--Option #1: Limited War on Russia:
Japan can declare a limited war on Russia. In such a limited war Japan does not require any kind of garrison advantage and its production does not increase above its current status. If Japan seizes control of any 2 Russian territories, then the war is over. Or Japan may offer peace with Russia on any turn. There is a 5 in 10 chance chosing this option will raise US Entry 1 point.
Option #2: Full War on Russia:
If Japan has at least a 2 to 1 unit ratio along its common land border with Russia (starts the game as Korea/Vladivostock) at the start of any turn, it may declare a full war on Russia. If this happens Japan goes to full war production and the war can only end with the surrender or conquest of one of the two nations. This will not automatically put Japan at war with the other Allied powers, though the other Allied power may decide to declare war on Japan once the major war has begun. This will automatically raise US Entry 1 point. There is also a 5 in 10 chance that China will become Russia's ally against Japan in such a war, though it won't be allied with any of the other Allied powers.
Option #3: War on Ottoman Empire and/or Austro-Hungarian Empire:
Japan may declare war on the Ottoman Empire and or the Austrian Empire, but may not do so while they are at war with Russia. The first of these two nations they declare war on will raise Japan's resources collected 15 points per turn. If Japan declares war on the second of these two nations, then its production will go to full, but Japan will be inescapably committed to the Allied cause and no longer have any options to declare war on any Allied powers. If Japan goes to full war production for this reason, there is a 6 in 10 chance that China will join the Central Power side. US Entry has a 50/50 chance of going up 1 for each of these two nations Japan declares war on.
Option #4: War on the Allies:
Japan may declare war on the Allied powers. If Japan does this they go to full war production, but China automatically joins the Allies on the following turn. Japan declaring war on the Allies will lower US Entry by 2 points.
Miscellaneous Things That Effect Japan:
1) If the Central Powers capture the Suez Canal, Japan's will collect 10 additional resources if it is not yet at full production.
2) If Italy joins the Central Powers, Japanese production will go up 10.
3) If the US joins the Central Powers, Japans production will go to full and Japan no longer can declare war on any Allied powers, if it is not yet at war with them.
4) If any nation captures any territory owned by Japan at the start of play, Japan goes to full war production.
China:
China begins the game neutral and only collects 10 resources while it remains neutral. At the start of play no nations may attempt to influence China.
If Japan declares a major war on Russia, there is a 5 in 10 chance China will declare war on Japan and cooperate with Russia in the defeat of Japan.
If Japan becomes at war with the USA, then China will automatically declare war on Japan.
If there is a separate player controlling China, then China has a number of additional options available to it. China can enter into limited wars with Germany, Britain, France, and/or Russia. Before declaring any limited war China must pay 15 resources to gear up its wartime economy. Then while engaged in any limited war, China will collect 35 resources per turn. China may also freely declare war on any minor neutral nation which it shares a border with. Any minor war with China ends when China captures one territory belonging to the opposing nation or that nation captures one Chinese territory, or both nations agree to a cease of hostilities. While China is engaged in a minor war it cannot enter the primary war.
Britain, France, and Germany all have the option of giving China a territory and paying them 10 resources to open diplomatic channels with China. Britain would have to surrender Hong Kong, France Hanoi, and Germany Jiaozhou. If any of these nations select this option, then the nation selecting this option may begin to diplomatically influence China per the standard diplomacy rules.
US Entry Effects:
--1) An Allied nation (active in the war; and yes, Japan counts as an Allied nation declares war on a neutral minor nation. Minus 1. A Central Power nation declares war on a minor neutral nation (Yes, this includes the Ottomans while neutral). Plus 1.
--2) Major Nation (all player nations except for Serbia are major nations) Surrenders. If an Allied nation, US entry gets Minus 1. If it is a Central Power, US entry get Plus 1.
--3) Major Nation is Conquered. If Allied, Minus 2. If Central, Plus 2.
--4) Italy joins the war. Plus 1 if Italy joins the Allies. Minus 1 if Italy joins the Centrals.
--5) China joins war. Plus 1 if China joins the Allies. Minus 1 if China joins the Centrals.
--6) A neutral minor nation is influenced to join the Allies or Centrals. 50/50 chance, if the nation Joins the Allies - Plus 1, if it joins the Central - Minus 1.
--7) The Ottoman Empire captures the Suez Canal. Plus 1.
--8) A nation gains Mexico as an ally. If Mexico joins the Allies - Minus 1, Mexico joins the Central - Plus 1.
--9) At the end of every turn the moderator will add up the total collected resources for each of the Allies and Central Powers. The side which had the greater total income will have a 4 in 10 chance of the US Entry moving 1 point in their favor.
