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The Lamps are Going Out: World War I

The Lamps are Going Out: World War I Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
    • Parts Inventory
    • 2.1 The Game Map
    • 2.2 Army Counters
    • 2.3 Army Organizations
    • 2.4 Cards
    • 2.5 Technology and Trench Markers
    • 2.6 Event Markers
    • 2.7 Informational Markers
    • 2.8 Player Aid Sheets
  • 3.0 Set-Up
  • 4.0 Sequence of Play
    • 4.1 Game Turn Order
    • 4.2 Faction Sequence of Play
  • 5.0 Event Card Phase
    • 5.1 Rebuild Event Deck Phase
    • 5.2 Event Resolution
    • 5.3 Discards
    • 5.4 Eligible Cards
  • 6.0 Movement Phase
    • 6.1 Area Control
    • 6.2 Area Capacity & Supply
    • 6.3 Land Movement
    • 6.4 Land Movement Restrictions
    • 6.5 Sea Movement
    • 6.6 Naval Unit Movement
  • 7.0 Combat Phase
    • 7.1 Naval Combat
    • 7.2 Ground Combat
    • 7.3 Amphibious Invasion
    • 7.4 East African Combat
    • 7.5 Trench Combat
    • 7.6 Technology Combat Effects
  • 8.0 Production Phase
    • 8.1 Production Points
    • 8.2 Production Modifiers
    • 8.3 Production Spending
    • 8.4 Technological Advances
  • 9.0 Regroup Phase
    • 9.1 Air Superiority Determination
    • 9.2 Reset Heavy Artillery Units
  • 10.0 Political Issues
    • 10.1 Conquest and Liberation
    • 10.2 Neutral Nations
  • 11.0 Victory Conditions
    • 11.1 Central Powers Automatic Victory
    • 11.2 Triple Entente Automatic Victory
    • 11.3 Victory Points
  • 12.0 Solitaire & Multiplayer
  • 13.0 Force Pool Summary & Setup
    • Triple Entente Alliance
    • Central Powers Alliance

1.0 Introduction

The Lamps Are Going Out is a game simulating World War I in Europe at the grand strategic level. Many of the economic and military factors have been simplified to make game play as easy as possible, while still accurately portraying the balance of forces, strategies, constraints and ultimately the grand decision-making involved. This is a two player game pitting the Central Powers against the Triple Entente and spans the entire war in Europe from August, 1914 until November, 1918. The core of the game is conducting the movement and offensives of field armies in an attempt to deplete, breakthrough, and force retreats of enemy armies to gain territory and/or eliminate opposing forces. Mobilizing new armies and supplying depleted armies requires the allocation of Production Points, a scarce commodity that varies from nation to nation. Each side also races for the next technological breakthrough in order to gain an advantage on the battlefield, from advances in aviation and artillery to U-Boats and poison gas. In The Lamps Are Going Out, players are free to employ whatever strategies they feel will best help them win, but the geography, manpower, and resources available within the game will lead to many of the same dilemmas felt by the historic leaders. There is plenty of room for improvisation and varied strategies, but players must always carefully balance their positions and resources in order to take advantage of opportunities and avert potential disasters.

2.0 Components

Parts Inventory

  • 1 22" x 34" Game Map
  • 176 5/8" Square Counters
  • 88 Event Cards
  • 20 Technology Cards
  • 4 Player Aid Sheets
  • 4 Six-Sided Dice
  • 1 Rules Booklet

2.1 The Game Map

The game map represents Europe divided into areas in which armies move and fight. Area names are based upon geography, historical significance, or military and political significance.

2.1.1 Home Areas represent the native territory of the major and minor nations and are identified by each nation's distinctive coloring. Most nations have just one Home Area – larger nations have multiple Home Areas.

Some areas have a nation's coloring, to signify ownership, but these areas are not Home Areas. These "owned" areas are:

  • Great Britain controls British East Africa, Sinai and Basra
  • Russia controls the Caucasus and Kars
  • Turkey controls Jerusalem, Erzurum, Baghdad, Damascus and Mosul

Home Areas with a flag icon represent areas that are relevant for Conquest (10.1) and Automatic Victory (11.0).

2.1.2 Production Areas have a factory icon with a number in them. The number is the amount of Production Points (PP) available to the owning side. Note that Basra, Sinai and British East Africa have 1 production point each which belongs to Great Britain. The Caucasus has 1 production point which belongs to Russia.

2.1.3 Mountain Areas are areas that have a mountain icon in them (e.g. French Alps). These areas award each defending unit a +1 die roll modifier (DRM) to their combat die rolls. Units advancing after combat into Mountain Areas may not attack again out of it – the attack is ended in the area for this turn.

2.1.4 Pripet Marshes: This area in Russia can be entered during movement but cannot be moved through. Units must stop upon entering and cannot move any further that phase. In addition, units advancing after combat into this area may not attack again out of it – the attack is ended in the area for this turn.

2.1.5 Sea Areas are entirely blue areas. They can only be traversed by Western Allies and United States armies conducting Sea Movement (6.5)

2.1.6 Impassable Areas: Unnamed areas represent permanently neutral or inaccessible areas and may not be entered by any units.

2.1.7 The United States: The location on the top left of the map represents the USA Home Area. Only USA units may be in this box.

2.1.8 The Near East and Caucasus Regions: These square shaped areas are linked together on three separate tracks. Due to the logistical difficulties of supporting troops in these regions they have the following restrictions:

  • A maximum of one army may occupy each square
  • Armies may not move into or through already occupied square areas nor may any square area have more than one army pass into, through or out of it on any given movement phase. Thus, two armies may not swap spaces among square areas and a connected square "track" will not have an army both exiting and entering from the same direction on the same movement phase.
  • Technology card abilities and any units or markers associated with technology cannot be placed in these regions.
  • A maximum of one Trench marker in each square

2.1.9 The East-Africa Regions: These circle shaped areas have the same restrictions as the square shaped areas, and, in addition, trenches may not be built and units may retreat into any connected unoccupied area. There are no controlled areas except those which contain a British or German army and British East Africa which is owned by Great Britain.

2.1.10 Adjacent Areas: In general, units may move and/or attack from one area into another adjacent area. Adjacent means sharing a common border. However, certain area borders converge at a point and are not considered adjacent.

Examples: Belgium is not adjacent to Verdun and Minsk is not adjacent to Estonia. Anatolia borders Gallipoli. The British Isles are only adjacent to Sea Areas.

2.1.11 Snow Areas are indicated with a snow icon in several Russian territories to indicate particularly harsh conditions for attacking in Winter turns. On Winter turns, any attack into a snow area by non-Russian armies may not utilize the Big Push bonus for successful attacks.

2.2 Army Counters

The double-sided army counters represent the military units of each nation.

Front (Fresh) / Back (Spent)

Military units represent army-level formations. The front side indicates that the unit is in Fresh status while the reverse side shows the unit in Spent status. The numeric designation, e.g. France 5th Army, is for historic identification purposes only and has no bearing on the game. The color of each counter represents the faction (2.3.2) the unit belongs to and the flag represents the unit's nation.

Triple Entente Factions (TE):

  • Brown — Western Allies
  • Green — Eastern Allies & USA

Central Power Factions (CP):

  • Grey — Germany
  • Blue — Central Allies

2.3 Army Organizations

2.3.1 Alliances: There are two alliances or sides in the game with each player playing one of the alliances – the Triple Entente or the Central Powers.

2.3.2 Factions: Each alliance controls two factions in the game. The Triple Entente controls the Western Allies and Eastern Allies/United States factions and the Central Powers control the Germany and Central Allies factions. Each faction, except Germany is made up of a number of nations. Nations are individual countries that have their own armies and are made up of one or more Home Areas.

Example: The Central Allies faction consists of the nations of Austria-Hungary, Turkey and Bulgaria.

Design Note: For purposes of brevity and simplicity, the nation of "Great Britain" includes its empire possessions, Commonwealth partners and close allies. Thus, the armies of Canada, Australia, New Zealand, India, etc. are included under the sobriquet "Great Britain".

2.4 Cards

There are two types of cards used in the game. Some cards of both types add markers to the map for use in the game.

2.4.1 Event Cards: There are 80 event cards divided into four groups by faction. Event cards have a title which describes the event, a year or range of years and details of the card's game effects. Each faction has its own separate deck of event cards from which it will draw the top card each game turn during the Event Card Phase (5.0). The Central Powers player draws one card for each of his factions (Germany and Central Allies) and the Triple Entente player draws one for each of his factions (Western Allies and Eastern Allies). If an Event card permits something that the rules do not allow, the Event card text takes precedence.

2.4.2 Technology Cards: There are 20 technology cards, 10 Central Powers cards and 10 Triple Entente cards. Technology cards are a simple but effective way to simulate the effects of technological advancements that were so prevalent during the Great War. All nations involved in the war raced to gain an edge in Technology which could yield huge dividends on the battlefield. During the Production Phase (8.0) players will conduct their research by making draws from the Technology Deck.

2.5 Technology and Trench Markers

Some Technology cards provide specialized combat markers. Trench markers can be built during your turn. These markers are considered "combat units" with unique offensive and/or defensive capabilities.

Example: When the CP player draws the A1 Technology Card, he/she will immediately place two German Heavy Artillery units and one Austro-Hungarian Heavy Artillery unit into eligible areas.

2.6 Event Markers

Many Event Cards bring a marker into the game by placing it on an army, in an area on the map or on the card itself. Markers that are placed on an army remain with that army until used. Unless otherwise indicated on the Event Card, a marker's ability must be used when the assigned unit is committed to combat and after the combat is resolved the marker is removed from the game and the associated Event Card is discarded. There are a few exceptions to this general rule.

  • The Elite Mountain Division marker and the Allenby marker are active for the entire game. If the owning army is eliminated the marker is eliminated also.
  • The Inspired Leadership markers and the Von Straussenberg marker may be able to be used more than once if the conditions listed on the Event Card are met during combat.

An army may have more than one marker on it and the abilities are cumulative. Markers that are placed in an area on the map or on the Event Card itself act as a reminder that its function is active.

Examples: If the Von Der Goltz Event card is drawn, the CP player immediately places the Von Der Goltz marker on any Turkish army unit; if the Salonika Event card is drawn, the TE player immediately places the Salonika (Open) marker in the Greece area on the map; if The Red Baron Event card is drawn, the CP player immediately places the Red Baron marker on the Event card itself.

2.7 Informational Markers

Informational markers are provided and serve to assist the players with game play.

Examples: Game Turn, USA Entry, Amphibious Invasion.

2.8 Player Aid Sheets

Each alliance has a Player Aid sheet. The front side includes a detailed Turn Sequence, rules summaries and areas for units that are not currently in play. The back side has the initial game setup.

3.0 Set-Up

  1. Lay the game map out between the players and distribute the Player Aid sheets.
  2. Place all armies on the map of nations labeled "Active: At game start" as indicated in the Force Pool Summary & Setup (13.0), ensuring that each army starts in its indicated status, either Fresh or Spent. Other army units and markers are placed in their respective force pool areas on the Player Aid sheet.
  3. Give each player his 10 Technology Cards. These should be shuffled and placed face down in a pile in front of each player.
  4. Separate the 88 event cards by faction and then by year within each faction. Each faction thus creates its own event deck for each year of the game. At game start, only the three 1914 cards will be in the event deck for each faction. The Central Powers player controls the Germany and Central Allies decks and the Triple Entente player controls the Western Allies and Eastern Allies/USA decks. Each faction event deck is shuffled and then placed face down in front of each player. The remaining event cards, years 1915 and beyond, will be added into the corresponding faction's deck at the start of each new game year.

