Great War Strategy Game Guide
Great War Strategy Game Guide
Each Army unit has a “Nationality Abbreviation” found in its “oval bumper
sticker.” These “bumper stickers” are the only official indication of a unit’s
nationality and take precedence over Tile colors, flag designs, and unit names.
These oval stickers have been used since about 1910 to identify a car’s
nationality. They are the most widely recognized international abbreviations for
countries. Normally they’re fairly obvious for English-speakers (e.g. “F” for
France, “US” for United States). Often they are based on native languages: “D”
for Germany, “E” for Spain, “ZA” for South Africa; sometimes they don’t make
a lot of immediate sense (“CH” for Switzerland, which happens to be Latin!)
Square cardboard counters in the game are referred to as “Tiles”. Most Tiles AAV – Armenian-American Volunteers; AB – Armée belge;
represent Armies, each of which has a historical name. (Often “Armies” are AIF – Australian Imperial Force; ak – Arméekorps;
named after corps or divisions; they are all “Armies” for game purposes.) Armies ANZAC – Australia/New Zealand Army Corps; AR – Armenian Rifles;
are marked with Battle factor numbers called “Firepower and Fortitude,” e.g. 3- Bav – Bavarian; BC – Blue Coats; CA – Caucasus Army; Cav – Cavalry;
DOW = the turn the US issues its Declaration of War (joins the war); DOW+1 ! = Indicates a Battle Allocation, which can be applied to a Battle by the
= the next turn, DOW+2 = the turn after that, and so on. attacker (or the defender, depending on the instructions on the Events Sheet).
Any such Allocations being applied to the Battle must be applied during
The US Reinforcements for DoW +3 (and thereafter) is 10 Divs each Random preparation for the Battle (7.1 Step 5). Any number of Special Events may be
Events phase. played in a single Battle, subject to these restrictions:
3.1.4 Reduced Russian Reinforcements: If Kerensky or Trotsky Any Special Event that is phrased “Great Power Attack” must have that Great
(13.1) is the ruler of Russia, Russia continues to receive Reinforcements. But these Power be the “Spearhead” in the combat. Otherwise, the presence of a listed
Reinforcements can be reduced by the status of the Russian Government; see 13.1. Great Power unit (in a “Front Stack”) is sufficient.
3.2 Morale Events To qualify for a Special event, you must have an overland Supply line (9.0). If
attacking, the Spearhead must be able to trace Supply from the “launch hex”,
Any Event preceded by a heart (Ì) is a “Morale Event.” Roll a die and add (or to a different hex that is a Supply Source, but without using Sea Supply. If
remove) that number of Divs from the listed country. (Ì-D would mean “roll a defending, at least one unit in the “Front Stack” must be able to trace Supply to
die and remove that many German Divs.”) The owner decides which Divs are a different hex that is a Supply Source, again without using Sea Supply.
added or removed; they may be added to/removed from Armies on map or
Reserves. (A negative such Event has no effect if no Divs remain to be removed.) There are Limits to the Firepower that can be added to a Battle. Similar to the
description in Air Supremacy (8.1), the net total number of “additions” (things
3.3 Tactical Operation Events that are +x or -x) cannot exceed the base Firepower of the stack (the strength
can only be doubled). Base Firepower considers only units (and their attached
Any Event preceded by a fleche (') is a “Tactical Operation.” The designated Divs) – this does include the “Red Baron”, the “doubling” of “Peaceful
Player points at a Stack belonging to the other player, and rolls one die (or more Penetration”, and the “halving” of OOS attacks. Everything else, such as Events,
than one, if the Event calls for it). The other player must eliminate that number Air Supremacy, Shore Bombardment (the +x’s) cannot exceed that base value
of Divs in the targeted Stack. (any excess is just wasted).
3.2, 3.3 (Clarification): Only Divs can be added or removed via these k = This symbol refers to only one Event, the EP “Plehve” Event. It can be
Random Events (ignore if no relevant Divs exist). played immediately before dice are rolled, if Russian armies are defending in a
Battle. The effect of the Event is to allow the Russians to retreat without suffering
3.4 Special Events damage, but all retreating Russians must flip. The attacking CP stack captures
the hex being retreated from, but it too must flip. All other Allocations spent on
Any dot-in-a-box (4) Event is a “Special this Battle (by either side) are ‘wasted’ because of the strategic retreat.
Event.” In this case, put an Allocation Tile
in the corresponding Special Events box on W = A player can play this type of Allocation only during his very first Pulse of
the appropriate off-map card. (Some call a Turn. When the EP plays the “Pan-Turanian Army” Allocation, the EP must
for more than one Allocation.) Having an deploy the “Pan-Turanian Army” marker on the map, with the effect listed on
Allocation in the box allows you to perform the Events Card. Remove that marker at the end of the turn. Likewise, when the
the action described in the box. Once you’ve CP plays the “Place of Execution” Allocation, the CP deploys the “Place of
performed it, remove the Allocation. Execution” marker on any EP-controlled French Fort, with the effect listed on the
Events Card. Remove that marker at the end of the turn. When such an Event is
The number of Allocation tiles is not a fixed number. In the unlikely event you played, that ends the phasing player’s Pulse; it is now the other Player’s Pulse
run out of Allocation tiles, you can use spare counters from inferior WWI games. (this does not count as a Pass – Rule 2.4.4).
Patrons: Every MF unit is assigned to a “Patron”, and the star on the MF unit
is colored as a reminder of that Patron. Think of the Patron as the Great Power
4.1 Great Powers (&) that pays that country’s military bills. The MF units in the game are as follows:
The eight Great Powers (Austria-Hungary, France, Germany, Great Britain, Italy, MF Units belonging to Great Powers:
Ottoman Turkey, Russia, and the United States) have “Great Power Armies”. The
standard rules for Battle (7.0) and unit construction (5.3) are built around these Germany – 18-18 Bavarian, 4-4 Württemberg, 12-8 Prussian Guards, 8-8
Great Power Armies. A Great Power Army always has its own corresponding off- Saxons, 18-6 18th Army, 4-4 Askari, 4-7 Kavallerie, 5-2 Alpenkorps (“Alpen”),
map “Div Max” marker on the Omnibus Markers Track, to show exactly how 15-3 Paris Gun, 3-1 Lettow-Vorbeck.
many “Divs” (Divisional-sized units) are assigned to that Great Power Army
(5.1). Only Great Power Armies, all marked with the “medal” icon (&), have Austria-Hungary – 4-4 Polish, 5-3 Czech, 2-1 Slovak, 5-5 Honved, 3-2
assigned Divs and corresponding Div Max markers. Ruthenian, 2-1 Slovene, 6-2 TKJ (Tyrolean Kaiserjäger), 3-3 Croat, 3-2
Transylvanian, 6-6 Landwehr, 5-3 Geb (Gebirgsjäger mountain troops).
French – 6-4 LÉ (Foreign Legion), 3-5 Cavalry, 7-8 Colonial. The exact size of a Div in the game is a mathematical abstraction, but
conceptually you can think of a Div as equaling approximately this many men:
Turkish – 3-2 Gendarmes, 2-1 1 FG (Frontier Guards), 2-1 2 FG (Frontier AH 20,000; USA 19,000; Russia 18,000; Italy 17,000; France 16,000; Turkey
Guards), 4-3 1 Hamidiye, 4-3 2 Hamidiye. 15,000; Britain 14,000; Germany 11,000.
Italian – 1-2 Cavalry, 5-3 Alpini, 5-2 Arditi. Those numbers are not trivial! The Battle and logistical systems in Death in the
Trenches are driven by Wes Erni’s finely tuned mathematical calculations. For
American – 3-3 92/93 Division, 4-2 USMC (Marines). game purposes, for instance, an Austro-Hungarian Division is nearly twice the
size of a German Division. This means that an Austro-Hungarian Division has a
“Patroned” MF Units belonging to Minor Countries: Battle advantage over a German Division, if only on account of its enormous size.
The effect in the game can seem bizarre at first glance – Austrian units actually
British Patroned – Japanese 4-2, Belgian 9-9, Indian 6-5 “IND”, Indian 6-5 “IEF perform better on attack than Germans do! This is only because they are so much
D”, South African 3-2, Chinese 2-1, Portuguese 2-2 “CEP”, Maronite Christian 2-1 larger. The flip side of this, however, is that Austrians are much harder to
“GP”, Persian 2-1 “South Persia Rifles”, four 2-2 Arab (“AB”) units, 3-2 replace, because their casualty rates are so much higher. While this may feel like
Brazilian, Anzac 7-5, AIF (Australian Expeditionary Force) 8-6, Montenegro 6-4, the Austrians are hard-to-replace ‘élite’ units while Germans are below-average
KAR (King’s African Rifles) 2-1, Baku Soviet 2-1. ‘grunts’, the per capita effect is exactly the opposite. Just be aware that this
entire system is extremely counterintuitive and takes some time getting used to.
