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The War to End All Wars 3rd Ed.
Complete Game Rules



Introduction

The Guild of Blades Publishing Group Presents:

The War to End All Wars 3rd Edition
A World War I Strategy Game

Created by:
- Ryan S. Johnson
Editing by:
- Bruce P. Dowrie
Cover Design by:
- Ryan S. Johnson & Bruce P. Dowrie
Map Designed by:
- Ryan S. Johnson
Graphic Designs by:
- Bruce P. Dowrie

Copyright 1997-2007 Guild of Blades Publishing Group. This book is protected by the copyright laws of the USA. Any reproduction, in part, or as a whole without the express permission of the Guild of Blades is prohibited.

Introduction:

The War to End All Wars is a World War I strategy game, which covers the principle theatres of operation in detail; those being the Western front, Eastern Front, Italian Front, and the conflict in the Middle East. All of these areas are represented on the more detailed European map section. However, you will also note that there are separate map sections for North America, Africa, and Asia. These maps cover the lesser theatres such as the colonial conflict in Africa and the island seizures of the German holding in the Pacific. Further, these map sections, combined with the rules, allow for possibilities and conflicts in regions that did not occur during The Great War.

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Movement between maps is a simple matter. Any sea zone or land territory which connects to a sea zone or land territory on another map area will have a white box with a number or letter within it. There will be a corresponding box on the other map area showing which territories or sea zones connect with each other.

Other Key Map Features:

Straits:
Any and all straits are represented on the map by a set of arrows that point at two land territories. A strait represents two land territories that are separated by a very narrow waterway. Ships may pass through that waterway, yet land units may still move across straits. Land units attacking across straits would be subject to the following penalties: Infantry -2, Artillery -2. Further, any nation with ships that are in a sea zone that is on either side of a straits may chose to have a fleet that consists of no less than 1 Battleship and 1 Destroyer mine the straits. This option will cost 5 resource points and you should then place a "Mine Counter" directly on the arrows that mark the straits. Once a straits has been mined, it shall remain mined for the remainder of the game. Ships may be present in either sea zone that flanks a straits, but movement directly from the one sea zone on one side of the straits into a sea zone on the other side of the straits will mean the ships will go directly through the mine field. For each ship that does this, roll 1D10 and any result of 1-4 will mean the ship is sunk by mines.

Mountains:
Mountains are represented on the maps by multi white peaks within a given territory. This means that particular territory is a "mountain territory". Mountain territories differ from regular territories in a number of ways. Firstly, planes (fighters and bombers) may not land in a mountain territory. Armor units may not attack into a mountain territory at all. Infantry in a mountain territory recieve a +2 Defensive bonus and Artillery attacking into a mountain teritory recieve a -2 to their Attack rolls.

Rivers:
The game map presents a few of the world's largest rivers in key areas where they might directly affect troop movements and combat. These are represented on the maps by a border between two territories where that border line is blue (all other territory boundaries are just black). Armor units may not attack across a river. Infantry and Artillery units that attack across a river recieve -1 each to their Attack Levels.

Resource Markers:
A resource Marker is the black circle with a number within it that you will find within every territory on the map. This represents the resource value of the territory (see Phase 13: Collect Resources). This number will never change.

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Cities:
Certain land territories on the map are "City Territories". This simply means they are land areas where there is a major city of strategic importance. These are represented on the map by smaller black dots. he Capital city of each country is instead represented by a three pointed star instead of a black dot. City territories are vitally important because they represent major population centers and are thus where you may place newly built infantry units. Major cities have no limitation to how many units may be built out of them in a given turn. Infantry within a city recieve a +2 Defense bonus to defense rolls.

