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



Other Special Rules

These rules can be used both with the Historical and Semi Historical scenarios

The Russian Revolution:

As the stress of the war grinds down Russia, the odds of the Russian Revolution beginning will increase. Starting in 1915, on Turn 7 you must begin rolling to see if the Russian Revolution will begin. There is a 1 in 10 chance for the Revolution to begin in each of the 3 remaining turns of 1915, a 2 in 10 chance per turn for each of the six turns in 1916, a 3 in 10 chance for each of the six turns in 1917, and a 4 in 10 chance for each of the 5 turns in 1918. These numbers can be shifted up or down 1 point per dice roll based on the German and Russian special options presented earlier.

On the turn that the revolution begins, the moderator will roll a D10 for every Russian unit built that turn. On a 1-7 the unit will become a revolutionary. The player who will play the revolutionaries (Recommended either the Austrian or Ottoman players) will then strategically place those units into one or more Russian territories into any territory or territories which do not have any Russian troops on them. If no such territories exist, then the player must pick a Russian territory which the revolutionaries will attack. If they succeed in the attack the territory become rebel owned. If they fail, the revolution is crushed then and there.

Once the revolution has begun either the player specifically designated to play the Bolshevik forces will move those forces as if they were their own nation. Their goal will be to attack and defeat all Russian forces. Both Russian and Bolshevik players may draw resources from any Russian territories they control. Bolshevik forces can only attack Russian forces, or any troops on Russian soil, but can not attack outside lands that were Russian at the start of game play.

Since they enjoy the popular support from the people, the Bolshevik armies draw double the resources from any Russian lands than does anyone else, including the Russian player.

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The Revolution acquires new troops in one of two ways. First it is allowed to spend saved resources like any other nation. The second is, any units the Russian player tries to build have a chance to defect to the Bolshevik side. 1D10 is rolled for each unit; on a 1-7 the Russian players gets to keep the unit, on an 8-10 its defects and is added to the Bolshevik player's newly built units. The Bolshevik player should be certain to leave instructions with the moderator should place any units gained in this fashion. The Bolshevik forces hold one significant advantage; in addition to building new infantry out of cities, the Bolsheviks may place new infantry units into any Russian territories not currently occupied by any Russian troops. These can be territories already under Bolshevik control or any territory still under Russia's control that contains no Russian units. The Bolsheviks may place a number of infantry units into a territory with no city, equal to the resource value of that territory (the original resource value, not what the territory is worth to the Bolshevik player).

The Russian Revolution ends if at any time the Bolsheviks have no units remaining or the Bolshevik forces overrun all Russian cities and destroy all Russian land units. The winner of the war automatically has ownership off all Russian territories that belonged to both factions, including any Ports, Industrial Complexes, and Ships that survived the civil war. As the war progresses, any infantry built by either faction will count against Russia's total manpower limit. The Bolshevik forces all have the same cost and attributes as Russia's, excepting Bolshevik infantry which only cost 4 and have an attack value of 3 and defense value of 6. If the Bolshevik player succeeds in winning the civil war, they may then selectively target and attack any nations which had conquered any Russian territories since the start of the war and strive to re-unify all of Russia's original territories. If and only if all that has been achieved will the Bolshevik player then seek to continue any wars Russia had been in at the time of the revolution's start; such as with any remaining Central Powers, and Japan if Japan had declared a major war on Russia.

British Starvation Rule:

Britain is an island that is dependant on importing certain food supplies in order to sufficiently feed its populace. If Germany can keep one or more submarines in every sea zone directly surrounding Britain for three consecutive turns, then on the third turn the British populace will begin suffering from starvation effects. On the first turn of starvation effect (the third consecutive turn with a sub cordon around the Isles) Britain manpower limit will be reduced by 3. For each and every turn thereafter in which the isles remain surrounded, the number of manpower reduced from the British Isles manpower limit will double. Hence on the third turn, the manpower would be reduced by 6, and on the fourth turn by 12, the fifth turn by 24, etc. If on any turn at least one sea zone around Britain does not contain an enemy sub or surface vessel, then the starvation effect ends and any future attempts at starving Britain must start the process all over again. It is also important to remember this rule only effects Britain's British Isles manpower limit and not the manpower limits of the various British colonies.