Russian Patroned – Five Armenian 2-1 units, Czech 5-4 Legion, Don 6-7
Cossacks, Terek 4-5 Cossacks, Kuban 3-4 Cossacks, 2-1 Assyrians. A Great Power Army (&) has a face value
printed on the Tile, showing its Firepower
German Patroned – Three Senussi (SI) 4-2 units, three Georgian 4-3 units, three and Fortitude (7.0). Unlike all other types
Azerbaijani 3-2 units, Persian 2-1 “SG”, two Ukrainian (UA) units. of Army, a Great Power Army can also have
Divs from Reserves ‘attached’ to it, enabling
The Zionist 2-2 Legion unit can be German- or British-Patroned depending on a the Army to control and direct those Divs.
random event. The two Finnish armies (1FJ and 2FJ) start the game Patroned by The number of Divs attached to a specific
Russia but may later switch to either British or German patronage. The Dutch Great Power Army is shown using that Army’s unique corresponding “Div Max”
Army only appears if the Netherlands joins the war under optional rule 15.7a, unit, placed on the Omnibus Markers Track.
and then is Patroned either by Britain or by Germany depending on whose side
it enters the war. The Polish 7-8 Legion unit is not “Patroned”; depending on a Example: The German 1 XXXX (“First Army”) unit on the map has a strength
random Event it can be CP (treat as Austrian MF) or EP (treat as French MF). of 3-12. If that Army’s corresponding Div Max marker on the Omnibus Markers
Track is in the 3 box, then the German First Army unit on the map holds also
A MF unit which is destroyed in Battle (7.1 Step 10) must be placed in the correct holds three component Divs.
Holding Box at the bottom of the Omnibus Markers Track, for the Patron or side
it belongs to. MF units which are Obliterated in Battle (7.2) go to their side’s When Divs are “attached to” or taken from an Army, only the Div Max marker
Obliterated Units Box. In that case, the player will simply have to remember who on the Omnibus Track is moved up, or down; the Tile on the map itself is not
the unit’s Patron is. (For instance if the Zionist unit is pro-German, its Patron affected. If all Divs in an Army are transferred out or destroyed, the Army Tile
will be Germany if the Zionist unit ends up in the Obliterated Box.) remains on the map and can still function without any Divs attached to it. The
Army itself has an organic, inalienable strength of “Firepower and Fortitude”
5.0 ARMY LOGISTICS printed on the Tile (1.2).
5.1 “Divs” (Divisions) The number of Divs that can be attached to each Army is limited by that Army’s
nationality. These “Divisional Limits” are marked in color on the side’s Omnibus
The basic unit of force in the game is the “division,” abbreviated “Div”. Divs are Markers Track.
the backbone of the game – whenever there is a limitation or requirement,
Armies not present at the start of the game must be built (5.3), and if they are If you are building a Small Power Army (G), the Divs spent on building it must
destroyed in Battle (7.1 Step 10) they can be rebuilt (5.3). Divs can only utilize come from the Small Power’s own Reserves (5.4), or from British Reserves (if
their Firepower when attached to an Army, but they can serve many valuable the Small Power is EP) or German Reserves (if the Small Power is CP). Any
functions when in Reserve (6.4). combination of the two, if on the same side, is fine. (To build a 6-5 Serbian Army
costs 6 Divs; you can spend all 6 from Serbian Reserves, or from British Reserves,
Old Hands Note: If you’ve played the earlier version of this game, this rule is very or spend 2 Serbian Divs and 4 British Divs, any combo that adds up to 6.)
different from the original. The game no longer includes the “Army Max” system
that limited, but also reinforced, the overall size of your army. If building a Minor Force (i MF) unit, the star on the MF unit indicates the
Great Power “Patron” whose Divs must be spent to build that unit (4.2). A white
Each Great Power (4.1) and Small Power (4.3) gets one Reserve marker each, for star always means the country’s own Divs are spent to build that unit. A star
its entire country, placed on the Omnibus Markers Track. Divs not attached to of any other color means that Minor Force’s Patrons (4.2) must spend the Divs
front-line Armies but stationed instead at posts far behind the front, are said to to build the Minor Force. (Think of it as “military aid” sent to the small country.)
be in “Reserve” and are counted by this Reserve marker on the Omnibus Track.
Minor Force units (4.2) have no Reserves or Divs of their own. The cost (in relevant Divs) to build any Army from the Holding Box is equal to
the largest strength number on that Tile. Deduct that number of Divs
5.2 Stacking from Reserves, and deploy the unit thus built on the map. A newly-built Army
must be placed in supply (9.0), in friendly-held territory (see 5.5 and 10.0).
There is no limit to the number of friendly Armies (of any type) that can be in a
hex. The total number of men in the hex is effectively limited by the number of Example: Britain decides to build the XXI Corps (“XXI xxx”) from the EP Holding
Divs that can be attached to those Armies (5.1). Box. The Tile has a printed strength of 5-9, so it costs 9 Divs (the largest strength
number on the Tile). Eliminate 9 Divs from British Reserves and place the XXI
Stacking in Battle is an entirely different kettle of fish – see 7.1. Corps unit on a legal hex; then place its Div Max in the “zero” box on the EP
Omnibus Markers Track to show it has no Divs attached to it yet.
Roumanian and Senussi Armies (only) have “down arrows” to indicate that they
cannot stack (be in the same hex) with other Armies of their own nationality. An Army may only be built in a hex adjacent to an enemy Army if the hex where
you’re building it already contains a friendly, supplied Army.
The Roumanians can’t stack because their generals sucked at strategy. The
Senussi can’t stack because the desert terrain they lived in was incapable of Example: The Germans are adjacent to Paris, and there are French Armies in
supporting or feeding that many men at a time. Paris. It’s the CP Logistics Phase. On the previous Turn, a French attack wiped
out every French and German unit in hex 3306, which is adjacent to Paris. Can
5.3 Building Armies the Germans build a new unit in the now vacant hex 3306? No! There would have
to be a supplied CP unit in the hex.
Any Army Tile (Great Power, Small Power, or Minor Force) in its Holding Box at
the bottom of the Omnibus Markers Track sheet may be ‘built’ or ‘rebuilt’ during Armies may also be built from the Obliterated Armies Box. The cost (in
the Logistics Phase (2.2, step 1) and then placed on the map. Note that for game relevant Divs) to build any Army from the Obliterated Armies Box is equal to the
purposes, “building” and “rebuilding” units are the same thing. combined strength numbers on that Tile.
An Army being “built” can be placed in any supplied, friendly-controlled hex that Example: You’re Russia. The Russian 6th Army is in the Holding Box, and the
a unit of that nationality is otherwise allowed to be in, including a friendly- Terek Cossacks unit (the brown star indicates Russian patronage) is in the
supplied hex of occupied enemy territory (may be subject to “Impaired Commu- Obliterated Armies Box. You want to build them both. First, the Russian 6th Army
A&Army built in the Logistics Phase can have Divs attached to it, using the Once an Army has moved, flip it to its “slash” side to indicate that it cannot be
Army’s unique corresponding Div Max marker on the Omnibus Markers Track. moved again this turn.
Divs are immediately attached to it from Reserves, or from existing Armies of the
same nationality within three hexes of the new Army. Be aware that “flipping” an Army also prevents that Army from Entrenching (7.1
Step 2). “Flipping” is absolutely key to Death in the Trenches, and guarding your
Your country starts with specific Armies and a certain number of Divs. You get hexes with a force of unflipped – and thus entrenched – units is vital to your
Reinforcement Divs in each Random Event. Other Armies will start the game in overall strategy! In the simplest possible language: Units that move, flip.
the Holding Box, ready to be ‘bought’.
During your own Pulse you may move one, some, or all of your Armies in any one
Finally, there are Armies in the “Units Out Of Play Box”; these cannot be built, hex on the map. If more than one Army moves, they must move together as a
and do not enter the game, unless Random Events make them available to be group. Multi-Army stacks may “drop off” Armies as they move; but Armies
built. always flip when they are dropped off.
5.4 Reserves An Army which begins its move adjacent to enemy forces may move no more than
two hexes. (Units separated by a blocked hexside, a crossing, or water, are not
Every Great Power, and every Small Power, has one Reserves (“RES”) marker “adjacent.”) Other Armies may move three hexes. Their routes must be traced
on its Omnibus Markers Track. This is used to keep track of all Divs belonging to through a connected line of friendly hexes. (An enemy-controlled hex that doesn’t
that country which are not assigned to an Army (5.1), either because the player contain an enemy unit may also be entered and converts to friendly-controlled.)
chooses to keep them in Reserves, or, in the case of Small Powers, because a
Small Power cannot assign its Reserves to its own Armies (a Small Power has no Old Hands Note: There are no Zones of Control (“ZOCs”) in this game. If you
“Div Max” Tiles for its Armies). don’t know what that means, don’t worry about it.
No Great Power can have more than 70 Divs in Reserves. The Omnibus Markers Armies that move into a hex containing enemy Armies must immediately stop
Track shows this limit by having no box higher than 70. No Small Power can have moving, flip, and engage in Battle (7.0). Battle does not occur from hex to
more than 30 Divs in Reserves (as marked on each Omnibus Markers Track). Divs adjacent hex, but only within a contested hex. That said, the attackers are only
are placed in Reserves when they are received as Reinforcements (3.1), when they “entering” the battle hex – “Out of Supply” armies (9.4) cannot draw Supply
are received as the result of some Special Event (such as a Ì Morale Event: 3.2) from the battle hex, the attack may be adversely affected if initiated via a
or when they transfer into Reserves during Strategic Redeployment (6.4). Divs “Crossing Arrow” (7.1, Step 2), and attackers that Retreat (7.3), must return to
can be taken out of Reserves when transferred out during Strategic Redeployment the hex the attack was “launched” from.