Note: Event cards #101 to #108 are new to the 2nd Edition and are completely optional. These add further variety and challenges and each may be added or left out as desired to potentially benefit or adversely affect one side or the other. If all are added, it will more generally benefit the Central Powers, especially in the early to mid-war. Since each of these cards also specifies that another Event Card be drawn, it will not change the probabilities of other original Events occurring. It is recommended that they not be used when first learning the game as several are rather rules consuming and can also have unexpected consequences to players initially exploring the various mechanics and strategies of the game.

  1. Place the game turn marker on the Fall 1914 space and the USA Entry marker in the "0" (zero) space on the USA Entry Track. Place all other markers and miscellaneous counters aside for possible use later in the game.

4.0 Sequence of Play

Each game turn represents approximately one season, Spring- Summer-Fall-Winter, of approximately two to four months each.

Design Note: To match the game turn with the historical time-line, in general think of the high activity summer turns as being June and July, and the lower activity winter turns ranging from November through February.

4.1 Game Turn Order

During each game turn, each faction will complete all Faction Sequence of Play Phases (4.2) before the next faction begins its actions. The faction order for each game turn is:

  • CP: Germany
  • TE: Western Allies
  • TE: Eastern Allies/United States
  • CP: Central Allies

At the completion of the Central Allies phase, the game turn is over and the game turn marker is advanced one space on the game turn track. If the game does not end earlier, it will end at the completion of the Fall 1918 turn. The maximum length of the game is 17 turns.

4.1.1 The Central Powers Alliance (CP) player controls and activates two factions - Germany and Central Allies. He will move, fight and make all decisions for those factions during their phases.

4.1.2 The Triple Entente Alliance (TE) player controls and activates the other two factions - the Western Allies and the Eastern Allies/United States. He will move, fight and make all decisions for those factions during their phases.

4.1.3 German Pre-War Planning: During the first game turn (Fall 1914) certain conditions are placed on Germany to reflect their adherence to pre-war plans. Germany must conduct the "von Schlieffen Plan" as follows:

  • Only one unit from Hanover or Rhine may move to Prussia or Posen
  • Only one newly built army may be placed in Prussia or Posen during their Production Step
  • As a reflection of their preparation and surprise, the German player may reroll his attack dice up to two times against units in Belgium or any area in France.
  • If the Central Powers player controls the Belgium area at the end of the first turn, Germany gains one additional Production Point during its upcoming Production Phase (8.0). This Production Point is a one-time bonus and is not available after the first turn.

4.1.4 Western Allies Pre-War Planning: During the first game turn (Fall 1914) certain conditions are placed on the Western Allies to reflect their adherence to pre-war plans. They must conduct "Plan XVII", as follows:

  • One Western Allies army must make an attack with a -1 DRM from Verdun into The Rhine, applied to the first such attack.

Note: If the Western Allies player is unfortunate enough to have also drawn the Pantalons Rouge Event card on the first turn, he must make two attacks with a -1 DRM applied to each.

4.2 Faction Sequence of Play

Players execute these phases in sequence for the current faction under their control.

A. Event Card Phase (5.0)

  1. Rebuild Event Deck (Spring Turn only)
  2. Draw Event Card

B. Movement Phase (6.0)

  1. Move Armies, Artillery and Tanks
  2. Redeploy Stosstruppen Marker (Germany only)
  3. Move U-Boats (Germany Only)
  4. Move Fleets (WA & Germany only)

C. Combat Phase (7.0)

  1. Resolve Naval Combat (WA & Germany only)
  2. Resolve Amphibious Invasions (WA only)
  3. Resolve Ground, Guerilla & Beachhead Attacks

D. Production Phase (8.0)

  1. Production Modifiers (8.2) a. Check Blockade Box (WA & Germany only) b. Resolve Events c. Resolve U-Boat Attacks (Western Allies only) d. Resolve U-Boat Attrition (Germany only) e. Receive Transferred Production
  2. Production Spending (8.3, by nation, least to most PP) a. Refit Units b. Raise New Units c. Construct Trenches d. Transfer Production
  3. Technological Advances (8.4) (WA & Germany only) a. Research Technology b. Discard G1 Technology

E. Regroup Phase (9.0)

  1. Determine Air Superiority (WA & Germany only)
  2. Reset Heavy Artillery

Example: During the Germany faction sequence of play phases, the CP Player controls the nation of Germany and draws the top Event card from his deck, applying any effects as indicated. He then conducts the Movement Phase, resolving attacks during the Combat Phase. He then collects and spends Production Points in the Production Phase. Finally, the Regroup Phase is conducted. After completion of Germany's turn, the Triple Entente player begins his Western Allies turn sequence controlling the nations of Great Britain, France, Belgium, and Italy as they conduct the Event Card, Movement, Combat and Production Phases together as a group.

5.0 Event Card Phase

5.1 Rebuild Event Deck Phase

At the beginning of each year's Spring game turn, the phasing player takes any cards remaining in their current event deck and shuffles them together with the next year's set of event cards. This procedure is followed at the beginning of each game year.

Example: At the beginning of Germany's Spring 1916 game turn, the German player takes the remaining cards from the current 1915 event deck, without looking at them, and shuffles them together with the 1916 event cards. This rebuilt event deck is used for the 1916 game year. Note that only one card will be carried over from each players' deck from 1914 to the 1915 event deck (because there are only three 1914 cards for each player and only two turns in 1914), but later years will have multiple cards.

5.2 Event Resolution

The chosen event is enacted and resolved according to its description. Most of the card descriptions are self-explanatory (or detailed further in the Event Card Descriptions and Histories). In some cases, one or more markers may be placed on the map. These markers are placed in an area or assigned to a specific unit as indicated. In most cases, and unless otherwise stated by the event description, a marker that is used for its effects is immediately discarded from the game after its application. Some conditions of the game may have changed during play such that a drawn event card no longer applies. If this is the case, the effect is simply ignored and no further card is drawn. Note that some cards have instructions to indicate the drawing of another event card. This additional event card draw would be conducted regardless of whether the original event card applied or not.

5.2.1 Bonus Technology Events: Some event cards will grant (or conditionally grant) Technology advancements automatically to the player. In these cases, the player may take the corresponding Tech Card and it is immediately available for use. Some tech related event cards may allow the player to immediately make multiple draws from the Technology Deck in an attempt to match enemy obtained technology – see event cards for specifics.

5.3 Discards

Most Event cards are permanently discarded once drawn and implemented. Place them in a discard pile when that faction's turn is over. Some cards stay in the game and are added back into the Event Deck (e.g. Lettow-Vorbeck Campaigns!). These event cards have asterisks (*) around the "Year" entry which is printed in red. These cards are not discarded - instead they are combined with the following year's Event Cards for that faction and shuffled back in when the next game year starts.

Recommendation: Players should keep Event cards that place a marker on the map face up in front of them as long as that marker remains on the map for easier reference.

5.4 Eligible Cards

Some event cards show a limited time frame in which the cards' effects can take place (e.g. First Line Formations is restricted to 1914 & 1915). If the card is drawn outside of this eligible period, it is discarded without taking effect. No replacement card is drawn.

6.0 Movement Phase

6.1 Area Control

6.1.1 Friendly Controlled Areas: Friendly controlled areas are areas that were originally controlled by the alliance at the start of the game or upon entry into the war; are currently occupied by friendly armies from the same alliance; or areas which the alliance's armies were the last to occupy. Control of the area immediately switches when occupied by enemy forces.

6.1.2 Enemy Controlled Areas: Enemy controlled areas are those areas originally controlled by the enemy alliance at the start of the game; currently occupied by enemy alliance armies; or areas which the enemy alliance armies were the last to occupy. Control of the area is immediately switched upon the above conditions being met.

6.1.3. Garrisons: Enemy controlled areas that do not have an army in them still have a "virtual" Garrison. Garrisons do not roll defensive dice and have a fixed non-modifiable defensive die roll value as follows:

Garrisons in areas originally controlled by the enemy alliance that have Mountains, Swamps, a Production Center or a Flag, have a fixed non-modifiable die roll of 3. The attack is unsuccessful on a roll of 1 or 2.

Garrisons in areas originally controlled by the enemy alliance that do not have Mountains, Swamps, a Production Center or a Flag, have a fixed non-modifiable die roll of 2. The attack is unsuccessful on a die roll of 1.

Garrisons in areas originally controlled by the friendly alliance do not require a die roll by the attacker. The attacking army automatically wins and conducts an advance (7.2.7) into the area, then flips to its Spent side.

Note: In the first two cases the attacker is attempting to conquer territory originally owned by the opposing Alliance. In the third case, the attacker is attempting to liberate his own territory that had been captured by the opposing Alliance.

6.1.4 Control Markers: These markers are provided to help keep track of which side last controlled unoccupied areas.

6.2 Area Capacity & Supply

6.2.1 Area Capacity: Any number of armies and markers may occupy or move through non-square and non-circle areas. Square and Circle areas may only ever contain one army unit at the start and end of the Movement Phase and the Combat Phase. Beachhead markers (7.3.2) are limited to two units.

6.2.2 Area Supply: Some movement, combat and production functions require that units trace a "supply route", by land, sea or a combination of both, back to a Home Area or Home Production Area.

6.2.2.1 Land-Supplied: Units are considered to be "land-supplied" if they can trace a path through any number of adjacent, friendly controlled land areas to a Home Area or, in some cases, a Home Production Area.

6.2.2.2 Sea Supply: Some tasks require tracing a path through sea areas or a combination of both sea and land areas (e.g. Great Britain and USA refitting, 8.3.2) Sea supply may be traced through the Black Sea (and through Romania, Ukraine, and Kiev) only if both Gallipoli and Anatolia are friendly controlled.

6.3 Land Movement

The current active player may move up to two army units of the active faction only. These units can be in either Fresh or Spent condition. The player picks up the moving unit and physically traces its movement from one land area to any connected land area. Each unit may be moved from the area it currently occupies through any number of adjacent, friendly controlled areas to its final destination area which must also be friendly controlled.

6.3.1 United States: If the United States has entered the game, USA units may independently move one army which may be either a Land Move (6.4) or Sea Move (6.5). The other Eastern Allies/United States faction units (Russia, Romania, Serbia and possibly Greece) retain the ability to move up to two armies on their own.

6.3.2 Turkey: The Central Allies may move up to two armies among Austro-Hungarian, Bulgarian, or Turkish forces. Turkey may independently move one Turkish army. The Turkish army must make a legal move (2.1.8) starting in an original Turkish area and moving to another original Turkish area. No more than two Turkish armies may make a strategic move in any one movement phase.

Example: On their movement phase the Central Allies move one Austro-Hungarian army and one Turkish army for their normal two moves. Since only one Turkish army moved, the Central Allies have the option to make a move of another Turkish army so long as it is a legal move and starts and ends in original Turkish controlled areas.

6.3.3 Heavy Artillery & Tanks Movement: Successfully researching the A1, A2, C1 technologies or drawing the Central Allies Skoda Works event card, allows the placement of Heavy Artillery counters in an area containing at least one land-supplied army (6.2.2.1). The Western Allies A3 technology also allows the placement of the Tanks counter in an area containing at least one land-supplied army. Once these counters are placed they follow all of the movement rules of an army. They may move to another area and count as one of the two allowable moves for their faction. Heavy Artillery and Tanks can advance or retreat normally as a result of combat.