US Playing Options:
The US begins play collecting 35 resources.
Option #1: Gear Up Production:
The US player may spend 60 resources at any time to raise its resources collected per turn to 70. If the US is already collecting 70 per turn, then they gear up to 100 per turn. This option may only be used once per game.
Option #2: Declare War on Neutrals:
The US player may declare war on any neutral nation. If it is actively at war with a neutral, the US production will increase 1 slot. This means if it is at 35 currently, it will move to 70. If it is at 70 currently, it will increase to 100. The US production will remain at the higher rate for however long the US is at war with the minor. While at war with the minor the US can not enter the main war. Also, there is a 2 in 10 chance each turn that the US Public Opinion will move 1 point towards Zero (regardless if it is in the positive or negatives) while the war continues. Also, if the US declares war on a minor, it must have some sort of battle with that minor (either a naval battle or a land battle) within 3 turns time or the US public might start thinking that the president is using the war as a means to manipulate its own propaganda campaign where WWI is concerned. If no battle takes place within 3 turns, there will be a 50/50 chance each and every turn that the US entry will drop to zero and remain at zero, regardless of anything that otherwise could adjust the US Public Opinion, for a duration of 3 turns, _AFTER_ the war with the minor has concluded. This represents the Isolationist movement taking hold of the nation root and branch.
Option #3: Lend Resources:
The US being neutral and a major supplier of wartime goods may opt to gift resources to any nation active in the main war. They must gift at least 5 resources, if they chose to gift any. Unlike other nations, ALL of the gifted resources arrive to their destination, rather than just half. These resources come out of the US player's saved resources, NOT the resources the US is not currently collecting. If the US lends resources to a nation on the side the US Pubic Opinion is currently leaning towards, there is a 1 in 10 chance that the US Public Opinion will move 1 point towards the opposing side. Hence if the US Entry is currently at 3 and the Us gifts 10 resources to Serbia, there is a 1 in 10 chance the US Entry would drop to 2. If the US gifts the resources to a nation belonging to the side which US Public Opinion is not leaning towards, there is a 2 in 10 chance the US Entry will move 1 point towards the side the Public Opinion currently favors. If US public opinion is at zero, then no effect can happen to it by the gifting of resources.
Option #4: Influence Public Opinion:
The US player can try and take his destiny into his own hands and launch a media campaign to try and influence the US Public and other branches of government. This can be done once per turn and cost 10 resources per attempt. 1D10 is rolled. On a 7, 8, 9, or 10 the US Public Opinion will move 1 point in the direction the player wanted it to. On a roll of a 1 the US Public will move 3 points in the opposite direction.
Option #5: Influence Minor Nation:
This option allows the US player to try and influence minor neutral nation towards joining either the Allied or Central Powers side, just as if any active participant had tried to make a diplomatic influence attempt. It cost the US 15 resources to attempt this while neutral. There is a 2 in 10 chance of success, just like any standard diplomatic roll. There is also a 2 in 10 chance that the US Public Opinion will find out about these dealings and shift 1 point towards the side the US player had not tried to influence the nation towards.
--Example:If the US player, regardless of where the US Entry is at, tries to influence Arabia towards becoming allied to the Allied Powers, there is a 2 in 10 chance that US Public Opinion will shift 1 point towards the Central Power side. This roll is independent of the roll to determine the success of the diplomatic attempt.
British Empire:
British Play Options
Option #1: Ottoman Trade Fiasco:
Historically Britain had a purchase order from the Ottoman Empire to deliver two heavy cruisers to the Ottomans. They chose instead to put those ships into the British navy. While the Ottoman Empire was already decidedly a German ally, the British failure to deliver those ships prompted the Ottomans into the war sooner. The Ottomans will enter the war on Turn 3 normally. If the British player chooses to give the Ottomans 1 of its two beginning Battleships (this represents the two heavy cruisers), then the Ottoman Empire will not enter the war until turn 5. If this is done, the battleship will instantly be moved off the map and placed under the Ottoman Empire's control in the same sea zone as the rest of their fleet. The British may exercise this option on either Turn 1 or Turn 2.
Option #2: Seek Chinese Favor:
The British player may chose to give the territory of Hong Kong back to China, along with paying China 10 resources. Once this is done, Britain will then have the option to try diplomatic influence attempts on China in future turns (as per the standard diplomacy rules) The Chinese player gets to keep the 10 money and the territory regardless of further events.
Option #3: Influence US Public Opinion:
Historically it is argued that Winston Churchill took measures to try and sway the US public opinion against Germany. A propaganda campaign can target many news vehicles and include allowing ships to be sunk when they could otherwise be saved, and many other elements. For game purposes, this will simply be an expenditure of 15 resources. On a roll 1D10 a 7-10 the US Entry will raise 1 point. On a result of 2 the US media will discover the propaganda for what it is and the US Entry will drop 3 points.