(2.2, Step 4), expended to build Armies (5.2), lost as a result of a Special Event
(such as a Ì Morale Event: 3.1), or destroyed in Battle (7.1, Step 10). An Army may only cross an all-sea hexside at a Crossing. A move across a
Crossing (e.g. 1813 to 1714) is an ordinary land move. However, a move across
5.5 Control of a Hex a Crossing is only allowed when the naval strategic situation allows it; see 8.3
and the Table on the last page of the Events Book.
If a country is in play (i.e. not neutral), every one of its hexes is “controlled” by
one side or the other (EP or CP). If the hex was never controlled by its enemy, it An Army may never cross a blocked hexside. An Army can only cross a National
always belongs the side or country that controlled it in the opening set-up. If the Boundary if it is at war – whether this means crossing into the friendly territory
hex changes hands during play, then the hex is “controlled” by whichever side’s of an allied country, or crossing into hostile territory by invading an enemy.
Armies last entered that hex. (Exception: Arabs and Senussi, 14.1). Sometimes
hex control may not be obvious (never entered hexes “behind lines”, etc.), An army cannot launch an attack from a hex containing a flipped friendly army.
something like unused Allocation markers or those ubiquitous “small gaming But an army can start or move through such a hex prior to launching an attack
cubes” can be used to denote status. And you don’t get control of a hex merely later in the Pulse.
Armies on the move may otherwise pass through hexes containing friendly armies Alpine: The Südtirol hex (2807) is called “Alpine.” No Army may enter or trace
without penalty. They may also pick up additional unflipped Armies en route, but supply through it, except the Austrian, German, and Italian Armies marked with
the stack as a whole can only move two (or three) hexes, based on where the first a red . These Armies treat the hex as an ordinary Mountain terrain hex.
Army started. A moving Army may not “drop off” its component Divs, but a
moving Stack may “drop off” unit Tiles in hexes it enters and then leaves; those However, if the “Italy Crisis” marker (10.3) is in Italy, any
Tiles must flip immediately and can’t move for the rest of the Turn while flipped. Austrian Army may enter and/or trace supply through
Südtirol. And if Italy occupies any hex in Austria-Hungary,
During his pulse a player may, instead of moving a unit on the map, transfer Divs any Italian Armies may enter and/or trace supply through
into one Army already on the map. Divs can be transferred from another Südtirol (although they’d call it “il Trentino”).
unflipped army of the same nationality within three hexes (marching) of the
army being transferred into. All such armies must be in Supply. The army sending Winter weather “closes” all Alpine hexes – see “Weather” above.
reinforcements remains unflipped, but the army being reinforced must flip (if not
already flipped) as a condition of being reinforced. (If you want to reinforce an 6.3 Near East (“NE”) Restrictions
Army without flipping it, you must do that earlier in the Turn – 2.2 Step 3.)
Reinforcing an Army like this is not a “pass” (2.4.4) for movement purposes, The “NE” includes Ottoman Turkey, Georgia, Azerbaijan, Armenia, Turkish
even though no actual movement takes place. Arabia, the Hedjaz, Aden, the Arabian Desert, Mesopotamia, Persia, and Egypt.
These countries are all named in a special exotic green font, to make their
Divs can also be transferred from Reserves into a Supplied Army (which must now distinct status more obvious.
be flipped) – this action does act like a “Pass” (either ending the Pulse Phase,
or giving your opponent that ability). The two hexes of European Turkey (1812 and 1813) are part of the NE. The CP
player may, at any time after Turkey enters the war, declare those two hexes to
6.2 Weather, Desert and Alpine be outside the NE. (Place the two “Euro Turk” markers on the map, in those
two hexes, as a reminder.) This is usually done to allow unlimited German forces
Weather: To a remarkable extent, weather was not a factor in the Great War. to garrison Constantinople and Gallipoli. If the CP does this, there is no
Major offensives were just as unsuccessful in the heat of summer as they were in immediate negative effect, but future Random Events will reflect Turkish political
the dead of winter. Weather has no effect except: reaction to this type of German “colonial” penetration during the war. Once the
CP declares those two hexes “European” (placing the Euro Turk markers), they
! In Summer turns (marked with “suns” on the Turn Track), no Army may move are stuck with that decision for the rest of the game.
or fight in, or into, Turkish Arabia, North Persia, South Persia, Mesopotamia,
Hedjaz, Aden, Egypt or Libya. Armies may still move in or out by SR (6.4). Those If the EP gains Sea Supremacy in both the Black and Mediterranean Seas after
restricted countries are also marked with “suns” on the map as a reminder. Turkey entered the war, the CP player must declare those two hexes to be outside
the NE (if that hadn't been done previously).
! In Winter turns (marked on the Turn Track), no Army may attack into any
of the “snowflake” hexes marked with (located in and around northern Italy). Only Minor Force units marked with a green dot (!) may enter the NE. Units
No CP “Reichsbahn” Allocations may be played in Winter. All other movement dependent on NE Supply Sources have “Impaired Communications” (6.7).
is unaffected. Air Supremacy (8.1) Firepower is halved.
6.3.1 Near East Commitments
Note: Fall, 1916 is a “winter” turn for purposes of this rule. It was unusually
cold and snowy. One French and one German Army may enter the NE. The number of Divs that
can be attached to each Army is random. Roll a die once per country per game
Desert: No Army may enter a Desert hex, except: to decide how many Divs (from 1 to 6) may enter the NE. The roll is made right
before entry; any surplus Divs are transferred to Reserves. Place the appropriate
! Senussi and Arab Armies treat Desert terrain hexes as clear, for all purposes. “NE Commit” marker in the appropriate box of that side’s Omnibus Markers
! If the CP plays the “German Engineers” marker on hex 0812, that hex is Clear Track as a reminder.
for CP forces only.
Similarly, any number of Russian Armies may enter the NE, but no more than 20 Only Great Power Armies can make an Amphibious Invasion (one British, one
Divs may be attached to the NE theatre (total). If the CP has Naval Supremacy French). Up to 12 British and 10 French Divs may conduct Amphibious Invasions,
in the Black Sea, this limit is reduced to 15. If the EP has Supremacy in the Black if a Beach Head marker is available. Armies invading into the Near East (6.3)
Sea, the limit is raised to 25. If a CP Naval Victory in the Black Sea results in must obey all NE restrictions before attacking. (CP can’t amphibiously invade.)
Russia having more Divs than the current NE limit allows, the excess must be
immediately eliminated (EP player choice). Place the “Russian NE Commit” The invading EP stack must begin its pulse in supply, unflipped, on a friendly-
marker in the appropriate box of the EP Omnibus Markers Track as a reminder controlled coastal hex. It may then, during its pulse, “launch the invasion.”
of the number of Divs that Russia can send to the NE. No Russian or Russian-
Patroned MF units, including Cossacks and Finns, may ever enter the NE. The French fleet must be present (in the Sea bordering the Invasion hex) in order
(Exception: The Assyrian Army is Russian-Patroned and lives in the NE; see 4.2.) to use French divisions, a British Fleet to use British divisions.
Any number of British Armies can enter the NE, but only a maximum of 18 Divs The invasion path may cross all-sea hexes and hexsides to reach its destination.
may be assigned to the NE theater (total). If the CP has Naval Supremacy in the The invasion path may be no more than 10 hexes; it cannot cross a (blue) Sea
Med, this limit is reduced to 13. If the EP has Supremacy in the Med, the limit is Boundary; and it must be conducted in a sea where the EP has Naval Superiority
raised to 23. If a CP Naval Victory in the Mediterranean Sea results in Britain or Parity. The invasion force then “lands” in the target hex.
having more Divs than the current NE limit allows, the excess must be
immediately eliminated (EP player choice). Place the “British NE Commit”
marker on the EP Omnibus Markers Track to indicate the number of Divs (not
Armies) Britain can send to the NE. Indian and ANZAC forces may always enter
the NE and do not count against British NE theater limits.
