movement/combat phase. Resources cannot be transfered through neutral or enemy lands. Also, resources can be lost by submarine warfare if the shortest path is occupied by enemy submarines (see 4.7. Submarine Warfare).
Note: All non player minor nations would collect 25% (rounded up) of full resource value per turn. Moderator will spend that money for defense purpose whenever he founds apropriate. When they join the main war or are involved in war with other neutrals, then they would get full income, and would be replaced with human player.
Note: Gifts of money are allowed between allies, but with exception of nations already mentioned above, only 50% (rounded up) would reach target country and that will occur in this phase. Exceptions mentioned in phase 1 carry through phase 1, all other gifts come in this phase.

Phase 9: Special Rules Resolution:

During this last part of the player's turn there would be roll for those special events which can have a profound effect in the course of the war:

The Russian Revolution:

As the stress of the war grinds down Russia, the odds of the Russian Revolution beginning will increase. Starting in 1915, on Turn 7, the moderator will begin rolling to see if the Russian Revolution will begin. There is a 1 in 10 chance for the Revolution to begin for each of the three turns in 1915, 2 in 10 chance for each of six turn in 1916 turns in 1916, a 3 in 10 chance for each of the six turns in 1917, and a 4 in 10 chance for each of the 5 turns in 1918, etc. These numbers can be shifted up or down 1 point per dice roll based on the German and Russian special options presented earlier. First hit only changes government but half of resource income is lost (that half goes to Bosheviks when the revolution begins), so Russian Empire becomes Russian Republic, but second hit is when revolution is to begin.
On the turn that the revolution begins, the moderator will roll a D10 for every Russian unit built that turn. On a 1-7 the unit will become a revolutionary. The moderator will then strategically place those units into one or more Russian territories which do not have any Russian troops on them. If no such territories exist, then the moderator will pick a Russian territory which the revolutionaries will attack. If they succeed in the attack, the territory becomes rebel-owned. If they fail, the revolution is crushed then and there.
Once the revolution has begun, either the moderator or a player specifically designated to play the Bolshevik forces will move those forces as if they were their own nation. Their goal will be to attack and defeat all Russian forces. Both Russian and Bolshevik players may draw resources from any Russian territories they control, and if one side captures a territory from the other they do not need to incorporate it; it remains incorporated towards Russia in general. Bolshevik forces can only attack Russian forces, or any troops on Russian soil, but cannot attack outside lands that were Russian at the start of game play. Since they are the popular support from the people, the Bolshevik armies draw double the resources from any Russian lands than does anyone else, including the Russian player.
The Revolution acquires new troops in one of two ways. First, it is allowed to spend saved resources like any other nation. Second, any units the Russian player tries to build have a chance to defect to the Bolshevik side. 1D10 is rolled for each unit; on a 1-7 the Russian players gets to keep the unit, on an 8-10 it defects and is added to the Bolshevik player's newly built units. The Bolshevik player should be certain to leave instructions with the moderator where to place any units gained in this fashion. The Bolshevik forces hold one significant advantage; in addition to building new infantry out of cities, the Bolsheviks may place new infantry units into any Russian territories not currently occupied by any Russian troops. These can be territories already under Bolshevik control or any territory still under Russia's control that contains no Russian units. The Bolsheviks may place a number of infantry units into a territory with no city, equal to the resource value of that territory (the original resource value, not what the territory is worth to the Bolshevik player).
The Russian Revolution ends if at any time the Bolsheviks have no units remaining (This includes in mid-update after all battles have been fought, but before the moderator places new units on the board) or the Bolshevik forces overrun all Russian cities and destroy all Russian soldiers. The winner of the war automatically has ownership off all Russian territories that belonged to both factions, including any Ports, Industrial Complexes, and Ships that survived the civil war. As the war progresses, any infantry built by either faction will count against Russia's total manpower limit. The Bolshevik forces all have the same cost and attributes as Russia's, except Bolshevik infantry which only cost 4 and have an attack value of 3 and defense value of 6. If the Bolshevik player succeeds in winning the civil war, they may then selectively target and attack any nations which had conquered any Russian territories since the start of the war and strive to re-unify all of Russia's original territories. If and only if, all that has been achieved will the Bolshevik player then seek to continue any wars Russia had been in at the time of the Revolution's start; such as with any remaining Central Powers, and Japan if Japan had declared a major war on Russia.
Bolshevik player inherites all technology advancement of old Russian Empire but Bolsheviks don't need to honor any agreement that old Russian player have with allies or enemies.
Any territory, originally owned by Russian Empire but taken by enemies of Russian Empire (former or current), is still subject of delayed income as stated in Phase 8: Collect Resources.