6.3.4 Redeploy the Stosstruppen Marker: If the A3 Stosstruppen Technology has been developed, redeploy the marker in any area containing a land-supplied German army (6.2.2.1).

6.4 Land Movement Restrictions

Friendly units may not move into or through enemy controlled areas (6.1.2). If you want to move into an enemy controlled area, even one that is currently unoccupied by enemy armies, your armies must attack that area during your Combat Phase.

6.4.1 German Pride: Units belonging to the Central Allies faction may not conduct any movement into or through any German Home Areas. Central Allies units may retreat into a German Home Area if there is no other eligible available area and they may advance after combat normally if they have successfully recaptured a German Home Area. If a Central Allies unit resides in a German Home Area at the beginning of their movement phase, they may move through or out of such areas as long as their destination is not another German Home Area.

6.4.2 Impassable Areas: Areas that are unnamed (e.g., the black area that is obviously Switzerland) are impassable. Units may never be moved into or through these areas.

6.4.3 Neutral Nations: Nations that have not yet entered the game (10.2) are considered neutral and impassable as well (Exception: 10.2.3 – Special Neutral Nations.)

6.5 Sea Movement

All Western Allies faction units (Exception: 6.5.1.2), as well as units of the United States, are eligible to use Sea Movement. Their units may be "moved" through sea areas to friendly controlled areas. Great Britain's armies may conduct an Amphibious Invasion (7.3) in enemy controlled areas using Sea Movement. The origin and destination areas for Sea Movement are limited to the following areas, each marked with an "anchor" symbol on the map: United States, British Isles, Belgium, Paris, Somme, Southern France, French Alps, Northern Italy, Rome, Greece, Sinai, Basra and Gallipoli. Units must start and end the move in an eligible area.

Of the two Western Allies moves permitted during this phase, only one may be a sea move. The United States may make one strategic move (which may be a sea move) per turn and the other Eastern Allies nations may still make their normal two strategic moves.

6.5.1 Army Sea Movement: Armies are moved through sea areas when moving from an eligible friendly controlled area to another eligible friendly controlled area.

6.5.1.1 Near East Restriction: The British MEF and IEF in the Near East may not be moved out of the Near East theatre unless Turkey is conquered, except as a result of defeat and naval evacuation (7.2.6).

In other words, the MEF and IEF are restricted to operations in the Turkish square areas (plus Basra and Sinai) but may, of course, attack into Anatolia. Once Turkey is conquered, there are no further restrictions.

6.5.1.2 Heavy Artillery and Tanks Restriction: Heavy Artillery and Tanks units may not use Sea Movement or participate in Amphibious Invasions.

6.5.2 Amphibious Invasions: Moving an army via Sea Movement into an eligible enemy controlled area is an Amphibious Invasion (7.3).

6.5.3 The Black Sea: Sea moves may be made through the Black Sea to Romania, Ukraine and Kiev if, and only if, both the Anatolia and Gallipoli areas are controlled by the Triple Entente player.

Important Note: Great Britain is the only country that can Refit their combat units by sea. French, Italian and USA units may use Sea Movement to get to Greece, Sinai, Basra, Gallipoli, Romania, Ukraine and Kiev, but once they become Spent they can never Refit.

6.6 Naval Unit Movement

The Germany faction may reposition its U-Boat units to either of the two Strategy boxes on the map each turn. Germany and the Western Allies faction may move their fleet units to the Blockade box from their respective Home Port box.

6.6.1 The U-Boat Strategy Boxes: The two U-Boat boxes represent the "Rules of Engagement" in effect for the U-Boat campaign (8.2.4.1). Germany places the U-Boat units, either Fresh or Spent, in one of the two Strategy boxes to indicate their attack posture. If a new U-Boat is built during the Production Phase (8.3.3), it is immediately placed in one of the U-Boat boxes. All of the U-Boats must be placed in the same Strategy box. The impact of the U-Boat campaign occurs in the Production Phase (8.2.4).

6.6.2 The Blockade Box: Either player can move one or more of his fleet counters into the Blockade box from its Home Port box. If both players have fleets located in the Blockade box, Naval Combat will occur during the Combat Phase (7.0). The impact of Naval Combat occurs in the Production Phase (8.2.2).

7.0 Combat Phase

There are three different types of combat that can occur during this phase, Naval Combat (7.1), Ground Combat (7.2), and Amphibious Invasion (7.3). The East-African theatre has unique Ground Combat rules (7.4). The active faction may perform their Naval, Ground & Amphibious combat actions in any order.

7.1 Naval Combat

In order to simulate the naval campaign for control of the North Sea and thus the blockade of Germany, players utilize the Blockade box in the middle of the North Sea and the connecting British Home Fleet and German High Seas Fleet Home Port boxes.

7.1.1 Fleet Setup: Great Britain starts the game with three Fresh fleet units in the Blockade box. Germany has two Fresh fleet units beginning in the German Home Port box. Great Britain controls the blockade box at game start. If the United States joins the war, one Fresh U.S fleet will join the British naval forces one turn afterwards and will function in the same way as the British Fleet units.

7.1.2 Naval Combat: If both Germany and Great Britain, or the United States, have one or more fleet units in the Blockade box, naval combat ensues. Only one round of combat is fought.

7.1.2.1 Combat Procedure: Both players roll one die for each Fresh fleet unit in the box. A roll of 1 inflicts one hit on the enemy and a roll of 2 inflicts two hits on the enemy. All other results are misses. Both sides then apply any hits received from the enemy rolls. One hit is absorbed by flipping a Fresh fleet unit to its Spent side. If all the fleet units are already Spent, then additional hits are absorbed by eliminating one Spent fleet unit per hit. After all hits are applied, combat is complete. The player with the greater number of fleet units, Fresh or Spent, remaining in the Blockade box wins the battle. The losing player's fleet counters are immediately placed into their respective Home Port box. If the total number of fleets is equal, then the side with the greater number of Fresh fleets wins. If still tied, then the original controller of the Blockade box retains control and the Fleets of the losing player are moved back to their Home Port.

7.1.2.2 Technology Effects: The Central Powers technology card U2 also refers to the optics and range finding capability that the Germans developed during the war for their surface ships. If the CP player has this card active, each German fleet is allowed to reroll its combat die once per combat resolution and must use that second roll (ideally forcing the British to say, "There seems to be something wrong with our bloody ships today!")

Naval Combat Example: 3 hits against Germany causes both units to flip to their Spent side, then 1 is eliminated to take the final loss. The British flip 1 fleet to its Spent side to take their 1 loss. The British maintain the Blockade because they have 2 ships to Germany's 1. The one remaining German fleet is removed to the German Home Port box.

7.2 Ground Combat

The current faction's army units may make attacks against adjacent, enemy controlled areas. There is no limit to the numbers of attacks that can be made, providing that at least one Fresh attacking unit is available to conduct that attack.

7.2.1 Unit Status: Army units are in one of two states: Fresh (front side up) or Spent (reverse side up). A unit must be Fresh in order to attack.

Design Note: Fresh status means a unit is supplied, organized and otherwise prepared to undergo offensive operations. Spent status represents a unit that has taken casualties, is low on supplies, demoralized or otherwise unable to attack (and vulnerable to counterattack as well).

7.2.2 Attack Procedure: An attack can be declared by any one Fresh friendly army unit against an adjacent, enemy controlled area.

Players can make any number of attacks as long as they still possess a Fresh unit to attack with. The player may designate an attack from one area, change to an attack from another area and then return again to the original area.

If a particular battle involves many units and things get cramped, place the Battle Location marker in the combat area and place all the involved units off the map in a convenient location that provides more room.

In many combat situations specifying which armies are attacking and defending is unnecessary. However, there are several situations where it is critical to make these declarations before rolling the dice. The first is when the area contains units of more than one nation (e.g. French and British). The second is when some armies have Event Card markers or are using supporting combat units such as Heavy Artillery. When either player fails to declare which unit they are using to attack or defend and the dice have already been rolled, players may only select a unit without an Event Card marker and may not opt to use Heavy Artillery Support.

7.2.3 Combat Die Roll Modifiers (DRMs): There are several cases where a player's combat die roll can be modified.

  • Big Push: If an attack is successful, the attacker receives a +1 DRM which is added to the die roll of the subsequent attack from the same area into the same targeted enemy area. Place the Big Push marker in the attacking area as a reminder. This bonus is lost if an unsuccessful attack occurs while it is in effect; if the attacking player switches to an attack from or into a different area or the attacker advances into that area. Successful attacks against a Trench do not earn the Big Push modifier.
  • Mountain Areas: Units defending in an area with a Mountain icon are awarded a +1 DRM to all their defending combat die rolls.

Attack Procedure: Attacking an Occupied Enemy Area

  1. The attacking player designates which Fresh friendly army will be attacking an adjacent enemy occupied area.
  2. Defending units must be attacked in the following order - Trenches, Fresh, Spent. All Trenches must be breached before Fresh armies can be attacked. All Fresh armies must be attacked before a Spent army can defend.

Note: Trench combat works differently than army combat. See section 7.5. This example applies only to attacks against Fresh and Spent units.

  1. The defender designates which eligible friendly army will be defending against the attacking army.
  2. The attacker rolls one die and applies any combat modifiers (7.2.3). In some cases, the attacker is allowed to roll two or more dice (e.g. with A1 "Heavy Artillery" technology in effect). The player then rolls all the allowed dice simultaneously, applies all applicable modifiers and selects the single highest net die.
  3. The defender rolls one die and applies any combat modifiers (7.2.3). In some cases, the defender may be allowed to roll two or more dice (e.g. with C1 "Counter-Battery" technology in effect). The player then rolls all the allowed dice simultaneously, applies all applicable modifiers and selects the single highest net die.
  4. Players compare their modified die roll totals and the high die roll wins the combat. If the totals are tied, the attacker normally wins the combat. In some cases, the defender will win ties (e.g. with P1 "Air Recon" technology in effect). Regardless of the outcome the attacking army is flipped to the Spent side.

7a. If the attacker wins the combat against a Fresh defender, the defending player takes the loss and that army is flipped over to its Spent side.

7b. If the attacker wins the combat against a Spent defender (which can only occur when no unbreached Trenches or Fresh defenders remain) the defender must retreat all of his units in the attacked area using the retreat procedure (7.2.5) or attempt to cancel the retreat and instead eliminate a defending unit by declaring "They Shall Not Pass!" (7.2.4). If the defending units retreat, the attacker must conduct an immediate advance (7.2.7).

7c. If the defender wins the combat, nothing further happens. The now Spent attacking unit remains in its original area.

Attack Procedure: Attacking an Unoccupied Enemy Area That the Attackers Alliance Originally Owned

  1. The attacking player designates the Fresh friendly army that will be attacking the adjacent unoccupied enemy controlled area that his Alliance originally owned.
  2. The attacking army automatically wins and conducts an advance (7.2.7) into the designated area, then flips it to its Spent side.

Example: Assume Russia successfully attacked and occupied Prussia and then moved its armies out of that area in a subsequent turn. The area is still controlled by the Triple Entente, so Germany cannot conduct a move into Prussia during its movement phase. If a German army then launches an attack against that area from Posen, the attack will automatically win. The German unit would then be made Spent and must advance into Prussia.