This is the heart and soul of the game! Start by familiarizing yourself with the The one “Alpine” hex (2807) is treated as Mountain, with the proviso that
sequence of Battle Procedure found on the “Battle Board” card. Don’t be put off only special Alpine units () can enter it (6.2).
by the apparent complexity. Those are your rules; when you actually play the
game, Battle Procedure will become second nature to you and you usually won’t When the Attacker forms a Front Stack, only units which plan to engage in
even need to refer to the rulebook. actual “attacking” form part of the Stack (and go in the “Attacking Forces” box
on the Battle Board). These are the only Attacking player units allowed to enter
Here in the Rulebook additional details and clarifications are given for each the Battle hex!
step. The text below explains and clarifies the text given on the Battle Board
card; it does not repeat it, except where necessary. After the Attacker’s Front Stack enters the hex where the battle is going to take
place, place the “Battle Hex” marker in that hex to note that this is the location
The player whose of the Battle. Then, take all units in the hex (Attacker and Defender) and move
pulse it is (2.4) may them to the “Battle Board”, placing all the Attacker units in the “Attacking
choose to use the Forces” box, and all the Defender units in the “Defending Forces” box.
pulse in order to
conduct one attack. ! Step 2. Defender Response: As noted in the previous step, all
To do this, the Defender units have been moved to the “Defending Force” box on the Battle
player (the Board. The Defender in the battle must now form a Front Stack; the rules for
“Attacking Player” doing so are identical to the Attacker’s rules in Step 1. The Defender picks out the
o r “ Attacker” units for his Front Stack and keeps them in the “Defending Force” box; units not
whose pulse it is) chosen for the Front Stack are placed in the “Behind the Lines” box. The defender
chooses from one must commit at least one unit to the "Front Stack".
hex a group of
Armies to conduct The Russians are defending a swamp hex in some God-forsaken corner of White
the attack. Russia. In the hex they have two&Armies, and two MF i Armies (a Finnish
Jäger and a Cossack). All four units have been moved to the Defending Forces
The units can move and pick up other units as they move; movement of Armies box, but now it’s time to form a Front Stack. Since it’s a “not Mountain” hex, the
into an enemy-occupied hex to start a Battle is normal movement (6.0), except EP player chooses to assign his two&Armies to the defense (to entrench the
that the stack entering an enemy-occupied hex must flip and cease moving in hex), and leaves them in the Defending Forces box. He moves his two MF (i)
order to fight. Place the Battle Marker in the Battle Hex as a reminder. units “Behind the Lines”. They will play no part in the battle.
! Step 1. Over The Top: The group of units that actually enters an Trenches: The Defender now calculates the “Trench Level” of the Battle Hex,
enemy-occupied hex to conduct the attack must form a Front Stack. While the and places the matching black “Trench Level” Tile in the “Defender Trench Level”
number of Armies that can be in a hex, or that can move into a hex, is otherwise box on the Battle Board. For all game purposes, the Defender’s Armies in a battle
unlimited, there is a limit to the number of Armies which can participate in a are in one of three Trench statuses:
battle. This limit is known as a Front Stack. The composition of the Front y NO Trench
Stack is limited by the Terrain (1.1) of the hex being attacked. Only units that are y Level 1 Trench (“partially entrenched”)
actually attacking, i.e. that actually plan to participate in the battle itself, may y Level 2 Trench (“fully entrenched”).
enter the battle hex and form the Front Stack!
If the attack must be made via a Crossing Arrow the defenders are treated as
Secrets of WESCOM: You choose how many dice you want to roll. Compare your Example: The CP player has a Firepower of 33 in a battle. He rolls 8 dice,
total roll with your own Firepower total, as shown on the Firepower/Hits Display. resulting in: 22335556. The total is 31, it looks like a fantastic
If you roll equal to or lower than your Firepower, you may succeed; if your roll roll; a roll of 33 would have been an Overroll but you missed it by two!
exceeds your Firepower, you achieve nothing! As a general rule of advice, try
dividing your Firepower by 4 to calculate the number of dice you “should” roll. Now consult the red Attacker Battle Chart, and find the one tan box that
If you’re aggressive, or desperate, or just feel lucky, roll more dice! If you’re corresponds to the nationality of the Spearhead Army.
cautious, or if failure would cripple your war effort or expose you to a massive
counterattack on your opponent’s next pulse, roll fewer dice! Just like real war, If the Spearhead is a “Patroned” Minor Force (4.3, belonging to Minor Countries)
the WESCOM system dares you to be bold, but it also punishes the reckless. the “Bulgaria” Battle Chart is used (not the Patron’s Chart).
! Step 7. Dice Rolled: Roll your dice. Example: If the Spearhead is Turkish, you’d look exclusively at the “Ottoman
Turkey” tan box, and you’ll see the numbers “1, 3, and 4” with various notes
! Step 8. Defender Hits: You’re just looking at the Defender’s die roll next to those numbers.
for now. Add up the total number rolled, including all the dice. If the total die
roll is less than or equal to the Defender’s Firepower (calculated above in Step 4), The Attacker now takes all his dice and compares each die rolled to the numbers
the Defender scores that exact number of hits against the Attacker. Keep that found in that tan Battle Box. Each die rolled will correspond to one possible
total in your head, then flip over the “Fire” markers (from Step 4) to their “Hit” result in the Battle box. If the number rolled is in the box, then you may have
sides, and move them to show the total on the Firepower/Hits Display. scored some hits! Here are the possible results:
If the total die roll was greater than the Defender’s Firepower, however, you have Hit Result: If the number in the Battle Box says “Always Hits”, the die simply
suffered the infamous Overroll! This results in ZERO Hits (the attacker could still scores that number of hits and is placed face up in the “Hit Result” blue box.
take damage from any “Backfire” results). Mark this on the Firepower/Hits
Display by putting both the x1 Hits and the x10 Hits markers in the “zero” box. EXAMPLE: This is a comprehensive example of a full Attack. It won’t entirely
make sense until you’ve read the rules below, but it is important to understand
Example (continued): The defending Italians have 27 Firepower, and the EP chose the principles right away by seeing it in action.
In addition, if the text next to the number is not relevant, this is always a clean Now take stock of where the dice are. There’s nothing in Bloodbath (thank God),
Hit, and the die scores that number of hits and is placed in the “Hit Result” blue or in Backfire for that matter. But the Miss Result box has a total of 19, all
box. This will depend on the terrain type of the hex being attacked. wasted. The Hit Result has 336 for a total of 12 lousy hits on the Russians.
The French are attacking into a Rough Hex, and roll a 3. The Battle Box says Trench Effect: The last type of result is the “Trench Effect.” This one is tricky
“3 Misses in Swamp”. But the battle is in rough, not swamp, so the text is not so pay attention. Consult the “Trench Level” box on the Unit Position Display
relevant and so the 3 counts as a hit. that you marked above in Step 2.
Backfire Result: If the number in the Battle Box indicates “Backfires in If the Defending Hex is “NO Trench”, any “Trench Effect” die roll is simply
Rough”, then a Backfire result occurs if the Battle is in a Rough hex. If the Battle treated as a normal Hit (and the die is placed in the “Hit Result” box).
is not in a Rough hex, the die counts as a Hit Result instead. In the event of a
Backfire, place the die in the “Backfire Result” blue box. ì If the Defending Hex is “Trench Level 1”, a “Trench Effect” die roll is treated
as a “Miss Result” (and the die is placed in the “Miss” blue box).
The effect is to add the die roll to the number of Hits the Defender inflicted on the
Attacker! Modify the number of Hits marked on the Firepower/Hits Display to í If the Defending Hex is “Trench Level 2”, a “Trench Effect” die roll is treated
reflect the new total. as a “Backfire Result” (and the die is placed in the “Backfire” blue box).
For instance, a Roumanian unit attacking the Austrians in a Rough hex rolls a If these results modify the existing Hit total marked on the Firepower/Hits
2. Because of the Backfire, those 2 hits damage the attacking Roumanians, not Display, make the appropriate changes to that Display immediately.
the defending Austrians. Increase the CP (Austrian) hit total by +2.
! Step 10. Inflict Damage: An Army, whether attacking or defending,
Bloodbath Result: If the number in the Battle Box indicates “Bloodbath may suffer a certain number of “hits” in Battle. Losses are always measured in
in Mountain”, then a Bloodbath Result occurs if the Battle is in a Mountain hex; the number of Divs destroyed; each one Hit destroys one Div (or its equivalent).
place the die in the “Bloodbath Result”. The effect is similar to a Backfire, except
in a Bloodbath, the die inflicts its number of Hits on both the Attacker When Battle is over, the owning player must destroy a certain number of Divs,
and the Defender. Increase the number of Hits marked on the to equal (or exceed) the number of hits against him indicated on the
Firepower/Hits Display to reflect the new total, for both sides. (If the battle Firepower/Hits Display.
wasn’t in a Mountain hex, the die roll is a clean hit; put the Attacker die in the
“Hit Result” box.) Attacker Losses must come first from the Spearhead. Once the Spearhead
unit is completely eliminated, losses can come from any other unit in the
For instance, if the Italians are attacking into Austrian-controlled Trieste (2508), Attacking Forces box (Attacker’s choice). Continue to inflict losses on units, one
a Mountain hex, and they roll a 6 as part of their attack, both the defending by one, as long as there are losses left to be inflicted.
Austrian stack and the attacking Italian stack suffer 6 Hits from that one die.
Place the die in the blue “Bloodbath Result” box, and remember to add the result Defender Losses must come first from the Target Sector. Once the Target
to both sides’ hit totals (Step 10). Sector unit is completely eliminated, losses can some from any other unit(s) in
All losses must be taken from a single Army (of any type, see below). If that Army Small Power Armies G have no attached Divs. They can only take as
is destroyed (see below), remaining losses must be taken from one other Army. many hits as their Fortitude. If the number of hits exceeds their Fortitude, the
Continue this until all losses have been accounted for. You may not spread losses Army is eliminated (put in its side’s Small Power Holding Box) and the remaining
around between Armies; an Army selected to take losses must take as many losses Hits must be inflicted on a different Army. As in Step C above, it can take its
as it possibly can (which may include the Army’s complete destruction) before losses from its own Reserves.
losses can be inflicted on the next Army.