Colonial Cities:
A Colonial City represents the most important population center within an important colony owned by one of the major colonial powers. It is represented on the map by a smaller white box with a number inside it. The number inside represents the size and importance of the colonial city and it will directly relate to how many units may be built out of that colonial city (see Phase: 12, Place New Units)

Major Ports:
A Major port is a small anchor symbol that is contained within a black circle. Major ports represent large sea ports where a nation may port large number of ships. They also represent large ship docks where the nation is capable of building new ships. A port acts like a sea zone, even though it is contained within a land territory. Ports allow ships to enter them, though only the ships belonging to the nation who currently controls the port or its allies. Ships belonging to enemy nations may not enter the port or attack the ships within the port. In this manner, ports may act as safe havens for your ships. Though any aircraft units that may reach the land territory that contains the port may opt to attack the port and any ships held within the port. Aircraft doing this will attack the port, but not the land territory (you must chose, one or the other). Fighters you or an ally have within a land territory with a port may chose to intercept and combat any fighters or bombers attempting to attack the port. Movement into or out of a port will consume one movement point. A Major Port may hold an unlimited number of ships.

Minor Ports:
A Minor Port is a small anchor symbol by itself. A Minor port has all of the same traits as a major port excepting for two differences. A minor port is NOT a location where new ships may be built and a minor port may only hold 2 ships.

Hamburg - Kiel Canal:
The territory of Hamburg (in Germany) contains the Kiel Canal. This canal allows ships to travel between the Baltic Sea zone and Shagerrak sea zone. Whatever nation controls this territory at the start of any turn may make use of the canal to allow travel between the two sea zones. Travel between these two sea zones by use of the Kiel Canal allows ships to bypass any Mines that may have been placed on the Denmark straits.

Gibraltar:
Gibraltar is a massive fortified island just off the coast of lower Spain. On this map it appears as part of the Spanish (Iberian) peninsula. Travel from Gibraltar to the adjacent land territories functions as normal. However, due to the larger guns on Gibraltar, the nation which controls Gibraltar may allow or disallow any to all naval movement (except for submarines) between the two sea zones adjacent to it.. Lastly, due to the fortifications on Gibraltar any infantry in that territory defending against an attack on Gibraltar get to roll 3 dice for defense, just as if they were 3 separate infantry units (but may still only take 1 hit per unit).

Suez Canal:
The Suez Canal shows up on this map as a river separating the territory of Cairo from the Sinai. Any nation that has control of the land territory of Cairo may make use of the Suez Canal. Control of the canal will allow your ships and your allies' ships to travel from the sea zone adjacent to Cairo to the north (the Med) directly to the Red Sea, which is represented on the lower Africa map area. The connection between these two sea zones is sea zone connection point number "9".

Naval Trade:
A new addition to the 3rd Edition rule set is Naval Trade Points. These look just like resource markers, except you will find these out in the sea zones rather than in a land territory, plus rather than having a black circle, a Naval Trade Point marker will have a color circle, where the color represents which nation's trade it is. Naval trade represents world trade a nation has and the sea routes that trade uses to reach the nation. The value of Naval Trade will get added to the value of a nation's Resource Markers to come up with the total income the nation will collect for a game turn (see Phase 13: Collect Resources). Though Naval Trade resources are ultimately a lot more vulnerable to loss due to enemy actions (Naval Blockades and Submarine Attacks).

Resources To: Various small islands and other territories on the map will have small black text saying "to" followed by the name of another territory. What this means is the resource value of the territory in question will automatically be collected at the place that the "to" says. This might mean the resources will travel via sea to ultimately reach the location where they will be collected for the turn. However, this should NOT be confused with Naval Trade points. However, these resources can be prevented from reaching the "to" location, and thus they can be prevented from being collected by the nation on its collect resources phase. If the territory on the map is connected to the "to" location via land, in order for the resource/s to be collected, they must be able to trace a route of connected land territories from one point to the other and where all such territories are either controlled by the nation or its allies, or belong to a neutral nation. If the territory is separated from the "to" location by one or more sea zones, then in order to collect the resources from that territory the player needs to be able to trace a line of sea zones from one point to the other where none of those sea zones contain enemy ships.

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