Attack Procedure: Attacking an Unoccupied Enemy Area That the Opposing Alliance Originally Owned

  1. The attacking player designates the Fresh friendly army that will be attacking the adjacent unoccupied enemy controlled area that the opposing Alliance originally owned.
  2. If the designated area is a Mountain, Swamp, Production or Flag area, the Garrison's fixed die roll is 3. Otherwise, its fixed die roll is 2.
  3. The attacker rolls one die and applies any combat modifiers (7.2.3). In some cases, the attacker is allowed to roll two or more dice (e.g. with A1 "Heavy Artillery" technology in effect). The player then rolls all the allowed dice simultaneously, applies all applicable modifiers and selects the single highest net die.
  4. The attacker loses the combat if the highest net die is less than the Garrisons fixed die roll. Regardless of the outcome the attacking army is flipped to the Spent side.

5a. If the attacker wins the combat, the attacker must conduct an immediate advance (7.2.7).

5b. If the Garrison wins the combat, nothing further happens. The now Spent attacking unit remains in its original area.

Example: During the first turn of the game the CP player has a German army from Prussia announce an attack into Poland. Since Poland is an unoccupied, enemy controlled area without any qualifying terrain features, the CP Player must roll anything but a 1 to win. If it wins, the German unit would then be made Spent and must advance into Poland.

  • Russian CAU Army: Any Russian unit, other than the CAU Army, defending or attacking into the Kars or Caucasus square area, suffers a -1 DRM to all combat rolls.
  • Event and Technology Cards: Some event and technology cards provide temporary combat die roll modifiers. In the case where both sides have eligible modifiers or markers in the area, the attacker must always first state which effects he is going to apply. Then the defending player does the same.

Example: Austria-Hungary wants to attempt to take control of Serbia using the two armies in Hungary. One army has the First Line Formation marker which provides a +2 DRM to one combat. Serbia has a single army which gains a +1 DRM when defending in a Mountain Area. Since Austria-Hungary needs to win both attacks to take control he has to decide whether to commit the "FLF" army in the first or second attack. and announce that decision to his opponent.

7.2.4 They Shall Not Pass! This option can only be chosen if the unit is defending its own nation's Home Area that has the flag icon or is a Production Area. Example: Only French armies can choose this option defending Paris.

If the defending player is required to retreat from an eligible area, he may declare a "last ditch stand" and attempt to avoid retreating at the cost of permanently eliminating the defending army. The defender may exercise this option with each separate attack, until he runs out of units.

If the defending player chooses this option, he announces the intent to do so after the combat result that caused the retreat from the area. The unit must then make a "tenacity test." The defending player rolls one die, subtracting 1 from the die roll for each permanently eliminated army of the same nation that has been lost to this point in the game for whatever reason.

If the net die roll is 2 or higher, the test is passed and the retreat is cancelled, but the combat loss still applies. The chosen defending unit is then permanently eliminated from the game and may not be rebuilt. Set these units aside for the remainder of the game. A successful defense may cancel the ability of the attacking units to advance, even if the eliminated unit was the last unit in the area.

If the net die roll is 1 or less, the test is failed and the original combat result, including the retreat, is conducted per the normal rules.

7.2.5 Retreat Procedure: If only Spent defending units remain in an area and a successful attack is made against them, then all defending units in the attacked area must retreat to an adjacent, friendly controlled area, including an area controlled by an allied army or nation. Retreating units need not retreat to the same area. They can split up in any manner desired by the owning player. If there are no friendly controlled areas to which they can retreat or a retreat would cause an over-stacking situation in a square or circle area, all defending units are permanently eliminated and may not be rebuilt. Set these units aside for the remainder of the game (Exception: 7.4.4 - East African Combat).

7.2.6 Naval Evacuations: If the Western Allies or United States units suffer a retreat result while in a Naval Transport capable area ("anchor" icon) and have no eligible area to retreat to, the Triple Entente player may conduct a Naval Evacuation. This means the retreated units are still eliminated, but not permanently as would normally be the case. Instead, the evacuated units are placed back in the available pool of units and thus they can be purchased and brought back into the game as new units in the future.

7.2.7 Advance Procedure: When all defending units have retreated (7.2.5) or the attack against a Garrisoned area was successful (6.1.3, 7.2.2), the designated attacking unit must advance into that area. The attacking player simply moves

Ground Combat Example: The German 1st, 2nd and 3rd Armies are in Belgium and all are in Fresh status. The CP player announces that they will attack the Somme area, which contains a Spent British 1st Army and a Fresh French 6th Army. The German 1st Army initiates the attack and the TE player must defend with the French army because it is Fresh. Both players roll one die – the CP player scores a 4 and the TE player scores a 2. The Germans win the first battle and both the attacking German 1st Army and the defending French 6th Army are flipped over to their Spent side.

The German 2nd Army continues the assault. The TE player opts to defend with the British 1st Army (both his units are now Spent). The CP player gets a Big Push +1 modifier to his die roll. He rolls a 1, modified to a 2, and the TE player rolls a 6. Germany loses and flips his 2nd Army over to its Spent side. The TE unit is unaffected.

The German 3rd Army makes a final attempt to take the Somme. The TE player selects the British 1st Army to defend again. Note that the Big Push bonus is no longer in effect because the German lost the previous battle. The CP rolls a 5 as does the TE player. Since ties go to the attacker, this is a German win. The defending unit was Spent so both units in the Somme must retreat. The TE player does not opt for "They Shall Not Pass!" and both armies retreat to Paris. The CP player flips the German 3rd Army over to its Spent side and must advance that army into Somme. He decides to support the 3rd Army by also advancing the 1st and 2nd Army into Somme with it. Note that since all three German armies are now Spent, the CP player cannot make any additional attacks and will have to make sure he refits them in his Production Phase or they will be very vulnerable to a counterattack.

The final situation.

7.2.7 Advance Procedure (continued): ...the advancing unit into the area. Along with this attacking unit, the attacking player may also immediately advance as many other friendly units as desired from areas adjacent to the just-defeated enemy area. These other advancing units may include any friendly units of the alliance, regardless of their current status, which faction they belong to or whether they have already been active during this game turn. Advancing units maintain their current status after advancing and Fresh units may continue attacking adjacent areas from the now conquered area, except from the Pripet Marshes or a Mountain area. Remove the Big Push marker, if present.

7.3 Amphibious Invasion

A single British army may make a Sea Move (6.5.2) into an enemy controlled land area with an "anchor" symbol. This move is considered an Amphibious Invasion. A unit so moved is placed on the border line between the Sea area and the invaded enemy land area. Place the Amphibious Invasion marker on the moving unit.

7.3.1 Amphibious Invasion Resolution: The single invading army must attack the enemy land area using normal combat eligibility and resolution procedures, with the following exceptions:

  • The invading army may only roll a maximum of one die, even if allowed more dice due to a Technology Card. The die can only be adjusted by +1 if Great Britain immediately flips one of its Fresh fleet units to the Spent side. Only one fleet may be Spent for this purpose.

    Historical Note: This represents the deployment of British battleship and cruiser squadrons to conduct shore bombardment in support of the invading land forces.

  • If enemy units occupy the invaded area, the defending player may roll one extra die. If at least any two of the defending dice are both higher than the attacker's roll, then the invading unit is permanently destroyed outright – no retreat is allowed.

  • If no enemy units occupy the invaded area, the defending "garrison" is assumed to roll one die with an automatic "4" as its defending combat die roll.

  • If the invaded area is cleared of enemy units (or had none to begin with) the assaulting army must advance into the area using normal advance rules (7.2.7)

  • If the invading army wins but does not retreat the defending unit or it is itself defeated but not destroyed, it will form a Beachhead. The Amphibious Invasion marker is flipped over to its Beachhead side and is placed on the border between the Sea area and the invaded land area with the invading unit. Note that the unit does not retreat from the combat in the normal manner. Note also that since a "garrison" defender rolled only one die, a losing invading unit attacking an empty area cannot be permanently eliminated and thus a Beachhead is automatically formed.

7.3.2 Beachheads: While an army is located with a Beachhead, it is treated as being adjacent to the previously invaded land area. It can, therefore, be attacked from that same land area and if then defeated and forced to retreat, it will be eliminated or Naval Evacuated (7.2.6). Units in a Beachhead can be withdrawn on a later turn by using a Sea Move back to an eligible friendly land area. They cannot make another Amphibious Invasion directly from a Beachhead.

7.3.2.1 Reinforcing the Beachhead: The invading player may move one other army, via Sea Move, to an existing Beachhead. A maximum of two units can be stacked together in the same Beachhead location. This move does not constitute another amphibious invasion and therefore there is no mandatory attack on the adjoining land area.

7.3.2.2 Beachhead Combat Resolution: Combat between a unit(s) with a Beachhead and enemy units in the adjoining land area is conducted normally – the amphibious invasion restrictions and special rules do not apply. However, if the Beachhead unit is forced to retreat, it will be eliminated or Naval Evacuated (7.2.6).

7.3.3 Invasion of Belgium: WA units may not conduct an Amphibious Invasion into the Belgium area if Germany has at least one Fresh Fleet or U-Boat unit on the map.

Historical Note: Due to German U-Boat and naval bases being quickly established in Belgium, along with the associated infrastructure and defensive work improvements in order to accommodate other naval activities, a potential amphibious invasion of the Belgian coast was almost impossible.

7.4 East African Combat

Only the Lettow-Vorbeck German army and the British East African Expeditionary Force (BEAEF) British army are permitted on the East Africa Track. Once placed, they move only as a result of advancing after combat. The armies in the East African theatre may not move during the Movement Phase.

7.4.1 East African Combat: Combat may be conducted normally, but no technology effects are allowed nor can Trench markers be placed in East African areas. If the Lettow-Vorbeck unit (only) elects to conduct a normal combat attack (instead of a Guerilla Attack – see 7.4.2), then the CP player adds a +2 DRM to the unit's attack die roll. In addition, units may retreat into any adjacent East African area.

Historical Note: Regardless of the actual historical national ownership of the territories represented on the East Africa Track, armies from both sides can freely traverse these areas as they are immense and sparsely populated tracts of land.

7.4.2 Guerilla Attacks: This is a special form of combat and only allowed by the German Lettow-Vorbeck unit (either Fresh or Spent) against an adjacent enemy occupied area. Only one Guerilla Attack is permitted in a Combat phase. The CP player rolls one die – if the Lettow-Vorbeck unit is Fresh, a roll of 5 or 6 is successful; if the army is Spent, only a roll of 6 is successful. A Guerilla Attack is applied in the same way as a normal attack except that the attacking army is not flipped to its Spent side. The Lettow-Vorbeck unit may not make both a normal combat attack and a Guerilla Attack in the same turn.

7.4.3 East African Supply: The BEAEF unit may Refit normally (8.3.2) during Great Britain's Production Phase. The CP player may never Refit the Lettow-Vorbeck army. If that unit becomes Spent, it only returns to Fresh status as a result of an Event card. While Spent, it can only conduct Guerilla Attacks.

7.4.4 East African Elimination: If either army unit is forced to retreat and has no space to do so (by being in the last space of the track) it is permanently eliminated. The BEAEF army may not use Naval Evacuation (7.2.6) to avoid elimination.

7.5 Trench Combat

Trench markers are created and placed during the Production Phase (8.3.4). If an area with a deployed Trench marker is attacked, the Trench must be attacked first (i.e. before a Fresh or Spent unit), essentially acting as the first defending unit. Trenches roll defense dice normally, applying all normal die roll modifiers and continue to be the defending unit until "breached". If the attacker is successful in combat against a Trench marker, the trench is then breached. The attacking unit is not Spent and may attack again, but the attacker does not receive the Big Push modifier. Once breached, the Trench marker is flipped over to its "Breached" side.