Minor Forces (i MFs) can take hits from its Patron’s Reserves, or by
EXAMPLE: There are three German Armies in a stack, each with a Fortitude of 12; being eliminated. If the latter, this satisfies the unit’s Fortitude total in Divs;
each of those Armies has 10 attached Divs. The Germans elect to commit two place the MF unit in its Patron’s Holding Box on the Omnibus Track (4.2).
armies (max allowed) to the Front Stack (the other Army is “Behind the Lines”).
The Germans suffer 49 hits. The first German Army to take losses has combined ! Step 11. Trench Integrity: If the Unit Position Display has a “NO
Fortitude of 22 (12 ‘organic’, printed on the Tile, and the 10 attached Divs). So Trench” marker, skip this section and move straight to Step 12. (Or, if there are
that Army takes 22 losses – all its Divs are eliminated and the Army is moved to no Defending units remaining, also skip straight to Step 12.) Otherwise: The
its Holding Box on the CP Omnibus Markers Track. This leaves 27 Hits; the next Battle hex must now be checked to see if the Defender’s trench system has
German Army, also with a combined Fortitude of 22, suffers more loss than it can survived the assault. If the hex is Clear, and there is still a face-up&Army in the
absorb – all of its Divs are eliminated and the Army is moved to the Obliterated Defender Forces or Target Sector box, the hex is Entrenched. If the hex is not
Units box. The last German Army, not involved in the battle, suffers no loss but Clear, then a face-up&, or G or i will Entrench the non-Clear hex. If the hex
must retreat. is still Entrenched by any of these units then the trench line has held! Retain any
“Trench Level” marker in the Defender Trench Level box on the Battle Board.
OBLITERATION NOTE: Whenever the last remaining unit in a stack takes
more losses than it can absorb, that unit is always obliterated (placed in its Note that the “level” of entrenchment is irrelevant at this point; the issue is
side’s Obliterated Armies box on the Omnibus Markers Track). All its attached whether the hex is entrenched at all, or not entrenched at all. Entrenchment
Divs, if any, are lost (see 7.2). “levels” only affect Attacker Hits (Step 9, above).
Damage can be suffered in any of these ways: If no surviving Defender is capable of Entrenching the hex, it means the trench
line has been breached! Place the “NO Trench” marker in the Defender Trench
Great Power Armies & must first (A) suffer losses from their own Level box. Whether or not the Hex is still Entrenched affects Step 12.
attached Divs (each Div lost reduces the Army’s own corresponding Div Max
marker on the Omnibus Markers Track by -1). If this is exhausted (there are zero ! Step 12. Result: Who Won the Battle? Consult the instructions
Divs left attached to that Army), then you must see how many hits are left: on the Battle Board. If no units on either side survived, the Defender holds the
hex (and can move other units into the hex from other hexes on his next pulse).
(B) If that number of hits exceeds the Fortitude of the Army (e.g. on a 3-12
Army, the Fortitude is “12”), that Army is destroyed (placed in its own Holding EXAMPLE: A 25 division German Army (its inherent Fortitude is 12, plus 25 for
Box on the Omnibus Markers Track). its attached Divs, for a total of 37-Fort) defends alongside the élite Austro-
Hungarian Tyrolean Kaiserjäger (TKJ) unit (2-Fort) and the Saxons (8-Fort). The
(C) If the number of hits left does not exceed the Fortitude of the Army, then you Entente chooses the TKJ as the Target Sector and inflicts 41 (wow!) hits. The TKJ
may attempt to suffer that number of hits by deducting Divs from the Great is quickly destroyed (absorbing 2 hits).
Power’s Reserves (reduce the Power’s own Reserves marker on the Omnibus
Markers Track). Or, the player has the option instead of destroying the Army The German player selects the Saxons as the next target, they are also destroyed
instead (as in Step B above). (absorbing 8 more hits). This leaves 31 EP hits remaining, so the German Army
must be targeted; it loses all 25 of its Divs. This leaves 6 EP hits uninflicted,
If a defending Army loses all its Divs and is destroyed while also being Out of against the 12-Fort German Army. The CP player must deduct 6 Divs from the
Supply (9.0), the Army is placed in its side’s Obliterated Box; see Rule 7.2. German Reserves, or destroy the Army (place it in the Holding Box).
If any entrenched Defending unit (“Front Stack”) survives the battle, the Defending units may retreat from a hex but leave the Fort behind to be Besieged.
defending stack never retreats! The only way to capture a Hex occupied by Units themselves are never Besieged; only the Fort itself!
entrenched defenders is to completely eliminate every entrenched defending unit.
Defending units “behind the lines” don’t count in the battle and don’t prevent A besieged Fort defends itself normally. Forces of the besieging side can enter the
or avoid retreat! hex and attack it regardless of the presence of flipped units. Forces of the
besieging side can also move through the Siege hex (going “around” the trapped
Irrespective of hits, if one side is eliminated, the other side won. Fort, in effect moving through the “rest of the hex”).
! Step 13. Aftermath: Once the Battle is over, all surviving units are Forces of the Fort’s own side can also attack into the hex, and if they drive the
moved off the Battle Board back to the map. The winner controls the hex, and besiegers out, retake control of the Fort (remove the Siege marker permanently).
the loser retreats (7.3). The pulse is now over, and the Defending Player’s pulse
begins now. If the Fort’s own side attacks the Siege hex, the Fort’s Firepower cannot
ÉÉÉ participate (Forts never attack). If the attack results in no Besieging units
remaining, the Fort is “relieved” (and fully functional). If the Besieging units end
7.2 Obliteration the turn Out-of-Supply, they die before the Fort does, thus breaking the siege.
Any Army Tile eliminated while out of supply (9.4), or unable to retreat (7.3), or If the Fort is still besieged at the end of the turn, it surrenders. Remove the Siege
the “last defending unit” (see 7.1, Step 10, above), loses all of its Divs and is marker permanently.
placed in the Obliterated Armies Box.
8.0 SPECIAL WEAPONS AND TACTICS
Units in the Obliterated box can be rebuilt, but at enormous cost (5.3).
8.1 Air Supremacy
7.3 Retreats
Beginning in 1914, one side will get Air
A retreating Army must vacate the hex and move into friendly-controlled Supremacy as the result of Random Events
territory. It can only retreat into hexes into which it could normally move. once a year. Place the Air Power Marker in
the relevant Air Supremacy Box on the map,
When the defender loses the battle, all Armies on that side in the hex must to indicate which side has it.
retreat one hex. All retreating Armies must also flip. Multiple retreating Armies
may retreat into different friendly-controlled hexes, but a single retreating Army Air benefits never apply in the Near East (6.3) or in colonies, and apply only to
can’t break itself up into its component Divs. Battles including both German (CP) and British, French or US Armies (EP). So
a German attack versus Italians would not include Air benefits.
If an Army can’t retreat (surrounded, pinned against the sea, etc.) it is
Obliterated (7.2) and is placed in its side’s Obliterated Armies box. Likewise, any As noted in each Air Supremacy box, the side with Air Supremacy gets free
out of supply Army that is forced to retreat is also Obliterated. Firepower on each Battle, up to the number given, but never more than that
side’s “ground” Firepower in the Battle. Air Supremacy Firepower is halved
When the attacker loses the battle, his surviving units must all retreat to the hex during Winter turns.
the attack was launched from. When the attacker wins, any (or all) attacking
units may retreat to the “launch hex”. Example: A German Army (3 Firepower, with four attached Divs, = total
Firepower of 7) is attacking, and Germany has Air Supremacy in the “D-Type
7.4 Siege Fighters” box, giving them +8 Firepower in each Battle. But since the attacking
Germans have a grand total of 7-Fire, only +7 can be added to the stack’s
For the use of Forts generally, see Rule 8.4. Firepower, for a final total of 14.
Each side has a Siege marker, which it can use only once per game. A defending
8.2 Fleet Moves Ottoman Turkey: shift (1 level) the Black Sea in the CP favor. shift (1 level) the
Mediterranean Sea in the CP favor.
In Death in the Trenches, naval warfare is extremely abstract (this is, Italy: shift (1) the Adriatic Sea in the EP favor
essentially, a ground war game). Fleet units on the map represent the presence Sweden: shift (1) the Baltic Sea in the favor of the side now allied to Sweden.
of large naval forces; markers on the Sea Control Chart (back cover of rulebook)
show which side has “Supremacy” in each given Sea, or whether the Sea there is A marker in the “Parity” box of the Naval Supremacy Chart shows that the
in a condition of “Parity” where both sides are evenly matched. A change of opposing naval forces are of roughly equal influence and neither naval force can
status only occurs through naval combat, not by simply moving Fleets around. dominate the seas alone.
During the First Random Events Phase, each player has the option to “transfer” Both sides’ land Armies may always use Crossings (6.1) unless specified otherwise
one or more of his Fleets from any one Sea to another (across blue Sea on the Sea Control Chart (back cover).