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The Germany player must declare that they will be attempting to starve the British population. On the Collect Resources phase of the British turn, in each sea zone around the British Isles the British will have an opportunity to hunt and try to destory the German subs preying on shipping bringing that vital food supplies into the country (see Convoy Battles). Treat the German attempts to starve britain the same as submarine attacks on Naval Trade during the Convoy Battles portion of the Collect Resources phase. The Germans don't actually destroy any resources from these attempts, unless, of course, there are also Naval Trade resources in those sea zones to attack. But all sea zones around the British Isles must contain at least one German submarine after all Convoy Battles have been concluded for it to be considered a turn towards the three consecutive turns needed to start starvation effects.

Spanish Garrison:

At the start of play Spain is neutral. But because it still dislikes the French due to the Frances occupation and puppet control of Spain a century before, if France shows weakness along the French/Spanish border, then Spain might declare war on France and join the central powers. If at the end of any turn France has less than 2 infantry in each of the two territories of Toulouse and Bordeaux, there is a 50/50 chance that Spain will declare war on France. The 50/50 chance applies to the first time this happens. If Spain does not declare war then, if the garrison is below two on any future turns, for each time this happens there will be a 2 in 10 chance of Spain declaring war.

Spanish / American Relations:

Since the Spanish American war was only 16 years in the past, Spain definitely was not on good terms with the US. When the US enters the war on one side or another, there will be a 2 in 10 chance that Spain will enter the war on the opposing side.

Mutinies:

World War I was certainly a war of attrition; more so than any other war in modern history. The terrible conditions of trench warfare coupled with the general stress of the war on the various people lead to several instances of mutinies and high levels of desertion. Any nation that expands its total manpower limit may become in danger of facing a mutiny. If a nation builds infantry units on a turn after its manpower limit has been expended, then there will be a 2 in 10 chance of a mutiny happening. When a mutiny happens you must roll for the severity of the mutiny. It could be a small isolated segment of the army, or it could be a sizable chunk of the front line army. Roll 1D10. On a 1-4 it will be a small mutiny and isolated to a single territory. 5-7 will be a large mutiny, and 8-10 a disastrous mutiny.

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--Small Mutiny:
One territory will be selected at random. 25% round up) of all units there, divided evenly among the various unit types will simply disband. If the territory has no units in it, then a new territory will be selected at random (its hard for it to be a mutiny if we have no mutineers.).

--Large Mutiny:
2 territories will be selected at random. 50% (round up) of all units within these territories, divided evenly among the various unit types, will disband. Again, only territories with actual units in them will be selected.

--Disastrous Mutiny:
2 territories will be selected at random. In the first of these territories 75%(round up) of the units there will disband. In the second territory, 100% of the units there will rebel against the nation. On the following turns the opposing side will chose a player to control these units as if they belonged to a minor nation who was brought into the war against the mutineers home nation. If the Mutinying forces successfully capture the nation's capital they will force the government to offer its foes a surrender, as per normal surrender rules.

Lines of Supply:

This optional rules mandates that units must remain in supply or else they will suffer some negative effects. In order to be "in supply", land units must be able to trace a continious line of land territories from the position they are at currently to a city control or that an ally controls (including colonial cities). This line of supply, alternatively, can also be traced to a port that the nation controls (assuming the port territory is also not a city) or that an ally controls. However, such a port must then also be able to trace a continious line of sea zones to a territory with a city they or their allies control, where that line of sea zones can not contain any enemy ships or submarines.

If land units are not in supply, those units will be at a -2 to all Attack and Defensive rolls. Aircraft starting the turn in a territory that is out of supply can not conduct any attacks, but may fly to another location, but will only have half (rounded up) of their normal fuel points.

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