TA B L E O F C O N T E N T S

© 2018 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

1.0 Introduction

............................................................. 2

2.0 Components ............................................................ 2

3.0 Symbols and Terminology ...................................... 4

4.0 Game Set-up

............................................................ 5

5.0 Determining Victory ............................................... 6

6.0 Sequence of Play

..................................................... 7

7.0 Mandated Offensives .............................................. 8

8.0 Action Phase

............................................................ 8

9.0 Strategy Cards

....................................................... 10

10.0 Stacking

................................................................11

11.0 Movement ........................................................... 12

12.0 Combat

................................................................ 13

13.0 Strategic Redeployment ...................................... 18

14.0 Supply ................................................................. 19

15.0 Forts .................................................................... 20

16.0 War and Peace ..................................................... 21

17.0 Replacements ...................................................... 23

Card Notes ................................................................... 23

Design Notes

................................................................ 26

Extended Example of Play

........................................... 27

Unit Set Up .................................................................. 33

Adding More Paths to Your Deck ................................ 35

Exceptions and Special Rules Summary

...................... 36

Index ............................................................................ 38

Deluxe Edition Developer’s Notes .............................. 39

Deluxe

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1.0 Introduction

On June 28, 1914, Archduke Franz Ferdinand, heir to the

Habsburg crowns of Austria and Hungary, was assassinated

by Serb nationalists in Sarajevo, then the capital of Austrian

controlled Bosnia-Herzogovina. The murder of Franz Ferdi-

nand provided an excuse for the Austrian Army’s chief of staff,

Conrad von Hotzendorff, to “settle accounts” with the upstart

Serbs, and on July 23 Austria presented Serbia with an ultimatum

with a 48-hour time limit. The Serbs appealed to their traditional

protector, Russia, for help. When Russia mobilized, Germany,

Austria’s ally, declared war on Russia on August 1. Having no

plans for a war against Russia alone, Germany soon declared war

on Russia’s ally, France, and demanded that the neutral Belgian

government allow German troops passage through Belgium in

order to execute the infamous Schlieffen Plan. This demand was

refused, and the invasion of Belgium brought Britain into the

war against Germany on August 4. In little more than a month,

the murder at Sarejevo had led to the First World War.

Over 4 years later, the war ended on November 11, 1918.

The three great dynasties that had begun the war, Habsburg,

Romanov, and Hohenzollern, had been destroyed. Lenin was

waging a civil war for control of Russia, while Austria-Hungary

had dissolved into its various ethnic components. The victors,

France and Britain, were in scarcely better shape than the van-

quished. The United States, which entered the war in April 1917,

was disillusioned by the peace that followed and withdrew into

isolationism. The Second World War was the result of the First.

Paths of Glory: The First World War is a game that allows two

players to simulate the Great War in a fun and historically ac-

curate game. The Central Powers (CP) player is attempting to

use his central position and the quality of his German armies

to defeat his numerically superior opponents. The Allied (AP)

player is attempting to bring his larger numbers to bear against

his opponent, hoping to avoid a revolution in Russia, at least

until the forces of the United States can arrive.

These rules are organized into seventeen numbered sections

(1.0 through 17.0) and some sections are further subdivided into

subsections (for example, 2.1 and 2.2). In a number of places

in the rules, you will see references made to rules sections and

subsections that are related to the one you are reading.

Rules Note: This 2018 reprint edition of Paths of Glory

includes what is now the sixth official update to the game’s

rules since the original 1999 release. To help those players

who own the 2010 edition of the rules, recent changes to the

game’s rules are noted in the following ways:

If it is a new rule, or significant changes have been made

to the rule section, this symbol () is used.

If only a small portion of the rule changed, then the change

is indicated with underlined type.

2.0 Components

Paths of Glory includes the following:

• One double-sided 22” by 34” Map

• Two Counter Sheets

• Three Player Aid Cards:

1. Game Tables

2. Reinforcements Card

3. War Status Track + Victory Point Track

• One Rules Booklet (this manual)

• 130 Strategy Cards

• Two 6-sided Dice

2.1 The Game Map

The game map consists of squares, 8-pointed stars, and circular

spaces that are connected to one another by lines. Two spaces

that are connected by a line are said to be “adjacent” to each

other. All spaces are marked to show which side they belong to

initially, the type of terrain they contain, if the space is a port,

if the space is a fort, and whether the space counts for Victory

purposes. The four possible invasion beaches of the Allied

MEF are noted on the map as well. Some spaces are connected

by dashed lines which indicate restrictions on their use; these

restrictions are noted on the map. Finally the Sinai space is

marked to indicate the combat penalty both sides pay when at-

tacking solely from that space. The game map also contains a

number of charts and tracks to record various game functions.

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2.2 The Playing Pieces

2.2.1 Combat Units

There are two types of Combat Units: Corps and Armies. Forts

are not considered units. Corps represents forces of between

20,000 and 50,000 men and are 1/2” counters. Armies represent

large bodies of troops (up to 300,000 men) supported by heavy

artillery, air units, etc., and are 5/8” counters. All Armies and

Corps are printed on both sides of the counter. The two sides

are called steps. The front side of the unit represents the unit

at full strength, the reverse side represents the unit at reduced

strength. Note that, for most units, the reduced strength side has

a weaker Combat Factor than the full strength side of the unit,

while the Loss Factor and Movement Factor remain the same.

Army-Sized Units

Front

Back

Army ID

Nationality

Combat

Factor

Loss

Factor

Movement

Factor

Reduced-

Strength

Stripe

Allowed to Attack

and enter the Near

East Map (11.3.1)

May not be

replaced (12.4.7)

Loss Priority

(12.4.5)

Corps-Sized Units

Front

Back

Unit Size

Nationality

Combat

Factor

Loss

Factor

Movement

Factor

Reduced-

Strength

Stripe

2.2.2 Game Markers

There are numerous marker pieces included in the

game. They are intended to facilitate tracking

various values; e.g., war status or space control.

The availability of a marker for a specific purpose

is not intended to constrain players. For example, should there

be insufficient control markers, just use a different marker or

adjust the onboard markers.

2.3 The Strategy Cards

Each player has his own deck of 65 Strategy cards, subdivided

into three groups: 14 Mobilization cards, 20 Limited War cards,

and 21 Total War cards. Each side also has 10 Optional cards.

Note that the card banners for the Optional cards are colored

differently than those on the basic cards.

Note: The Variant cards are not part of the basic game.

Sample Card

Card #

OPS Value

SR Value

Event Name

Event

Effects

RP Box

War

Commitment

Level

Card Banner

Permanently

Removed

Indicator

Combat

Card

Indicator

2.4 Unit Abbreviations

AH: Austro-Hungarian

ANA: Arab Northern Army

AoI: Army of Islam

AUS: Australian

BE: Belgian

BEF: British Expeditionary Force

BR: British

BU: Bulgarian

CAU: Caucasus

CND: Canadian

CP: Central Powers

FR: French

GE: German

GR: Greek

IT: Italian

MEF: Mediterranean Expeditionary Force

MN: Montenegrin

NE: Near East

PT: Portuguese

RO: Romania

RU: Russian

SB: Serbian

SN: Senussi Tribal

TU: Turkish

US: United States

YLD: Yilderim (Lightning)

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2.5 Questions?

If there are any components damaged or missing, please contact

us at:

GMT Games

P. O. Box 1308

Hanford, CA 93232-1308

If you have any questions about the rules, we’ll be glad to answer

them if you send them to the address above with a self-addressed,

stamped envelope. For faster response, we’re on the internet at

www.gmtgames.com, which includes a games discussion forum.

Rules questions can also be sent to tgregorio@gmtgames.com,

traicer@gmtgames.com, or alewis@gmtgames.com.

3.0 Symbols and Terminology

* (asterisk): If a Strategy Card with this symbol is played as an

Event, it is permanently removed from the game after this Action

Round. It is not removed from the game if it is used as an Op-

erations, Strategic Redeployment, or Replacement Points card.

Activated: When a space has had its Activation cost paid for

movement or combat during an Action Round, all the units in

the space are considered Activated and can conduct the action

indicated by the Activation marker.

Active Player: The player who is taking an action during his

part of the Action Round.

CC: Indicates this Strategy Card is a Combat Card Event, play-

able in support of combat units. Certain Combat Cards have the

phrase “May only be used in one Combat per turn.” These CC

cards are discarded, but not permanently removed, immediately

after use; unlike other non-* CC cards, they may not affect more

than one combat per game turn. [See 9.5.4.]

Note: Forts are not considered units, so CCs cannot be played

in support of unoccupied forts.

Capitals: The following are the capitals of each nation:

AH: Vienna and Budapest

GR: Athens

BE: Brussels

IT: Rome

BR: London

MN: Cetinje

BU: Sofia

RO: Bucharest

FR: Paris

SB: Belgrade

GE: Berlin

TU: Constantinople

Combat Factor (CF): The combat ability of a unit or fort. It

is used to resolve combat on the Fire Tables. A fort has a CF

equal to the number printed next to it on the map. The CF is a

measure of a unit’s ability to inflict damage in Combat. Note

that a Corps may be weaker in Combat than an Army with a

lower CF number because Armies perform their Offensive or

Defensive Fire on a better Combat Fire Table than Corps.

Control of Space: Every space on the map is controlled by

either the Allied player, the Central Powers player, or is neutral.

Control of a friendly space changes to the enemy when an enemy

unit enters it and there is not a friendly undestroyed fort in it. If

a friendly besieged fort is eliminated or surrenders, control of

the space passes to the enemy immediately. Control of Spaces

can also change during the Attrition Phase.

Die Roll Modifier (DRM): The number added or subtracted

from a die roll.

Event Name: An underlined Event Name indicates the event is

a prerequisite for another event.

Loss Factor (LF): The durability of a unit or fort to withstand

combat. An opponent’s Loss Number must be equal to or greater

than a unit’s LF for it to be reduced. A fort has an LF equal to

the number printed next to it on the map.

Loss Number: The result from a Fire Table during Combat.

Loss Priority: Some units are prioritized for assigning losses.

When multiple such units are involved in a battle for one side,

lower numbered priorities take precedence. Example: The BEF

unit will take losses before the MEF.

Movement Factor (MF): The number of spaces a unit may

enter during an Action Round when Activated for movement.

Movement Points (MP): The cost to enter a space. All spaces

in Paths of Glory cost 1 MP.

OPS Value: The number of Activation Points which a player

may spend for movement or combat in an Action Round.

Out of Supply (OOS): This occurs when a unit cannot trace

a supply line to a friendly source. An OOS unit is severely re-

stricted, and is eliminated during the Attrition Phase if still OOS.

Replacement Points (RP): These are used to rebuild reduced

strength units and to recreate eliminated units.

RP Box: The nations and the number of Replacement Points

recorded when the card is played as a Replacement Point action.

Space: Each location on the map to which a unit may be moved.

SR Value: The number of SR Points a player conducting a

Strategic Redeployment action may use.

Strategic Redeployment (SR): The action by which players

may quickly move units great distances within friendly territory.

VP: Victory Point(s), used to determine victory in the game.

VP Space: Any space with a red name and red outline. When

control of any of these spaces changes, adjust the VP marker

per the Victory Point Table.

War Commitment Level: This determines which group(s) of

Strategy Cards are allowed to be in each player’s Draw Pile.

War Status Number: Some of each player’s Strategy Cards

have this number. When one of these Strategy Cards is played

as an Event, both the Active Player’s War Status marker and

the Combined War Status marker are increased by this number.

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4.0 Game Set-up

Paths of Glory has three Scenarios: Introductory, Limited War,

and Campaign. All three scenarios start in August 1914 and use

the same set-up given below.

4.1 Markers

4.1.1 Marker Set-Up

Place the Game Turn marker on the August 1914 space

of the Turn Record Track.

Place the Victory Point marker on the 10 space of

the General Records Track.

Place all three War Status

markers on the 0 space of

the General Records

Track.

Place the GE, AH, Allied,

BR, FR, and RU Replace-

ment markers on the 0

space of the General Re-

cords Track.

Place the Current CP Russian VP marker on the 0

space of the General Records Track.

Place the Allied and CP Mandated Of-

fensives markers near their respective

tables.

Place the US Entry marker in the US Neutral box on

the US Commitment Track.

Place the Russian Capitulation marker in the God

Save the Tsar box on the Russian Capitulation Track.

Each player places six Action markers near

his Action Round Charts.

Place the five Move/Attack markers near

the Central Powers player, because he will

take the first action.

Place all other markers within easy reach.

4.1.2 In-Game Markers

Missed MO Marker: Place this on the

Turn Track when a player fails to fulfill

a mandatory offensive.

Control Markers: Place these in

spaces to indicate control. A space

without a control marker should be

presumed to be controlled by the

original controlling side.

Bid Marker: Use this marker to indi-

cate the VPs to be added (or subtracted)

from the VP total at the end of the

game. (See 5.6.1.)

Trench Attempt: Use this marker to indicate that

a player attempted to dig a trench in that space in

the prior round. (See 11.2.10.)

OOS Marker: Use this marker to indicate units

that are out of supply. Such units will be subject to

attrition during the Attrition Phase. (See 14.3.5.)

Event Marker: Some events have corresponding

markers. Feel free to put them on the turn track to

serve as a reminder that these events have occured.

4.2 Unit Set-Up

4.2.1 Place the units and markers for the both the Central Pow-

ers and the Allied players in the spaces listed in the Unit Set

Up section of the rulebook. The initial setup locations are also

printed on the map. Note that some corps start in the Reserve

Box, not on the map.

Note: Some spaces only have level-1 trenches in them as part

of the initial set-up.

4.2.2 Neutral nations do not begin the game on the map. A

neutral nation’s units are set-up in accordance with the Set-Up

Chart immediately upon the play of the Neutral Entry Event for

that nation. Exception: Turkish units are placed per 16.1.3.1.

4.2.3 Place all other units within easy reach.

4.3 Initial Strategy Cards

4.3.1 The Central Powers player may choose whether or not to

start the game with the

Guns of August Event

Strategy Card in his hand.

The Central Powers player

must inform the Allied

player of his decision. In

either case, the Central

Powers Mobilization Cards

are shuffled and the Central

Powers player draws his

initial hand of seven

cards—counting the Guns

of August card if chosen.

Choosing Guns of August

does not obligate the CP

player to play it as an event.

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4.3.2 Shuffle the 14 Allied Mobilization Cards and deal seven

to the Allied player.

4.3.3 Turn 1 Mandated Offensive die rolls are rolled; see 6.0, A.

5.0 Determining Victory

5.1 General Rules

5.1.1 Victory is determined by the VP level when the game ends.

Exception: If a player accepts Peace Terms, the game ends in

a draw regardless of the VP level. Each scenario has different

VP levels to determine the winner.

5.1.2 The VP level changes for reasons and in amounts given in

the Victory Point Table on the Player Aid cards. The VP level can

exceed 20 and go below 0 during the Action, Attrition, Siege,

and War Status Phases.

5.2 Automatic Victory

5.2.1 In all scenarios, the Central Powers win an Automatic

Victory if the VP total is 20 or higher during segment E.2 of the

War Status Phase of any turn.

5.2.2 In all scenarios, the Allies win an Automatic Victory if

the VP total is 0 or lower during segment E.2 of the War Status

Phase of any turn.

5.3 Introductory Scenario

5.3.1 This scenario ends at the conclusion of Turn 3.

5.3.2 Neither player’s War Commitment Level may increase in

this scenario regardless of their War Status level.

5.3.3 Do not use rule 16.5 (Peace Terms) in this scenario.

5.3.4 The space which the VP marker is in at the conclusion

of this scenario is compared to the appropriate levels below to

determine the winner or if the game ends in a draw.

Central Powers Victory: 14 or more

Draw: 11 to 13 (the historical result)

Allied Victory: 10 or fewer.

5.4 Limited War Scenario

5.4.1 This Scenario ends with any of the following:

• if a player achieves an Automatic Victory,

• either player reaches the Total War commitment level,

• at the end of the Summer 1916 turn (turn 10), or

• in a draw by a player accepting Peace Terms.

5.4.2 The space which the VP marker is in at the conclusion of

this scenario is compared to the levels below to determine the

winner or if the game ends in a draw.

Central Powers Victory: 17 or more

Draw: 13 to 16 (the historical result)

Allied Victory: 12 or fewer

5.5 Campaign Scenario

5.5.1 The Campaign Scenario ends with any of the following:

• if a player achieves an Automatic Victory,

• at the end of the Winter 1919 turn (turn 20),

• as a result of an Armistice (16.2.1), or

• in a draw by a player accepting Peace Terms.

5.5.2 There are two Victory Levels for the Campaign scenario

depending on whether or not the Central Powers player played

the Treaty of Brest-Litovsk event. The space which the VP

marker is in at the conclusion of this scenario is compared to

the appropriate levels below to determine the winner.

5.5.2.1 Treaty of Brest-Litovsk Event played:

Central Powers Victory: 11 or more

Draw: 10

Allied Victory: 9 or fewer (the historical result)

5.5.2.2 Treaty of Brest-Litovsk Event not played:

Central Powers Victory: 13 or more

Draw: 10-12

Allied Victory: 9 or fewer

5.6 Tournaments and Victory

5.6.1 Players in a tournament should bid VP to determine sides.

Each player rolls a die. Player with high die declares a side he

wishes to play and the amount of VP he will “cede” to the op-

posing player—any whole number including a bid of zero. The

opposing player either accepts the bid (and thus plays the other

side), or bids a higher VP number to play the same side. Bidding

ends when one player accepts the opposing player’s bid. At the

end of the game, the final VP total is adjusted by the ceded points.

Design Note: The most common bid seen in tournament play

is 1 VP to play the Allied side.

5.6.1.1 The VP bid is not considered when determining Auto-

matic Victory. The final VP total is adjusted for the amount of

the bid only at the end of the game.

5.6.2 The standard Victory Conditions specified in 5.4.2 and

5.5.2, are used except draws are treated as an Allied victory.

5.6.3 If the game ends due to accepted Peace Terms, both sides

are considered to have lost.

Design Note: This means that, unless the tournament is round

robin or double elimination, offering Peace Terms is risky.

5.7 Historical Scenario Rules

Refined over hundreds of playings, the historical scenario is a

finely balanced match suitable for competitive and organized

matches. The new “Deluxe” map uses the historical scenario

conditions and these rules are aligned with the historical scenario

used in tournaments.

5.7.1 Set Up Changes

• Add a CP level 1 trench in Strasbourg.

• Remove the AP level 1 trench in Brussels.

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• Add AP level 1 trenches in Verona, Asiago, Maggiore, and

Udine.

5.7.2 Victory Point Changes

Peace Terms (Rule 16.5) are not allowed. The AP wins all

draws.

• Ahwaz, Venice, Minsk, Jerusalem, and Kharput are NOT VP

spaces.

• Kovno, Sedan, Amiens, Koblenz, and Aachen are VP spaces.

5.7.3 Replacement Point Change

The CP receives 1 German RP each turn during Total War (i.e.,

after it has drawn TW cards) if it controls Sedan and two ad-

ditional French or Belgian spaces during the RP interphase.

5.7.4 Scenario Specific Rules

1. Use Optional Rule 9.14 – Eight card hands.

2. Use Optional Rule 11.2.10 – Trench roll modifications.

3. The CP must open with Guns of August as an Event.

4. Entrench may not be played as an Event on Turn 1

5. A British MO automatically becomes a French MO on

Turn 1.

6. Until the AP War Commitment Level is Total War (i.e., after

it has drawn TW cards), only Austrian and Italian armies

may operate in Italy (move, attack, SR, or advance into or

through any space in Italy). Additionally, until the AP War

Commitment Level is Total War, no German armies may end

their movement (by move or SR) in Trent, Villach or Trieste.

7. The following cards may double as OPS when played as

Events: Landships, Zimmermann Telegram, Over

There, Tsar Takes Command, Fall of the Tsar,

Bolshevik Revolution. The yellow stripe on these cards

is a reminder that the event also generates Ops.