Boundaries); these moves are done on the main map and do not affect the Naval
Supremacy Chart. These moves are subject to the following restrictions: Political Effects on
Naval Supremacy:
•CP in the North Sea can go to the Baltic or back if they own 3311 (the Kiel If Turkey surrenders, all
Canal) or if Copenhagen (3412) is CP-controlled. EP can only transfer if CP Fleets in the Black Sea
Copenhagen (3412) is EP-controlled. disappear and control
automatically reverts to
• EP can transfer North Sea-Mediterranean at will. CP cannot make this transfer the EP. The same holds
(there are no friendly coaling stations). true in reverse. If the
Russians surrender, all
•EP can always transfer Mediterranean-Adriatic and vice versa. CP can only go EP Fleets in the Baltic are
Adriatic-Mediterranean if they have control in the Adriatic. lost, as well as control. If
Austria-Hungary leaves the war, all CP Adriatic Fleets are lost and the EP gets
•EP can only go Mediterranean-Black Sea if all four hexes of the Bosporus/ Supremacy. If the Italians leave the war, the opposite happens. If both go (e.g.
Dardanelles Crossings (1712, 1812, 1813, 1714) are EP-controlled. CP may only the “Sixtus Affair” Random Event), all Fleets in that sea disappear, EP has
transfer Black Sea-Mediterranean if those four hexes are EP-controlled and the control (since where would the CP base?).
Black Sea is CP-Supremacy.
Naval Warfare: Every turn during the Naval Supremacy Phase, the EP may
• No Fleet units can enter the Persian Gulf, Red Sea, or Gulf of Aden. “sortie” in any one sea (only), and challenge the CP to a naval battle. (This being
war, all challenges are automatically accepted.) If the EP does not challenge, or
8.3 Naval Supremacy (chart on original rules back page) if the challenge results in the Sea marker location being maintained, the CP may
then challenge the EP in one sea. It doesn’t have to be the same sea. A challenge
There are five Sea markers, one each for the North Sea (which includes the may only be made if the “challenging” player has at least one Fleet in that sea;
Atlantic Ocean), the Baltic Sea, the Black Sea, the Mediterranean Sea, and the the other side does not need a Fleet to accept the challenge.
Adriatic Sea. The EP has permanent Supremacy in the Red Sea, Caspian Sea, and
Persian Gulf. The bit of water in 3916 is part of the North Sea, and the bit in 0119 When a challenge is made, roll two dice; the die roll is modified:
is part of the Persian Gulf for game purposes.
Exception: There are “Colonial Forts” with a Battle strength of 2-9. They are Random Events (3.0) will give
all marked with “Colonial Fort” symbols: the one British Fort in Aden (0119), the players “Gas” Allocations,
French Fort in Tunis (2102), and the two Italian Forts in Libya (1702 and 1405). which can be spent during any
Effectiveness decreases each time you use Gas, because the other side develops 9.1 Supply Sources
gas masks and various other countermeasures.
If a country has forts or surrender cities, then any friendly-controlled home-
Example: The EP’s Gas Effectiveness level is +10. The next time the EP uses country Fort or surrender city counts as a supply source for any Armies of that
poison gas in an attack, expend the Gas Allocation to add +10 Firepower to the nationality. Colonial Forts (e.g. 1405) count as home-country Forts for Supply
EP in the Battle; but you must also reduce the EP Gas Level down to +5, so the purposes. If the country has no forts or surrender cities, then its own units trace
next time you use Gas, it will have less of an effect. supply from any friendly-controlled, home country hex. US Armies trace supply
from any EP-controlled French or British supply source.
8.7 The Hindenburg Line
A Great Power & Army in a Supply Source hex must trace its own supply to a
The Hindenburg Line (its actual name was “Siegfriedstellung”) was a vast different Supply Source hex. (Exception: Sea Supply, 9.3.)
complex of concrete, steel, and barbed wire fortifications erected by the Germans
in occupied France, some distance behind the German lines. German forces then 9.2 Supply Lines
retreated into this prepared position, giving them additional defensive power.
But the retreat allowed the Entente to liberate some French villages, revealing To be in supply, each Army or friendly hex must be able to trace a supply route
how awful French civilians had been treated; this had a negative effect against through an unbroken chain (no matter how devious) of friendly-controlled land
Germany in the court of world public opinion. hexes (5.5) to a friendly-controlled Supply Source. A supply line may not cross
an all-sea hexside except at a Crossing (and then only if allowed by the local
Put the Hindenburg Line marker anywhere in France; its presence indicates that naval situation – 8.3). Supply may not be traced into or through blocked
all German-occupied Entrenched hexes in France are upgraded to ‘super trench’ hexsides, or Desert hexes (except, for the latter, by Arabs and Senussi).
status, which turns all EP “2” attack results against entrenched units in France
into Backfire results (7.1 Step 9). 9.3 Sea Supply
Example: The Hindenburg Line is operational and a British/French stack in France British, French and US units (and all units treated as such) may trace Sea Supply.
attacks entrenched German positions in hex 3205 (a clear hex). A British Army When doing so, any coastal hex serves as a Supply Source (9.1), if adjacent to a
is the Spearhead, so the dice are rolled on the British line of the Attacker Battle sea where the EP has Naval Supremacy or Parity.
Chart. The EP roll ten dice: 1112346666. The one “2”
result normally counts as “misses in Swamp, backfires in Rough”, but the EXAMPLE: The French “Orient” Army is in Salonika (hex 1910). The EP has Parity
defending hex is neither Swamp nor Rough; it is clear (but entrenched). in the Mediterranean, therefore, hex 1910 is a Supply Source.
Ordinarily this die would count as 2 hits against the Germans; but because of the
Hindenburg Line it counts as a backfire: 2 hits against the attacking EP stack! The EP always has Naval Supremacy for supply purposes in the Red Sea and the
Persian Gulf (and in the sea adjacent to Aden, hex 0119).
8.8 German Siege Gun
The CP (all units) trace Sea Supply in any Sea where they have Naval Supremacy.
The 1918 Chit 2 “PARIS GUN” Random Event will create
the German Siege Gun Unit in any German-controlled Armies requiring Sea Supply are always subject to “Impaired Communications”
hex adjacent to a Fort in France (player’s choice if (6.7).
multiple options). It functions as a normal MF unit for
all purposes, except that it can only attack Forts in 9.4 Out of Supply Effects
France. It has no Firepower in any other Battle.
Supply state is judged at the moment of combat. Out of Supply units are free to
move and attack, but their total Firepower is halved (both attacking and
defending, round up), and they cannot use any Battle Allocations. If all engaged
10.0 NATIONAL RESTRICTIONS Italian Armies may only enter Italy, Austria-Hungary, Libya, Egypt, Greece,
Bulgaria, Macedonia, Albania, Servia, Montenegro, and Switzerland.
In Death in the Trenches, the supply, movement, and deployment of
Armies are all inter-related. Countries are restricted by national rivalries, supply The moment any one Italian Surrender City is entered, however briefly, by the CP,
line incompatibilities, and other logistical/political realities. place the Italy Crisis Marker on the map in or near Italy where it will be noticed
(see 10.6).
10.1 Russo-Allied Rivalry
Non-Austrian CP Armies, and non-Italian EP Armies, may not enter or trace
For this rule, Britain, France, Italy and the USA are all “Allies” or “Allied supply through a “snowflake” hex unless the Italy Crisis Marker (10.6) is on the
Armies.” A “country” is any area demarcated by red border lines, including map.
dashed red borders: Russia proper, Finland, and Turkish Arabia are all
“countries.” German units can always invade Switzerland (during non-Winter turns).
Allied Armies may not trace supply or move into or through any country 10.4 Minor Countries
controlled by Russia or in which there are Russian Armies or Russian-controlled
hexes. After Russian collapse (13.2), territory separated from “Russia proper” no For game purposes a “Minor Country” is any country that is not a Great Power
longer counts as “Russian.” (i.e. not Great Britain, France, Germany, Austria-Hungary, Russia, Italy, the USA,
or Ottoman Turkey – the countries with & Armies). A Minor Country may have
Likewise, Russians may not trace supply or move into or through any country no Armies, or its Armies will be entirely Small Power Armies (9) or Minor Force
controlled by the Allies or where there are Allied Armies or Allied-held hexes. Armies (i). See 4.0. They all start the game neutral (15.0) except for Belgium
and Servia (who both start the game EP).
Russian and Allied Armies may enter and trace supply through each other’s
hexes in Germany and Austria-Hungary, but can’t stack with each other. All Minor Countries (exceptions: 10.5) operate by the same rules. Their Armies (if
at war) may enter their own territory or that of any adjacent country. Armies
Russo-Allied Rivalry means that Russian units and Russian-controlled hexes are may deploy on, and trace supply from, any friendly-controlled home country hex.
not “friendly” to the Allies, and vice-versa. Note that this forces the EP player to No more than one Army may deploy per hex per turn.
make choices. For instance: Is Turkey proper in the Russian or the Western Allied
sphere of influence? Historically it was placed in the Western Allied sphere – thus 10.5 Anomalous Minor Countries
allowing the British to invade Gallipoli (which would be off-limits to the British
if there were Russian troops in Western Turkey). ! ALBANIA: See 15.4.
! ARAB NORTHERN ARMY: See 14.1.