In other words, the attacking units must first get through all of the defending trenches before they may actually come to grips with any defending enemy units. Also note that if a trench marker is otherwise alone in an area and is attacked, the trench marker is immediately removed before resolving the attack against the garrison. The garrison of an empty area receives no trench benefit.

Combat attacks against Trenches are resolved as follows:

  1. If the attack is successful, the Trench marker is temporarily defeated by flipping it to its "Breached" side. The attacking army unit is not Spent and may attack again. After all Trench markers in an area are breached, all further attacks against that area from the original attacking area (only) are conducted normally against the defending armies. If the defending armies are forced to retreat from the area, all Trench markers are removed from that area. They are considered to be destroyed and are returned to the owning faction's Force Pool.
  2. If the attack is unsuccessful, the attacker is Spent normally and the Trench marker is unaffected.
  3. If the defending units still hold the area after the attacking army is finished, any Trench markers that were breached are immediately and freely reset to their normal (non-"Breached") side.

Attacks against Trench markers are treated as normal combat in all other ways -- modifiers, technology, and events - except for the Big Push modifier (which does not apply).

Important Note: Trench reductions (breaches) apply to the attacks from one area only – if a second area begins an attack against the same area with breached trenches, the Trench markers are reset to their non-"Breached" side before the attack from the new area.

Design Note: Trenches are reduced to simulate a temporary breakthrough into the area, but the trenches themselves are not destroyed if the offensive does not succeed in holding the territory. The victorious defenders are assumed to reoccupy the previously breached works.

7.6 Technology Combat Effects

All types of Technology cards have an effect on combat.

7.6.1 Heavy Artillery (A1, A2, C1, Skoda Works): Heavy Artillery units are added to a nations Force Pool. i.e. placed on the map, by drawing the A1, A2 and C1 Technology cards, as well as the Central Allies – Skoda Works Event card. Each of these cards allow Heavy Artillery to perform attacks, while the C1 Counter-Battery card allows them to be used for defense as well.

Note: Although Austria-Hungary has only two Heavy Artillery units there are three cards (A1, C1 and Skoda Works) that allow them to place one. Depending on the order the cards are drawn the third placement is ignored.

Heavy Artillery units are in one of two states: "Ready" or "Fired." Only a Ready unit may be used to affect combat, attacking or defending. Once used, it is flipped to the Fired side and remains unavailable until reset during the Regroup Phase (9.2).

Note: Whenever Heavy Artillery is used, whether for attacking or in defense (if C1 active), a Heavy Artillery unit is always flipped to its Fired side whether it was used in an attack or defense of armies or trenches and regardless of the result.

7.6.1.1 Attacking with Heavy Artillery: A Heavy Artillery unit can never fire (attack) by itself. Heavy Artillery always attacks in conjunction with an army in the same area and matches the nationality listed on the artillery - German, Austro-Hungarian, Russian and French or British in the case of Western Allies artillery. When combat is initiated, both the Heavy Artillery and the attacking army are flipped to their Fired and Spent sides respectively. Attacking with Heavy Artillery allows the attacking player to roll two dice in his combat roll. When the A2 Technology is obtained, three dice may be rolled if a Ready or Flown Air Superiority marker is present in the same area. In this case, the Air Superiority marker is unaffected. Heavy Artillery units may advance after combat normally.

7.6.1.2 Defending with Heavy Artillery: Heavy Artillery may not voluntarily be placed in an area that has no armies present. These units do not need to be attacked by an opponent to successfully conquer an area and retreat normally. If artillery units find themselves alone due to combat circumstances, they may remain so. If attacked when alone in an area, the unit is considered a garrison. The attacking enemy army makes a Garrison roll (6.1.3). If the attack is successful, all Heavy Artillery units in the area are eliminated from the game permanently.

7.6.2 Counter-Battery (C1): Once an alliance has the C1 technology, Heavy Artillery units may be used on defense. If an area containing a Heavy Artillery unit is attacked and the artillery unit is in Ready status and the area also contains a Fresh or Spent army unit that matches the nationality of the artillery being used - German, Austro-Hungarian, Russian and French or British in the case of Western Allies artillery, then a counter-battery defense may be declared. When used, the Heavy Artillery unit is flipped to its Fired side and the defending unit will roll two dice on the defensive combat roll. Note that the actual defending unit does not have to be of the same nationality in order to be supported by counter-battery.

Example: The Russians declare an attack on Galicia which contains three Fresh Austria-Hungary (A-H) armies, one German army, and one German Heavy Artillery unit in Ready status. The German player has the C1 Technology card active and declares he will use the artillery for counter-battery, flipping it to its Fired side. He chooses to have one of the A-H units defend and rolls two dice on defense for the combat roll. Note that the Central Powers player could have had the German unit defend, but it is not required as a result of the artillery use. Also note that the Heavy Artillery could be used for counter-battery even if the German unit in the area is in Spent status.

Important Note: More than one Heavy Artillery unit may be placed in the same area even if there is only one army present. However, only one of the artillery units can fire offensively since it must be coupled with an army to attack. Any other Heavy Artillery units present may fire defensively if they have the Counter-Battery technology, are still Ready and have a Fresh or Spent army unit that matches the nationality of the artillery being used.

7.6.3 Tanks (Western Allies A3 - Landships): The Tanks marker is a combat unit with special abilities. The Tanks unit attacks alone and does not require a supporting army. When it attacks it automatically breaches one Trench. If the P3 aviation technology is also active when this unit attacks, it automatically breaches a second Trench (if present). Once this combat has been resolved flip the Tank unit to its Spent side. This unit must be Refit like an army at the cost of 1 PP in order to use it again. Tanks have no defensive value. This unit does not need to be attacked by an opponent to successfully conquer an area (whether it is Fresh or Spent) and it retreats normally. If attacked when alone in an area, the attacking enemy army is Spent and the Tank unit is eliminated from the game permanently.

Note: The "tanks" unit may not use its special ability attacking into a Mountain area. It may move into such an area normally and it may use its special ability when attacking out of a mountain area normally as well.

7.6.4 Stosstruppen (German A3): The Stosstruppen marker allows the German player to make up to two rerolls when attacking with armies located in the same area (use the red dots on each side of the marker to indicate how many rerolls are available). If any rerolls remain after successfully defeating an area, the Stosstruppen marker may advance along with the armies and may be used if combat continues into another area. After all combat for that area is resolved remove the marker from the map. The marker is redeployed during the Movement Phase (6.0).

7.6.5 Aviation (P1-P2-P3): Aviation technology grants factions the ability to use aviation for recon purposes in order to gain a defensive advantage over the opponent and likewise to attempt to prevent an opponent from using their aviation resources for the same purpose. If an area containing a Ready Air Superiority marker is attacked, the defender wins the first combat that results in a tie and then flips the marker to its "Flown" side. If an area containing Air Superiority markers is captured and all friendly units are forced to retreat, all Air Superiority markers in the area are removed from the map regardless of their current status. During the Regroup Phase (9.0) all remaining friendly Air Superiority markers are removed from the map and attempt redeployment.

Historical Note: Aerial reconnaissance was a primary use of aviation in the First World War. Being able to observe, report and photograph artillery placement, troop concentrations preparing for an attack, allowed the defenders to be better prepared and not be taken by surprise. As the importance of this recon was realized, so was the goal of denying it to your opponent.

7.6.6 Commerce Raiding & Fire Control (German U1-U2): These cards increase a U-Boat unit's chances of successfully reducing Great Britain's production when resolving the U-Boat Attack Table (8.2.4.2).

7.6.7 Q-Ships & Anti-Submarine Warfare (Western Allies U1-U2): These cards increase Great Britain's chances of successfully reducing U-Boat unit availability when resolving the U-Boat Attrition Table (8.2.4.3).

7.6.8 Poison Gas (G1): The Poison Gas card provides a one-time only +1 DRM when used in the first attack from any one area.

Some Event Cards may give additional abilities with Poison Gas and allow you to retrieve it immediately from the Tech deck or provide other effects if you drew it last turn and already have it available.

8.0 Production Phase

The current faction determines how many Production Points are available to it and then decides how to allocate those points to replenish resources.

8.1 Production Points

Each nation begins the game with a base number of Production Points (PP) available to them. The total production of each nation is calculated by adding the production numbers listed in their friendly controlled Production areas, if any, and is listed on the Player Aid Sheets as well as the Force Pool Summary & Setup (13.0). Each nation within the current active faction conducts its production independently of the others, providing, of course, that it has PP to spend. Production Points that are not used this phase are lost and may not be accumulated.

Design Note: Production represents not only the military industrial capacity of each nation, but also its manpower, logistics, technology, training and diplomatic strength.

8.2 Production Modifiers

During the course of the game several factors can cause a nation's base production to fluctuate.

8.2.1 Enemy Control: If a friendly Production Area is controlled by enemy armies, the associated Production Points for that area are lost. Note that these points may not be used by the enemy - they are simply denied to the original owner. If the area in question is recaptured, those Production Points can then be used again by the original owner.

8.2.2 Raiders: If Germany's fleet units have control of the Blockade box, Great Britain loses one PP (which represents commerce raiding from the surface vessels) and Germany gains one PP (for freeing up the blockade).

8.2.3 Event Cards: Some Event cards may alter a nation's Production Points. When these cards are active resolve their effects in the indicated phase or phases and apply all effects including any Production Point modifications.

8.2.4 U-Boat Warfare: The German U-Boat campaign against allied shipping is simulated by the two Strategy boxes in the Atlantic area. U-Boat units are placed in one of the two boxes during the Movement Phase (6.6.1). These units have a Fresh and Spent status like an army unit.

8.2.4.1 Rules of Engagement: The "Rules of Engagement" choice determines what policy the German Navy will follow regarding the warning of targeted vessels – enemy and neutral alike.

  • The Hague Convention: This indicates that the U-Boats will follow "prize rules" and give warning to any merchant shipping before sinking. This strategy is less effective in reducing Great Britain's Production Points, but also has less risk of moving the USA towards entry into the war.
  • Unrestricted Warfare: This indicates that the U-Boats will target all commerce shipping and will not give warning. This increases the chances for affecting British production, and also increases the likelihood of moving the USA towards entry into the war.

Important Note: U-Boat combat has an unusual method of resolution. When the Western Allies are the active faction, Germany attempts to reduce Great Britain's production via the U-Boat Attack Table (located on the TE player's aid). When Germany is the active faction, the Western Allies attempt to weaken the effectiveness of the German U-Boats via the U-Boat Attrition Table (located on the CP player's aid).

8.2.4.2 U-Boat Attack Resolution: During the Western Allies Production Phase the Triple Entente player rolls two dice for each Fresh U-Boat unit in the game, adds the dice together and consults the U-Boat Attack Table to obtain the result.

U-BOAT ATTACK TABLE

Each Success result causes the loss of one Great Britain Production Point. WA=Western Allies, GE=Germany

Roll (2d6)Result
2Success if WA U1 Technology not active
3Success if WA U2 Technology not active
4Success if Convoys not active
5Success if Convoys not active
6Success
7Success if Unrestricted Warfare
8Success if Unrestricted Warfare and increase USA Entry marker one space if Sussex Pledge in effect
9Success if GE U2 Technology active
10Success if GE U1 Technology active
11Unsuccessful
12Unsuccessful

U-BOAT ATTRITION TABLE

Each Spent result causes one Fresh U-boat unit to flip to its Spent side.