Starvation Rule:

British Empire

Britain is an island that is dependent on importing certain food supplies in order to sufficiently feed its populace. If enemies of British Empire can keep one or more submarines in every sea zone directly surrounding Britain (except Irish Sea) for two consecutive turns, then on the second turn the British populace will begin suffering from starvation effects. All other warships can be also counted instead of submarines. On the first turn of starvation effect (the second consecutive turn with a sub cordon around the Isles) Britain's manpower limit will be reduced by 3. For each and every turn thereafter in which the Isles remain surrounded, the number of manpower reduced from the British Isles'manpower limit will double. Hence on the third turn, the manpower would be reduced by 6, and on the fourth turn by 12, the fifth turn by 24, etc. If on any turn at least one sea zone around Britain does not contain an enemy sub or surface warship, then the starvation effect ends and any future attempts at starving Britain must start the process all over again. It is also important to remember this rule only effects Britain's British Isles' manpower limit and not the manpower limits of the various British colonies.

Japan

Japan is consisting on group of islands and, similar to Great Britain, is dependent on importing certain ffod supplies in order to sufficiently feed its populace. If enemies of Japanese Empire can keep one or more submarines in every sea zone directly surrounding main Japan islands (zones include Yellow Sea, Sea of Japan and Sea of Okhotsk) Japanese populace will begin suffering from starvation effect. Of course, any surface warship is also counted instead of submarines. On the first turn of starvation effect (the second consecutive turn with a sub cordon around the Japan isles) Japanese manpower limit will be reduced by 1. For each and every turn thereafter in which the Japanese islands remain surrounded, the number of  manpower reduced from the Japan's manpower limit will double. Hence on the third turn, the manpower would be reduced by 2, and on the fourth turn by 4, the fifth turn by 8, etc. If on any turn at least one sea zone around Japan does not contain an enemy sub or surface warship, then starvation effect ends and any future attempts at starving Japan must start the process all over again.

Other nation's territories

Similar to Japan and British isles, all territories can suffer from starvation effect, if they are completely surrounded by enemy forces (land and naval) so they cannot reach, directly of via allies, any of neutral nation in the world (Russia can do that even by using northern pass via Norwegian Sea). In such case starvation is counted as in Japan case - on first turn of starvation effect (the second consecutive turn with completely closed circle around territory(ies)) regarded manpower limit will be reduced by 1. For each and every next turn in which the territories remain surrounded, the number of manpower reduced from territory's manpower limit will double. Hence on the third turn, the manpower would be reduced by 2, and on the fourth turn by 4, the fifth turn by 8, etc. If on any turn at least one sea zone or territory around target territory don't prevent reaching to any neutral in the world, then starvation effect ends and any future attempts at starving target nation must start the process all over again.

Note that starvation effect won't raise rebellion in the same turn when manpower limit is exceeded if new units are raised.

Variable US Trade:

The United States traded equipment and resources with both sides of the conflict while neutral. This will be represented as additional resources collected for the various sides. The amounts to each nation are: 10 to the British Isles (if not neutral), 8 to Germany, 5 to France. While the USA is neutral and not in negative numbers for US Entry, Russia also gets 5 trade resources from the USA. These resources do not come from the USA's active resource collection, but rather its uncollected military resources. These trade resources stop once the US has geared up to its maximum resource collection per turn. They also stop going to a nation if the US becomes at war with that nation. Through the use of naval blockades or submarine warfare, both sides may attempt to stop these resources from reaching the opposing nations.
Germany: The Allies may blockade its resources on any turn there are Allied warships or submarines in the Skagerrak sea zone. If Germany has managed to conquer and incorporate the French territory of Brest, then the Allies must also have ships or subs in the Middle Atlantic sea zone.
Britain: The enemies of British Empire can prevent the US trade from reaching the British Isles on any turn it has ships or subs in the North Atlantic and Middle Atlantic sea zone, or Germany may declare unrestricted submarine warfare.
France: The Centrals can prevent US trade from reaching France with ships or subs in the Middle Atlantic sea zone, or Germany may declare unrestricted submarine warfare.
Russia: The Centrals can prevent US trade from reaching Russia by having ships and or submarines in Norwegian Sea zone and Sea of Okhost. If Japan is at full war with Russia, the Japanese ships may count towards the blockade of either of these territories. If Germany declares unrestricted submarine warfare, then the Norwegian Sea route is automatically cut off. Also, Russia must still have ownership of at least one of Vladivostok or Kamchatka to be eligible to receive the US trade via the pacific route.