10.2 British, French, Americans ! ARMENIANS: See 14.2.
! ASSYRIANS may enter any country in the NE (6.3). They are always in supply,
British, French, and US Armies may deploy or go anywhere on the map, subject and may stack with any EP Armies. If destroyed, they may be rebuilt on their
to supply, Near East, and Russo-Allied Rivalry limits. Only British, French and US Patriarchal See (hex 1020) if it is EP-controlled. Russia is their Patron (4.2).
Armies may use the Crossings between Britain and France. However, if the CP has ! BELGIUM: The Belgian Army is always in supply but may only enter hexes in
Naval Supremacy in the North Sea (8.3), German Armies may also use these Europe (including 3406, 3307 and 3207) that contain Belgian territory.
Crossings. ! GREEKS can enter Greece, Macedonia, Albania, Servia, Bulgaria and “Ottoman
Turkey” (in Asia or Europe). They can never stack with Turks (if Greece is CP).
The British “Dunsterforce” (Dfor) MF does not count against British limits in the ! MARONITES may enter Turkish Arabia only. They are always in supply, and
11.3 The Boer Revolt Great Britain will surrender when any three of its Surrender Cities are CP-
controlled. Note: the three Surrender Cities in Egypt are British and must be
If the “Boer Revolt” occurs, retreat any EP Armies in the Transvaal to Cape defended at all costs!
Colony or Blantyre, and place the “Boer” CP Army in the Transvaal. Roll two dice
for the Battle strength (Firepower and Fortitude) of the Boer forces represented Italy has three Surrender Cities. When each Italian Surrender City hex falls for
by the marker. (If the roll is 8, the Boer Army has a Battle strength of 8-8.) the first time to CP forces, roll dice equal to the number of “active” (not neutral,
Place the “Boer Value X-X” marker in the appropriate box (e.g. “8”) of the CP not Surrendered) EP Great Power nations during Surrender Checks. The EP can
Omnibus Markers Track as a reminder. The Boer Army can move and attack like roll one (only) additional die by removing (from Reserves) Divs equal to the
a regular army but can’t leave the Südwest-Afrika map; it cannot be rebuilt if Turn number. If the dice roll sums 10 or less, Italy Surrenders. (Only roll if the
destroyed. EP units cannot attack Germans in Südwest-Afrika as long as the Boer city is CP-held during Surrender Checks; if a Surrender City was liberated and
Revolt Army is on the map. later recaptured, don’t roll for it.) Italy will also surrender when all three
Surrender Cities are CP-held during Surrender Checks.
Note: We failed to include the Boer Army counter in the game (use anything
convenient as a stand-in). An additional limitation to Boer mobility is they can Servia surrenders when its 3 Surrender Cities are CP-held. However, if Servia
never enter (move or retreat) into an area containing a Schutztruppen. has not surrendered and the EP has any PUTNIK Allocations left, the EP player
may, at any time, declare that Servia is conducting the “Great Retreat.” All
12.0 SURRENDER PUTNIK Allocations are removed.
12.1 Surrender Checks Servia will never surrender now, but Servia’s Reserves are reduced to zero and
all Servian Armies are removed from the map; place two of them in the EP
A country only surrenders during Surrender Checks (2.5), and then only when all Holding Box. These may be rebuilt during the Recruitment Phase, and may deploy
the conditions for its surrender have been met. Ordinarily, this means that all in, enter, and trace supply from, any EP-controlled hex in Greece, Bulgaria,
Surrender Cities in its territory are occupied by supplied enemy Armies during Macedonia or Servia. These post-Retreat Servian Armies function like British-
Surrender Checks. Various random events may force players to check for patroned units; Servia no longer receives its own Reinforcements. Servia does
surrender at other times. continue to function as “Servia” on the Attacker Battle Chart.
Austria-Hungary surrenders when any five “key cities” are controlled Ottoman Turkey surrenders when EP Armies control Constantinople (1813),
simultaneously by supplied EP Armies. For this rule, a “key city” is: Any Austrian or when EP Armies control Angora (1515) and all Surrender Cities in Turkish
Fort or Surrender City; Constantinople (1813); Belgrade (2311); and Sophia Arabia, Hedjaz, and Mesopotamia.
(2011). If the Emperor Franz Joseph is dead, the marker in Vienna is counted as
Vienna having ‘fallen’ for purpose of this rule; in this case only four other “key These countries never surrender: Albania, Armenia, Azerbaijan, Belgium, Finland
cities” need actually be EP controlled to force Austrian surrender. If the United (15.5), Georgia, Montenegro, Persia, Roumania, Switzerland, and USA. If any hex
States is in the war on the EP side, Prague is also considered to have ‘fallen’ for of its territory is friendly-controlled, the country may rebuild its Armies normally
purpose of this rule. during the Recruitment Phase.
France has three Surrender Cities. When each French Surrender City hex falls 12.2 Surrender Effects
for the first time to CP forces, roll dice equal to the number of “active” (not
neutral, not Surrendered) EP Great Power nations during Surrender Checks. The When a minor country (10.4) surrenders, it is out of the game. Its Armies and
When a Great Power surrenders, its friendly-held territory remains so, but the Michael II: Events may make Michael II (Nicholas’ brother) the new Czar.
country’s military infrastructure collapses. The country receives no more Other Events (see 19.0) may be affected by his presence.
Reinforcements (3.1) for the rest of the game. There is no other effect.
Kerensky: Events may make Alexander Kerensky (and his Provisional
A Great Power may only surrender once per game. When any Great Government) the supreme power in Russia. In addition to any Events (19.0)
Power (except Russia) surrenders, roll two dice and add which may specifically occur when he is in charge, Russian Reinforcements are
the total to BOLSHEVIK REVOLUTION! restricted to half the printed amount (see 3.1.4).
12.3 “Reds” (Partisans) Lenin: Lenin takes over Russia when Russia collapses (13.2). If Lenin is in
power, it means Russia is permanently neutral (unless he is replaced by Trotsky).
When a Great Power (except Russia) surrenders, the
victor places two “Reds” Armies (if Tiles are available) Trotsky: If (and only if) Lenin is in power, certain Events may replace Lenin
anywhere on its territory in empty hexes. These with Trotsky. If this happens, Russia returns to play as an EP nation, with all its
Communist partisans are assumed to be ‘more hostile’ to the surrendered country Great Power Armies (&) but no MF units. Russia also gets 50 Divs to divide
(and its capitalist allies) than to its enemies. So if the EP conquers Austria, Reds among these Armies; place all the Armies in cities inside Russia proper and
in Austria would be controlled by the EP; if the CP conquers Italy, Reds in Italy allocate their Divs at once. Place the “Trotsky” marker in the Russian
would be controlled by the CP. They are controlled by whoever placed them. Government Box; Russian Reinforcements are restricted to half the printed
amount (see 3.1.4).
Example: Austria’s forces capture Venice (2607) and Italy collapses. The CP
player deploys “Reds” in hexes 2705 and 2805, which he can use to block any EP If Trotsky is in power, only “Russia proper” is now “home territory” for Russia.
units which may try to move in from France. The CP can force Trotsky-controlled Russia to surrender in the normal manner.
Reds cannot stack with non-Reds. They can move and attack, but can’t cross 13.2 Russian Collapse Conditions
national borders. They are never rebuilt if destroyed, but are always in supply.
Russia collapses only if the Bolshevik Revolution breaks out. Events leading to
When a new “Reds” event occurs, the player who benefits from it can take the the Revolution occur like Predisposed Neutrals (15.2); the Revolution marker
new “Reds” Armies from anywhere on the map if not otherwise available. advances or retreats based on Event Chits drawn. When the marker reaches 70,
the Revolution occurs. Remove the marker; Russia collapses (13.3).
13.0 RUSSIA
Do not roll for the Bolshevik Revolution if there are any supplied Russian Armies
13.1 Russian in Germany when an Event Chit is drawn that would otherwise cause a roll. (You
Government still roll if the roll is the result of a player decision, e.g. a Bulgarian Separate
Peace.)
The “Winter Palace” Box
(historically in Petrograd/St. During any Surrender Checks phase (2.5, step 4), the CP can roll 2D6 and
Petersburg, but the game puts it off the map east of Moscow) is occupied by the compare against the number of Russian “Hammer and Sickle” Cities controlled.
current head of the Russian government. For most of the game this will be Czar If the dice sum is greater than the number of HS cities CP controlled, nothing
Nicholas II, but depending on the course of political events Nicholas can be happens – otherwise the CP can increase any Political Marker (Bolshevik
replaced by Czar Michael, Kerensky, Lenin, or even Trotsky. When the Russian Revolution, or any one Entry marker) on the Omnibus Markers Track by the
leader is replaced, remove his Tile and place the new Leader’s Tile in the Winter number rolled. This can be done even after Russia’s Collapse.
Palace box.
13.3 Russian Collapse Effects
The Winter Palace box is a metaphor. (Actually, it’s a synecdoche!) It is not
affected by physical control of Petrograd (3220). Foreign occupation of When Russia collapses, it means a Communist revolution
Petrograd does not allow the CP player to ‘arrest’ the Czar. has broken out in the country and Lenin’s Bolsheviks
All Russian-controlled hexes outside “Russia” proper go over to CP control Arabs fought on both sides: the pro-EP Arab Northern Army (ANA; they fought
immediately, except for those that go independent (see Rule 13.4). the Turks with Lawrence of Arabia), and the pro-CP Senussi Religious Order
(which fought the Brits and Italians in Egypt and Libya). “Arab” in this game
After Russian collapse, the CP must establish and maintain a garrison of at least refers to the ANA; the Senussi are called “Senussi”.