8. If the game ends with an Armistice or at the end of Turn 20,

add one VP for each US Army reinforcement card not played

as an event.

9. If the game ends with an Armistice or at the end of Turn 20,

subtract two VP if Fall of the Tsar Event has not been

played as an event.

6.0 Sequence of Play

Paths of Glory is played in turns, each of which is subdivided

into Phases and Segments which must be strictly followed in

the order listed below.

A. Mandated Offensive Phase

Each player rolls one die and finds the result on the appropri-

ate line (Allied or Central Powers) of the Mandated Offensive

Table to determine if any nation they control must perform a

Mandated Offensive. Move the Mandated Offensive marker to

the correct box on the appropriate Mandated Offensive Table

to indicate the result.

B. Action Phase

Each Action Phase is divided into six identical Action Rounds.

Each Action Round allows both players to take one action.

The Central Powers player takes his action first in each Action

Round.

C. Attrition Phase

Eliminate all OOS Corps and Armies. Eliminated OOS Corps

are placed in the Replaceable Box. Eliminated OOS Armies

may not be replaced and are removed from the game. Control

of spaces behind enemy lines can also change.

D. Siege Phase

A die is rolled for each besieged fort to determine if it surrenders

and is marked with a Destroyed marker.

E. War Status Phase

E.1. Check the Victory Point table and make any changes

called for under the “During the War Status Phase” section

of the table.

E.2. Determine if either player has won an Automatic Victory.

E.3. Determine if an Armistice has been declared.

E.4. Each player determines if his War Commitment Level

has increased. This is not checked on the August 1914

turn (turn 1). If the appropriate War Status conditions are

met, Limited War or Total War cards may be added to the

Draw Pile at this time.

F. Replacement Phase

F.1. Allied Powers Segment: The Allied player spends any

Replacement Points (RPs) accumulated through play of

RP Cards this turn, as marked on the General Records

Track. Any RPs not spent are lost.

F.2. Central Powers Segment: The Central Powers player

spends any Replacement Points (RPs) accumulated

through play of RP Cards this turn, as marked on the

General Records Track. Any RPs not spent are lost.

G. Draw Strategy Card Phase

Each player draws cards from his Draw Pile to bring his hand

to seven cards. Reshuffle discards as needed after dealing all

other available cards to the player. A player may discard any

Combat Cards he wishes before drawing new cards. If a player

has insufficient cards in his deck to fill his hand to the seven card

limit, he takes all available cards and begins the next turn with

less than a full hand. If Limited War or Total War cards were

added to the Draw Pile this turn, shuffle the Draw Pile and the

Discard Pile together to form a new Draw Pile.

H. End of Turn

If the war has not ended and the last turn of the scenario has

not been reached, advance the Game Turn marker to the next

turn on the Turn Record Track and begin the Sequence of Play

again with the Mandated Offensive Phase.

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7.0 Mandated Offensives

7.1 General Rules

7.1.1 Each player rolls once on the

Mandated Offensive (MO) Table at the

start of every turn. Place the MO

marker on the resulting space on the

MO Table.

7.1.2 If the result is “None” or a currently neutral nation, there

is no effect. If the nation’s capital (both Budapest and Vienna

in the case of Austria-Hungary) is currently controlled by the

enemy, that nation does not have a MO and the MO is shifted

one space to the right on the MO Table.

7.1.3 If the result is a non-neutral nation, the nation listed must

conduct at least one attack that turn against an enemy combat

unit. If it does not conduct an attack, there is a 1 VP penalty,

as indicated below. This penalty applies even if the nation does

not have any units on the map which can make a legal attack.

If the CP player suffers the penalty, the VP level is decreased

by one. If the Allied player suffers the penalty, the VP level is

increased by one.

7.1.4 To count as a Mandated Offensive, British or French units

must attack a German unit in France, Belgium or Germany.

(AUS, CND, PT, or ANA do not count as British for this purpose

nor are they impacted by the Lloyd George event.)

7.1.5 To count as a Mandated Offensive, German units must

attack an American, British, Belgian, or French unit in France,

Belgium or Germany. Treat GE Mandated Offensives as “None”

after the H-L Take Command event is in effect (as noted on

the CP Mandated Offensive Table). To count as a Mandated

Offensive, a Turkish unit must attack an Allied unit. The SN

cannot satisfy the TU MO.

7.1.6 If the result is “AH (It)” and Italy is at war, an Austro-

Hungarian unit must attack either a space containing Italian

units, a space in Italy, or a space containing Allied units tracing

supply through a space in Italy. If Italy is neutral or its capital

is controlled by the CP during the Mandated Offensive Phase,

move the Mandated Offensive marker to the AH box and treat

the result as if “AH” had been rolled.

7.1.7 If the result is “AH,” an Austro-Hungarian unit must

conduct an attack against any unit(s).

7.1.8 French Mutiny: Once the French Mutiny

event is played, flip the Allied MO marker to its

“FR Mutiny” side. Current and future FR MOs are

considered to be FR Mutiny, and attacks are not

required. In fact, any French attack is penalized. If any French

units not stacked with US units attack on a FR MO Mutiny turn,

add 1 VP for the turn (not for each attack). Once this VP pen-

alty is suffered, the effects of the French Mutiny are nullified

for the rest of the current turn and the MO marker is moved to

the “None or Made” box. If the French Mutiny event is played

after a French MO has been satisfied, there is no effect for the

rest of the turn. (The MO marker has already been moved to the

“None or Made” box.) If the French Mutiny is played during

a FR MO turn but prior to a qualifying French attack, then re-

versal of the effects takes place immediately. French Mutiny

does not apply to attacks outside of FR, BE, GE. Exception:

Attacking French units stacked with American units do not cause

this VP penalty.

7.1.9 Once the Hoffmann event is played, +1 is added to the

Central Powers die roll on the Mandated Offensive Table for all

future rolls. The play of the Hoffmann event does not change

any CP Mandated Offensives currently in effect.

7.1.10 Once the H-L Take Command event is played, the GE

result on the Mandated Offensive Table is ignored for the rest

of the game. If there is a German Mandated Offensive in effect

when this event is played, ignore the Mandated Offensive and

move the Mandated Offensive marker to the “None or Made” box.

7.1.11 Once the Bolshevik Revolution event is played, ignore

Russian Mandated Offensives for the rest of the game. If there

is a Russian Mandated Offensive in effect when this Event is

played, ignore the Mandated Offensive and move the Mandated

Offensive marker to the “None or Made” box.

8.0 Action Phase

8.1 General Rules

8.1.1 There are six Action Rounds per Action Phase. In each

Action Round, each player is allowed to take only one of six

possible actions.

8.1.2 The Central Powers player conducts the first action in

each Action Round.

8.1.3 Each player must take one of six possible actions:

• Play a Strategy Card as an Operations (OPS) card.

• Play a Strategy Card as a Strategic Redeployment (SR) card.

• Play a Strategy Card as a Replacement (RP) card.

• Play a Strategy Card as an Event Card.

• Offer Peace Terms if the VP level is within the player’s

allowable range.

• Take an Automatic Operation with an OPS Value of one

without the play of a Strategy Card.

8.1.4 A player places the numbered Action marker for

this Action Round on his Action Chart to indicate

which action he has conducted.

8.1.5 The players continue to alternate taking actions

until each player has taken six actions.

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9.0 Strategy Cards

9.1 General Rules

9.1.1 In Paths of Glory, the Strategy Cards are the heart of the

game. The players initiate all actions, including movement and

combat, through the play of Strategy Cards. Exception: Au-

tomatic Operation, Peace Terms, and Siege Resolutions. [See

8.1.3, 16.5, and 15.3.]

9.1.2 Each player has his own deck of Strategy Cards which is

subdivided into three groups: Mobilization cards, Limited War

cards, and Total War cards. Each player begins the game using

only his own Mobilization cards. The other cards are added as

each player’s War Commitment Level increases [See 16.1].

9.1.3 Each Strategy Card can be used in one of four possible

ways: for Operations (OPS), for Strategic Redeployment (SR),

for Replacement Points (RP), or as an Event. The same card can

be used either in the same way or in a different way each time it

is played during a game, but each card can be used in only one

way each time it is played. Exception: Certain Events allow the

same card to be used as both the event as well as an OPS card

during the same Action Round. If not explicitly stated on the

card, these cards are indicated with a “Yellow” stripe.

9.1.4 (Optional) Those who wish to gain greater control over

the card play should use an eight- rather than seven-card hand.

All normal rules apply; players are then able to hold an extra

card in their hand.

9.2 Operations

9.2.1 If a Strategy Card is played as an OPS Card, the player

is allowed to spend a number of Activation Points equal to the

OPS Value of the card.

9.2.2 A space costs the same number of Activation Points

whether it is Activated for movement or combat. Exception:

After the Fall of the Tsar Event, spaces with Russian units

activate normally for movement but cost one Activation Point

per unit for combat.

9.2.3 The cost to activate a space is equal to the number of

different nationalities (excluding forts) in the space. There are

several exceptions listed below:

• Belgian units in Antwerp, Ostend, Calais or Amiens may be

treated as British units for Activation purposes.

• ANA, BR, AUS, CND, and PT units are treated as one

nationality (British) for Activation purposes. This is noted

by all of these units sharing the same tan background.

• French and US units may be treated as one nationality in

France and Germany for Activation purposes.

• The Central Powers Event Cards Sud Army and 11th Army

allow certain Central Powers stacks of different nationalities

to be treated as one nationality for Activation purposes. Refer

to those cards for details.

• The SN unit is Turkish and the MN unit is Serbian for

activation purposes.

9.2.4 The cost to activate a multi-national space applies even if

units of one or more of the nations will neither move nor attack

depending on the Activation (i.e. a player may not withhold

units to lower the Activation cost).

Note: While the exceptions listed in 9.2.3 reduce Activation

costs, the units are still considered different nationalities for

Multi-national attacks. See 12.1.11.

Note: If some (but not all) nationalities in a space are OOS,

the space can still be activated. However, all units would

still be counted for activation costs and the OOS units could

neither move nor attack.

9.2.5 Move or Attack: Each space can be

Activated for either movement or combat

but not both. A Move or Attack marker

should be placed on each space as it is Activated. Specific attacks

do not need to be designated at this time.

9.2.6 Only occupied spaces may be Activated. A space with

only a friendly fort is not considered occupied for Activation

purposes.

9.2.7 Near East Map: The Allied player may Activate only one

space per Action Round for combat on the Near East map. This

applies to spaces actually on the NE map. Units in spaces not on

the NE map may still attack into the NE map. (e.g., Adrianople,

Gallipoli, Balikesir.) Exceptions: The MEF Beachhead space

and the space containing the British NE Army do not count

against this limit. This restriction includes Constantinople and

Bursa, which are on the Near East map, but for reference are

also depicted on the main map. Activation for movement on the

Near East map is not restricted.

9.2.7.1 MEF Beachhead: It costs 3 OPS to activate

the MEF Army for movement or combat when trac-

ing supply through the MEF Beachhead marker. It

costs 1 OPS per corps to activate other Allied units

tracing supply (at the moment of activation) through the MEF

Beachhead marker. (For example, a stack that included the MEF

and two corps would cost 5 OPS to activate.) A player may not

pay to partially activate a stack under this rule; the entire OPS

cost per activated space must be paid. This rule does not apply

if the MEF is brought in as a normal reinforcement under 9.5.3.4.

No Allied Army except the MEF may use the MEF Beachhead

for supply. Only BR and AUS Corps may use the MEF Beach-

head for supply.

9.2.8 After all Activated spaces are marked, the Active Player

may move his units which begin in a space marked with a Move

marker. Not all units in spaces marked with a Move marker

must move.

9.2.9 After all movement is completed, the active player con-

ducts any Combat(s) that he wishes to initiate from spaces

marked with an Attack marker.

Note: If during movement, all friendly units exit a space con-

taining an enemy fort, that space may be attacked by adjacent

units already activated for combat.

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9.3 Strategic Redeployment

9.3.1 If a Strategy Card is played as an SR Card, the player

may use Strategic Redeployment to move Corps and/or Armies.

9.3.2 The player receives a number of SR Points equal to the

SR Value of the card.

9.3.3 A player may not play a Strategy Card as a SR Card if

he played a Strategy Card as a SR Card in his previous Action

Round of this turn. The play of the Salonika event counts as

an SR play for purposes of this rule. A player may play a SR

Card in the last Action Round of one turn and in the first Action

Round of the next turn.

9.4 Replacement Points (RPs)

9.4.1 If a Strategy Card is played as a RP Card, the player marks

the number of Replacement Points listed in the RP Box for each

nationality on the General Records Track. Exception: Bulgaria,

Italy and Turkey may not record replacements while neutral.

The “A” RPs on the Allied Cards are marked with the Allied

RP marker and are used for all Allied minor nations [17.1.1.1].

9.4.2 The player conducts no other actions besides marking the

RPs during this Action Round.

9.4.3 A player may not play a Strategy Card as a RP Card if

he played a Strategy Card as a RP Card in his previous Action

Round of this turn. A player may play a RP card in the last Action

Round of one turn and in the first Action Round of the next turn.

9.4.4 Replacement Points are spent during the Replacement

Phase of each turn.

9.4.5 United States replacements are not listed on the Strategy

Cards [See 17.1.8].

9.5 Event

9.5.1 General Rules

9.5.1.1 If a Strategy Card is played as an Event Card, the instruc-

tions on the card must be followed.

Note: Some cards may still be played as an event for War

Status or to cull the player’s deck, even if the effects of the

card are now moot.

EXAMPLE: Rathenau may be played after Independent Air-

force. 11th Army may be played even if GE 11 is permanently

eliminated. Race to the Sea may be played after CP War

Status is greater than “4”, OberOst may be played after CP

War Status is greater than “4” and the restriction on attacking

RU forts has been lifted, etc.) Note that Entrench may only be

played by one side and the second Entrench card may never

be played as an event for deck culling.

9.5.1.2 Removed Cards: If a Strategy Card with an asterisk (*)

symbol is played as an Event, it is permanently removed from

the game after this Action Round. The card is not removed from

the game if it is used as an OPS, SR, or RP card.

9.5.1.3 War Status Cards:

Many Event Cards contain

a War Status number in

parentheses to the right of the Event name. When such an Event

Card is played, both the player’s War Status marker and the

Combined War Status marker are increased a number of spaces

equal to the War Status number on the Event Card.

9.5.1.4 There are several specific categories of Event Cards

which have additional rules regarding their play. They are de-

tailed in the following sections.

9.5.2 Neutral Entry Event Cards

9.5.2.1 Bulgaria, Greece, Italy, and Romania enter the war

through the play of a Strategy Card as an Event. When played,

immediately place the nation’s units on the map [See 4.2.2].

9.5.2.2 Only one Neutral Entry Event Card may be played per

turn. This is not a per side limit. For example, if the Allies bring

Italy into the war during the Spring 1915 turn, the Central

Powers cannot bring Bulgaria into the war during Spring 1915.

9.5.2.3 The US and Turkey enter the war through different

mechanisms [See 16.3 and 16.1.3.1, respectively].

9.5.2.4 Limited Greek Entry: Play of the Salonika event

represents the limited entry of Greece into the war. Place the

Greek units on the map following the Set-Up Chart on the

back of the rulebook. These units are still neutral. Neither side

may move Greek units nor may they move their units into or

through spaces containing Greek units. In addition, they may

not attack or trace supply through spaces containing Greek

units. All spaces in Greece not occupied by Greek units may be

freely entered and attacked by either side. The Kavala space is

considered Allied Controlled at Start and Allied units may SR

into the space after the Salonika or Greece Neutral Entry

events. Greek units may move only after the Greece Neutral

Entry event is played.

9.5.2.4.1 The Salonika and MEF Events: While the MEF

event cannot be played after the Salonika event. Greece

Neutral Entry event may be played before or after Salonika

and MEF without any restrictions.

9.5.2.5 Italian and Romanian Late Entry: If the CP player is

currently at Total War (has previously added his TW cards to

his deck) and the Allied player is not yet at Total War (has not

yet added his TW cards to his deck) the Allied player may not

play either the Italian or Romanian Entry Cards (Cards number

16, 17) as OPS, SR, or RP. He may play them only as Events

(entering Italy or Romania on the Allied side). He may also

treat them as unused Combat Cards and discard them under the

provisions of rule 9.5.4.6. This restriction is removed at the start

of any turn that the Allied player TW cards are in play.

9.5.3 Reinforcement Event Cards

9.5.3.1 Each player can bring new units (reinforcements) into

play through the use of Strategy Cards as Events. Only one

Reinforcement card may be played per turn for each nation.

Exception: Neither player may play a Reinforcement Card on

the August 1914 turn. A player may not play a Reinforcement

card for a nation if it cannot legally place all the reinforcements

on the map; for example, because of stacking limits. A player

may play reinforcements if his capital is under enemy control if

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he has an appropriate entry space to place them. Note this does

not apply to the special Orleans exception (9.5.3.3 bullet 2).

9.5.3.2 Reinforcing Corps are placed in the player’s Reserve

Box. There are two exceptions: The British Arab Northern Army

Corps (ANA), and the Turkish Senussi Corps (SN) are placed

as directed on their Event Cards.

9.5.3.3 Reinforcing Armies are placed in that nation’s capital

(Vienna and/or Budapest for Austria-Hungary) and/or any

friendly controlled supply sources in that nation. They may not

be placed in one of these spaces if it contains a fort which is

currently besieged. There are several exceptions:

• US Armies are placed at any friendly-controlled port space

in France.

• French Armies may be placed in Orleans if Paris is fully

stacked. However, French Armies may not be placed in

Orleans if Paris is besieged or enemy controlled.

• The French Orient Army, the Russian CAU Army and the

British NE Army are placed as directed by their Event Cards

(see also 9.5.3.4).

• The British MEF Army is placed in any one of the 4 MEF

spaces marked on the map. [See 9.5.3.5]

Reinforcing Armies must be in supply when placed. In cases

where more than one Reinforcing army is entered on a single

card play, the two armies do not have to enter at the same space.

However, if stacking limits would not allow both armies to be

placed on the map, the reinforcement card may not be played.

9.5.3.4 Allied Near East Armies: The Allied player may enter

any or all of his four Near East Armies (British MEF and NE

Armies, French Orient Army, and Russian Caucasus Army) at

that nation’s capital or at any friendly controlled supply sources

in that nation, at his option. In this case, all specific entry restric-

tions on that Army’s card are ignored. Near East Armies entered

in this fashion lose their ability to operate in the Near East (and

Salonika for the French Orient Army). They are treated as normal

Allied Armies except they are non-replaceable and the armies

still suffer Loss Priority per 12.4.5. War Status is advanced

normally for the MEF and Allenby events when played in

this manner. The MEF can be played in this manner after the

Salonika event has been played. Sinai Pipeline can still later

be played as an event if Allenby is played in this manner.

9.5.3.5 MEF Invasion: When the British Reinforce-

ment MEF Event is played, place the MEF Beach-

head marker in the same space as the MEF Army.

The Allied player may now treat this space as an

Allied port. In addition, both players may now treat it as a nor-

mal space for movement and combat. Once the space is entered

by a CP unit, remove the MEF Beachhead marker; the space is

no longer considered an Allied port.

9.5.4 Combat Event Cards

9.5.4.1 Combat Event Cards are played during a Combat. The

attacker must play Combat Events before the defender. Combat

Event Cards are the only cards that can be played during the

opponent’s Action Round.

9.5.4.2 If a player plays a Combat Event Card(s) and wins the

Combat, the player places the Combat Event Card(s) face up

on his side of the map. Exceptions: Combat Cards that state

“May only be used in one combat per turn” and “*” must be

discarded or removed, respectively, from the game immediately

after the combat in which they are used, even if the player

wins. Such a retained Combat Event Card can influence one

other Combat per Action Round initiated by either player, in

which case its conditions apply for the balance of the turn or

until the player loses a battle while using it. The They Shall

Not Pass Combat Event is unique in that the card’s effect is

not used until the Allied player loses a combat, after which the

card is then discarded. The card is still discarded normally at

the end of the turn.