Roll (2d6)Result
2Spent if USA has declared war
3Spent if USA has declared war
4Spent if Belgium is not CP-controlled
5Spent
6Spent
7Spent if Convoys active
8Spent if Western Allies U2 Technology active
9Spent if Western Allies U1 Technology active
10No effect – U-Boat remains Fresh
11No effect – U-Boat remains Fresh
12No effect – U-Boat remains Fresh

8.2.4.3 U-Boat Attrition Resolution: During the Germany Production Phase, the Central Powers player rolls two dice for each Fresh U-Boat unit in the game, adds the dice together and consults the U-Boat Attrition Table to obtain the result.

Design Note: This attrition represents U-Boat losses in their ongoing campaign, whether from enemy warships or dangers of the sea.

8.2.5 Receive Transferred Production: Nations can transfer some of their Production Points to allied nations. Production transfers occur during Production Spending (8.3.5). If a nation is scheduled to receive transferred production from an ally it adds it to their base production when that nation's faction is active.

8.3 Production Spending

After the active player tallies the number of Production Points available to each of his faction's nations, he may begin spending them. The player announces to his opponent how he is spending the points. Production Points may be spent on any combination of Refitting Units (8.3.2), Raising New Units (8.3.3), Constructing Trenches (8.3.4) or Transferring Production to friendly nations (8.3.5). The player deducts points as they are being Spent, announcing his new total as he goes.

8.3.1 Spending Sequence: Each faction must follow a strict sequence during the Production Spending phase. Factions that have more than one nation must resolve each nation's spending starting with the nation with the smallest default Production Points and ending with the largest. Nations that normally have no production capability are listed in italics. These nations will only have PP to spend if they received PP transferred from another nation.

  • Western Allies: Belgium, Italy, France, Great Britain
  • Eastern Allies/US: Serbia, Romania, Greece, Russia, United States
  • Central Allies: Bulgaria, Turkey, Austria-Hungary

Each nation must allocate, announce and resolve all spending for each category below before proceeding to the next.

  • Refit Units
  • Raise New Units
  • Construct Trenches
  • Transfer Production

8.3.2 Refitting Units: It costs one PP to refit a Spent army, U-Boat, Fleet or Tank and restore its status to Fresh. After spending the point, the owning player simply flips the unit being refit back over to its Fresh side. Only PP available to a specific nation may be used to refit armies of that nation (e.g. French Production Points may only refit French armies.)

Exception: Any non-Turkish army occupying a Square area on the Near East Track that includes Basra, but is not located in the Basra area itself (i.e. Baghdad and Mosul), must pay two PP to Refit.

Note: Spent fleets may be refit either in a Home Port box or in the Blockade box (i.e. while "on station").

In order to be refit, a Spent army or Tank unit must be land-supplied (6.2.2.1) to a Home Production Area. Likewise, a Home Production Area may only supply its points to units that can trace a route through friendly controlled areas to it. Thus, units cut off together in a Home Production Area will only be able to be supplied by that Production Area.

Great Britain and United States land-supplied units trace their path to France's Home Production Areas to be refit. Only Great Britain can use Sea Supply (6.2.2.2) to refit British units that are not land-supplied (e.g. Near East and East Africa.)

8.3.3 Raising New Units: A new Spent army or U-Boat unit may be raised for one PP and a new Fresh army or U-Boat unit may be raised for two PP. New units may be raised only if the unit counters are available in the nation's force pool. Newly raised armies must be placed in one of the active nation's Home Areas.

Example: Great Britain may not build units directly into the British East Africa, Sinai or Basra areas since they are not considered Home Areas (2.1.1).

Army units that are designated as being permanently eliminated during the course of the game that have been set aside cannot be raised again. Eliminated fleet units may be rebuilt, but at a cost of two PP to return a Spent fleet or three PP to return a Fresh one. Rebuilt fleets are placed in their respective Home Port box.

8.3.4 Constructing Trenches: Beginning with the Spring 1915 game turn, players may purchase Trench markers (this is noted on the Game Turn Track).

Design Note: Trench markers abstractly represent the construction of extensive, strategic-level, defensive trench works in an area.

8.3.4.1 Constructing Trenches: All nations, except Germany, construct one Trench marker at a cost of two PP. Germany constructs one Trench marker at a cost of one PP. Trench markers may be placed into any area that also contains at least one land-supplied army (6.2.2.1) of the constructing nation. Two nations cannot share the cost to build a Trench marker (e.g. Great Britain and France may not spend one PP each to build a trench in an area both of their armies occupy together). Existing Trench markers may be augmented with a second Trench marker, as long as…

  • The area contains at least one land-supplied army unit of the improving nation
  • One Trench marker is already in place prior to the current turn
  • The area is not a Square, Circle or Mountain area

If eligible, the player simply adds another Trench marker, up to a maximum of two. Two Trench markers cannot be purchased at the same time for the same area.

Exception: Germany may deploy two newly-built Trench markers into the same area if it wishes. This reflects the fact that the Germans were especially adept and skillful in the building of complex trench works.

8.3.4.2 Trench Limitations: Factions and nations have a fixed number of Trench counters available to them. Once all of their counters have been deployed, no additional trenches may be constructed. Some trenches are deployed at the start of the game as shown in the Force Pool Summary & Setup (13.0).

NationTrench Counters
Germany8 with 1 deployed at start
Western Allies7 with 1 deployed at start
Austria-Hungary3
Turkey2
Russia2

8.3.4.3 Deploying Trenches: Map areas have different limits on the number of Trench markers that may be deployed:

Area TypeLimit
Standard Area2
Square or Mountain Area1
Circle AreaNone

8.3.4.4 Abandoned Trenches: Trench markers in friendly controlled areas that have no units present remain on the map and cannot be removed. Trenches are immediately returned to the Force Pool only when an enemy army moves into that area.

8.3.5 Production Transfer: Following the expenditure of Production Points for all other purposes, any remaining PP may be transferred to other eligible nations for subsequent use. Transfers are the last transactions allocated in a phase, so they are not available for use in the same Faction Phase in which they are transferred. Thus, if Production Points are transferred to a nation within the same faction, they will not be available until the following game turn.

8.3.5.1 Transfer Procedure: When Production Points are transferred to another eligible nation, use combinations of the Transfer counters and place them in a Home Area of the receiving nation. The transferred PP will only be available to the receiving nation in their next Production Phase.

Examples: Great Britain transfers PP to France during the Winter 1915 turn. These PP are not available for use until France's Spring 1916 Production Phase. By the same token, if Germany transfers PP to Austria-Hungary in Winter 1915, Austria-Hungary can use them in their own Winter 1915 Production Phase because their next Production Phase occurs after Germany transferred the PP.

Remove the Transfer counters at the time they are spent by the receiving nation. Transferred PP cannot be saved past the receiving nation's next Production Phase.

8.3.5.2 Supply Routes: Transfers may only be made if a path of adjacent, friendly-controlled land areas can be traced from a Home Production Area of the lending nation to a Home Area of the receiving nation at the time the transfer is made, even if it no longer applies when received.

Exception: The Western Allies and the United States may make transfers that include both land and sea areas.

8.3.5.3 Neutral Nations: The supply route can be traced through one, and only one, neutral nation. Doing so will cost the transferring nation one additional Production Point. This penalty PP is lost to the transferring nation.

Design Note: Consider this cost to be the price of diplomatic pressure and/or the additional logistics needed to get supplies and other assistance through neutral territory. Also note that after the Salonika event occurs, Greece can be traced through as a friendly controlled area and thus without penalty.

Example: Great Britain wishes to transfer 1 PP to Serbia by tracing through a totally neutral Greece (i.e. before the Salonika event occurs). The cost to the British is 2 PP's.

Note: Transfers may not be made through Turkey on Turn 1. Even though it is technically neutral, its ties to Germany will not allow Triple Entente transfers through it.

8.3.5.4 Transfer Eligibility: Each alliance has special transfer rules as follows:

Triple Entente

  • The United States may not make any transfers until at least one of its army units has actually been moved from the United States area to another area. The United States may only then make transfers to any Triple Entente nation.
  • Each Western Allies nation may only transfer PP to any of the Eastern Allies or other Western Allies nations who have a base Production Number less than its own.
  • Russia may transfer to any of the Eastern Allies but not to any of the Western Allies.

Central Powers

  • Germany may make PP transfers to any other Central Power nation. Other CP nations may not make PP transfers to anyone.

8.3.5.5 Transfer Limit: Regardless of circumstances, a nation may never make a transfer of more than 4 PP's to any single nation on one turn and a nation may never receive more PP than the receiving nations total production it possessed at the start of the game from any combination of contributors. Nations that have no production (e.g. Bulgaria) may receive a maximum of 1 PP. Excess amounts are lost.

Design Note: A nation's infrastructure, manpower, ports, railways, and logistics capacity limits the amount of resources that can realistically be absorbed into production and put into use on a single game turn.

Production Spending Example - Western Allies Turn 3: Italy is currently neutral so the WA player skips them and begins by determining how many PP are available for the French to spend. They have 5 PP available: 4 PP from Home Areas and 1 PP that was transferred by Great Britain on turn two. As a result of combat this turn on the western front, four French armies are Spent and could use a refit. France decides to refit three of them for 3 PP and flips them back to their Fresh sides. Having lost Belgium, he decides to use the remaining 2 PP to build a Fresh French army and places it in Somme (a Production Area).

Great Britain goes next and finds that their available PP is only 6 PP due to a loss of 1 PP from the U-Boat Attacks Table. The player decides to Refit two units (for 2 PP), raise a new Spent army in Britain (1 PP), construct a Trench in the Somme (2 PP) and transfer the remaining PP to France.

8.4 Technological Advances

The Western Allies and Germany continue to research new technologies to assist them in their efforts to end the war. Each turn these two factions (only) get to draw one Technology Card from their respective Technology Decks in the hopes of making a breakthrough. They can also earn Technology Advances directly from certain event cards.

8.4.1 Event Card Technology: Some event cards will immediately grant an advancement in technology. A specific Tech advance may be specified or simply an advancement in a Tech Group. In these cases, the player may immediately take the applicable Tech Card and it is available for use on the current turn. Some of the advancements given by the Technology related event card may be conditional and might not always apply.

8.4.2 Technology Research: Only Germany and the Western Allies factions execute this step. The active player shuffles his Technology Deck and randomly draws one card. If it is an eligible card (8.4.2.1), he keeps it face up to show that it is now active. Otherwise, the card is returned to the Technology Deck with no effect.

8.4.2.1 Eligible Technology Cards: A Technology card is eligible to be activated if it is in the proper Technology sequence. Each card has a letter and numeric designation. To retain the card, the numeric designation must be equal to 1 or the player must already possess the immediately prior number of the same letter sequence.

Note, however, that possession of related technology already obtained by the opponent might allow the advance in the Tech Group drawn even if the drawn card is ineligible. Notes at the bottom of the Technology cards will indicate this. If the card drawn is ineligible and the opponent already possesses their equivalent of the drawn card, the player will be allowed to immediately take a lower sequenced card in that Tech Group as specified. The originally drawn ineligible card is returned to the Technology Deck.

Example: If the CP player has no active Technology Cards and draws U2, it is ineligible because he does not already have the U1 card active and thus no Tech is gained. However, if the Triple Entente player already has U2 active, then the CP player may immediately make their U1 card active (retrieve from the Technology Deck) and the originally drawn ineligible U2 card is returned to the Technology Deck.