75 Divs in Poland, the Ukraine, White Russia, and/or Baltic Provinces, or forfeit
the game. At least 45 of these Divs must be German. These armies may move and Arabia (“The Arabian Desert”) is
fight normally (inside the restricted territory). All other units in “Russia” are technically neutral until the Arab Northern
placed in the Reserves of their respective countries. Army is created. But since only Arabs can
enter it, it can’t really be violated.
The CP must have their 75-division garrison established at the end of each
Logistics phase. Besides Divs, the Germans can also add Ukraine MF’s, and Arab Armies may enter any hex in the
Finnish MF’s (each worth 5 Divs) to the garrison value. Finland is added to the Hedjaz, Turkish Arabia, Aden and the Arabian Desert. If destroyed, they can be
“garrison-capable” areas if CP wins the Finnish Civil War. rebuilt (by Britain – 5.3) in the Arabian Desert. Senussi Armies may enter any
hex in Libya, Tunisia, or Egypt. If destroyed, they can be rebuilt (by Germany –
When Russia collapses remove all BRUSILOV, PLEHVE and YUDENICH Allocations, 5.3) on any Desert hex in Libya.
and move the Baltic Sea marker to CP Supremacy. Move the Black Sea marker to
CP Supremacy, unless Turkey has surrendered, in which case the Black Sea Arab and Senussi Armies are always in Supply, but can only control enemy Supply
marker remains where it is. Remove all Russian Fleet units from the game Source hexes (Colonial Forts, Surrender Cities) and the hex they physically occupy
permanently. (“barren” hexes revert the original owner when they leave). Arab and Senussi
Armies never stack with other (foreign) Armies. Senussi Armies also can’t stack
Russia’s one tiny MF unit in the Near East – the Nestorian Christians – is treated with other Senussi; see 5.2.
as a British-Patroned MF after Russia collapses.
The Senussi initially are placed in Libya. They may not attack Italian units, or
13.4 Transcaucasia enter Egypt or Tunisia, until Italy joins the EP.
When Russia collapses, the new independent states of Georgia, Armenia, and 14.2 Armenians
Azerbaijan are created.
Armenian Armies are created from the
If all Georgia is EP-held when Russia falls, Georgia is neutral. If any hex is CP- force pool by “Armenian Volunteers”
held when Russia falls, Georgia is an EP nation. Either way, the EP deploys all Random Events. Each such Event creates
three Georgian armies in Georgia, in three separate hexes if possible. one Army from the force pool that can be
deployed on any EP-controlled hex in
Azerbaijan is a CP minor ally. Its hexes are friendly to the CP unless Armenia. It may enter any hex in Armenia,
physically held by EP armies. Deploy the “Baku Soviet” army in 1125 (retreat and trace supply from any supplied
any other units in the hex); it is an EP army but it may never move. Once British, French or Russian Army, or any
destroyed, it is permanently eliminated. The CP deploys the three Azerbaijan EP-held Armenian P.C. (Population
armies on three CP-controlled hexes of Azerbaijan. Azerbaijan never surrenders. Center) marker.
Armenia, when created by Russian Collapse, is an EP minor ally (14.2) that It may stack with any EP Armies, and may be rebuilt normally on any EP-held
consists of any EP-controlled hexes of Armenia. Its army is any existing Armenian hex in Armenia.
15.0 NEUTRAL COUNTRIES At the start of his own Pulse during the Pulse Phase, a player may declare war
on a neutral country. This activates that country as an ally of the other side. If
15.1 General Rules a Small Power is invaded, increase their Reserves: Switzerland +5, Bulgaria
+4, Roumania +3, Greece +2, Sweden +1. This is in addition to reserves
The EP (Great Britain, Belgium, France, Servia, Montenegro and Russia) start the received from 15.1 (the Turn Number).
war against the CP (Germany and Austria-Hungary). Turkey, Bulgaria, Italy, the
USA and Roumania start the game as “predisposed neutrals” (15.2). All other If a neutral is thus attacked, roll two dice. If the CP attacked, add the roll to US
countries are truly “neutral.” Entry (15.2). If the EP attacked, subtract the roll from US Entry. Because the US
exudes a wholesome moral influence, the EP may not attack neutrals once the US
Neutral countries may receive Reinforcements. If a Random Event deploys a is in the war.
Minor Force (i) for a Neutral country, it is placed in the Minor Forces Reserve
Box on the map to await deployment when the country joins the war. If a 15.4 Albania
Random Event would deploy Divs in a Neutral Country, any such Div
reinforcements are ignored so long as the country is neutral. Neutral countries Units of all nationalities may enter Albania (but see National Restrictions, 10.0);
cannot otherwise build, deploy, or move Armies until they are at war. such movement is not even considered an ‘invasion.’ Because of bandits, supply
(Exception: The EP player deploys, moves, and controls all neutral Italian can be traced through an Albanian hex only if a friendly army occupies that hex.
forces in Italian territory, including Divs, exactly as if Italy were at war.)
15.5 Independent Finland
When a neutral Small Power or Ottoman Turkey enters the war, set their Reserves
to the Turn Number. Example: if Bulgaria enters the War in Summer 1915, it If Russia has collapsed and the Finnish Civil War event occurs, each side rolls a
starts with 6 Reserves. die and adds the total Firepower (first strength number on each Battle unit, plus
1 for each Div assigned) it has in Finland. (Finnish units inside Finland do not
15.2 Predisposed Neutrals: Three neutrals (USA, Italy, Roumania) begin count.) The higher total wins the Civil War. Finland becomes a minor ally of the
the game “predisposed” to the EP side, while two (Turkey and Bulgaria) are winner (treat them as German or British MFs depending on the winner); deploy
Many players of the first edition of Death in the Trenches wanted to Only the CP may attack the Swiss. If Italy is neutral when Switzerland is invaded,
make it possible for the Netherlands to join the war. Here you are. Proost! Italy joins the EP, and the Italy Crisis Marker is immediately placed on the map
in or near Italy where it will be noticed (see 10.3 and 10.6).
The Netherlands is now treated like an ordinary neutral country with a few
special rules. Random Events affecting the Netherlands now have their full effect 15.10 The United States
(contra rule 15.7). Its “dotted line” borders are treated as impassable hexsides
until a player declares war on the Netherlands (or a Special Event brings it into The USA cannot be attacked; it joins the EP only by being a “predisposed
the war). Once the Netherlands is at war, all Dutch hexsides (including the neutral.” When the USA joins, all three of its Great Power (&) Armies are
Maastricht salient, 3308/3309, which really annoyed the Germans) are treated placed in the Holding Box (now they can be built). Also place the “US Reserves”
as ordinary hexsides for all purposes. marker in the “0” box on the Markers Track, and move the “US Entry” chit to
the Turn-Record Track, in the Turn box on which the USA entered the war.
The presence of the “Dutch Free Trade” marker (15.7) is not permanent if rule
15.7a is in effect. Any event or move that brings the Netherlands into the war US Armies in Europe deploy on any EP-controlled hex in France or Britain. For
flips the Free Trade tile to its “Dutch Embargo” side, which hurts Germany’s rules on US Reinforcements, see 3.1.3. US Armies are always subject to “Impaired
reinforcement ability (see 3.1.2). Communications” (6.7). On DoW +3, The US Fleet can be deployed. Once the
US has entered the war on the EP side, Prague is considered to have “fallen” for
Invasion of the Netherlands: If the CP player chooses to violate Dutch neutrality, purposes of Austrian Surrender (12.1).
Roumania and Italy have “Opportunistic Entry” hexes in Austria-Hungary Option #1 by itself can lead to a very chaotic game. Option #2 by itself can
(marked with symbols). If hex 2512 is occupied by EP units, Italy (if neutral) lead to a less dynamic game. Both these Options together might be
joins the EP at once. If hex 2314 is occupied by EP units, Roumania (if neutral) interesting, but that is an “eyeball judgement”, not one derived from
joins the EP at once. These countries are jumping on the EP bandwagon if it looks playtesting.
like Austria-Hungary is collapsing.
In the green box of Rule 3.4, there are “Limits to the Firepower” that can be 2.4 Pulse Phase (see 6.0 and 7.0)
added to Combats by Special Events. Some players find these limits too [2.4.1] During the Pulse Phase, play proceeds by a series of alternating pulses,
restrictive. The following is offered as an optional alteration. kind of like chess moves. First one player goes, then the other player, and back
again, alternating until both sides either have nothing left to move, or don’t want
Optional rule 1: Increased Battle Allocations. Combatants are no longer to move anything.
limited to “doubling” the base Firepower.
[2.4.2] The player who moves first in the turn is indicated on the Turn-Record
Optional rule 2: Restricted Battle Allocations. Combatants are restricted to Track next to the turn number (CP on Turns 1, 2, and 3; EP on Turn 4, etc.)
only one application of a given Battle Allocation per battle (e.g. no more than
[2.4.3] During a Pulse, the player who is moving (“the phasing player”) moves