Spanish Garrison:

At the start of play Spain is neutral. But because it still dislikes the French due to  France's occupation and puppet control of Spain a century before, if France shows weakness along the French/Spanish border, then Spain might declare war on France and join the Central Powers. If at the end of any turn France has less than 2 infantry in each of the two territories of Toulouse and Bordeaux, there is a 50/50 chance that Spain will have 20 points toward Central Powers side. The 50/50 chance applies to the first time this happens. If Spain does not declare war then, if the garrison is below two on any future turns, for each time this happens there will be a 2 in 10 chance that Spain gets 20 points toward Central Powers side.

Spanish / American Relations:

Since the Spanish American war was only 16 years in the past, Spain definitely was not on good terms with the US. When the US enters the war on one side or another, there will be a 2 in 10 chance that Spain  will have 20 points toward oposite side..

Mutinies:

World War I was certainly a war of attrition; more so than any other war in modern history. The terrible conditions of trench warfare coupled with the general stress of the war on the various people lead to several instances of mutinies and high levels of desertion. Any nation that expands its total manpower limit may become in danger of facing a mutiny. If a nation builds infantry units on a turn after its manpower limit has been expended, then there will be a 2 in 10 chance of a mutiny happening. When a mutiny happens the moderator will roll for the severity of the mutiny. It could be a small isolated segment of the army, or it could be a sizable chunk of the front line army. The moderator will roll 1D10. On a 1-4 it will be a small mutiny and isolated to a single territory. 5-7 will be a large mutiny, and 8-10 a disastrous mutiny.
Note that mutiny can affect any territory the nation has units no matter if the mutiny started because of loss of manpower in colonies or in mainland.
Small Mutiny: One territory will be selected at random. 25% (round up) of all units there, divided evenly among the various unit types will simply disband. If the territory has no units in it, then a new territory will be selected at random (its hard for it to be a mutiny if we have no mutineers.).
Large Mutiny: 2 territories will be selected at random. 50% (round up) of all units within these territories, divided evenly among the various unit types, will disband. Again, only territories with actual units in them will be selected.
Disastrous Mutiny: 2 territories will be selected at random. In the first of these territories 75%  (round up) of the units there will disband. In the second territory, 100% of the units there will rebel against the nation. On the following turns the moderator will control these units as if they belonged to a minor nation who was brought into the war against the mutineers home nation. If the Mutinying forces successfully capture the nation's capital they will force the government to offer its foes a surrender, as per normal surrender rules.
If two mutinies occur or two provinces are affected by mutinies (as for large and disastrous mutiny, then on any subsequent turns it happens again, there is a chance for socialist revolution in that country. On roll of 1-5 on a D10, a revolution will happen, and all units that are affected by mutinies defect to the rebel army, any rebel army left from disastrous mutiny in previoues turns join in. Such army is controlled by Bolshevik player or another free player and those armies occupy and incorporate the province(s) they are in. However, such provines won't give double resource value to revolutionary force and they fight with the same value as the units belonging to the same country, i.e. they inherit old nations technology. However, new infantry units won't need double cost.
It is important to know that if revolution occurs because of mutinies, then it can strike any province of the affected nation, no matter if revolution occurs because of mutinies in colonies, and new infantry units for revoulution cost twice as normal. If revolution is suppressed, then if in any subsequent turn mutiny strikes again, the die rolls again.