9.5.4.3 If a player loses a Combat any used Combat Card(s),

whether played only for this Combat or saved from a previously-

won Combat, are discarded.

9.5.4.4 A Combat Card may be used a maximum of once per

Action Round until it is discarded. Note that the Putnik Com-

bat Event Card may be used only for Attack or Defense once

in each round.

9.5.4.5 At the end of each turn, all Combat Event Cards which

were played must be discarded, even if the player was victorious

in the battle(s) in which the card was used. Place the card in the

player’s Discard Pile.

9.5.4.6 Both players have the opportunity to discard any or all

of the Combat Event Cards in their hand immediately before

they draw new cards in the Draw Strategy Card Phase. Place the

cards in the player’s Discard Pile. Combat Event Cards are the

only Strategy Cards which may be discarded, with the exception

of the Romanian and Italian Entry Cards in rule 9.5.2.5.

10.0 Stacking

10.1 General Rules

10.1.1 Three combat units regardless of type may stack in one

space. Forts do not count for stacking purposes.

10.1.2 Stacking limits are in effect at all times except during

SR and movement. Players may voluntarily overstack during

SR and movement so long as the stacking limits are met at the

end of SR and movement.

10.1.3 Should a player unintentionally overstack a space, the

opponent chooses which unit(s) to eliminate to bring the space

back into stacking limits. Armies eliminated in this manner are

permanently eliminated.

10.1.4 Players may not intentionally overstack a space and then

eliminate excess units.

10.1.5 Units of opposing sides may never be stacked together.

Exception: Units of one side may besiege the enemy’s forts,

which are not considered units.

10.1.6 Units of different nations controlled by one player may

stack freely; however, there is a higher cost to activate a space

with more than one nationality in it (see 9.2.3).

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11.0 Movement

11.1 General Rules

11.1.1 Combat units with a Movement Factor of 1 or more

may move when their space is Activated for movement during

an Operation. The movement of one stack must be completed

before beginning the movement of another. One unit must also

complete its movement before another unit begins moving.

Note: This rule comes into play when sequencing the besieg-

ing of enemy forts and subsequent movement through those

besieged spaces.

11.1.2 All spaces cost 1 MP to enter, regardless of the terrain

type.

11.1.3 Movement must be from space to space connected by a

solid or dotted line. Spaces may not be skipped.

11.1.4 Dashed Connections: Dashed lines indicate there are

restrictions as to which nationalities may move (or attack)

across those lines. The units which can use each dotted line is

indicated on the map adjacent to the line. For example, only a

British unit may move (or attack) between London and Calais.

However, all friendly spaces are allowed to trace supply during

the Attrition Phase across friendly dashed lines.

11.1.5 A unit may never spend more MPs than its Movement

Factor in a single Action Round. Unused MPs cannot be accu-

mulated for future Action Rounds or transferred to other units.

11.1.6 Units may move through but not end their movement in

a space containing an Attack marker.

11.1.7 Units may never enter a space containing an enemy

combat unit.

11.1.8 Forts and Movement: Units may enter a space containing

an enemy fort if they are able to besiege it (alone or in conjunc-

tion with other units moving in the same action round) or if the

fort is already besieged [See 15.2.1].

11.1.9 Amiens, Calais & Ostend: Until either the Race to the

Sea Event Card is played or the CP War Status is 4 or higher,

Central Powers units may neither end their move nor SR into

Amiens, Calais, or Ostend, except as a result of advance after

combat. However they may move through and place control

markers on these spaces.

11.1.10 MEF Spaces: No units may enter a MEF space unless

the MEF Beachhead marker is in the space.

11.1.11 Neutral Nations: Units may not enter a space in a neutral

nation, but all units may freely enter any nation immediately

after it enters the war. Exceptions: Limited Greek Entry [See

9.5.2.4].

11.1.12 Albania: Units may always enter Albania. Albanian

spaces are considered Allied Controlled at Start for SR purposes.

Albanian spaces check Attrition supply by tracing normally to

an Allied supply source or tracing to Taranto even while Italy

is still Neutral.

11.1.13 Persia: When Turkey enters the war, Kermanshah

becomes CP controlled and all other Persian spaces become

AP controlled.

11.1.14 Control: Players gain control of each space they move

into, unless they are besieging an enemy fort.

11.1.15 Arab Northern Army: The ANA unit is an exception

to case 11.1.14. The ANA does not convert CP spaces it enters.

Instead any CP space (except for a besieged fort space) the ANA

occupies is considered under Allied control. The instant the

ANA leaves such a space it reverts back to CP control. The ANA

has no effect on spaces converted by other Allied units—these

remain Allied after the ANA exits.

11.1.16 The Turkish SN Corps converts spaces per 11.1.14.

However, during the Attrition Phase, any spaces it converts

(other than the space it occupies) that cannot trace a supply line

suffer Attrition. The Libya space suffers normal attrition and can

be controlled by the Allied player through normal movement.

11.1.17 BEF Corps & Army: Neither the BEF Corps nor Army

may move in or attack into any space outside Britain, France,

Belgium, and Germany.

11.2 Trenches

11.2.1 If a space is Activated for movement and the Entrench

Event has been played by either player, one Army unit in an

Activated space may attempt to entrench instead of moving.

Other units in the space may move freely. Armies may attempt

to entrench while besieging enemy fort spaces.

Important: Only one player may play the Entrench event

per game.

11.2.2 How to Build: After all move-

ment for the Action Round is complete,

the Active Player rolls a die for each

space which has an Army attempting

to entrench. If the die roll is equal to or less than the Army’s LF,

place a Level 1 Trench marker in that space or, if a Level 1

Trench marker is already there, flip it to its Level 2 Trench side.

11.2.3 A space may never contain more than one Trench marker

and the Trench level may never be more than Level 2.

11.2.4 Trenches remain in a space until an enemy unit enters

that space, even if no friendly units are in the space.

11.2.5 If an enemy unit enters a space with a friendly Level 1

Trench, the Trench marker is removed.

11.2.6 If an enemy unit enters a space with a friendly Level 2

Trench, the Trench marker is replaced by an enemy Level 1

Trench marker.

11.2.7 Attrition and Trenches: If a space with a Level 1 Trench

suffers attrition, the Trench marker is removed. If a space with

a Level 2 Trench marker suffers attrition, it is replaced with an

enemy Level 1 Trench marker. Exception: Level 1 and Level 2

Trench markers in an intact fort space do not suffer attrition.

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11.2.8 Corps and Trenches: Although it takes an Army to

build a Trench, Corps units also receive the Combat benefits of

Trenches, as listed on the Terrain Effects Chart.

11.2.9 Forts and Trenches: Forts by themselves never benefit

from Trenches. However, if friendly units are defending in a fort

space, the trench benefit is applied as well as adding the fort’s

CF to the combat strength.

11.2.10 (Optional) Whenever a German, British, French or Ital-

ian unit fails an entrench roll place a reminder marker on that

unit. On any attempt to entrench on the following round the unit

subtracts one from the die roll (–1 drm). If there is no attempt

to entrench on the following round (including the next round of

the following turn) or the entrench attempt is successful remove

the marker. Trench die rolls are never modified by more than –1.

11.3 Near East Map Movement Restrictions

11.3.1 The only Armies that may enter or attack into spaces on

the Near East map are the Russian CAU, the British MEF and

NE, the French OR, and the Turkish YLD and AoI. This includes

Constantinople and Bursa, which are also on the main map.

11.3.2 Only one Russian Corps per turn may move in either

direction between the “Caucasus” space and the Near East

(Grozny and Poti). A Russian Army (including RU CAU) is

never allowed to make this move. After the Fall of the Tsar

event, no Russian unit may move between the “Caucasus” space

and the Near East, although one Corps may still SR between the

“Caucasus” space and the Near East per turn. See also 13.2.2.

12.0 Combat

12.1 General Rules

12.1.1 A Combat may be initiated only during an Operation

by combat units in an Activated space with an Attack marker.

Combat is voluntary and not all units in a space have to attack. A

player can choose to not attack from an activated space, perhaps

as a consequence of the results of earlier combats.

12.1.2 A player may not attack a space that contains only enemy

units that retreated in the current Round.

12.1.3 The active player is called the Attacker and the non-active

player is the Defender.

12.1.4 Each Combat can involve only one defending space.

Any number of units in adjacent spaces Activated for Attack

can participate in an attack.

12.1.5 Activated units in a single space do not have to participate

in the same Combat; they can attack different adjacent spaces.

12.1.6 No unit may attack more than once in a single action. No

space can be attacked more than once in a single action. A unit’s

CF cannot be divided between multiple Combats.

12.1.7 Corps with a CF of 0 may attack by themselves or with

other units. If they attack with other units, they will add nothing

to the Combat Strength of the Combat but they can absorb losses.

12.1.8 Only attacking units participating in a Combat may take

losses or be eligible to advance. If there are non-participating

units in the attacking space, they are not allowed to take losses

or advance.

12.1.9 Units may attack across dashed lines only if their na-

tionality is indicated on the map adjacent to the dashed lines.

Russian Armies cannot make attacks from the Caucasus space

to the Near East. One Russian corps may attack/retreat between

the Caucasus space and the Near East per turn; this counts as

the “one move” allowed under 11.3.2

12.1.10 London and Taranto: Units in London may conduct a

Combat only if the Combat also involves friendly units located

in a space in either France or Belgium. Italian units may attack

across the Taranto–Valona dotted line without friendly units

located in Albania or Greece.

12.1.11 Multi-national Attack: Units of different nations on

the same side may participate in the same Combat if they are

all stacked together, or qualify for a multi-space, multi-national

attack (12.1.11.1).

Note: Although several special cases exist for multi-national

activation (see 9.2.3), these cases do not supersede the require-

ments of multi-national attacks; e.g., while BR and BE units

can be activated together at a lower cost in Antwerp, Ostend,

Calais, and Amiens, the BE units do not count as BR units

for multi-national attacks.

12.1.11.1 Multi-national Attacks from Two or More Spaces:

Multi-national Attacks can occur from more than one space if

one of the spaces in the attack contains units of all involved

nationalities. Any other space(s) involved in the same Combat

may contain units from any of the nationalities in the common

space. Each participating nation must have a unit in the com-

mon space participating in the attack. Due to this restriction

and stacking limits, no Combat may involve more than three

nationalities on each side.

12.1.11.2 ANA, AUS, CND and PT Corps are British, the SN unit

is Turkish and the MN unit is Serbian for multinational attacks.

12.2 Combat Resolution

12.2.1 Each Combat is resolved using the following steps in

the order given:

1. Designate the Combat

2. Determine Combat Strengths

3. Play trench-negating Combat Cards

4. Attempt Flank Attack

5. Play Combat Cards

6. Determine DRM

7. Determine Fire Column

8. Determine Results

9. Take Losses

10. Determine Combat Winner

11. Defender Retreat

12. Attacker Advance

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12.2.2 Designate the Combat: The active player designates

which units are attacking and which space they are attacking.

12.2.3 Determine Combat Strengths: Each player totals the

CF of the units involved in the Combat to determine his Com-

bat Strength. The Defender also adds the CF of any fort in the

defending space to his Combat Strength. This step is conducted

simultaneously.

12.2.4 Play Trench Negating Combat: The Attacker may play

Combat Card Events that negate enemy trenches for purposes

of the combat.

12.2.5 Attempt Flank Attack: The Attacker (if certain require-

ments are met) may declare and determine the success of a Flank

Attack [See 12.3]. If a Flank Attack is attempted, steps 6 though

9 of the Combat Procedure will be resolved sequentially instead

of simultaneously.

12.2.6 Play Combat Cards: The Attacker may play any num-

ber of Combat Card Events whose conditions are met by this

Combat at the time of Step 5. In addition, the Attacker may elect

to use any Combat Card Events that are in front of him whose

conditions are met by this Combat and which have not been

used in a previous Combat during this Action Round. After the

Attacker plays and selects all his Combat Cards, the Defender

has the opportunity to play and select Combat Cards using the

same procedure outlined for the Attacker.

12.2.7 Determine DRM: Both players examine all played and

selected Combat Event Cards to determine the final DRM which

will affect this Combat. There is also a –3 DRM if all attacking

units are in the Sinai space. (Attacks from the Sinai space in

conjunction with another space do not suffer the –3 DRM). This

step is conducted simultaneously.

12.2.8 Determine Fire Column: Each player determines which

Fire Table he will use. If the player’s units contain one or more

Armies (even if reduced), the player fires on the Army Table;

otherwise, the player uses the Corps/Fort Table. Each player

finds his Combat Strength on the appropriate Fire Table and

shifts a number of columns depending upon the Terrain Effects

of the defending space (terrain and trench effects are cumula-

tive) to determine his Fire Column. Column shifts cannot cause

the Fire Column to be off the Army/ Corps/Fort Tables; if the

column shifts would take the Fire Column above the rightmost

or below the leftmost column, any additional shifts are ignored.

This step is conducted simultaneously unless a Flank Attack

was attempted or the von Hutier Combat Card was played.

12.2.9 Determine Results: Each player rolls a die, modifies it

by his DRM, and cross references it with his Fire Column to

determine his result. A die roll can never be modified to less than

1 or greater than 6; treat any modified die roll below 1 as a 1

and any modified die roll above 6 as a 6. This step is conducted

simultaneously unless a Flank Attack was attempted (possibly

with Wireless Intercepts) or the von Hutier Combat Card

was played.

12.2.10 Take Losses: Each player must now apply the combat

losses required by his opponent’s result. If this was not a Flank

Attack, the Defender must assign losses before the Attacker, but

the losses do not affect the Loss Number he achieved.

12.2.11 Determine Combat Winner: The player who causes

his opponent the higher Loss Number wins the Combat and is

allowed to keep any played or selected Combat Card Events.

The losing player must discard all played and selected Combat

Card Events. If both players’ Loss Numbers are the same, both

players are considered to have lost and must discard. Excep-

tion: The Allied Player discards the They Shall Not Pass

when he loses the Combat. If he ties or wins, the card remains

face up in front of him. The card is still discarded normally at

the end of the turn.

12.2.12 Defender Retreat: If the Attacker wins the Combat and

any attacking units remain at full strength, all defending units

not eliminated must retreat. The Defender may have the option

to cancel the retreat by taking an additional step loss.

12.2.13 Attacker Advance: If the Defender retreated or was

completely eliminated, the Attacker has the option to advance

with any remaining full strength units.

12.3 Flank Attacks

12.3.1 The Attacker may attempt a Flank Attack if all the fol-

lowing conditions apply:

• Units are attacking from two or more spaces, and

• at least one Army is attacking, and

• the defending space is not Swamp or Mountain, does not

contain a Trench marker, and is not an unoccupied fort.

Note: Flank attempts may be made if certain CP combat cards

which “cancel all trench effects” are used in the combat, pro-

vided all of the other conditions are still met.

12.3.2 In a Flank Attack Attempt, the Attacker must designate

any one attacking space as the “frontal assault” or “pinning”

space. Each attacking space beyond the “pinning” space provides

a +1 drm to the Flank Attack Attempt die roll unless that attack-

ing space is connected by a solid line to another enemy occupied

space. Spaces containing only an enemy fort are not considered

occupied for this rule. Enemy occupied spaces connected to

friendly attacking units only by dashed lines are ignored for the

purpose of determining Flank Attack Attempt drms.

Note: The Flank Attack drm is checked at the time of the

attack. The sequence of combats may affect the enemy oc-

cupied spaces.

12.3.3 The attacking player rolls one die to determine the suc-

cess of the Flank Attack Attempt. If the modified die roll is 4 or

higher, the Flank Attack succeeds and the Attacker will resolve

steps 6 through 8 before the Defender. This means the Defender’s

fire will be affected by the losses he takes. If the modified die

roll is 3 or lower, the Flank Attack fails and the Defender will

resolve steps 6 through 9 before the Attacker.

12.3.4 During flank attacks, Combat Cards played during the

Play Combat Cards Step are still used even if the conditions

are not met at the time of the Determine Combat Results Step;

e.g., if BR and FR units using the Hurricane Barrage Com-

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bat Card attempted and failed a flank attack, the Combat Card

would still be used even if no BR units survived steps 6 though

9 of the Defender’s Combat Resolution.

12.3.4.1 In the case of the Kemal Combat Card, if the required

TU units with combat factor of 1 or more are no longer present,

simply convert the remaining factors from the Corps Fire Table

to the Army Fire Table (round the “0” Corp Fire Table column

up to the “1” Army Fire Table Column.)

12.3.4.2 In the case of the Withdrawal Combat Card, the

defender would still regain the flipped army or corps step after

the Combat Resolution.

12.4 Taking Losses

12.4.1 The result of each player’s die roll on the fire table is his

opponent’s Loss Number.

12.4.2 Losses are taken by reducing or eliminating combat units

or Forts. Each step removed from a unit provides the unit’s LF

towards fulfilling the Loss Number.

12.4.3 Each player must fulfill as much of their Loss Number as

possible without taking more losses than their Loss Number. The

player may not take fewer losses than required if it is possible

to take the exact Loss Number, but the player never takes more

losses than the Loss Number.

EXAMPLE: A full strength French Army (LF 3) and a reduced

strength French Army (LF 3) suffer a 5 Loss Number. The player

must eliminate the reduced strength Army and replace it with a

Corps (LF 1). The Corps then must take two step losses and be

eliminated. The full strength Army remains intact. The French

player could not take a step loss from the Full strength French

Army (LF 3) and the reduced strength French Army (LF 3)

because this would exceed his Loss number.

12.4.4 A reduced strength Army which is eliminated is replaced

immediately in its current space by a full strength Corps of

the same nationality from the Reserve Box, if such a Corps is

available. If a full strength Corps of the same nationality is not

in the Reserve Box, it may be replaced by a reduced strength

Corps of the same nationality from the Reserve Box. If no

Corps of the same nationality is available in the Reserve Box,

the Army is permanently eliminated and may not be rebuilt

through Replacement.

12.4.4.1 This replacement with a Corps from the Reserve Box

can occur even if the Army is OOS, but the OOS Army is per-

manently eliminated.

12.4.4.2 If a space with only two full strength Armies (3 LF each)

suffers a 7 LP result, or a space with only two full strength 2 LF

Armies suffer a 5 result, and in either case there are no Corps in

the Reserve Box, the two armies may not be reduced. Instead one

army must be eliminated (as if there were a Corps in Reserve

to take the last LP) and permanently removed.

12.4.4.3 Due to the different nationalities within the British

forces, there are restrictions on which British Corps can replace

Armies. The BEF Army may only be replaced by the BEF Corps,

and the BEF Corps may only replace the BEF Army. The MEF

and BR NE Armies may be replaced by any BR Corps. The AUS,

CND, PT, and the ANA Corps may not be used to replace any

eliminated British Army.

12.4.5 In any Combat involving British units as the Attacker

with or without other nationalities, there is a priority for which

unit must take the first loss if possible without exceeding the

Loss Number. The priority list is shown below:

• BEF Army

• BEF Corps

• MEF Army

• AUS or CND Corps

If the highest unit available on the list cannot take a loss with-

out exceeding the Loss Number, then continue down the list.

Similarly, in any combat involving the Russian CAU Army as

the attacker, that unit must take the first loss if possible without

exceeding the Loss Number. In combats involving the MEF and

the RU CAU, the attacker may choose between the two units for

loss priority. In combats involving the RU CAU and the AUS

or CND corps, the RU CAU has first loss priority. In all cases

12.4.5 takes precedence over 12.4.3.