Note: It is possible to gain a maximum of two Technology advances in one turn – one new technology advance given from an Event Card and another from normal technology research.

8.4.2.2 National Restrictions & Placement of Technology Units: The A, C1, and P series cards all place a combat counter on the map. These counters may only be placed in an area that contains at least one land-supplied (6.2.2.1) eligible army. The G1 (Poison Gas) technology does not place a marker but the same restriction applies. The +1 DRM can only be used in an area that contains at least one land-supplied (6.2.2.1) eligible army. However, if the eligible army is in the same area with friendly armies that may not normally be eligible to use the ability, they may gain the benefit as long as the eligible unit remains in that area (in essence, they share the technology.)

Exception: USA units may only receive a shared technology benefit in this manner from a French army in its area.

Example: The TE player has the G1 card active. Italian armies may not normally use its benefits. However, if the TE player moves a British army into the same area with those Italian armies, an Italian army may use the DRM+1 bonus on their first attack.

8.4.3 Discarding the G1 (Poison Gas) Card: During this step an active G1 card may have to be returned to the Technology Deck.

  • If the G1 card was just drawn in the previous Research Technology Step (8.4.2) keep the card so that it can be used during your next turn.
  • If the G1 card was already in your possession during this turn, discard it and return it to the Technology Deck.

Design Note: This mechanic is used to simulate research into different types of gases. The introduction of a new type of gas provided the attacker with a distinct, but temporary, advantage until the targeted side could develop effective counter-measures.

9.0 Regroup Phase

In the Regroup Phase the faction performs some "cleanup" operations to prepare themselves for their opponent's turn as well as their next turn.

9.1 Air Superiority Determination

Aviation technology (represented by the P series of cards) grants the use of Air Superiority markers. One marker becomes available with each technology level researched successfully.

9.1.1 The Dogfight: Each turn the phasing player must determine how many of his available Air Superiority markers can be placed on the map. The opponent's P technology level and a Dogfight resolution roll will determine exactly how many, if any, of their markers may be placed. The determination is made as follows:

  1. Resolve Dogfight: Both players each roll one die for each level of P technology they have active in play (i.e.; P1 = 1 die, P2 = 2 dice, P3 = 3 dice). The highest value thrown by the phasing faction is its Air Superiority Value. The highest value thrown by the opposing faction is its Air Interception Value. If the Air Superiority Value is higher than the Air Interception Value then the phasing player may use Air Superiority markers equal to the difference between the values, up to a maximum of the number of Air Superiority markers he currently possesses. If the difference is zero or less, no Air Superiority markers may be used by the current player this turn.
  2. Place/Rearrange/Remove Markers in a Qualifying Area: The Dogfight results may require that Air Superiority markers be removed or it may allow the placement of additional markers. Markers that were already on the map may be moved to another qualifying area.
  3. Combat Benefit: The presence of an Air Superiority marker in an area will allow defenders in that area to win the first tied attack (7.6.5).

9.1.2 Qualifying Areas: Triple Entente Air Superiority markers may only be placed in an area that contains a land-supplied French or British army (6.2.2.1). Central Powers Air Superiority markers may be placed in an area that contains a land-supplied German Army.

9.1.3 The Red Baron: When this Event card is active the German player rolls one additional die during a Dogfight. During any Dogfight sequence, either the Western Allies or Germany, if the Western Allies player (only) rolls "doubles" and that value exceeds Germany's current P Technology level, the Red Baron is "shot down". The Red Baron marker is removed from play after resolving the current Dogfight, regardless of the overall result for the number of markers deployed.

Example: During Germany's Dogfight Phase, the Western Allies have P3 Technology and Germany has P2 and the Red Baron marker. The Western Allies rolls 3, 3 and 4 while Germany rolls 2, 3 and 6 (two dice for P2 and one die for the Red Baron). Germany has a high roll of 6 versus the Western Allies high roll of 4, which allows Germany to deploy both of his Air Superiority markers. The Western Allies rolled double 3's and "3" is greater than Germany's P2 level, so the Red Baron is shot down and removed at the end of the Dogfight.

9.2 Reset Heavy Artillery Units

Land-supplied (6.2.2.1) Heavy Artillery units that have their Fired side face up are flipped back to their Ready status.

10.0 Political Issues

10.1 Conquest and Liberation

Smaller nations that have only one Home Area (Belgium, Bulgaria, Greece, Romania and Serbia) are conquered if their Home Area is enemy controlled at the end of any Combat Phase.

Some larger nations that have multiple Home Areas (Austria-Hungary, Italy and Turkey), are conquered when their flag Home Area is enemy controlled at the end of any Combat Phase.

Russia collapses and is considered conquered when unique conditions are met (10.1.3 – Russian Collapse).

France is conquered when Paris is enemy controlled and they fail to regain control by the end of their next Combat Phase. This results in an immediate and game ending victory for the Central Powers (11.1).

Germany is conquered when Berlin is enemy controlled and they fail to regain control by the end of their next Combat Phase. This results in an immediate and game ending victory for the Triple Entente (11.2).

10.1.1 Conquered Nations: All units of that nation anywhere on the map are permanently removed from the game, except one (10.1.2 – Conquered Armies.) If units are removed from an enemy controlled area, resulting in no opposing units being present, ownership of that area reverts to the original owner. The conquered nation no longer generates Production Points and does not participate in the war for the rest of the game, even if later liberated and once again controlled by its alliance. However, its liberation will prevent the enemy alliance from scoring Victory Points for that nation.

10.1.2 Conquered Armies: All armies of a conquered nation are removed from the game except for a maximum of one army that finds itself in a friendly controlled area when its nation is conquered, even after a retreat. If there are multiple armies that qualify, the owning player may choose any eligible one. This army is made Spent, if it is not already, and may continue to function as an army of the alliance to which it originally belonged, but it may never again be Refitted and made Fresh. It remains Spent for the remainder of the game until eliminated. At the beginning of any Production Step of the Faction Phase to which the conquered army belongs, the owning player may "absorb" the conquered army by voluntarily permanently eliminating it from the game and immediately Refitting any one Spent allied army in the same area for no Production Point cost.

Example: The Spent Belgian 1st Army unit is defeated and retreats with the Spent British 1st Army/BEF unit from Belgium to Somme. Belgium's only Home Area is now occupied by CP units and has been conquered by Germany. The Belgian army unit may continue to activate with the Western Allies but must remain Spent until it is eliminated. Alternatively, the TE player could absorb the Belgian army on the next Western Allies Production Phase and Refit the British army, permanently eliminating the Belgian unit. The British army then flips to the Fresh side with no PP expenditure.

10.1.3 Russian Collapse: If at any point in the game the CP player controls both the Moscow and Petrograd areas OR the Treaty of Brest-Litovsk is signed, Russia collapses and surrenders. When Russia collapses the following events occur:

  • ALL Russian units are removed from the map and are permanently eliminated
  • Any Triple Entente armies in Russian Home Areas are placed back anywhere in their own Home Areas if they can trace a path through Russian or friendly controlled areas. If they cannot, they are also permanently eliminated.
  • Russia no longer generates Production Points
  • The CP player earns four Victory Points at game's end

Design Note: The capture of Moscow and Petrograd represents a military defeat of Russia by the Central Powers. The signing of the Treaty of Brest-Litovsk represents the collapse of the Russian Empire due to internal revolutionary struggles.

10.1.3.1 Russian Occupation: Due to Russia's size and political situation, if it collapses (either from a military defeat or the signing of the Treaty of Brest-Litovsk) the Central Powers must maintain an occupation force. This occupation force must consist of either three German armies or two German armies and one Austro-Hungarian army. To qualify, the German occupation armies must be Fresh if Russia was defeated militarily, but may be Fresh or Spent if defeat was due to the Treaty of Brest-Litovsk. An Austro-Hungarian occupation army must be Fresh regardless. After Russian collapse, no Central Powers armies may move out of Russia unless a qualifying occupation force remains (see below).

10.1.3.2 Failure to Maintain: Following Russian collapse, if at any point at the end of the German turn a qualifying occupation force is not in Russia (having been dislodged), there are no further restrictions to keep units there but the Central Powers will now only score 1 VP for all of Russia at game's end even if an occupation force is later restored. Note that should the Triple Entente be able to liberate any Russian territories it will have no effect on VP's since the Central Powers will score 4 at game's end for conquering Russia. However, should the Triple Entente be able to dislodge the occupation force to not satisfy the above requirements by the end of a German turn, it will reduce the Central Powers VP award for Russia from 4 to 1.

10.1.3.3 Occupation Bonus: During the first German production phase in which a qualifying force occupies Russian territories and includes Lithuania, Brest-Litovsk, and Ukraine - Germany will receive a one-time bonus Production Point.

10.1.3.4 The Caucasus: All Russian territories (home areas and square areas) are considered conquered once Russia collapses and thus must be evacuated by Triple Entente armies per 10.3.1 above. Furthermore, the Caucasus area is considered impassable for the rest of the game and no armies from any faction are allowed to move into or through the Caucasus.

10.2 Neutral Nations

Nations that are not involved in the war at the beginning of the game are considered to be Neutral Nations. They may not move, attack, produce Production Points, be attacked or be entered at any time. Their armies are not deployed on the board while neutral.

10.2.1 Turkey: The nation of Turkey automatically joins the Central Powers at the start of the Central Allies phase of the Winter 1914 turn. Turkey is a Neutral Nation for the first game turn only (this is indicated on the Game Turn Track as a reminder).

Important Reminder: When the Turkish forces are deployed, Great Britain deploys the MEF army (Spent) in Sinai and the IEF army (Fresh) in Basra, and Russia deploys the CAU army (Spent) in Kars.

10.2.2 Declaring War: Bulgaria, Italy, Romania and Greece declare war when the relevant Event card is drawn. When a neutral nation declares war, place its units on the map as indicated in Force Pool Summary & Setup (13.0). From that point on, it participates in the game normally with the faction it belongs to.

10.2.3 Special Neutral Nations: There are three nations that have special rules governing them.

10.2.3.1 Albania: Neither side's units may enter the Albania area during their Movement Phase. Instead, they must treat Albania as an enemy controlled area and thus must attack the area to enter it. Units may, however, retreat into the area as if it is a friendly controlled area but only if there is no other option.

Albania is never "controlled" by either side unless an army is physically present there and that army may be attacked normally by the enemy. A Supply Route may never be traced through Albania.

Note: As stated above, a unit may only retreat into Albania if there is no other option. This includes a WA unit retreating into Greece with another WA unit already present there (Salonika open – See 10.2.3.3). A retreating WA unit in this situation may not retreat into Albania because retreating into Greece is still an option – even if it results in evacuation and returning to the Force Pool (10.2.3.3).

10.2.3.2 United States (USA): Certain Event cards and other actions cause the USA Entry marker to be moved along the USA Entry Track on the map. The marker starts the game off in the "0" box of the track and then moves up the track an indicated number of spaces as instructed by drawn Event cards. Once the marker reaches the "8" box on the track, the USA immediately declares war and enters the game on the TE side.

USA Mobilization: During the first Production Phase for the Eastern Allies/United States faction after the United States declares war, the three USA armies are placed in the United States area in Spent status. The USA Fleet counter is placed with Great Britain's fleets, either in the Blockade box or in the British Home Port box. During each subsequent Production Phase, one USA army may be automatically flipped from Spent to Fresh. No USA movement or PP Transfers are permitted during these "mobilization" turns. Once all three USA armies are Fresh at the start of their Movement Phase, one USA unit may make a Sea Move to a Sea Move eligible area and this area must contain a French army. USA units may not be moved to any Near East (Square Area), East Africa (Circle Area) or to Greece or Gallipoli. Note that the USA may make one strategic move (which may be a sea move) per turn and the other Eastern Allies nations may still make their normal two strategic moves.