German Empire:
Option #1: Seek Chinese Favor:
The German player may opt to give the territory of Jiaozhou back to China, along with paying China 10 resources. Once this is done, Germany will then have the option to try diplomatic influence attempts on China in future turns (as per the standard diplomacy rules) The Chinese player gets to keep the 10 money and the territory regardless of further events.
Option #2: Sway US Public Opinion:
Like Britain, Germany may attempt to run a propaganda campaign on the US public. This option will cost them 15 resources. Roll 1D10 are rolled. On a 9 or 10 the US Entry will lower by 1 point. On a 1 the US Entry will raise by 2 points.
Option #3: Unrestricted Submarine Warfare:
Germany may declare unrestricted submarine warfare at any time. If done, if there are any German submarines in any sea zones adjacent to mainland France or Britain then the US will no longer be able to do any lend lease to either country. Additionally, while unrestricted submarine warefare is active, any British of French Trade Resources that are lost due to submarine will be increased by 1. For instance, if there is a Trade Resource amount of 3 in a given sea zone and German submarines in that sea zone cause 1 of those resources to be lost, then 2 will be lost instead. However, even if zero resources are lost, so long as at least one German submarine were present in the sea zone, at least one Trade Resource will be lost. Once announced, Germany can not retract its unrestricted submarine policy without spending 25 resources and never being able to use unrestricted sub warfare for the rest of the war. Each turn unrestricted sub warfare is in effect there is a 3 in 10 chance that the US Entry will go up 1 point.
Option #4: Support Irish Rebellion:
Any turn that Germany has a submarine in the Irish Sea zone Germany may spend 10 resources to deliver arms and supplies to the anti-British Irishmen. Each turn they do this there is a 2 in 10 chance that Ireland will rebel against Britain. If a rebellion happens, Ireland's rebellion will get 1D10 infantry units and 1 artillery unit for which to immediately attack any British forces in the two Irish territories. The German player gets to place these forces in Ireland's two territories however they chose. Once assigned to territories, a combat will occur with any British forces, treating the Irish rebels as attackers and the British forces there as defenders. Each time a roll is made to support an Irish rebellion, there is also a 1 in 10 chance that the Irish people will learn of Germany's meddling and further support the British war effort (on a 1 the Irish support the Brits, on a 9 or 10 they rebel). If this happens, Britain will get +20 to its manpower limit for the British Isles. Once one or the other result happens, no further attempts may be made to support an Irish Rebellion.
Option #5: The Zimmerman Note:
With certain promises and an inside contact within the Mexican government, Germany can attempt to gain Mexico as an ally through this, in addition to the standard means of diplomatic influence. An attempt will cost 15 resources. On a 9 or a 10, Mexico will become allied to Germany and join the war on the Central Powers side. On a 1-3, the US Entry will raise 2 points.
Option #6: Sneak Supplies to German East Africa:
Germany implemented several inventive ways to get supplies from Germany down to German East Africa. It will cost 6 resources to do this. On any turn this option is used, Germany may build an additional two units in German East Africa (at normal cost). For a cost of 8 resources (plus normal cost) Germany may build an artillery unit in German East Africa without having an Industrial Complex there.
Option #7: Support Russian Revolutionaries:
Germany may spend money to and support the growing revolutionary movement inside Russia. On any turn once you have begun to roll for potential start of the revolution Germany may spend 12 resources to add an additional 1 in 10 chance of the revolution starting.
French Empire:
Option #1: Spanish Relations:
Traditionally France is not allowed to try to influence Spain. Bad blood remaining between those two nations due to the Napoleonic Wars. See the Spanish Garrison special rule. If France gives Spain 10 resources there is a 7-10 chance Spain will become normalize relations with France and the Spanish Garrison rule will be void and France may attempt to influence Spain on future turns.
Option #2: Supporting Russia:
France and Russia initially made up the backbone of the Allied powers, with nations like Britain, and later Italy gingerly stepping into the roll. France and Russia had a long-standing defensive alliance against Germany. Because of this, For a cost of 8 resources, France may gift Russia any number of resources at FULL VALUE, rather than losing half of them per turn like a normal gift.