12.4.6 Loss Numbers are applied to defending Forts only if

there were no defending combat units in the space, OR if there

are sufficient Loss Numbers remaining to match or exceed the

Fort’s LF (thereby destroying the fort) after all defending combat

units, including any corps replacing armies from the Reserve

Box, have been completely eliminated. A fort’s LF satisfies the

same Loss Number. Defending Forts are not affected by any

unsatisfied Loss Numbers if any defending combat units sur-

vive the combat (even if they have all retreated from the Fort’s

space). Forts friendly to the attacking side in a combat are never

affected by the results of that combat.

12.4.7 Armies are permanently eliminated when:

1) An army is unable to perform a retreat, including overstack

situations. A replacement corps is not eliminated nor placed

onto the map.

2) An army is replaced with a corps which cannot retreat,

including overstack situations. In this case the army is

permanently eliminated and the corps is eliminated and

placed in the eliminated/replaceable box.

3) An army is eliminated while OOS or if it is eliminated during

the Attrition Phase.

4) An Army that is eliminated does not have a corps in the

Reserve Box to replace it.

5) If the Army is any of the following: TU YLD, TU AoI, FR

AoO, RU CAU, BEF, MEF, or BR NE (marked with a dot

to the right of the unit symbol).

12.5 Retreats

12.5.1 In General: If the Attacker wins the Combat and any

attacking units remain at full strength, all defending units not

eliminated must retreat. This is regardless of the size of the

remaining full strength attacking units or the number of steps

actually removed by each side. In addition, defending units must

still retreat even if the full strength attacking units lack sufficient

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strength to advance and besiege an intact fort in the defending

space. Attacking units never retreat.

12.5.2 Length of Retreat: The number of spaces of the retreat

depends upon the difference in the Loss Numbers. If the dif-

ference is one, the defender must retreat one space. Otherwise,

the defender must retreat two spaces. Players may not choose to

retreat two spaces if the difference in Loss Numbers produces

only a one space retreat. The defender may not retreat if the

Loss Numbers result in a tie.

12.5.3 Ignoring Retreats: Defending units in Trenches, Forests,

Deserts, Mountains, or Swamps may chose to ignore a retreat

by taking one additional step loss. This is not just an increase

in the Loss Number. The step loss may be taken from any de-

fending unit. One additional loss cancels the retreat, regardless

of the number of retreat spaces required, provided at least one

defending step remains after the additional loss. Defending

units that retreat into Trenches, Forests, Deserts, Mountains, or

Swamps as the first space of a two space retreat may not ignore

the second required retreat space by taking one additional step

loss. The last defending step left in a space cannot be eliminated

to negate the retreat.

12.5.4 Elimination Due to Retreat: Units which cannot

perform retreat nor ignore the retreat by taking an extra step

loss are eliminated. Armies eliminated for failure to retreat are

permanently removed from the game and may not be replaced.

In this case, a replacement corps for the army is not taken from

the Reserve Box nor placed onto the map nor eliminated with

the army.

Other cases where Retreat causes elimination:

• MN Corps: If the MN Corps is forced to retreat it is

eliminated.

• Replacement Corps and Retreats: If a Corps from the Reserve

Box that has just replaced an eliminated army can not perform

the retreat, ignore the retreat by taking an extra step, or is

eliminated due to an overstack situation, it is eliminated. In

addition, the army which was just eliminated is permanently

eliminated as if the army itself could not have performed the

retreat. The replacement of an eliminated army with a corps

from the Reserve Box is not meant as an escape to prevent

permanent elimination. This may require some memory about

identifying which specific corps replaced an eliminated army.

After the current combat is over, the replacement corps is

treated normally.

12.5.5 Retreat Restrictions: Units which retreat must follow

the restrictions below:

• May not enter a space containing an enemy unit or a non-

besieged enemy fort.

• May not retreat from a port by sea.

• May not retreat back into the original defending space.

• May not end its retreat overstacked, but may retreat in

violation of stacking limits through the first space of a two

space retreat. In cases where the Defender has no other route,

he would choose which retreating units would be able to stack

within limits and then eliminate the rest.

• May end their retreat adjacent to the original defending space

if retreating two spaces as long as the units entered two spaces

during the retreat. For example, a unit retreating two spaces

from Sedan could retreat to Cambrai and then end the retreat

in Chateau-Thierry.

• Retreating units may retreat to different spaces.

• Must first retreat into friendly-controlled spaces if possible,

but may retreat into empty enemy-controlled spaces if it is

not (they do not gain control of enemy controlled spaces they

retreat through; they do gain control of spaces they retreat

into [Exception: See 15.1.10]).

• Must end their retreat in supply if possible.

• In cases where multiple spaces that are not fully stacked exist

for a unit to retreat, follow the following priority list:

1) Into a friendly space in supply.

2) Into a friendly space not in supply

3) Into an enemy space that would result in the retreating

unit being in supply.

4) Into an enemy space that that would result in the retreating

unit not being in supply.

• For two space retreats, follow the retreat priority for the first

space and then follow the priority again from the first space

to the second space.

12.5.6 Combat Against Previously Retreated Units: If defend-

ing units retreat into a space that is attacked later in the same

Action Round, the units that have already retreated do not add

their CF to the Combat against that space. In addition, if a Loss

Number of at least 1 is achieved, the already retreated units

are immediately eliminated and do not count towards fulfilling

the Loss Number. The already retreated units are immediately

eliminated and placed into the Eliminated / Replaceable Units

box. They do not count toward fulfilling the Loss Number and

are not replaced by replacement corps from the Reserve Box.

12.5.7 Control: Retreating from a space does not cause control

of that space to change to the other side. The control of that space

would only change after attacking units advanced into the space.

12.6 Withdrawal

12.6.1 The Withdrawal Combat Card represents a planned

withdrawal similar to the British defense at Mons.

12.6.2 The Withdrawal Combat Card is played after the At-

tempt Flank Attack die roll.

12.6.3 Defending units (not forts) negate one required Corps step

loss after the Take Losses Step. In cases of a successful flank

attack, the Corp step loss is not negated until after the defender

has completed his Determine Result Step of the combat. (In

other words, the defender does not regain the step loss until

after he has fired.)

12.6.4 Defending units must then retreat one space. Full strength

attackers may advance one space. This retreat is required and is

done even if the Loss Numbers of the combat resulted in a tie or

the Attacker lost the combat. This retreat is still only one space

even if the difference in Loss Numbers would have normally

required a two space retreat.

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Combat Example 1: August 1914 Combat

The German 8th Army (full strength, 5-3-3) and the 1 Corps

(full strength, 2-1-4) attack the Russian 2nd Army (full

strength, 3-2-3) in the Tannenberg space.

The Germans are attacking from 2 different spaces, and so

attempt a flank attack. The Germans designate the 8th Army

space as the pinning space.

They roll a 3 which is modified by +1 since the Corps is not

adjacent to any enemy unit other than the 2nd Army. The at-

tempt succeeds. The Germans fire first with a strength of 7 on

the Army table. They roll a 3 on the dice on the for a result

of 4. The 2nd Army has a LF of 2, so the 4 result causes it

to lose 2 steps. The 2nd Army is replaced by a full strength

1-1-3 Corps from the Reserve box. The Russians now fire

back on the Corps table on the 1 column, rolling a 4, for a

result of 1. The German player reduces the full strength Corps

to satisfy this result. Since the Defender’s Loss Number (4)

was higher than the Attacker’s Loss Number (1), the Attacker

wins. Since the Attacker won and still has a full strength unit,

the surviving Russian Corps must retreat unless the Russian

player chooses to exercise the No Retreat Option allowed

by the Forest, which would cost another step. He chooses to

retreat the required 2 spaces back to Warsaw instead. The

German player decides to advance into Tannenberg. Since

Tannenberg is a Forest space, the German 8th Army must

halt its advance in that space. Note that the Corps may not

join in the advance, since it is now at reduced strength and

only full strength attackers may advance.

Combat Example 2: July 1916 Combat

The British 3rd and 4th Armies (both 4-3-3 at full strength)

are in the Amiens space. The Canadian Corps (2-1-4, reduced

strength) and the French 6th Army (3-3-3, full strength) are in

the Chateau Thierry space, and attack the German 2nd Army

(5-3-3, full strength) and 2 Corps (both 2-1-4, full strength)

with a Level 2 Trench in the Cambrai space.

Note: This will cost 3 Activation points because of the

mixed Franco-British force involved. The French could

not attack in combination with the British if the Canadian

Corps was not in its space.

No flank attack is possible because of the trench, so all fire

is simultaneous. The Germans play the Fortified Machine

Guns Combat Card, which adds +1 to their die roll. Be-

ing entrenched at Level

2, they conduct fire on

the 12-14 column of the

Army Fire table. They

roll a 5 (+1 drm) and

achieve a Loss Number

of 7. The Allied player

has 13 fire factors, but

the German trenches

mean they are firing on

the 6-8 column. They

roll a 4 , getting a Loss

Number of 4. Under

rule 12.4.5, the first

loss must come from

the Canadian Corps,

which is eliminated.

Since the French have suffered heavy

losses this turn at Verdun, the Allied player then reduces

the British 3rd and 4th Armies. The German player reduces

the 2nd Army and a Corps. There is no retreat or advance

because the Defender won the battle. The German player

gets to keep the Fortified Machine Gun card on the table

in front of him because he won the battle.

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12.6.5 The defending player may not choose to negate the re-

quired retreat of the Withdrawal card due to terrain or a trench.

12.6.6 If no Corps step was lost, then one Army step loss may

be negated.

12.6.7 If there is neither a Corps nor Army step lost in combat,

this event still requires the one space retreat.

12.6.8 The following situation only occurs if Armies take losses.

If an Army has no Corps in reserve, the Army is only flipped

back if the loss number equals its loss factor value. If the loss

number is greater than the value of the loss factor, then this

Event has no effect as no corps can be flipped back.

12.6.9 If the Defender can fulfill his Loss Number in several

ways, then he should fulfill the loss through Corps (not Armies),

therefore saving a Corps step rather than an Army step.

EXAMPLE: BR 1, BR c, and BR c play Withdrawal and suffer

3 Loss Number. Instead of flipping and then unflipping BR 1,

the Allied player would instead need to eliminate BR c and flip

BR c to (BR c) and then unflip the (BR c) or place back onto the

map the other (BR c).

12.6.10 If all defending units are eliminated, the Withdrawal

card still enables one reduced corps to survive if a Corps was in

the space or if a Corps was placed onto the map from Reserve. If

the space was occupied by army(ies) that did not have replace-

ment Corps in Reserve and these Armies were all eliminated,

then one reduced Corps would not survive in this case.

12.7 Advance

12.7.1 All remaining full strength attacking units may advance if

the defending units retreat or are completely eliminated, within

stacking limitations. Exception: In cases of an attack on an

enemy fort without enemy units, the attacker cannot advance

unless the fort is destroyed, even if the attacker won the battle

by comparing Loss Numbers.

12.7.2 If all defending units are eliminated, the advancing units

may only enter the defender’s space.

12.7.3 If all defending units retreated two spaces, the advancing

units may advance into any spaces which the retreating units

vacated. However, advancing units must stop upon entering a

Desert, Forest, Mountain, or Swamp space.

12.7.4 If defending units that suffer a two space retreat can only

retreat one space and then are eliminated due to 12.5.5, the

advancing units may still advance into the last occupied space

of the retreating defenders.

EXAMPLE: If Russian units in Kishinev were attacked from

Zhmerinka and suffered a two space retreat and Romania was

neutral and Odessa was CP occupied, the Russian units would

be eliminated per 12.5.5. The CP units in Zhmerinka could ad-

vance up to Ismail because the Russians would have retreated

into that space to satisfy the first space of the two space retreat.

12.7.5 Advancing units may not enter a space containing enemy

units.

12.7.6 Advancing units may enter a space containing only an

intact enemy fort if they can besiege it, but may advance no

farther. However, after sufficient advancing units besiege the

fort, other advancing units may continue to advance under the

conditions of 12.7.3.

12.7.7 Central Powers units may advance into Amiens, Calais,

or Ostend only if one of the following applies:

• if it was the defending space in the Combat.

• if the Race to the Sea Event has been played.

• if the Central Powers War Status is 4 or higher.

12.7.8 The Defender may never advance.

12.7.9 Advancing units gain control of any space they enter

unless they are besieging a fort.

13.0 Strategic Redeployment

ANA, AUS, CND and PT Corps are British and the SN unit is

Turkish for SR purposes. See the limitations for ANA and SN

(13.1.8).

13.1 General Rules

13.1.1 SR is used to move units long distances through friendly

controlled territory or to/from the Reserve Box.

13.1.2 Each SR Point will SR one full or reduced strength Corps.

It takes 4 SR Points to SR one full or reduced strength Army.

13.1.3 No unit may SR more than once in each Action Round.

A unit may SR each time that a player plays a SR Card.

13.1.4 SR may be split up among different nationalities and

spaces as a player sees fit. A player may SR some units from a

space and not others without any penalty.

13.1.5 SR Procedure: Units must be in supply to use SR. Units

may SR from their space to any other friendly supplied space

by using solid or eligible dashed lines connecting spaces. The

route between the two spaces may only enter friendly-controlled

spaces. Any or all of the spaces may be adjacent to enemy units

or forts. Units can SR through a hex that contains a besieged

enemy fort, but never through an enemy combat unit. Units can

SR into and out of a besieged enemy fort so long as the fort

remains besieged. A unit cannot SR out of a besieged enemy

fort space if the fort would no longer be besieged after the SR.

13.1.6 Russian SR: Russian units may only SR inside Russia

including the Russian Near East. This includes both overland

SR and also SR from or to the Reserve Box. Russian corps are

not allowed to SR by sea.

13.1.7 SR by Sea: Corps may also SR by sea from one friendly-

controlled port space to another friendly-controlled port space.

Units that SR by sea may not combine this with SR overland.

They must start and end in a friendly controlled port space.

Armies may never SR by sea. Except for the restriction on the

SR of RU corps outside of Russia, all other nationalities can

SR by sea.

13.1.7.1 The Central Powers player may use friendly controlled

port spaces in Germany and Russia for SR sea movement. Ex-

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ception: A besieged Riga may not be used for Central Power

SR sea movement or sea supply.

13.1.7.2 The Allied player may use any friendly controlled ports

not in Germany or Russia for SR sea movement. Exception:

Allied units may not SR to or from Constantinople by sea unless

they control Gallipoli.

13.1.8 SR and the Reserve Box: Units may SR out of the Re-

serve Box into any space containing a supplied unit of the same

nationality. Exceptions: Not into spaces containing only the

British ANA or Turkish SN Corps. Corps may also SR out of the

Reserve Box into any supplied friendly capital or supply source

in their nation. Rule 14.1.5 for Serbia special supply does not

allow SR from the Reserve Box. However, Serbia Corps can SR

from the Reserve Box to Salonika since it is a supply source for

the Serbs. A British Corps using SR between the Reserve Box

and any space in the Near East counts as the single corps that

may be SR’d by sea under rule 13.2.1. US Corps may SR from

the Reserve box to any Allied-controlled port in France even if

the port space does not contain a US unit.

13.1.9 Corps units may SR from the map to the Reserve Box.

13.1.10 Players may sequence the order of their SRs as they

wish. For example, Unit “A” can SR from the Reserve Box

onto Unit “B”. Unit “B” can SR into a different space. Unit

“C” could then SR from the Reserve Box onto Unit “B” in the

new space.

13.1.11 Capitals and SR: If the enemy controls or besieges a

nation’s capital (Paris in the case of France, Vienna or Budapest

in the case of A-H), no Corps of that nation may SR to or from

the Reserve Box as long as the enemy control lasts. Exception:

Belgian and Serb units are not affected by this restriction. The

MN unit may not use SR overland. It may SR to and from the

Reserve Box.

13.1.12 Units may not SR to or from the Reserve box under the

following conditions: German and Austrian units tracing supply

to Sofia or Constantinople, Turkish units tracing supply to Es-

sen, Breslau or Sofia, Bulgarian units tracing supply to Essen,

Breslau or Constantinople, and Russian and Romanian units

tracing supply to Belgrade.

13.2 Near East SR Restrictions

13.2.1 No more than one British Corps (including the AUS

Corps, but not including the CND, PT, or BEF Corps) may use

Reserve Box SR to or from Near East or SR by sea to or from

the Near East per turn. There is no limit on the number of these

units that may SR by sea or overland between locations on the

Near East map. It is not permitted to use Sea or Reserve Box

SR of FR Corps, IT Corps, GR Corps, RO Corps, SB Corps, US

Corps, BE Corps, CND, PT, or BEF corps to or from the NE.

Sea SR of RU Corps to or from the NE is disallowed (Reserve

Box SR is allowed). There is no restriction on the overland SR of

British units out of the Near East via Constantinople. ANA may

not SR to the Reserve Box nor may it use sea SR out of the NE.

13.2.2 No more than one Russian Corps (never an Army) may

SR to or from the Near East map per turn.

13.2.3 No more than one CP Corps may SR to or from the Near

East map per turn. Exception: Turkish Corps do not count

against this limit. This limit does not apply to CP units that SR

solely within the Near East Map.

13.2.4 There is no limit to the number of BR (including AUS),

RU, or non-Turkish CP that can SR solely within the Near East

Map. Exception: RU units can never SR outside of Russia.

13.2.5 Allied corps can SR to or from the Near East prior to the

entry of Turkey into the war.

14.0 Supply

14.1 General Rules

14.1.1 Units must be in supply to perform most actions. Out of

Supply (OOS) units suffer many penalties [See 14.3].

14.1.1.1 Activation: For activation purposes, units’ supply is

checked at the time the Move/Attack markers are placed. Sub-

sequent movement that might open up a line for tracing supply

does not enable those OOS units to move or attack.

14.1.1.2 Combat: For combat resolution purposes, the supply

status of units is checked at the start of each combat resolution.

(Advances or retreats caused by earlier combats in the round

might cut off supply allowing the play of Combat Cards).

14.1.2 Tracing Supply: To be in supply, units must trace supply

through any number of friendly controlled spaces to a friendly-

controlled supply source.

14.1.3 Supply Path Restrictions: A Supply Path, excluding

the space containing the unit tracing supply, may not be traced

through:

• a space containing an enemy unit.

• an enemy controlled space. Exception: A player may trace

supply through a space containing a besieged enemy fort.

• dashed lines across which the tracing unit could not move.

Exception: RU, RO and SB units may trace supply over the

dashed lines connected to Russian supply sources.

14.1.4 Supply Paths Through Ports: Alternately, units may

trace supply to a friendly-controlled unbesieged port space, and

then directly to a friendly supply space, or to another unbesieged

port and overland to a friendly supply space. The following

restrictions apply to tracing supply through a port:

• The Central Powers player may use only friendly controlled

port spaces in Germany and Russia to trace supply. Exception:

The Central Powers player may not use a besieged Riga for

sea supply.

• The Allied player may use any friendly controlled ports not

in Germany or Russia to trace supply. Exception: The Allied

player may only use Constantinople as a port to trace supply

if they control Gallipoli.

14.1.5 Always in Supply: The following units are always in

supply and do not need to trace supply:

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• The Montenegrin, British ANA, and Turkish SN units. When

operating outside the NE, ANA and the SN unit must trace

supply normally.

• Serbian units are always in supply in Serbia. Serbian units

using the special supply of Serbian spaces may still move

out of Serbia, resulting in possible OOS.

• Forts do not need supply and are not affected if OOS.

• Turkish units in Medina are always in supply for attrition

purposes only. The Turkish units in Medina using this special

supply may not activate for movement or combat, may not

SR, may not take replacements, and may not use Combat

Cards. Note this does not apply to the space itself but to Turk

units, so if Medina is abandoned putting it OOS will convert

it to the Allies.

14.2 Supply Sources

14.2.1 The supply sources for CP units are Essen, Breslau, Sofia,

and Constantinople.

14.2.2 The supply sources for Russian, Serbian, and Romanian

units are the spaces marked with the supply source symbol in

Russia or Belgrade. Russian, Serbian, and Romanian units may

not use sea supply to trace to these supply sources or to London.