USA Combat: United States armies perform all of their operations during the Eastern Allies/USA turn, NOT the Western Allies turn. When USA armies become available for combat they may use WA Heavy Artillery units and the Tank unit if they are not already Spent from combat on the WA turn. They also get the defensive benefits of TE Air Superiority markers if they have not already Flown. If the USA Fleet becomes Spent due to Naval Combat, it may not Refit until 1918 and if destroyed may not be rebuilt.

Note: Be aware that if the USA does use Fresh/Ready Western Allied Heavy Artillery, Tanks, or Air Superiority markers, they will not be available for use by the Western Allies on their next turn as they don't reset (or get refit) until the Western Allies Production Phase.

USA Production: The USA may not make Production Point Transfers to any nation until at least one USA army has been moved out of the United States area. When eligible to transfer PP to other nations they have 9 PP available during 1917 and 13 PP available during 1918.

Example: The United States declares war during the Spring 1917 game turn. During the Eastern Allies/United States Production Phase, three Spent USA armies are placed in the United States box. During the Summer 1917 Production Phase, one USA army is flipped from Spent to Fresh. The second is flipped in Fall 1917, and finally, the third will be flipped to Fresh in Winter 1917. During the Spring 1918 Movement Phase, all three USA units are Fresh and the player chooses to Sea Move one army to Belgium which contains a French army unit. Later in the Spring 1918 Production Phase the United States can transfer PP to other nations since one USA army is located outside the United States.

10.2.3.3 Greece: Due to Greece's conflicted political situation during this period, a number of special circumstances apply to its diplomatic status during the course of the game.

Greek Game Start: From the start of the game until the Salonika Event card is drawn Greece follows the standard neutral nation rules (10.2)

Salonika Event: When the Salonika Event is drawn the Salonika marker is placed in Greece on the "Salonika Open" side. While Salonika is "Open":

  • The Western Allies may move armies to Greece once Salonika is "Open," but a maximum of one Western Allies army is allowed in Greece at any one time. If an army is moved on the same turn that the card is drawn, a Western Allies Trench marker is placed at no cost in Greece if one is available in the Force Pool.
  • Greece is considered a Triple Entente ally for PP Transfers to Serbia and for retreat purposes.
  • The Central Powers may only attack Greece if it contains a Western Allies army. If the CP attacks and would force that army to retreat, the retreat is cancelled and Greece is provoked into joining the Triple Entente. The Fresh Greek army is immediately placed in Greece; the Spent WA army remains without retreating and the Trench marker is removed (if present). The Salonika marker may be removed as Greece has now joined the TE and there is no longer a limit on the number of friendly units that may be in Greece. The Central Powers player may continue to attack if he has units available. If a WA army is forced to retreat into Greece and it already contains a different WA army, the retreating army is instead removed from the map and placed back into the Force Pool.
  • At the end of any Western Allies turn that it does not have an army in Greece or Bulgaria and Serbia is controlled by the Central Powers, the Salonika marker is flipped to the "Salonika Closed" side. Once Salonika is "Closed," the Western Allies permanently lose the ability to move an army into Greece and Greece returns to standard Neutral Nation status (10.2) for the remainder of the game and the Exile of the Greek King Event card is ignored when drawn.

Exile of the Greek King Event: Ignore this card if Greece returned to Neutral Nation status (10.2) and the Salonika marker is on the "Closed" side.

If the Salonika Event card was never drawn (i.e., the Salonika marker has never been placed on the map), place the Salonika marker in Greece on the "Salonika Closed" side and ignore the Salonika Event card should it be drawn later.

If the Salonika marker is in place and "Open," Greece joins the Triple Entente. Place the Greek army in Greece in Fresh status and remove the Salonika marker. From this point on the WA player may move any number of armies into Greece and the Central Powers may attack Greece normally.

11.0 Victory Conditions

11.1 Central Powers Automatic Victory

An automatic and game ending victory occurs for the Central Powers if Paris is enemy controlled at the end of the next Western Allies Combat Phase.

The Triple Entente gaining control of Berlin during the next Western Allies Combat Phase does not negate this condition. If Paris is not recaptured and controlled, the game ends with a Central Powers victory. If Paris is recaptured the current Game Turn proceeds normally

11.2 Triple Entente Automatic Victory

An automatic and game ending victory occurs for the Triple Entente if Berlin is enemy controlled at the end of the next Germany Combat Phase.

Important: When Berlin is captured the game continues normally with the Eastern Allies and Central Allies completing their phases for the current Game Turn. At that point, begin a new Game Turn. If Germany does not recapture Berlin during its Combat Phase the game ends. If Germany does regain Berlin, the new Game Turn continues to the Western Allies phases.

The Central Powers gaining control of Paris during the next the Germany Combat Phase does not negate this condition.

If Berlin is not recaptured and controlled, the game ends with a Triple Entente victory.

11.3 Victory Points

If neither side has achieved an automatic victory before the end of the Fall 1918 turn, the game is decided on the basis of Victory Points (VP) at that time.

  • Each side gets one VP for each enemy Home Area and each enemy Square Production Area controlled by his alliance. Neutral nations that join the opposing alliance during the war qualify as enemy Home Areas. Exception: A maximum of four VP may be scored by the CP player for all of Russia.
  • If the United States never declares war in the game and does not join the Triple Entente alliance, the CP player earns one VP.
  • If the East Africa Track contains only one army, either Lettow-Vorbeck or the British East African Expeditionary Force, then the side owning that army receives one VP. If both armies are still on the East Africa track at game end, no VP is awarded.
  • The Central Powers earn a maximum of one VP if any of the following conditions are met:
    • Greece joined the Triple Entente and the Central Powers control Greece
    • Salonika is "Closed"
    • Greece remained neutral for the entire game and the Salonika or the Exile of the Greek King Event card was drawn

Both players total their Victory Points. If the Central Powers score is at least 7 VP's higher than the Triple Entente score, the Central Powers win (by securing a better than historic result and/or by achieving more favorable terms following the armistice). With any other result, the Triple Entente wins.

12.0 Solitaire & Multiplayer

Solitaire Play: While this game is specifically designed for multi-player setups, it is also quite solo-friendly. The nature of the Event card mechanic allows the player to "change hats" quite easily as he can concentrate on one Event card pull at a time and play that faction to the best of his ability. There are no "opportunity fires" and there is no hidden information. Enemy choices should always lean towards trying to conduct the action indicated by the Event card and if markers/units need to be placed, they should first be placed in the area containing the largest number of friendly armies. Logic will guide your actions and choices for the most part and wherever possible, try to mirror your opponent's actual historical decisions and/or tendencies. Each of us has our own way of playing games solitaire and it would be presumptuous of us to tell you best how to do that. Suffice to say that the game will easily adjust and fit into everyone's particular style of play. If there is a demand for true solitaire-dedicated scenarios, we are prepared to meet that demand by designing small scenarios that simulate specific campaigns or battles and with a fairly adequate (we hope) artificial intelligence. If that demand is made aware to us, we will post these scenarios on line for free download or have them appear in a future Paper Wars magazine.

Three and Four Players: While the game is designed for two players, the phases of the turn order make it adaptable for three or four players, though not all players will have proportional involvement. In a three player game, participants may choose to have one player control a single alliance while the other two split the responsibilities of the other. The recommended split is for the single player to lead the Central Powers (both Germany & the Central Allies) while the other two players lead the Western Allies and the Eastern Allies/United States forces. Players win and lose as a team, and there is no individual winner among the factions of the winning side. In a four player game, each player takes control of a single faction. The two players in each alliance may freely speak with one another to coordinate operations and to beg for Production Points and reinforcements from his/her ally. We really enjoyed this mode of play in our playtesting sessions and we hope you do too.

13.0 Force Pool Summary & Setup

This section provides a summary of each Nation's total base Production Points; how their forces enter the game; where those forces are deployed at the start or upon entry into the war; and what condition they are in. Units listed in italicized red type set up in Spent status, otherwise they are Fresh.

Triple Entente Alliance

Western Allies Faction

Great Britain

  • Active: At game start
  • Production: 7 PP
  • Total Forces: 8 Armies, 3 Fleets
  • Set-Up: Belgium (1st/BEF); British East Africa (BEAEF); Blockade Box (3 Fleet counters)
  • When Turkish units deployed: Sinai (MEF, Spent); Basra (IEF)

France

  • Active: At game start
  • Production: 4 PP
  • Total Forces: 9 Armies
  • Set-Up: Somme (5th); Verdun (1st, 2nd, 3rd, 4th, 9th [Spent], Trench); Paris (6th)

Belgium

  • Active: At game start
  • Production: None
  • Total Forces: 1 Army
  • Set-Up: Belgium (1st)

Italy

  • Active: By Event Card
  • Production: 1 PP
  • Total Forces: 5 Armies
  • Set-Up: Northern Italy (1st, 2nd)

Western Allies Total Forces: 7 Trenches are shared by all nations

Eastern Allies / United States Faction

Russia

  • Active: At game start
  • Production: 4 PP (Event card can increase to 5)
  • Total Forces: 13 Armies, 2 Trenches
  • Set-Up: Lithuania (1st); Estonia (4th); Brest-Litovsk (2nd, 5th); Ukraine (3rd, 8th)
  • When Turkish units deployed: Kars (Cau, Spent)

Serbia

  • Active: At game start
  • Production: None
  • Total Forces: 2 Armies
  • Set-Up: Serbia (1st, 2nd)

Romania

  • Active: By Event Card
  • Production: None
  • Total Forces: 2 Armies
  • Set-Up: Romania (1st, 2nd)

Greece

  • Active: By Event Cards
  • Production: None
  • Total Forces: 1 Army
  • Set-Up: Greece (1st)

United States

  • Active: By US Entry Track
  • Production: 9 PP before 1918, 13 PP in 1918
  • Total Forces: 3 Armies, 1 Fleet
  • Set-Up: United States (1st, 2nd, 3rd); Blockade Box or Great Britain Home Port (1 Fleet)

Central Powers Alliance

Germany Faction

Germany

  • Active: At game start
  • Production: 12 PP
  • Total Forces: 16 Armies, 2 U-Boats, 2 Fleets, 8 Trenches
  • Set-Up: Hanover (1st, 2nd, 3rd); Rhine (4th, 5th, 6th, 7th, Trench); Prussia (8th); Posen (9th); Tanga (Lettow-Vorbeck); Either U-Boat Strategy Box (U-Boat, U-Boat [Spent]); German Port Box (two Fleets)

Central Allies Faction

Austria-Hungary

  • Active: At game start
  • Production: 3 PP
  • Total Forces: 9 Armies, 3 Trenches
  • Set-Up: Galicia (1st, 2nd, 3rd, 4th); Austria (10th); Hungary (5th); Bosnia (6th)

Turkey

  • Active: Winter 1914 Game Turn
  • Production: 1 PP
  • Total Forces: 4 Armies, 2 Trenches
  • Set-Up: Gallipoli (1st); Anatolia (2nd); Ezurum (3rd); Damascus (4th)

Bulgaria

  • Active: By Event Card
  • Production: None
  • Total Forces: 2 Armies
  • Set-Up: Bulgaria (1st, 2nd)