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



Phase 1: Diplomatic Actions

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

1.1: Declarations of War: Any nation the player intends to attack this turn, if the player is not yet at war with that nation, then they must declare war on them at this point. Make sure to determine the effects of the declaration of war on US Entry or any other neutral major nations.

1.2: Diplomatic Influence: Most minor nations and some major neutral nations can be influenced by the major nations already active in the main war. There are five diplomatic stands on the chart below; these are Central Power Camp, Favorable to the Central Powers, Completely Neutral, Favorable to the Allies, and the Allied Powers Camp. All neutral minor nations begin either neutral or favorable to one side or the other.

Central Camp
Pro Central
Neutral
Pro Allied
Allied Camp

A nation may spend 10 resources for a chance at making a neutral nation more favorable to them. The chance of this happening is 2 in 10 per attempt. Only one attempt can be made on a particular nation by the player each turn. For instance, Spain begins the war completely neutral. Germany could spend 10 resources for a diplomatic influence attempt on Spain. Assuming the roll was successful, Spain would then become favorable to the Central Powers. If Germany or another Central Power nation could successfully influence Spain again, then Spain would join the Central Power side. If, however, an Allied nation successfully influenced Spain before that time, then Spain would move one position closer to friendly relations with the Allies and become neutral again.

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A few minor nations begin the game favorable to a particular nation. This means they are favorable to whichever alliance that nation belongs to. Any members of that alliance may attempt to influence such a minor, but the nation that the minor is favorable to may make diplomatic influence attempts on the minor for a cost of only 7 resources. Nations with a * before them can be diplomatically influenced, but such attempts shall only succeed on a roll of 10.

--Afghanistan (Neutral)
--Albania (Neutral)
--Arabia (Pro British)
--Belgium (Pro British)
--Bulgaria (Pro German)
--Denmark (Neutral)
--Ethiopia (Neutral)
--Greece (Pro Allied)
--Mexico (Neutral)
--Mongolia (Pro Russian)
--Netherlands (Pro German)
--Norway (Neutral)
--Persia (Neutral)
--Portugal (Neutral)
--Romania (Pro Russian)
--Spain (Neutral)
--Siam (Pro Japanese)
--* Sweden (Neutral*)
--Switzerland (Neutral)
--Tibet (Pro British)
--Ethiopia (Neutral)

1.3: Surrender: At this point a nation may offer to surrender. If all of the opposing nations agree, then the terms of surrender as listed earlier in this manual enter into effect. If the nation has any troops on territories which belonged to the opposing side, then the player must begin removing all troops from those territories by the fastest routes possible. If any nations do not accept the surrender, then the player’s nation remains at war with those nations.

1.4: Special Rule Options: Various special diplomatic options have been listed in the Historical and Semi Historical scenarios. Those rules without specific definitions of when they should be played within a given game turn should be played at this stage within a player’s turn.

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Go to Phase 2: Technology



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