14.2.3 Serbian units may also use Salonika as a supply source

if it is under Allied control

14.2.4 The supply source space for all other Allied units is

London. Paris is not a supply source.

14.2.5 Spaces (not units) may use any of their side’s supply

sources when checking attrition supply.

14.3 Out of Supply Effects

14.3.1 OOS units may not move or attack.

14.3.2 OOS units may not SR.

14.3.3 OOS units may not entrench, but they do receive the

benefits of existing trenches in their space.

14.3.4 OOS defending units may not receive the benefit of any

Combat Event Cards.

14.3.5 Units which are OOS during the Attrition Phase are

eliminated. OOS Armies that are eliminated are permanently

removed from the game and may not be replaced. Both sides’

OOS units are removed simultaneously. Therefore, the elimina-

tion of an OOS enemy unit cannot open a supply line to any

friendly OOS units.

14.3.6 During the Attrition Phase, any friendly controlled space

which does not contain an undestroyed friendly fort, and which if

it were a friendly combat unit would be eliminated for being OOS,

becomes enemy-controlled. Spaces are checked for attrition si-

multaneously. Exception: Under rule 14.1.5, Serbian spaces only

convert when CP units enter the spaces. Note that it is possible

for units in a particular space to be unable to trace supply while

the same space can trace supply; such units will be eliminated

for being OOS while control of the space will be unchanged.

Note: Spaces become enemy controlled during the Attrition

Phase because of lack of friendly supply, not because of en-

emy supply. The space does not need to trace to enemy sup-

ply sources in order to change control. This may lead to the

control of spaces changing back and forth from turn to turn.

15.0 Forts

15.1 General Rules

15.1.1 No units may enter a space that contains an

unbesieged enemy fort, either during movement or

advance, unless they can besiege the fort (see also

11.1.8). Units which enter a space that contains an

unbesieged fort may not move nor advance further during the

Action Round.

15.1.2 Forts do not have to be besieged to be eliminated. They

may be attacked from an adjacent space if not already besieged.

[See 15.2.3.]

15.1.3 A besieged fort may only be attacked by units in the same

space as the fort.

15.1.4 Forts add their CF to the combat strength of friendly units

defending in their space.

15.1.5 Forts only defend, they may not add their CF to the

combat strength of any attack.

15.1.6 Forts without friendly units in their space may never be

the target of a Flank Attack or benefit from any trench in their

space. However, a Flank Attack may be made against a space

that has unentrenched enemy combat units and an enemy fort.

15.1.7 Loss Numbers are applied to defending Forts

only if there were no defending combat units in the

space or if there are sufficient Loss Numbers re-

maining to match or exceed the Fort’s LF (thereby

destroying the Fort) after all defending combat units and any of

their replacement corps have been completely eliminated. Forts

have only one step. If they take a step loss, they are eliminated

and marked with a Destroyed marker.

15.1.8 Defending Forts are not affected by any unsatisfied Loss

Numbers if any defending combat units survive the combat (even

if they have all retreated from the Fort’s space).

15.1.9 Destroyed Forts: Forts may not be replaced. Once they

are destroyed, they remain that way for the rest of the game.

15.1.10 A space cannot be controlled by the enemy (and its VP

cannot be claimed) as long as an undestroyed friendly fort is in

the space, even if the fort is besieged.

15.1.11 Russian Forts: German units may not attack spaces

containing Russian forts until the OberOst Event Card is

played or the Central Powers War Status is 4 or higher. German

units may, however, besiege unoccupied Russian forts. Austro-

Hungarian units are not restricted by this rule.

15.1.12 Russian units may not attack, enter, or besiege a German

fort space during the August 1914 turn.

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15.2 Besieging

15.2.1 To besiege an enemy fort, either at least one Army or

a number of Corps equal to the fort’s LF must enter the fort’s

space during a single Action Round and then stop movement.

For example, to besiege Verdun, a CP army (full strength or

flipped) or three CP corps (full strength or flipped) would be

required. Place besieged fort markers to help identify that a

fort is besieged.

15.2.2 Once an enemy fort is besieged, other friendly units may

ignore the enemy fort for all purposes including tracing supply.

Exception: CP units may not trace Sea Supply through a port in

a besieged enemy fort space (Riga is the only example.)

15.2.3 A player may Activate units in a besieged enemy fort

space for Combat. However, only the units above those required

to besiege the fort may attack adjacent spaces. Units in the

besieged fort space may attack the fort.

15.2.4 A player may not move units off a besieged fort in such

a manner that the fort is occupied but not besieged at the end of

the round. If a force besieging a fort takes losses which drop it

below the minimum level to besiege (or if the War in Africa

event removes a BR corps), the units do not have to retreat but

the fort is no longer besieged. This means no surrender die roll

is made during the Siege Phase and supply may not be traced

through this space. If additional friendly units enter the space,

the total number of friendly units must meet the requirements

of 15.2.1 in order for the fort to become besieged again.

15.2.5 Forts in Desert Spaces: A desert space can’t be activated

for combat during summer. A desert space can’t be attacked

during summer. Forts in Desert spaces can still be besieged and

suffer Siege Resolution during Summer.

15.3 Siege Resolution

15.3.1 During the Siege Phase of each turn, all besieged forts

must be checked to see if they surrender.

15.3.2 A die is rolled for each besieged fort. If the

number rolled is greater than the besieged fort’s LF,

the fort is eliminated. Mark the fort with a De-

stroyed marker.

15.3.3 All siege die rolls are modified by –2 during the August

and September 1914 turns. This reflects the shorter duration

(one month) that these turns represent, versus three months for

all other turns.

16.0 War and Peace

16.1 Player War Status

16.1.1 At Start: Both players begin all scenarios in the Mobi-

lization Commitment Level.

16.1.2 Beginning on the September 1914 turn (turn 2) in any

scenario except the Introductory scenario, both players check

to see if their War Commitment Level has increased during the

War Status Phase.

16.1.3 Limited War: If a player’s War Status is 4 or higher

during this phase, the player’s War Commitment Level rises to

Limited War. The player adds his Limited War cards to his Draw

Pile. His Draw Pile will now consist of his Limited War cards

and his Mobilization cards which are not in his hand currently

and which have not been permanently removed. At the start of

the Draw Strategy Cards Step, after Combat Event Cards are

discarded, the player reshuffles his Draw Pile and Discard Pile

together to form a new Draw Pile.

16.1.3.1 Turkish Entry: When the Central Powers War Com-

mitment Level increases to Limited War, Turkey enters the war

on the Central Powers side. Place the Turkish units on the map

per the set-up chart. Turkey’s entry into the war does not count

as a Neutral Entry under 9.5.2.2 and does not preclude bringing

another neutral country into the war on the same turn.

16.1.4 Total War: If a player’s War Status is 11 or higher during

this phase, the player’s War Commitment Level rises to Total

War. The player adds his Total War cards to his Draw Pile. His

Draw Pile will now consist of his Total War cards and his Limited

War and Mobilization cards which are not in his hand currently

and which have not been permanently removed. At the start of

the Draw Strategy Cards Step, after Combat Event Cards are

discarded, the player reshuffles his Draw Pile and Discard Pile

together to form a new Draw Pile.

Design Note: It is possible, indeed likely, that the opposing

players will have different War Commitment Levels at various

points of the game.

16.1.5 A player’s War Status marker may never be decreased;

therefore, a player’s War Commitment Level can never decrease.

Note: The effects of the 1914 Special Rules found on the

Player Aid Card are based on War Status, not War Com-

mitment Level. This means that the Race to the Sea and

OberOst restrictions can be lifted during a particular turn

instead of waiting until the War Status Phase.

16.1.6 Once a player’s War Commitment Level has risen to

Total War, his War Status Marker may be removed from play.

Any other Events with a War Status Number which he plays

will only affect the Combined War Status.

16.2 Combined War Status

16.2.1 During the War Status Phase of any turn in

which the Combined War Status marker is at 40 or

more, an Armistice is declared. The game ends and

victory is determined.

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16.2.2 The Combined War Status also acts as a prerequisite to

US Entry and Russian Capitulation.

16.3 US Entry

16.3.1 Full US Entry into the war is a three step pro-

cess which is recorded on the US Entry Track. The

US Entry marker initially begins in the US Neutral

box.

16.3.2 Move the US Entry marker into the “Zimmermann Tele-

gram Allowed” box of the US Entry Track when the Combined

War Status reaches 30. The Zimmermann Telegram event

cannot be played before this occurs.

16.3.3 When the Zimmermann Telegram is played, move the

US Entry marker into that box. The US is now an active nation

for the Allied player, but the Allied player still may not play US

Reinforcement cards.

16.3.4 The Over There event may be played on any turn fol-

lowing the turn that Zimmermann Telegram is played. When

the Over There event is played, move the US Entry marker

into that box. The Allied player may now play US Reinforce-

ment cards.

16.3.5 The 14 Points event does not affect US Entry, but it

also may not be played before the Zimmermann Telegram

event. Therefore, its event indicator is on the back of the US

Entry marker.

16.4 Russian Capitulation

16.4.1 The Central Powers player has the ability to

force Russia from the war via the Treaty of Brest-

Litovsk, as was done historically. This is accom-

plished by a six step process. The Russian Capitulation marker

initially begins in the “God Save the Tsar” box.

16.4.2 The Central Powers player records the number of VP

spaces in Russia that he currently controls (even if the spaces

are currently OOS), using the Current CP Russian VP marker

on the General Records Track. If the Allied player recaptures a

VP space in Russia, the marker is moved back on the General

Records Track.

16.4.3 When the Central Powers control three or more VP spaces

in Russia, the Russian Capitulation marker is moved into the

“Tsar Takes Command Allowed” box. The Central Powers may

now play the Tsar Takes Command event. If the Current CP

Russian VP marker moves below 3 before the Tsar Takes Com-

mand event is played, move the Russian Capitulation marker

back into the “God Save the Tsar” box.

16.4.4 The Fall of the Tsar event may be played only if the

Tsar Takes Command event has been played and Combined

War Status plus the Current CP Russian VP is 33 or higher. If

this occurs, move the Russian Capitulation marker into the “Fall

of the Tsar Allowed” box of the Russian Capitulation Track. If

this total drops below 33 before the Fall of the Tsar event

is played, move the Russian Capitulation marker back to the

“Tsar Takes Command” box until the total is again 33 or higher.

16.4.5 When the Fall of the Tsar event is played, place the

Tsar Fell CP Russian VP marker in the same box as the Current

CP Russian VP marker on the General Records Track. In addi-

tion, move the Russian Capitulation marker into the “Fall of the

Tsar” box. AP Activation costs for combat involving Russian

units are now 1 Ops per unit, not space, regardless of whether

an activated unit is involved in the attack.

16.4.6 The Bolshevik Revolution event may be played on any

turn following the Fall of the Tsar event if: 1. the Current CP

Russian VP marker is in a higher box on the General Records

Track than the Tsar Fell CP Russian VP marker (counting a

captured Baku if applicable), or 2. the Central Powers control all

seven VP spaces in Russia (excluding Baku). If either of these

conditions are met, move the Russian Capitulation marker into

the “Bolshevik Revolution Allowed” box. If these conditions are

no longer met, move the marker back to the “Fall of the Tsar”

box until the conditions again apply.

16.4.7 When the Bolshevik Revolution event is played, move

the Russian Capitulation marker into that box. No more than 1

RU RP may be spent each turn.

16.4.8 The Treaty of Brest-Litovsk event may be played

at any time following the play of the Bolshevik Revolution

event. When the Treaty of Brest-Litovsk is played, move

the Russian Capitulation marker into that box.

16.4.9 Effects: When Brest-Litovsk is played Russian units

are under the following restrictions:

• RU units may not operate outside Russia, Germany, Turkey,

Austria and Romania. Any Russian units outside those

countries are eliminated.

• RU units may never move through or stack with Allied units

(and vice versa). Russian units currently stacked with Allied

units are eliminated (interned).

Design Note: This prevents the Allied player from using

Russian units after Brest-Litovsk from protecting Allied

units from attack.

• RU units may no longer attack. CP units may not attack RU

units except TU units may attack on the Near East map. Both

sides may still move into unoccupied spaces and may still

suffer attrition, besiege forts, and resolve sieges.

16.5 Peace Terms

16.5.1 A player may offer Peace Terms as his sole action during

an Action Round if the current VP total is within the allowed

range for the player.

16.5.1.1 The Central Powers player may offer Peace Terms if

the current VP total is 11 or more.

16.5.1.1 The Allied Player may offer Peace Terms if the current

VP total is 9 or fewer.

16.5.2 If the opposing player accepts the Peace Terms, the game

ends immediately in a draw. If the Peace Terms offer is rejected,

the offering player rolls a die to determine the effect of the Peace

Terms offer using the Peace Terms Table. The result will either

increase, decrease or leave unchanged the VP level.

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16.5.3 There is no limit to the number of times a player may

offer Peace Terms during the game. A player may offer Peace

Terms only once per Action Round. Peace Terms may be ac-

cepted only once per game, because the game ends immediately

upon their acceptance.

17.0 Replacements

17.1 General Rules

17.1.1 During the Replacement Phase, each nation can spend

the number of replacement points (RPs) recorded on the General

Records Track by the nation’s RP marker.

17.1.1.1 Allied (A) RPs may be spent only to replace ANA,

AUS, BE, CND, MN, PT, RO, GR, and SB units. In addition,

these units may only be replaced using Allied RPs.

17.1.2 RPs not spent during a Replacement Phase are lost; they

may not be saved for use in a future turn.

17.1.3 If the enemy controls or besieges a nation’s capital

space (Paris in the case of France, Vienna or Budapest in the

case of Austria-Hungary), no RPs may be spent for that nation.

However, an out of supply but unbesieged Paris does allow

FR RPs to be spent. Exception: Belgian and Serbian units are

not affected by this restriction. However, Belgian and Serbian

Army units can be recreated only if they may legally be placed

on the map [see 17.1.5] Belgian and Serbian corps can still be

rebuilt in the Reserve Box, even if their countries are completely

controlled by the enemy.

17.1.4 The different replacement options and their cost are given

in Replacement Cost Table on the player aid cards.

17.1.4.1 German and Austrian units tracing supply to Sofia or

Constantinople, Turkish units tracing supply to Essen, Breslau

or Sofia, Bulgarian units tracing supply to Essen, Breslau or

Constantinople, and Russian and Romanian units tracing supply

to Belgrade may not receive replacements.

17.1.5 Recreated Armies are placed as if they were a reinforce-

ment [See 9.5.3.3]. There are two exceptions noted below:

• Serbian Army units may be recreated at Salonika if the

Salonika or Greece Neutral Entry Event Cards have

been played and Salonika is under Allied control. They may

also be recreated in Belgrade following normal reinforcement

restrictions.

• The Belgian Army may be rebuilt in Brussels, Antwerp, or

Ostend. The Belgian Army may not be built in Antwerp if a

line of supply does not exist. If none of these spaces are Allied

controlled and in supply, the Belgian Army may be rebuilt

in Calais. (Calais also represents the corner of Belgium held

by the Allies after October 1914.)

Exception: Serb armies may not be recreated at Belgrade if Nis

is under CP control.

17.1.6 The British ANA Corps, if eliminated, is placed in Arabia

when it is rebuilt.

17.1.7 Some units may never take replacements. These units

are marked with a dot in the upper right hand corner. E.g. the

BR BEF Army.

17.1.8 US RPs: After the play of the Over There event, all

Allied RP cards played produce one US RP as well as the RPs

listed on the card.

Card Notes

This section is intended to give players a brief understanding

of the events represented by the cards.

11th Army: The 11th Army, commanded by August von Mack-

ensen, spearheaded a number of German offensives both against

Russia and in the Balkans.

14 Points: Woodrow Wilson’s idealistic statement of US war

aims.

Air Superiority: Air warfare developed gradually in WWI,

particularly on the western front, where the introduction of new

models, tactics, and organization constantly swung the balance

between the Germans and the Allies. Only in the summer of

1918 would sheer numbers allow the Allies to attain permanent

air supremacy.

Allenby: Former cavalry commander on the Western Front, he

led the British to triumph over the Turks in 1917-18.

Alpenkorps: an elite unit trained in mountain warfare, it took

part in the blitzkrieg style campaign against Romania in 1916.

Arab Northern Army: the name given the Arab forces under

Prince Feisal and his British advisor, Lawrence of Arabia, during

the 1918 drive on Damascus.

Von Below: German general responsible for the victory at

Caporetto (against the Italians) in 1917.

Blockade: The British blockade of the Central Powers, which

grew ever tighter as the war progressed, ultimately resulted in

widespread hunger and even starvation in Germany and Austria

in the last two years of the war.

Blucher: Code name for the May 1918 offensive against the

French, which brought the Germans back to the River Marne

for the first time since 1914.

Bolshevik Revolution: The overthrow of the Kerensky gov-

ernment by Lenin led to Russia’s withdrawal from the alliance

against the Central Powers.

Brusilov Offensive: Named after its commander, the Brusilov

offensive was the greatest Russian victory of the war, nearly

toppling the Austrian monarchy. Its ultimate strategic failure

however, helped spread defeatism through the army.

Bulgarian Entry: Tempted by the promise of Serbian ter-

ritory, Bulgaria joined the Central Powers in 1915. Her entry

into the war led to the Serbian collapse, but the Bulgar forces

were decisively beaten when the Allies broke out of Salonika

in October 1918.

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Chlorine Gas: Used by the Germans at Ypres in the spring

of 1915, it caused a tactical breakthrough the Germans lacked

the reserves to exploit.

Cloak and Dagger: Allied spying operations had no success

comparable to Ultra in WWII, but undoubtedly provided useful

information from time to time.

Convoy: While the British admiralty was reluctant to adopt

a combat system to combat the U-boats, heavy merchant ship

losses finally forced them to do so in early 1917.

Entrench: Though the French discouraged entrenching (to the

point of failing to issue shovels and picks) the need to avoid

all the lead flying above ground quickly led soldiers on both

sides to dig in.

Everyone Into Battle: Foch’s slogan for the grand Allied

offensive in the closing weeks of WWI.

Falkenhayn: Chief of the General Staff from September 1914

to August 1916, his first task on taking command was to reorient

German strategy after the failure of the Schlieffen Plan.

Fall of the Tsar: Bread riots in Petrograd in early 1917

quickly escalated into a revolution, leading to the end of the

300 year-old Romanov dynasty in Russia.

Flamethrowers: The first large-scale use of flamethrowers

took place at Verdun in 1916.

Fortified Machine Guns: A major element of German defen-

sive tactics on the western front was the employment of machine

guns in heavily fortified emplacements.

Von Francois: Commanding the German 1st Corps at the

Battle of Tannenberg, von Francois was an especially aggres-

sive (sometimes to the point of insubordination) and tactically

skilled commander.

French Army of the Orient: Name given to the French

force at Salonika.

French Mutiny: The French Mutiny in the spring of 1917,

kept secret at the time, ended any hope for major French of-

fensives that year.

Grand Fleet: The British Grand Fleet effectively kept the

German High Seas Fleet bottled up for the entire war.

Great Retreat: In the summer of 1915 the Russian army

abandoned Poland, beginning a massive withdrawal that ended

that Fall in a line that ran from Riga to Romania.

Greek Entry: Though partly occupied by Allied forces at

Salonika in 1915, Greece did not join the Allies until 1917.

Guns of August: The use of borrowed Austrian mortars with

305-cm shells allowed the Germans to smash the forts of Liege

in August 1914. The famous Krupp 420-cm mortars, often given

credit for this feat, did not actually arrive until after the Liege

forts had fallen.

High Seas Fleet: The German High Seas Fleet spent most of

the war bottled up by the larger British Grand Fleet. It fought

only one fleet action during the conflict, at Jutland in 1916. A

tactical victory, it failed to break the British blockade and was

thus a strategic defeat.

H-L Take Command: Taking command from Falkenhayn in

August 1916, the duo of Hindenburg and Lundendorff ruled

Germany as virtual dictators until the fall of 1918.