Option #3: Influence Italy:
Prior to WWI France and Italy had been on fairly unfriendly turns, with Italy viewing France as its most dangerous regional enemy. Only the promises of monetary and military support from Britain and France, and a premature partitioning of Austro-Hungarian lands prompted Italy to join the war. This game begins assuming those overtures are already being made, hence why Italy is set to join the Allies on turn 7. France may continue to the courtship of Italy a bit further. For 15 resources there is a 2 in 10 chance that Italy may be prompted to enter the war a turn early; hence on turn 6 instead of turn 7. France may attempt this once per turn, and only prior to Italy's entry into the war, and only while Italy is leaning towards the Allied side (see Italy's description below). If France is successful in advancing Italy's entry turn, they may continue to use this option to attempt to advance it even further.
Austro-Hungarian Empire:
Option #1: Peace with Serbia:
The spark that began WWI started in the Balkans with tensions between the Austro-Hungarian Empire and Serbia. This option will allow the Austro-Hungarian player to offer Serbia 25 resources for a 50/50 chance of Serbia accepting a peace treaty. This option may only be attempted once per game and only if Serbian territories contain no non-Serbian Allied units in them.
Option #2: Seek Italy's Favor:
Austrian lands were the prime target of Italy's ambition, particularly the city of Trieste. Th Austro-Hungarian player may opt to gift Trieste to Italy, along with paying Italy 15 resources for a 4 in 10 chance of Italy joining the war on the Central Power side. However, there is a 1 in 10 chance this will be seen as a sign of weakness and Italy will join the Allied side on the following turn. The Italian player gets to keep the 15 resources and the territory regardless of the outcome.
Russian Empire:
Option #1: Supporting France:
As the other core member of the Allied powers, like France, Russia can gift any number of resources per turn to France as it desires, with the full amount arriving, for a cost of 8 resources.
Option #2: Supporting Serbia:
Russia was the primary diplomatic supporter of Serbia, and in fact it was the Russian military mobilization against Austria that finally sent Europe down the unavoidable path to war. For a cost of 2 resources, Russia may gift 5 resources to Serbia. This option may only be used once per turn.
Option #3: Properly Supply the Army:
Russia's military preparation for war in 1914 was a sad state of affairs. As the army began to mobilize Russia quickly began coming up short on supplies to properly supply all its soldiers. For instance, only 2 out of 3 Russian soldiers in 1916 even were equip with a gun; with the expectation that those without would claim a firearm from fallen foes once in battle. This was a primary cause of the high desertion rate the Russian army faced, with many of the deserters returning to the civilian populace and becoming supporters of the revolutionary movement. If Russia chooses this option its infantry will cost 6 resources for the remainder of the war. On any turn where you must roll for the chance of the Russian revolution beginning, the roll will have a 1 in 10 less likely chance of success.
Semi-Historical Scenario Suggested Division of Nations:
Two Players:
--1) Allies
--2) Central Power
Three Players:
--1) Central Powers
--2) Russia, France, Britain
--3) Italy, Japan, USA, China, Serbia
Four Players:
--1) Germany
--2) Austro-Hungary & Ottomans
--3) Russia, France, Britain
--4) Italy, Japan, USA, China, Serbia
Five Players:
1) Germany
2) Austro-Hungary & Ottomans
3) Russia, France, & Serbia
4) Britain, Japan, Italy
5) USA, China, Serbia
Six Players:
1) Germany
2) Austro-Hungary & Ottomans
3) Russia, France, & Serbia
4) Britain
5) USA, China, Serbia
6) Japan, Italy
Seven Players:
1) Germany
2) Austro-Hungary & Ottomans
3) Russia & Serbia
4) France
5) Britain
6) USA, China
7) Japan, Italy
Eight Players:
1) Germany
2) Austro-Hungary
3) Ottomans
4) Russia & Serbia
5) France
6) Britain
7) USA, China
8) Japan, Italy
Semi Historical Scenario Victory Conditions:
Naturally, should either side manage to conquer the opposing side, then they win outright. Odds are, however, that won't happen. The historical scenario lasts 26 turns, with each turn representing a two-month period. This brings the game to the historical end date of the war. Historically at that time both Austro-Hungary and the Ottomans had already surrendered and the German armies were in retreat on the western front at the time of the German surrender. Thus the Allied Powers win if they can either force a surrender or conquer Austro-Hungary and the Ottoman Empire, plus have forced a surrender from or conquered Germany, or at the very least own and have incorporated at least one territory in homeland Germany. If the Allied Powers fail to accomplish this, then the Central Powers win.
Additionally, for the Semi historical variant, some of the swing nations have their own victory conditions. These are based on the total number of resources they are collecting per turn by the end of the game. Japan earns a solo victory if they are collecting 160 or more resources per turn, regardless which nations they are allied to or at war with. Italy earns a solo victory if it is earning more than 95 resources per turn. And China earns a solo victory if it is earning more than 120 resources per turn.