Victory Conditions:

If either side manages to conquer the opposing side, then they win outright. Odds are, however, that won't happen. The historical scenario lasts 26 turns, with each turn representing a two month period. This brings the game to the historical end date of the war. Historically at that time both Austro-Hungary and the Ottomans had already surrendered and the German armies were in retreat on the western front at the time of the German surrender.
But, this game won't allways follow the same path to victory.
The main goal is the same - to force oposition to surrender or to conquer them--full victory.
However, there are also other things the nation should care of to follow the path to conditional victory:
1. More production against starting production should be done by side by percentage,
2. More production against starting production should be done by nation by percentage (maximum 200%),
3. To maintain best odds--enemy losses against own losses (in resources spent) by percentage.
4. To maintain best odds--enemy losses against own losses (in manpower lost) by percentage.
5. To accomplish special objectives given to nation at the start of war (and why they started the war) percentage is given for each goal. Starting value is 100%, if any objective is taken it is added to total for this criteria. However, if losses are more then acceptable then no objective is added and value is cut to 50%.
Combined geometric mean of each of five criteria can give the winner of the war (as total) and the winning side (as average).

Special objectivess for each nation are as follows (only major nations can win the war, minor nations can only be second):

Note for special objectives:
Best naval force (BNF) is calculated by number and strength of naval units, and full capacity of aircraft carriers. So, nation with 2 BB (att/def=7/7, 2 hits), 8 DD (att/def=4/3), 2 SS (att/def=2/2) and 6 TR (att/def=0/1) will have BNF=2x7x7x2+8x4x3+2x2x2+6x0x1=300. Other nation with 1 BB, 6 DD, 4 SS and 5 TR (with same characteristics as first nation) and 1 CV(att/def=2/2, 2 hits, 2 fighters with att/def 2/3), will have BNF=1x7x7x2+6x4x3+4x2x2+5x0x1+1x(2+2x2)x(2+2x3)x2=282. Therefore, first nation has better naval force although second navy have aircraft carrier.
Best army (BA) is calculated by number and strength of land and air units. So, nation with 48 infantry units (att/def=3/5), 12 artillery units (att/def=6/2), 18 fighters (att/def=2/2) and 2 AA-guns (att/def=0/1) will have BA=48x3x5+12x6x2+18x2x2+2x0x1=866. Other nation with 37 inf (3/6), 8 art units (7/3), 24 fighters (2/3), 2 bombers (4/1), 5 AA-guns (0/1) and 4 tanks (6/1) will have BA=37x3x6+8x7x3+24x2x3+2x4x1+5x0x1+4x6x1=1010. So, second nation has better army then first one.
Best colonial power is calculated as a sum of values of all territories in Africa, Southern Asia (India, Indochina, Siam, Malaya, Afghanistan, Tibet and China) and Asian Islands (other then Japan). China is not calculated as colonial power and Asian territories took by China are not considered as colonies of China.
To control a pass, one nation must also have on her side a nation that "own" it or force that nation to keep pass open, or to capture regarding territories.
Acceptable losses are the only territories that can be lost during the war to allow nation to collect Special Objectives points.
Note: Poland consists of all territories adjacent to Warsaw., Baltic States are Estonia, Latvia, and Lithuania, Finland consists of Helsinki, Lapri and Vyborg, Serbia consists of Serbia and Macedonia.
All values for territory are for each objective, so if Germany take Poland and Belgium then it is worth 20%. All other objectives are evaluated only if all are taken.
Starting Main War Nations German Empire Austria-Hungary French Empire Russian Empire Serbia
Knock out (50%) France
Russia
Russia Germany AH  
Maintain best naval force (50%) First in the world First in Med First in Med*    
Maintain best land army (50%) First in the world   First in the world First in the world  
Best colonial power (50%) 1st in the world   2nd in the world    
Take territoriy (10%) Poland
Alsace-Lorraine
Belgium
Baltic States
Venice
Serbia
Poland
Ruhr
Cologne
Cameroon
Konigsberg
Lemberg
Krakow
Galicia
Transylvania
Manchuka
Bosnia
Albania
Control (20%) Skagerrak-Baltic Sea
At least one of Suez
Canal or Gibraltar
   Gibraltar
Suez Canal
Bosporus
Dardanelle
 
Acceptable losses Colonies Lemberg
Transylvania
Trieste (for Italy)
Alsace-Lorraine
Amiens
Marseille (for Italy)
Colonies
Poland
Baltic States
Finland
Macedonia
*The fleet consists of Atlantic fleet and Mediteranean fleet - each considered of equal size, i.e. only half of the fleet counts.
 