Hoffmann: Perhaps the best operational mind the war pro-

duced, he was the genius behind many of the victories Germany

won in the east.

Hurricane Barrage: An intense, concentrated, and brief bar-

rage, designed to pave the way for an infantry assault.

Von Hutier: German general responsible for victory at Riga

(against the forces of the Kerensky government) in 1917. Later

commanded armies in France.

Independent Air Force: The forerunner to WWII’s Bomber

Command, the British Independent Air Force began a series of

strategic bombing raids on German industry in 1918.

Italian Entry: Italy ignored its treaty with the Central Pow-

ers in 1914, preferring to remain neutral at first, and ultimately

joining the Allies in 1915.

Kemal: Later father of modern Turkey, Kemal was also an

extremely effective commander, starting the war with command

of a division and rising to army command.

Kerensky Offensive: The last Russian offensive of WWI, it

had some initial success against the Austrians, but ultimately

resulted in the collapse of the Russian southern front.

Landships: Name given to the early British tanks, which did

indeed resemble small land bound dreadnoughts.

Landwehr: German territorial forces, they were not originally

intended for front line use, but quickly found themselves fighting

alongside the regular army.

Libyan Revolt: Muslim tribesmen launched a holy war against

the British in Libya, but were eventually put down by the diver-

sion of forces from the campaign against the Turks.

Liman von Sanders: German General who helped organize

and command the Turkish Army.

Lloyd George: Britain’s 2nd wartime Prime Minister tried

to curb the offensive instincts of General Haig, especially after

the bloodbath of 3rd Ypres, by holding back men and supplies.

Lusitania: A passenger liner sunk by a German U-boat in 1915,

the loss of life-including 124 Americans, spread anti-German

feeling through much of the United States. It should be noted the

Lusitania was almost certainly carrying munitions to the British.

Mata Hari: An exotic dancer, prostitute, and rather ineffectual

German spy. Other German agents achieved better results, but

what WWI game would be complete without the war’s most

famous spy?

MEF: The Mediterranean Expeditionary Force was the name

given to the Army the Allies landed at Gallipoli in an attempt to

drive Turkey from the war and open up a supply route to Russia.

The attempt failed after a bloody campaign lasting almost a year.

Michael: First and largest of the German 1918 offensives in

the west, it was a major tactical success, gaining more ground

than the combined Allied offensives of the previous three years,

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but lack of strategic direction prevented it from becoming a

war-winning battle.

Mine Attack: As a traditional part of siege warfare, the use of

mines and countermines was a major feature of trench warfare

in WWI. The most spectacular example was the British mine at

Messines in 1917, which exploded with a force felt in London.

Moltke: Nephew of the Great Moltke who had won the Franco-

Prussian war, he commanded the Germany army at the outbreak

of hostilities, where his lack of resolve helped lead to failure

at the Marne.

Mustard Gas: A burning and persistent gas, it could remain

dangerous for days and even weeks after it was used.

OberOst: The German High Command in the East, originally

under the team of Hindenburg-Lundendorff-Hoffmann.

Over There: Though America entered WWI in April 1917,

it would be over a year before major US forces were engaged

in combat.

Peace Offensive: Code name given to last German offensive of

the war, its failure contributed to the decline in German morale.

Phosgene Gas: One of several chemical weapons used com-

monly during WWI.

Place of Execution: The code-name given to the German as-

sault on Verdun. Intended to bleed the French dry, it eventually

bled the German army white as well.

Pleve: Though old and ill (he died during the war) Pleve was

one of the ablest of the Tsarist army commanders.

Putnik: Serbian “Warlord” his failing health forced him to com-

mand from a superheated room, but his knowledge of the terrain

and fighting instincts drove back the Austrians time and again.

Race to the Sea: After the Battle of the Marne in early Sep-

tember 1914, both the Allies and Germans attempted a series of

maneuvers designed to outflank the other. These attempts ended

in October when they reached the English Channel, causing this

period of the war to be called the Race to the Sea.

Rape of Belgium: German shooting of hostages and burning

of towns in the invasion of Belgium would provide the basis of

anti-Hun propaganda for the rest of the war.

Reichstag Truce: In the early part of the war the German

Socialists (the SDP), the largest political party in the Reichstag,

supported the German war effort in a political “truce.” As the

war dragged on however, the truce eventually broke down.

Romanian Entry: Mistaking the extent of the Russian victory

over the Central Powers in the Brusilov offensive of 1916, Ro-

mania joined the Allies, only to be conquered within 4 months.

Royal Tank Corps: The Royal Tank Corps fought its first

major battle at Cambrai in 1917, where its initial success

demonstrated the promise of armor that would be fulfilled a

generation later.

Salonika: Unable to convince Greece to join them in the war,

the Allies nevertheless landed a Franco-British force at Salonika

in the fall of 1915 in a belated attempt to save the Serbs. This

force would grow in numbers throughout the war, but would

only prove effective in late 1918.

Severe Weather: As in all wars bad weather-particularly mud-

affected the course of many WWI battles.

Sinai Pipeline: Construction of a water pipeline across the

Sinai was a necessary prerequisite for a major British drive

into Palestine.

Sud Army: This mixed Austro-German force fought effectively

on the east front for most of the war.

They Shall Not Pass: The watchword of the French defenders

at Verdun, the phrase symbolized French determination.

Treaty of Brest-Litovsk: The treaty by the Bolshevik gov-

ernment of Russia that ended Russian participation in WWI,

and led to the German occupation of the Ukraine.

Tsar Takes Command: As his armies were retreating from

Poland after a series of major defeats, Nicholas II replaced his

uncle the Grand Duke as commander of the Russian armies. It

was a disastrous decision for Russia, for while Nicholas played

soldier at Russian army headquarters his empire went unruled.

U-boats Unleashed: the German decision to resume unlimited

U-boat warfare was taken under the twin delusions there would

be no Revolution in Russia (the Tsar fell within weeks) and the

submarine campaign would win the war before the arrival of

United States forces in Europe. That the US would enter the

war in response to this campaign was accepted as a risk worth

taking. It wasn’t.

Walter Rathenau: A brilliant German-Jewish industrialist, he

played a key role in organizing the Reich’s economy for a long

war. Despite his vital wartime activities on Germany’s behalf,

he was murdered by ultra-nationalists after the war.

War in Africa: The Allied war against the forces in the German

African colonies tied up huge amounts of British forces, due to

the superior generalship of the brilliant von Lettow Vorbeck, who

had still not been brought to bay when the war in Europe ended.

Wireless Intercepts: The Russian habit of broadcasting

orders in a childishly simple block code (not, as has often been

reported, “in the clear”) gave the Germans vital operational

intelligence on the east front, especially in 1914.

Withdrawal: Both sides made use of operational withdrawals

to blunt planned enemy offensives-most notably the German

withdrawal to the Hindenburg line in early 1917.

Yanks and Tanks: The effects of masses of Allied tanks and

fresh US troops had a strong impact on German morale in 1918.

Yudenitch: Russian commander in the Caucasus, he won sev-

eral major, though ultimately fruitless, victories over the Turks.

Zeppelin Raids: Using Zeppelins and giant Gotha bombers,

German air raids on England inflicted little actual damage, but

did tie up a great number of British air units and artillery in

home defense.

Zimmermann Telegram: This attempt to bribe Mexico into

fighting the US backfired, and along with the resumption of

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unrestricted submarine warfare, brought the US into WWI

against Germany.

Design Notes

The Map

The map for Paths of Glory (PoG) went through several dif-

ferent incarnations, including a hex map and an area version

before evolving into the one you have (I hope) set up on your

game table. The main advantage of a point to point movement

system is it allows the designer to focus. No elaborate supply

or terrain rules are required to prevent unrealistic strategic op-

erations or highlight the importance of key locations; the map

does it for you.

The map for PoG was designed to allow all the actual campaigns

of WWI to develop historically, while giving realistic room for

alternative campaigns. To do this I “played” historical versions

of the game, adding or deleting spaces and connections until I

was satisfied with the results.

The Order of Battle

The Order of Battle for PoG does not include every army desig-

nation found in WWI. The French, for example, formed an 8th

Army in 1914 not found in the game. Instead the OB represents

all the most important formations, while maintaining the relative

strengths between the different powers. So in game terms the

French 8th would be represented by a couple of corps.

Army units represent troops supported by heavy artillery, air,

and other assets. (The Serbs are the sole exception-being given

army status based on their fighting record in the war.) Corps

units are smaller bodies of troops, armies with weaker com-

mand and logistical capabilities, and the remains of armies after

heavy losses. In a more abstract sense, through the use of the

Reserve Box corps represent the ability of a nation to support

the demands of modern industrialized war. This ties in with the

Replacement system to give players a limited form of control

over their wartime economies.

What If?

Before the Schlieffen Plan Germany had a defensive strategy

in the west. Schlieffen’s original version called for a German

invasion of Holland as well as Belgium. In 1914 Italy was

supposedly allied to Germany. Romania swung back and forth

between the Central Powers and the Allies in 1914-15. Why then

in PoG can’t Germany open the war with its armies deployed

to the east, or invade Holland? Why can’t Italy or Romania join

the Central Powers?

Though PoG allows players to explore a wide range of what ifs?

it deliberately excludes others. Some were excluded because

they were judged too unlikely to be worth bothering with. Italy,

despite its treaty with Germany, was almost certain to join the

war on the side of the Central Powers only if the Allies had

already clearly lost (as in 1940). Since what Italy wanted most

was territory under Austrian control, the Allies had the upper

hand diplomatically. It is always easier to offer an enemy’s

lands as a bribe.

Romania, though it veered back and forth following the fortunes

of war, was also unlikely to fight on the side of the Central

Powers because it too wanted Austro-Hungarian lands. In any

case what the Central Powers really desired from Romania was

not her inept armies, but her oil and wheat. If Romania is still

neutral when the Tsar falls, she economically becomes a German

vassal, represented by the two Victory Point award.

Other what ifs? were excluded as outside the scope of the game.

Not simply the course, but the cause of the war depended on

the pre-war plans drawn up by both sides. If the Germans had

never adopted the Schlieffen Plan, there might have been no

war in 1914. Certainly if a war had taken place it would be so

different as to require a new deck of cards.

Other what ifs? were dropped because in game terms they made

so little sense you’d have to mandate a player to do them. The

invasion of Holland falls under this heading; for a limited tactical

advantage the Germans would add a strategic headache and more

diplomatic damage (which is why Moltke the Younger dropped

the passage through Holland in the first place).

Finally, certain possibilities were excluded to counter player

hindsight and also to prevent serious damage to play balance.

Perhaps as some still argue, Schlieffen’s original plan could

have won the war in 1914. In a game covering all of WWI it

wouldn’t make much sense to allow the Germans a serious shot

at winning on turn two.

War Status

(or “Why The Bolshevik Revolution Depends on Sinking the

Lusitania.”)

War Status is one of the most important mechanics in PoG, and

admittedly one of the most abstract. But the War Status numbers

were not simply assigned randomly to various events. A great

deal of thought (and trial and error) went into them.

War Status in PoG has several elements. First, it represents

the progression of each alliance towards a state of modern

industrialized Total War. For example, War Status increases

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when the British 1st and Second Armies enter play because of

the importance of Britain’s break from its traditional reliance

on sea power.

Second, through the rules for Combined War Status, it shows

the various effects of such a prolonged and costly struggle on

national morale, politics, and diplomacy. As the intensity of

the war increases unstable Russia grows more vulnerable (the

Russian Capitulation track) while the United States finds it in-

creasingly difficult to stay out of the war (through the US Entry

track). In this way the Great Retreat adds War Status because

refugees in western Russia undermine Russian morale, while the

Lusitania increases War Status because it pushes the US towards

joining the Allies. Increased CP play of War Status to weaken

Russia increases the chance of US Entry. Likewise Allied action

to hurry the US into the war increases the chance of Russia’s

exit. This see-saw effect not only presents an interesting game

problem for both players, but effectively captures the dynamic

that led to both US entry and the Fall of the Tsar in the space

of a few weeks.

Finally, through the Armistice mechanism, the effect of war

weariness outside Russia is introduced. If the war ends in an

Armistice (historically on turn 19) the losing side is considered

to have asked for terms. If neither side is winning at the point,

either negotiation or mutual exhaustion has brought the war to

a close.

Victory Conditions

The Victory Conditions were designed both in the interests of

play balance, as a measure against the historical outcome, and

to provide operational reasons to fight certain campaigns on

the ground. For example, the Turks kept a full corps at Medina

throughout the war. By making it a VP space they have reason

to do so in the game.

The Peace Term rules really represent the propaganda war, as

much internal as external, between the two sides. As in the real

war, a player will make an offer of peace only when he feels

he is in a position of strength (ahead in VPs). The purpose of

such an offer is to score propaganda points (in the game a VP)

though if the offer is too obviously insincere it can backfire

(costing a VP). If a Peace Offer is accepted real diplomacy has

replaced posturing-and though the side that made the offer may

be assumed to get the better of the resulting deal, in game terms

the result is a draw because you’ve failed to turn an edge into

outright victory. It is against the spirit of the game, btw, to ac-

cept a Peace Offer if you still think you have a chance to win.

Dedication

Let me end by thanking Mark Herman, to whom PoG is clearly

indebted; Ben Knight for helping me sell the game to TAHGC

(even if it was in the end not to be); everyone at GMT; Steve

Kosakowski, Jim Eliason, John Walker, Ananda Gupta, Bob

Irelan and everyone else who helped with the game in one way

or another over the years; and finally to Joanne Spera, for her

support and understanding.

—Ted S. Raicer, April 6, 1999

Extended Example of Play

This extended example of play will demonstrate how many of the

game’s mechanics work and may give you some initial strategy

ideas. This game-playing was conducted by email between

Gene Billingsley, as the Allied player, and Andy Lewis (the

game’s developer), as the Central Powers. Neither player was

an expert on strategy, as the comments provided by Ted Raicer

(the game’s designer) will show. The idea is to give you a feel

for the game and all the different choices there are to make and

decide between. We suggest that you set the game up and move

the pieces on your map as you read the example.

A Note on Notations: A referenced unit is at full strength in this

example unless its name is enclosed in parentheses [e.g., “FR

5th Army” is at full strength, whereas “(FR 5th Army)” is at

reduced strength].

The Central Powers have chosen to start the game with the Guns

of August card in their hand. Therefore, they only draw six other

cards initially so that their hand is seven cards. The Allied player

draws seven cards for his initial hand.

August 1914 - Mandated Offensive Phase

The Central Powers’ die roll is 4 which means a German unit

must make an attack in Belgium, France, or Germany this turn

or the VP level will decrease by one.

The Allied die roll is 2 which means a French unit must make

an attack in Belgium, France, or Germany this turn or the VP

level will increase by one.

August 1914 - Action Phase

Central Powers Action 1

Play Guns of August (Central Powers Card #1) as an Event.

Move the Central Powers and Combined War Status markers to

2. Place a destroyed marker in Liege. Advance the GE 1st and

2nd Armies into Liege.

The GE 1st, 2nd, and 3rd Armies attack the FR 5th Army in

Sedan (see illustration on next page).

The Central Powers die roll is 2 which is checked on the 15

column of the Army Fire Table. The result is a Loss Number of

5; therefore, the FR 5th Army loses one step for three points of

the Loss Number. They do not lose a second step because the

LF is still 3 on the reduced side of the army and only 2 points

of the Loss Number are unfulfilled.

The Allied die roll is 3 on the 3 column of the Army Fire Table.

The result is a Loss Number of 2, but since the lowest German

LF is 3, there is no effect.

The Allied loses the combat and must retreat 2 spaces because

the difference in Loss Numbers is 2 or greater (maximum retreat

is two spaces).

The (FR 5th Army) retreats through Chateau-Thierry to Cambrai

(note that a retreat does not have to leave you 2 spaces from

where you started—unlike other games).

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The 2nd and 3rd GE Armies advance into Sedan (they can’t

advance further because Sedan is a Forest space).

This attack fulfills the Central Powers Mandated Offensive for

the turn. The Guns of August card is removed from the game

because it is marked with an ‘*’ and was played as an Event.

Comment: A standard cautious Central Powers opening. (Open-

ings without the Guns of August tend to make the early turns

quite unpredictable.) Given the 66% chance of success and the

marginal effect (vs. a single FR army) of failure, the Central

Powers should have attempted the flank attack. The Allied deci-

sion to retreat to Cambrai is questionable considering German

movement restrictions; a better alternative might be Melun.

Allied Action 1

Play Russian Reinforcements (Allied Card #3) as a 3 OPS.

Activate Bar le Duc for movement and Dubno and Kamenets

Podolski for attack.

(FR 9th Army) moves from Bar le Duc to Chateau-Thierry.

Comment: If the FR 5th had retreated to Melun, it would not be

necessary to use an OPS moving the FR 9th, as Chateau-Thierry

would effectively be a “kill zone” vs. the Central Powers units.

The RU 3rd Army [3 CF] in Dubno and RU 8th Army [3 CF] in

Kamenets Podolski attack the AH 3rd Army in Tarnopol. The

Russians declare a flank attack. They roll a 4 which is modified

to 5 for the RU 3rd Army which is not adjacent to an enemy

occupied space except the defending space. The flank attack is

successful so the Russians will get to fire first and the AH will

have to absorb those losses before returning fire.

The Allied die roll is a 3 on the 6 column of the Army Fire Table

which is a Loss Number of 4. The AH 3rd Army is reduced to

satisfy 2 points of the loss and is reduced again for another 2

points. The AH 3rd Army is placed in the eliminated/replaceable

box and is replaced by an AH corps.

Western Front Set up and opening move (Guns of August Card #1) by the Central Power Player.

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The AH corps now gets to fire 1 CF on the Corps Fire Table.

The die roll is a 4 which causes a Loss Number of 1. Since the

smallest Allied LF is 2, the Allied player take no losses. The AH

corps now retreats 2 spaces through Stanislau to Czernowitz.

The RU 3rd Army advances into Tarnapol.

Eastern Front Set up and opening Russian attack.

Central Powers Action 2

Play Sud Army (Central Powers Card #10) as a 3 OPS. Activate

Oppeln and Munkacs for movement and Sedan for Attack.

Move the (GE Corps) from Oppeln to Czestochowa [place a

Central Powers control marker as the unit exits the space] to

Lodz. As the Central Powers now control Lodz, move the VP

marker to the 11 box.

Comment: A more aggressive move would send the GE 8th Army

to Lodz (and its corps to Konigsberg). Since it is necessary to

move the 8th at the latest by the 1st Action of Turn 2—to prevent

its being cut off-this would kill two birds.

Move the (AH 2nd Army) from Munkacs to Czernowitz.

Comment: A potentially disastrous move. By moving the RU

4th to Lemberg, the 3rd and 8th can put the AH forces in Cz-

ernowitz OOS.

The 2nd and 3rd GE Armies in Sedan attack the (Fr 5th Army)

in Cambrai.

No flank attack can be attempted since only one activated space

is adjacent to the defending space.

The FR play the Withdrawal CC card (Allied Card #6).

The Central Powers die roll is 4 which on the 10 column is a

Loss Number of 5. Normally the army step and both corps steps

would be lost but withdrawal saves the corps.

The Allied die roll is 6 which on the 2 column is a Loss Number

of 3. The GE 2nd Army is reduced.

The (FR corps) retreats only one space to Amiens because of

the Withdrawal CC card. The Withdrawal card is removed

from the game because it is marked with an ‘*’ and was played

as an Event.

The GE 3rd Army advances into Cambrai [The GE 2nd Army

can’t advance because it’s reduced]. The VP marker is moved

to 12.

Comment: Another risky Central Powers move, as the GE 3rd

is somewhat out on a limb.

Allied Action 2

Play Blockade (Allied Card #2) as a 4 OPS. Activate Chateau-

Thierry, Verdun, Tarnopol, and Kamenets Podolski for attack.

[The Allied player wanted to activate Brussels as well to join

Chateau-Thierry and Verdun in the attack on Sedan but couldn’t

since none of the spaces have both FR and BR units in them to

allow a multinational attack.]

The (FR 9th Army) [2 CF] in Chateau-Thierry and the FR 3rd

and 4th Armies [3 CF each] in Verdun attack the (GE 2nd Army)

in Sedan.

The Allied die roll is 5 which on the 6-8 column gives a Loss

Number of 5. The (GE 2nd Army) [3 LF] is eliminated and re-

placed by a GE Corps [1 LF] which is reduced [1 LF] and then

eliminated to fulfill the Loss Number.

The Central Powers die roll is 3 that on the 3 column gives a

Loss Number of 2. The Allied losses nothing since their lowest

LF 3 which is higher than their Loss Number. The FR 3rd Army

advances into Sedan. This satisfies the French MO.

The GE 3rd Army is now out of supply and can not be activated;

if it is still out of supply during the Attrition Phase, it will be

permanently eliminated. Place an OOS marker on the GE 3rd

Army.

The RU 3rd Army in Tarnopol and the RU 8th Army in Ka-

menets Podolski attack the (AH 2nd Army) and two AH Corps

in Czernowitz.

The RU play the Pleve CC (Allied Card #4) for a +1 drm.

The Central Powers die roll is 3 for a Loss Number of 2 which

reduces the RU 3rd Army.

The Allied die roll is 2 modified to 3 which is a Loss Number

of 4. The Central Powers chooses to completely eliminate the

two Corps. The (AH 2nd) Army retreats through Stanislau to

Munkacs.

The RU 8th Army advances. The VP marker is reduced to 11.

The Pleve card is removed from the game because it is marked

with an ‘*’ and was played as an Event.

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Comment: An effective Allied round, but given the Central Pow-

ers situation, a wasted opportunity. 3 OPS could have put the

AH right wing OOS, while an attack from Verdun was made on

Sedan. With a bit of luck the Central Powers would have had

forces OOS on both fronts.

Central Powers Action 3

Play German Reinforcements (Central Powers Card #12) as a

4 OPS. Activate Liege, Metz, Timisvar, and Novi Sad for attack.

Comment: Either this or the GE 9th should be saved as a rein-

forcement card for next turn.

The GE 1st Army in Liege and the GE 4th and 5th Armies in

Metz attack the FR 3rd Army in Sedan.

The Central Powers die roll is 4 which results in a Loss Num-

ber of 7. The FR 3rd Army is eliminated and the Corps which

replaces it is reduced.

The Allied die roll is 3 which results in a Loss Number of 2

for no effect.

The (FR Corps) retreats through Verdun to Chateau-Thierry.

The GE 4th Army advances into Sedan. The GE 3rd Army in

Cambrai is back in supply.

Comment: The GE 3rd is rescued-for now-but is still at risk.

The AH Corps in Timisvar and the AH 5th Army in Novi Sad

attack the SB 1st Army in Belgrade.

A flank attack is attempted and the die roll is 4 modified by +1

for the non-pinning unit which is successful. If the SB 1st Army

had not been in the space, a flank attack could not have been

attempted since you can not flank attack an unoccupied fort.

The Central Powers die roll is 3 which results in a Loss Num-

ber of 3. The SB 1st Army is reduced for 2 points of the Loss

Number. The third point is ignored. The fort can not lose a step

if a friendly unit is in its space.

Now the (SB 1st Army) and the fort fire. The die roll is 6 which

causes a Loss Number of 3. Both AH units are reduced. This is

the only way that all three points of the Loss Number could be

satisfied. Since the results are equal, there is no retreat.

Comment: With the Central Powers fully engaged east and west,

this is no time to bother with the Serbs.

Allied Action 3

Play RU Reinforcements (Allied Card #8) as a 2 OPS. Acti-

vate Amiens and Nancy for movement.

Move the (FR corps) in Amiens to Brussels. Move the FR 1st

Army from Nancy to Verdun.

Central Powers Action 4

Play German Reinforcements (Central Powers Card #7) as

a 3 OPS. Activate Insterberg for movement and Cambrai and

Sedan for attack.

Comment: This means no GE reinforcements are possible next

turn.

The GE 8th Army and GE Corps move from Insterberg to

Konigsberg.

The GE 3rd Army in Cambrai and the GE 4th Army in Sedan

attack the (FR 9th Army) and (FR Corps) in Chateau-Thierry.

The Central Powers die roll is 6 which causes a Loss Number of

7 destroying the army and both Corps - the one there at the be-

ginning of combat and the replacement Corps for the 9th Army..

The Allied die roll is 5 which causes a Loss Number of 3 which

reduces the GE 3rd Army.

Comment: The GE 8th is now safe, but as noted previously, an

earlier move to Lodz would have been more effective. And the

3rd at Cambrai is still in danger.

Allied Action 4

Play Moltke (Allied Card #9) as a 3 OPS. Activate Brussels

and Verdun for attack.

Brussels costs 2 OPS points since FR and BR units are stacked

in the space. The (FR Corps) and BR BEF Army in Brussels

and the FR 1st and FR 3rd Armies in Verdun attacking the GE

4th Army in Sedan.

A flank attack is attempted and the die roll of 6 makes it suc-

cessful.

The Allied die roll is 2 which reduces the GE 4th Army.

The Central Powers now fires on the 3 column. The die roll is

2 which causes a Loss Number of 2 so the (FR Corps) is elimi-

nated. All the other units have a LF of 3 so 1 point of the Loss

Number is ignored.

The GE Army retreats through Koblenz to Liege. No units

advance.

Comment: With no advance after combat, Sedan remains Cen-

tral Powers controlled, and the GE 3rd in supply.

Central Powers Action 5

Play Falkenhayn (Central Powers Card #13) as an RP card.

Move the AH RP marker to the 2 space on the General Records

Track and the GE RP to the 3 space.

Comment: This can wait till the last play. Instead, the 3rd should

be withdrawn to Sedan.

Allied Action 5

Take the automatic “1 OPS”. No card is played. Activate Ant-

werp for movement.

The BE 1st Army moves to Brussels.

Comment: Once again the Allied player fails to take advantage

of a chance to isolate an enemy army. The BE should have move

to Sedan. Stacking it with the BEF only increases the OPS cost

for both, as they can freely stack only in Antwerp, Ostend,

Calais and Amiens.

Central Powers Action 6

Play von Francois (Central Powers Card #3) as 2 OPS. Acti-

vate Cambrai and Liege for movement.

Move the (GE 3rd Army) from Cambrai to Sedan and the (GE

4th Army) from Liege to Sedan.

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Allied Action 6

Play BR 2nd Army (Allied Card #1) as a 4 OPS. Activate

Grenoble and Tarnopol for movement and Verdun and Czer-

nowitz for attack.

Move the (RU 3rd Army) from Tarnopol to Lemberg. Move the

VP marker down to 10. Move the FR Corps in Grenoble to Paris.

The FR 1st and 4th Armies in Verdun attack the (GE 3rd Army)

and (GE 4th Army) in Sedan.

The Allied die roll is 5 which causes a Loss Number of 5. The

GE 3rd Army and its replacement Corps are both eliminated.

The Central Powers die roll is 4 which causes a Loss Number

of 4. The FR 1st Army is reduced.

The (GE 4th Army) retreats one space to Koblenz.

The RU 8th Army in Czernowitz attacks the (AH 2nd Army)

at Munkacs.

No flank attack can be attempted and no CC are played.

The RU attack is shifted from the 3 column to the 2 column due

to the mountain in the Munkacs space.

The Allied die roll is 3 which causes a Loss Number of 2.

The Central Powers die roll is 1 which causes a Loss Number

of 0.

The AH 2nd Army is eliminated and the replacement AH Corps

retreats through Cluj to Debrecen.

August 1914 - Attrition Phase

Nothing happens—everyone and all spaces (including Cambrai

for the Central Powers since they control Sedan also) are in

supply.

August 1914 - Siege Phase

Nothing happens—no forts are besieged.

August 1914 - War Status Phase

Nothing happens.

August 1914 - Replacement Phase

The Central Powers spends 1 AH RP each to recreate the (AH

2nd Army) and (AH 3rd Army) in Budapest and spends 1 GE

RP each to recreate the (GE 2nd Army) and (GE 3rd Army) in

Essen and to flip the 4th GE Army to its full strength side.

August 1914 - Draw Strategy Card Phase

The Allied draws seven cards since he has none in his hand.

The Central Powers draws six cards since he still has one card

in his hand. If the remaining card in his hand had been a CC

card, he could have discarded it before drawing cards and been

able to draw seven cards.

September 1914 - Mandated Offensive Phase

The Central Powers die roll is 1 which means an Austro-

Hungarian unit must make an attack in this turn or the VP level

will decrease by one.

The Allied die roll is 5 and since Italy is currently neutral, the

Allied player does not have to make any attacks this turn.

September 1914 - Action Phase

Central Powers Action 1

Play OberOst (Central Powers Card #11) as an Event.

Move the Central Powers and Combined War Status markers to

the 3 box. The Germans can now attack spaces containing RU

forts. The OberOst card is removed from the game because it

is marked with an ‘*’ and was played as an Event.

Comment: This is not the time to play this, since the GE have

no offensive force in the east to take advantage of it. Either

play an OPS to grab control of the tempo, or better yet, play the

Landwehr event and bring those armies in Essen up to strength.

Allied Action 1

Play BR Reinforcements (Allied Card #14) as an Event.

Place the BR 1st Army in London and a BR Corps in the Reserve

Box. The Allied War Status marker moves into the 1 box. The

Combined War Status marker is moved into the 4 box. The BR

Reinforcements card is removed from the game because it is

marked with an ‘*’ and was played as an Event.

Comment: Playing BR Reinforcements will help counter

the current Central Powers replacement advantage, especially

since the Central Powers didn’t save a GE reinforcement card.

Central Powers Action 2

Play Reichstag Truce (Central Powers Card #9) as an Event.

Move VP marker to the 11 box. Move the Central Powers War

Status marker to the 4 box; the Central Powers are now free to

move into the coastal spaces in France and Belgium. The Central

Powers will go to Limited War Commitment Level during the

War Status Phase. Move the Combined War Status marker to the

5 box. The Reichstag Truce card is removed from the game

because it is marked with an ‘*’ and was played as an Event.

Comment: Once again the timing is questionable. Lifting the

movement restrictions isn’t that important when you aren’t in a

position to head for the Channel anyway.

Allied Action 2

Play Entrench (Allied Card #12) as a 3 OPS. Activate London

and Brussels for movement.

Move the BR 1st Army from London to Brussels. Move the

BE 1st Army from Brussels to Cambrai. VP marker is moved

back to 10.

Comments: The Allies are right to get the BR 1st into play ASAP,

but are paying the cost in a wasted OP for pointlessly moving

the BE to Brussels last turn.

Central Powers Action 3

Play Landwehr (Central Powers Card #5) as an Event.

The (GE 2nd Army) and (GE 3rd Army) are flipped to full

strength. The Landwehr card is removed from the game

because it is marked with an ‘*’ and was played as an Event.

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Comments: Better late than never, but that’s three rounds in a

row with no movement or combat.

Allied Action 3

Play French Reinforcement (Allied Card #10) as an Event.

Place the FR 10th Army in Paris. The French Reinforcements

card is removed from the game because it is marked with an ‘*’

and was played as an Event.

Central Powers Action 4

Play Race to the Sea (Central Powers Card #8) as a 3 OPS.

Activate Essen, Koblenz, and Budapest for movement.

Move the GE 2nd and 3rd Armies from Essen to Sedan. Move

the GE 4th Army from Koblenz to Sedan. Move (AH 2nd Army)

and (AH 3rd Army) from Budapest to Munkacs.

Comments: Finally!

Allied Action 4

Play Putnik (Allied Card #5) as a 2 OPS. Activate Paris and

Belfort for movement.

Move the FR Corps in Paris to Brussels. Move one FR Corps

in Belfort to Chateau-Thierry.

Central Powers Action 5

Play Wireless Intercepts (Central Powers Card #2) as a 2

OPS. Activate Sedan and Przemysl for attack.

The AH 4th Army in Przemysl attacks the (RU 3rd Army) in

Lemberg.

The Central Powers die roll is 3 which causes a Loss Number

of 2. The RU 3rd Army is eliminated and replaced by a Corps.

The Allied die roll is 5 which causes as Loss Number of 3. The

AH 4th Army is reduced.

This satisfies the Central Powers Mandated Offensive for the

turn.

Comments: With the 8th Army sitting in Konigsberg, the AH

armies must carry the ball alone. Nothing wrong with this at-

tack, but why hit with an AH army when you have a GE one?

The GE 2nd Army in Sedan attacks the FR Corps in Chateau-

Thierry. Due to the disparity in the combat tables, the CP com-

pletely destroys the French Corps and will not possibly take any

damage in return. The Central Powers do not advance.

The GE 3rd and 4th Armies in Sedan attack the BE 1st Army

in Cambrai.

The Central Powers die roll is 5 which causes a Loss Number

of 5. The BE 1st Army is reduced.

The Allied die roll is a 3 which causes a Loss Number of 2 for

no effect.

The (BE 1st Army) retreats through Amiens to Calais.

The Central Powers do not advance.

Comments: The GE are right not to advance. An effective use

of 1 OPS to make 2 attacks.

Allied Action 5

Play RU Reinforcements (Allied Card #11) as a 3 OPS. Ac-

tivate Verdun and Brussels for attack.

Comments: Giving up two badly needed RU armies. The Allied

attack is fine; the card being used isn’t.

The (FR 1st Army) and FR 4th Army in Verdun and the BR BEF

Army, BR 1st Army, and FR Corps in Brussels attack the GE

2nd, 3rd, and 4th Armies in Sedan

The Allied attempt a flank attack and are successful with a die

roll is of 5.

The Allied die roll is 6 which causes a Loss Number of 7. The

GE 2nd Army is eliminated and its replacement Corps is reduced.

The Central Powers now only has 11 CF to return fire with.

The Central Powers die roll is 1 which causes a loss number of

3. The BR BEF Army must take the first loss if possible [See

12.4.5], and so is reduced.

The GE 4th Army retreats to Koblenz, the GE 3rd Army to Metz,

and the (GE Corps) to Strasbourg. The Allied units choose not

to advance.

Central Powers Action 6

Play Entrench (Central Powers Card #6) as a 3 OPS. Activate

Metz, Strasbourg, and Mulhouse for attack.

The (GE 7th Army) in Mulhouse attacks the FR Corps and FR

Fort in Belfort. 3 CF shifted one column left for trench, and

one additional column left for the mountain terrain. The Central

Powers die roll is 5 and the Corps destroyed.

The FR have 3 CF shifted one column right but on the Corps

table so they can’t inflict a loss.

The (GE 7th Army) can’t advance because it is reduced.

The GE 3rd Army and GE 5th Army in Metz and the GE 6th

Army and (GE Corps) in Strasbourg attack the FR 2nd Army

and FR Fort in Nancy.

The 16 GE CF are shifted to the 15 column. The FR 5 CF are

shifted to the 6-8 column.

Both sides roll a 6.

The FR 2nd Army goes to a reduced corps which retreats via

Verdun to Bar le Duc.

The GE 5th Army is reduced and the 3rd and 6th Armies advance.

The Trench marker is removed and a Besieged marker is placed.

Allied Action 6

Play Rape of Belgium (Allied Card #13) as a Replacement

Card.

Move the Allied RP marker to the 1 space on the General Re-

cords Track, the FR RP and the BR RP markers to the 2 space,

and the RU RP marker to the 3 space. The IT RP marker is not

moved because Italy is neutral; no nation can receive replace-

ments when neutral.

Comment: Reasonable, but given the relative War Status, it

might have been better to play this as an event, especially if the

RU 9th and 10th Armies were in play.

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September 1914 - Attrition Phase

No attrition.

September 1914 - Siege Phase

Siege of Nancy. The Central Powers needs a die roll is of 5 or

6 (because of the –2 drm on Turns 1 and 2). The die roll is 4

and Nancy holds out.

September 1914 - War Status Phase

The Central Powers enters Limited War, bringing Turkey into the

conflict. The Turkish units are placed on the map. The Central

Powers discard the Severe Weather CC (Central Powers Card

#4) that was still in their hand. They then shuffle all the Mobili-

zation cards (except Guns of August, OberOst, Reichstag

Truce, and Landwehr) and the Limited War cards together

to form a new Draw Pile.

September 1914 - Replacement Phase

The Allied player uses 2 of the 3 RU RPs to recreate the 3rd

Army and put it in the “Caucasus” space.

The A1 is used to flip the BE 1st Army to full strength.

The BEF can’t be replaced, so the BR RPs are used to bring the

three BR Corps in the Near East up to full strength.

2 FR RPs recreate the FR 2nd and 3rd Armies at reduced

strength. The (FR 2nd Army) is placed in Paris, which is now

fully stacked, so the (FR 3rd Army) is placed in Orleans. [Rule

9.5.3.3.].

September 1914 - Draw Strategy Card Phase

The Allies discard a CC, reshuffle their mobilization cards (ex-

cept the removed events) and draws 7 cards.

The Central Powers draws 7 cards.

Comment: Two turns of mistakes and missed opportunities alter-

nating with effective play by both sides. In short, a typical first

two turns by inexperienced PoG players. The situation at this

point is pretty balanced, and the end result impossible to predict.

The game is in your hands now. Continue this one or start over

and try to make less strategy mistakes than we did. Either way,

we hope enjoy the tough decisions.

Andy, Gene, and Ted

Western Front

Bremen: (1 Corps)

Aachen: 1st Army

Koblenz: 2nd and 3rd Armies

Metz: 4th and 5th Armies, Trench 1

Strasbourg: 6th Army

Mulhouse: (7th Army), Trench 1

Eastern Front

Konigsberg: Trench 1

Insterberg: 8th Army and 1 Corps

Oppeln: (1 Corps)

Allied Powers Set Up

Belgium

Antwerp: 1st Army

Allied Reserve Box: 1 Corps

Britain

Allied Reserve Box: 1 Corps and 1 BEF Corps

Brussels: BEF Army, Trench 1

Near East Front

Port Said: (1 Corps), Trench 1

Cairo: (1 Corps), Trench 1

Basra: (1 Corps), Trench 1

Note: A unit in listed in parentheses [e.g., “(1 Corps)”] is at

reduced strength; set it up with its reduced side face-up.

Central Powers Set Up

Austria-Hungary

CP Reserve Box: 4 Corps

Eastern Front

Cracow: 1 Corps, Trench 1

Tarnow: 1st Army

Przemysl: 4th Army

Tarnopol: 3rd Army

Czernowitz: 1 Corps

Stanislau: 1 Corps

Munkacs: (2nd Army)

Serbian Front

Timisvar: 1 Corps

Novi Sad: 5th Army

Sarajevo: 6th Army

Italian Front

Trent: Trench 1

Villach: 1 Corps, Trench 1

Trieste: Trench 1

Germany

CP Reserve Box: 8 Corps

Unit Set Up

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France

Allied Reserve Box: 7 Corps

Sedan: 5th Army

Verdun: 3rd and 4th Armies, Trench 1

Nancy: 1st and 2nd Armies, Trench 1

Belfort: 2 Corps, Trench 1

Bar le Duc: (9th Army)

Paris: (6th Army), Trench 1

Grenoble: 1 Corps

Montenegro

Cetinje: 1 Corps

Russia

Allied Reserve Box: 5 Corps

Riga: 1 Corps, Trench 1

Szawli: 1 Corps

Kovno: 1st Army

Grodno: 1 Corps

Lomza: 2nd Army

Ivangorod: 4th Army

Lublin: 5th Army

Dubno: 3rd Army

Kamenets Podolski: 8th Army

Lutsk: 1 Corps

Odessa: 1 Corps, Trench 1

Near East Front

Batum: 1 Corps

Kars: 1 Corps

Erivan: 1 Corps

Serbia

Allied Reserve Box: 2 Corps

Belgrade: 1st Army

Valjevo: 2nd Army

Neutral Set Up

The following units are set up in the spaces listed only after that

nation enters the war.