Major neutrals British Empire Ottoman
Empire
Italy Japan United States
of America
China Spain
Knock out as
Allied Power (50%)
Germany
AH
AH AH   Germany
AH
   
Knock out as
Central Power (50%)
France
Russia
Russia France Russia Russia
France
Russia France
Maintain best
naval force (50%)
First in the world   First in Med First in Pacific
Second in World
First in Pacific
Second in World
  Second in Med*
Maintain best
land army (50%)
        First n the world First in the world  
Best colonial power (50%) First in the world   2nd in the world 2nd in the world     2nd in the world
Take territory
as Allied Power (10%)
Hamburg
Bremen
GE Africa
Jiazhou
SuezCanal Trieste
Insbruck
Jiazhou
German Far East
colonies
German Far East
colonies
Jiazhou  
Take territory
as Central Power (10%)
Brest
Normandy
Amiens
Suez Canal Egypt
Suez Canal
Sudan
Ethiopia
Hong Kong
Indochina
Malaya
SE Asia islands
Philipines
     
Control (20%) Suez Canal
Gibraltar
Skagerrak-Baltic Sea
Panama Canal
Malaya
Bosporus
Dardanelle
Suez Canal
    Panama Canal
Suez Canal
Gibraltar
  Gibraltar
Acceptable losses Hong Kong (for China)
Cyprus
Kuwait
Palestine
Basra
Ramadi
Lybia Korea Phillippines Colonies
*The fleet consists of Atlantic fleet and Mediteranean fleet - each considered of equal size, i.e. only half of the fleet counts.
 
Minor neutrals Bolsheviks Arabia Belgium Bulgaria Greece Mexico
Maintain best
land army (100%)
First in the world          
Best colonial power (50%)     4th in the world      
Take territory as
Allied Power (10%)
  Baghdad
Damascus
Cologne   Constantinople SouthWest
Take territory as
Central Power (10%)
  Kuwait
Suez Canal
Amiens Macedonia Macedonia
Albania
SouthWest
Control (20%) Bosporus
Dardanelle
Skagerrak-Baltic Sea
Suez Canal   Bosporus
Dardanelle
At least one
of Suez Canal
or Gibraltar
Panama Canal
Acceptable losses half of starting
Russian Empire
income
Rutba
Kaf
colonies   Crete  
Minor neutrals Netherlands Persia Portugal Romania Sweden Switzerland
Best colonial power (50%) 4th in the world   4th in the world      
Take territory as
Allied Power (10%)
Bremen
Kaiser Wilhelm Land
  GE Africa Transylvania Konigsberg Insbruck
Take territory as
Central Power (10%)
Indochina Baku
Tbilisi
Groznyy
Madagaskar Odessa
Vinista
Finland Marseille
Control (20%)         Skagerrak-Baltic Sea  
Acceptable losses colonies   colonies      
All other countries are not considered to be playable.

Conditional orders

Conditional orders for this game are not allowed except for combat phase. One can only give conditional orders regarding how losses would be taken and if the forces are to withdraw when they have casualties greater then it is allowed by player. Also, one can decide only if the attack will commence or not, considering data from reconaissance, but cannot designate two targets for the same units and then choose target regarding reconaissance data.

Miscellaneous:

Game turns for The War to End All Wars play-by-email game represent a 2 month period. All turns are submitted in a single phase, with all nations taking their actions at the same time. A full historical game covers a 26 turn span, from the historical start date of the war to the historical end date.
However, the game can lasts longer if main participants (nations in main war) don't agree with peace terms.
The game took map design and main rules from board game, but for PBEM game they are not practical so the rules are somewhat changed. The rules, as they are written above, allow to players even to miss turns. If such situation happens once then moderator will take defensive actions for neutrals (for main war participants allies can give proxy orders), and will spend half of income for new units (not half of saved resources). If possible moderator will build units in the following odds: infantry:artillery:fighters=3:1:1. If it happens in two consecutive turns then the player will be replaced. That should maintain faster game pace.
The game should be updated each ten days. First two days are taken are to be taken for error corrections and last two days are for sending turn orders to moderator.
Before each turn, players will receive positions of their units and how many resources they have for game actions. Each alliance will receive common status and positions of all members units, and neutrals (including Japan) will receive only own status.
After turn update, all players will receive (via Groups) the information about common news and the new map will be submited on the game site. Also, all manpower loses will be shown, so one can keep track of own success.