Albania

Albania has no units and may be entered by either side at any

time.

Bulgaria

Sofia: 2 Corps

Any other 4 spaces in Bulgaria: 1 Corps each space

Greece

Florina: 1 Corps

Larisa: 1 Corps

Athens: 1 Corps

Italy

Allied Reserve Box: 4 Corps

Turin: 1 Corps

Verona: (1st Army)

Asiago: (4th Army)

Maggiore: (3rd Army)

Udine: (2nd Army)

Rome: 1 Corps

Taranto: 1 Corps

Persia

Persia has no units. The turn Turkey enters the war, Kermanshah

becomes CP controlled and all other spaces in Persia become

AP controlled.

Romania

Bucharest: 2 Corps

Any other 4 spaces in Romania: 1 Corps each space

Turkey

Adrianople: 1 Corps

Gallipoli: 1 Corps

Constantinople: 1 Corps

Balikesir: 1 Corps

Ankara: 1 Corps

Adana: 1 Corps

Rize: 1 Corps

Erzerum: 1 Corps

Giresun: Trench 1

Van: 1 Corps

Mosul: 1 Corps

Bagdhad: 1 Corps, Trench 1

Damascus: 1 Corps

Gaza: 1 Corps, Trench 1

Medina: 1 Corps

USA

The US enters the war with no units. All US units enter through

Reinforcement Cards.

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Note: The use of cards #56 to #65 is optional. They may be

used in one of the following two ways:

1) Players may agree to use all optional cards, in which case

they are added to the normal Mobilization/Limited War/

Total War decks and the optional eight-card hand rule is

used (see 9.1.4).

2) Players may agree to use only selected optional cards. In

this case, a player secretly chooses which of the ten cards

he wishes to use. For each card chosen a matching card

(both in terms of the War Status Decks and Ops/SR value)

is secretly removed from the game. Either the normal

seven-card hand or optional eight-card hand may be used

(both players must agree on which will be used).

Historical Notes

Allied Powers

Alpine Troops: Represents the

most able Italian units.

Backs to the Wall: Order Issued

by Douglas Haig to the BEF on

April 12, 1918: “With Our Backs

to the wall and believing in the

justice of our cause, each one

of us must fight on to the end.”

Czech Legion: The Czech

POWs who agreed to fight for

Russia against Austria later be-

came embroiled in the Russian

Civil War.

Influenza: Though the 1918 Pandemic hurt both sides, it had

greater effects on the blockaded and malnourished Central

Powers.

Maude: This is the British commander who captured Baghdad

before dying of cholera.

Paris Taxis: The French used taxis to rush reinforcements to

the front during the Battle of the Marne in 1914.

Russian Cavalry: The Russians planned, but never launched, a

massive cavalry raid into Germany in 1914. This event assumes

better use of the enormous mass of Russian horse.

Russian Guards: The elite Russian Guards were squandered

in a poorly planned assault in 1916.

The Sixtus Affair: An attempt by Austria to make a separate

peace with the Allies through the Bourbon Prince Sixtus back-

fired when the Germans learned of it.

USA Reinforcements: These corps represent additional US

forces arriving in France as the war ended.

Central Powers

Achtung Panzer: The Germans made very limited use of tanks

(mostly captured Allied models) in WW I.

Alberich: Code name for the destructive German withdrawal to

the Hindenburg Line in early 1917 that pulled the rug out from

under the planned Allied offensive.

Haig: Douglas Haig commanded the BEF in France during two

prolonged bloodbaths at the Somme and Third Ypres where little

ground was gained.

Kaisertreu: The ethnic German units most loyal to the Aus-

trian Emperor suffered the heaviest losses in Conrad’s debacle

in 1914.

Polish Restoration: The Central Powers made halfhearted

efforts to win the support of the Polish populace. This event

assumes a serious effort to recruit Polish forces.

Prince Max: Appointed in late 1918 to negotiate peace with the

Allies, he failed to avert harsh Allied terms. This event assumes

Germany rejects the all-or-nothing strategy of Ludendorff and

attempts to reach a reasonable settlement with the Allies.

Russian Desertions: A problem throughout the war, desertions

rose significantly after the abdication of Nicholas II.

Stavka Timidity: Russian generals often showed a great re-

luctance to attack entrenched Germans, and the Tsar lacked the

strength of will to overcome their timidity.

Turk Determination: Allied arrogance could lead to disas-

ter—as at Kut in 1915/16—when the despised Turks showed

themselves a determined foe.

Withdrawal: Planned withdrawals—as in Poland in 1914—of-

ten proved that discretion is the better part of valor.

Adding More Paths to Your Deck

By Ted Raicer

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ALBANIA

• Spaces are AP controlled at the start of the game. It may be

entered by either side at any time.

• Spaces can trace supply during attrition to Taranto even while

IT is neutral.

UNITED STATES

• 1 OPS activation cost if stacked with FR units in FR/GE.

• Reinforcements placed on FR ports spaces. US Corps can

SR to FR ports from the RB.

• 1 RP with every Allied RP card play (after Over There

event).

BELGIUM

• 1 OPS activation cost if stacked with BR in Antwerp, Ostend,

Calais, or Amiens (11.1.9).

• SR and RP not restricted when Brussels is enemy controlled.

• BE1A can be built in Brussels, Antwerp, or Ostend. If none

of these spaces are AP controlled and in supply, then BE1A

can be built in Calais.

BRITAIN

• 1 OPS activation cost if stacked with BE in Antwerp, Ostend,

Calais, or Amiens (11.1.9).

• BEF limited to BE/GE/FR/England.

• BEF Corps cannot replace BR Armies. BR Corps cannot

replace BEF.

• No attack from London alone. Dotted line does not add to

flank drm.

• Loss priority if attacking: 1. BEF; 2. BEF Corps; 3. MEF/

CAU; 4. AUS/CND Corps.

BRITISH ALLIED NATIONS (AUS, CND, PT, ANA)

• Activate as BR, replaced as Allies.

• Cannot replace BR reduced Army.

• Cannot use BR-specific CC cards.

• Cannot be used with Salonika or War in Africa event.

• Cannot fulfill BR mandatory offensives. Is BR in multi-

national attacks.

FRANCE

• 1 OPS if stacked with US in France or Germany.

• Reinforcements can go to Orleans if Paris is fully stacked

but NOT if Paris is enemy-controlled or besieged.

GERMANY

Restrictions before reaching War Status 4 (or Event play):

• May besiege but may not attack RU forts (OberOst).

• May advance after combat but may not end movement in or

SR into Ostend, Calais, or Amiens (Race to the Sea).

Exceptions and Special Rules Summary

GREECE

Limited entry (Salonika Event Card): GR units placed but

cannot activate or be attacked. Salonika and Kavala are in

play.

Greek Neutral Entry releases GR units to activate but

does not restrict play of Salonika or MEF.

Note: MEF card can be played as a normal reinforcement

after Salonika; 9.5.3.4.

ITALY / ROMANIA ENTRY

• May only be played as an event or discarded if the CP is at

TW and the AP is not.

MONTENEGRO

• Always supplied, may not move. May only move via SR to

or from the RB and Cetinje.

• Is Serbian for activation and in multi-national attacks.

PERSIA

• Once Turkey enters the war, units may enter it.

RUSSIA

• SR only inside Russia. No SR by sea.

Near East: “Caucasus” Entry/Exit limit of 1 Corps by SR

and 1 Corps by movement per turn

• Loss priority if attacking: CAU.

• Turn 1 restriction: No attack/move on GE forts.

SERBIA

• SR and RP not restricted when Belgrade is enemy-controlled.

• Can rebuild Serb armies in Belgrade (if Nis is not CP

controlled) or Salonika.

• Always supplied in Serbia. May also trace supply to Salonika

and Russian supply sources.

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NEAR EAST SPECIAL RULES

Activation and Movement

• Only NE Armies can move or attack in the Near East: MEF,

NE, OR, CAU, YLD, AoI. If any non-TU NE army is played

as a Reinforcement in their nation, they lose their NE ability

(9.5.3.4).

Russia: Only 1 Corps per turn can switch maps. After Fall

of the Tsar event, only by SR.

• AP can activate only 1 space for combat per round beyond

the spaces containing the MEF Beachhead or NE Army.

Beach-supplied units: MEF costs 3 OPS to activate and

Corps are an additional 1 OPS each.

• SN is Turkish for activation and in multi-national attacks.

SN cannot fulfill TU mandatory offensives.

Supply and Control

• Only BR and AUS units may be supplied through the MEF

Beachhead, and no Army other than MEF.

• SN and ANA Corps are always supplied in the NE.

• ANA does not gain control of spaces it goes through.

• Turkish units in Medina do not suffer attrition.

• Allied supply by sea through Constantinople requires control

of Gallipoli.

SR and RP

CP (except Turkey): May only SR only one corps per turn

into or out of the NE.

Russia: Only one corps may use movement into or out of the

NE. Only one corps may SR into or out of the NE and only

into or through spaces in Russia. No armies may SR into or

out of the NE.

British: SR only one BR or AUS Corps per turn by sea (no

CND, PT or BEF).

• No SR from Reserve Box to SN or ANA space.

• ANA Corps is replaced directly on map (as Allies RP). It

may not SR from the map to the Reserve Box.

• Allied SR by sea through Constantinople requires control of

Gallipoli.

Combat

Attacks solely from Sinai, both AP and CP, until Sinai

Pipeline event: –3 drm

Desert: Restrictions in Summer (see Terrain Charts).

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Action Phase............................................................. 6.0 B, 8.0

Action Round ........................................................ 6.0 B, 8.1.1

Active Player

.......................................................................3.0

Attrition

.............................................................. 14.3.5, 14.3.6

Phase

.......................................................................... 6.0 C

Combat ..............................................................................12.0

Advance ......................................................... 12.2.13, 12.7

Army Permanently Eliminated .................................12.4.7

Combat Event Cards (CC) ....................... 3.0, 9.5.4, 12.2.6

Combat Factor (CF)

.......................................................3.0

Determine Results

.....................................................12.2.9

Die Roll Modifier (DRM) .................................. 3.0, 12.2.7

Fire Column

..............................................................12.2.8

Flank Attack

..................................................... 12.2.5, 12.3

London and Taranto ................................................12.1.10

Loss Factor (LF) ............................................................3.0

Loss Number

..................................................................3.0

Loss Priority ......................................................3.0, 12.4.5

Losses ............................................................ 12.2.10, 12.4

Multi-national Attack

.............................................. 12.1.11

Negating Trench........................................................12.2.4

Resolution

....................................................................12.2

Retreat

............................................................ 12.2.12, 12.5

Winner .................................................................... 12.2.11

Withdrawal ..................................................................12.6

Components.........................................................................2.0

Game Markers ............................................................2.2.2

Event ...................................................................................9.5

Asterisk (*) .......................................................3.0, 9.5.4.2

Name

..............................................................................3.0

Reinforcement ............................................................9.5.3

Removed Cards

........................................................9.5.1.2

Forts ...................................................................... 14.1.5, 15.0

Besieging .....................................................................15.2

Destroyed

..................................................................15.1.9

Movement

................................................................. 11.1.8

Russian Forts .......................................................... 15.1.11

Siege Phase ................................................................ 6.0 D

Siege Resolution ..........................................................15.3

Game Set-up

........................................................................4.0

Game Markers ...............................................................4.1

Initial Strategy Cards .....................................................4.3

Units ..............................................................................4.2

Mandated Offensives (MO)

.................................................7.0

French Mutiny ............................................................7.1.8

Missed MO Marker

.....................................................4.1.2

Phase

...........................................................................6.0 A

Map .....................................................................................2.1

Amiens, Calais and Ostend

....................................... 11.1.9

MEF Invasion

................................................................9.5.3.5

Beach Head

..............................................................9.2.7.1

Beach Marker ..........................................................9.5.3.5

Spaces ..................................................................... 11.1.10

Movement ......................................................................... 11.0

Dashed Connections ................................................. 11.1.4

Movement Factor (MF) .................................................3.0

Movement Points (MP)

..................................................3.0

Nations

Albania ................................................................... 11.1.12

Capitals ..........................................................................3.0

Persia ...................................................................... 11.1.13

Russian Capitulation

....................................................16.4

Near East ..........................................................................9.2.7

Allied Near East Armies ..........................................9.5.3.4

Map and Operations

....................................................9.2.7

Movement Restrictions

................................................ 11.3

SR Restrictions ............................................................13.2

Turkish units in Medina ............................................14.1.5

Neutral Nations ......................................................4.2.2, 9.5.2

Bulgaria ............................................ 9.4.1, 9.5.2.1, 9.5.2.2

Greece

...................................................... 9.5.2.1, 9.5.2.4.1

Italy

................................................................ 9.4.1, 9.5.2.5

Limited Greek Entry ................................................9.5.2.4

Neutral Nation Spaces ............................................ 11.1.11

Romania

...................................................................9.5.2.5

Turkey

............................................. 9.4.1, 9.5.2.3, 16.1.3.1

United States

....................................... 9.5.2.3, 16.3, 17.1.8

Operations (OPS) ................................................................9.2

Activation ...............................................................3.0, 9.2

Move or Attack ...........................................................9.2.5

OPS Value

......................................................................3.0

Replacements ....................................................................17.0

Phase

...........................................................................6.0 F

Points (RP)

..............................................................3.0, 9.4

Recreated Armies

......................................................17.1.5

RP Box

...........................................................................3.0

Scenarios .............................................................................4.0

Campaign

.......................................................................5.5

Historical .......................................................................5.7

Introductory ...................................................................5.3

Limited War ...................................................................5.4

Tournaments ..................................................................5.6

Sequence of Play .................................................................6.0

End of Turn

................................................................ 6.0 H

Phase

..............................................................................6.0

Segment .........................................................................6.0

Space ...................................................................................3.0

Control of Space .................................... 3.0, 4.1.2, 11.1.14

Terrain

............................................... 11.1.2, 12.2.8, 12.5.3

Index

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Stacking

.............................................................................10.0

Strategic Redeployment (SR)

.....................................9.3, 13.0

Enemy controlled Capitals

...................................... 13.1.11

Reserve Box

..............................................................13.1.8

Russian SR

................................................................13.1.6

SR by Sea..................................................................13.1.7

SR Value ........................................................................3.0

Strategy Cards ..............................................................2.3, 9.0

Draw Phase ................................................................ 6.0 G

Extra card

....................................................................9.1.4

Supply ...............................................................................14.0

Activation ..............................................................14.1.1.1

Always in Supply

......................................................14.1.5

Combat...................................................................14.1.1.2

Out-of-Supply (OOS) ...........................................3.0, 14.3

Path Restrictions .......................................................14.1.3

Ports

..........................................................................14.1.4

Sources ........................................................................14.2

Tracing Supply

..........................................................14.1.2

Trenches ............................................................................ 11.2

Attrition .................................................................... 11.2.7

Forts

.......................................................................... 11.2.9

Reminder Marker

.......................................... 4.1.2, 11.2.10

Being accorded the opportunity to contribute to the sixth edition

reprint of Ted Racier’s classic Paths of Glory made the develop-

ment team more than a bit nervous. Yes, POG is out of print and

commercial reasons alone would drive a reprinting, but how far

should we go when implementing minor (let alone substantive)

changes? We did not want to estrange any existing players but

fully believed that the development team had some sound ideas

and suggestions that would enhance usability aspects of the game

while maintaining fidelity to Ted’s original vision.

Here are some of the principles we adhered to:

• We were not looking impose our own views on either history

or how the game was played. You will not find any revamps of

the game system or mechanisms, nor any reinterpretations of

how (or why) the war developed the way it did. What you will

find is a game that plays the way it did before.

• Wherever possible, we tweaked the rules to make them clearer

as well as address questions and issues that have surfaced over

the years. We did not, however, attempt to put extra text in to

answer common questions if we thought a diligent reading of

the rules would resolve a particular query.

• The functionality and utility changes associated with the physical

game were based on hundreds of competitive face-to-face playings.

We did not change things merely because we thought we could,

the intent was to streamline play and ensure that there was a truer

harmony between the rules and how the game is actually played.

With those tenets in mind, here are some things that were implemented

with this edition that make it a worthwhile acquisition for the game

libraries of both POG veterans and newcomers alike:

• Alignment of the historical scenario in the rulebook with the

historical scenario used in the many POG organized events. Not

only will this help unify how POG players play this scenario,

it will ensure that a consistent reference is in place for most, if

not all, tournament play and the majority of friendly games.

• A new rendition of the map was created by Terry Leeds. (Fear

not, though, the new Deluxe edition map will be double-sided

with the classic map by Mark Simonitch on the reverse side.)

Beyond the aesthetic changes associated with the new map, a

key feature will be the alignment of the set up and VP spaces

with the POG Historical Scenario. The new POG maps also

reflect the input of the global POG-playing community who’ve

provided input on such things as proper space names and na-

tional borders at that time in history.

• Minor revisions were made to the strategy cards and counters to

better reflect the needs of players. The Optional cards were added,

new markers were created, and associated text was updated to

reflect the latest rulings and errata. As a tribute to fans who’ve

created their own playing aides for the game, we’ve included

new and revised player reinforcement and special rules cards.

• Finally, the rulebook itself was updated to ensure it aligned

with the original design intent and subsequent rulings. While an

experienced player won’t need to read the rules to start playing,

we hope he does: He will find many ideas and suggestions that

came from the players.

The sixth printing of Paths of Glory is by no means to be viewed

as the end point of the game’s development but, rather, an edition

that ably reflects the input of seasoned POG players over the past

few decades. We sincerely hope that this Deluxe treatment of Paths

of Glory enhances the experience of those gaming the Great War!

—Tom Gregorio

Units .................................................................................2.2.1

Abbreviations

.................................................................2.4

ANA, AUS, CND and PT Corp ....................... 7.1.4, 9.2.3,

12.1.11.2, 12.4.4.3, 13.0, 17.1.1.1

Arab Northern Army (ANA)

..................... 9.5.3.2, 11.1.15,

13.1.8, 14.1.5, 17.1.6

BEF Corp and Army .................... 11.1.17, 12.4.4.3, 12.4.5

Montenegrin (MN)

....................................................12.5.4

Senussi Tribal (SN)

.................................... 9.5.3.2, 11.1.16

Victory

.................................................................................5.0

Automatic ......................................................................5.2

Points (VP) ....................................................................3.0

Spaces ............................................................................3.0

War Commitment .......................................................3.0, 16.1

Combined War Status ..................................................16.2

Limited War ..............................................................16.1.3

Peace Terms .................................................................16.5

Total War...................................................................16.1.4

War Status Cards

......................................................9.5.1.3

War Status Number

........................................................3.0

War Status Phase

.........................................................6.0 E

Deluxe Edition Developer’s Notes

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© 2018 GMT Games, LLC

GMT Games, LLC

P.O. Box 1308, Hanford, CA 93232-1308

Credits

Designer: Ted Raicer

Developer: Andy Lewis

Art Director and Package Design: Rodger B. MacGowan

Map, Cards, Counters: Mark Simonitch

6th Edition Rules & Player Aid Cards: Charles Kibler

6th Edition Project Leader: Tom Gregorio

6th Edition Team: Michael Dauer, Taylor Golding, Paul Hubbard, Terry Leeds, Mark Simonitch

Exceptions and Special Rules List (p. 36): Marc Léotard

Reinforcements Card: Greg Smith (GS2)

Playtesters/Rules Lawyers: Gene Billingsley, Sean Cousins, Ben Knight, Steve Kosakowski, Andy Maly, Dennis Mason

Proofreaders: Paul Bean, Larry Burman, Kevin Duke, Steve Likevich

Production Coordination: Tony Curtis

Producers: Gene Billingsley, Tony Curtis, Rodger MacGowan, Andy Lewis and Mark Simonitch

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