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Great War Strategy Game Guide

The document summarizes the origins and impact of World War I (1914-1918), known as the Great War. It describes how the assassination of Archduke Franz Ferdinand led Austria to declare war on Serbia, drawing in allies on both sides and engulfing Europe in total war. Over 20 million soldiers and civilians lost their lives before an armistice in 1918. The war transformed the global political order and established ideologies like communism, fascism, and nationalism that still influence the world today. It marked the end of long-standing empires and the beginning of U.S. and Soviet power on the global stage.
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0% found this document useful (0 votes)
86 views31 pages

Great War Strategy Game Guide

The document summarizes the origins and impact of World War I (1914-1918), known as the Great War. It describes how the assassination of Archduke Franz Ferdinand led Austria to declare war on Serbia, drawing in allies on both sides and engulfing Europe in total war. Over 20 million soldiers and civilians lost their lives before an armistice in 1918. The war transformed the global political order and established ideologies like communism, fascism, and nationalism that still influence the world today. It marked the end of long-standing empires and the beginning of U.S. and Soviet power on the global stage.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

© 2021 Compass Games LLC, p.

1 Revised Oct 2022


Serb terrorists murdered Archduke Franz Ferdinand, heir to the Austrian throne, on 28 June 1914.
Austria declared war on Serbia; Russia sprang to Serbia’s aid, and then Austria’s ally Germany attacked
Russia and invaded France through neutral Belgium, bringing Britain into the war against Germany and
Austria. Soon the Turks, Australians, Canadians, Italians, Bulgarians, Romanians, and Americans were in
it as well: they all called it The Great War.
From 1914 to 1918, European civilization systematically consumed itself without pity, decimating
empires and clearing the world for domination by the United States, Soviet Russia, and Japan. By the time
it was over, some 20,000,000 soldiers and civilians were dead, absolute monarchy was finished, European
supremacy discredited, and the armed chivalry of the Victorian Era overthrown by mechanisms of mass
death: a dark new age was born of tanks, air forces, lurking subs, poison gas, and genocide. Communism,
Fascism, Islamic terrorism, America’s global responsibility: all were legacies of The Great War. The
“second” world war was but its epilogue and resolution; The Great War was the crucible that poured out
the fiery world we live in today.

TABLE OF CONTENTS 17.0 GAME SET-UP (See Events Book)


18.0 CREDITS (See Events Book)
1.0 COMPONENTS 19.0 HEX CATALOG (See Events Book)
2.0 SEQUENCE OF PLAY (see p. 28) 20.0 EVENT CHIT CHARTS (See Events Book)
3.0 RANDOM EVENTS
4.0 GREAT POWERS, SMALL POWERS, AND MINOR FORCES (MF) 1.0 COMPONENTS
5.0 ARMY LOGISTICS
5.1 “Divs” Death in the Trenches (“DITT”) is a simulation game of the Great War
5.2 Stacking (World War One, 1914-1918). One player controls the Central Powers (CP), the
5.3 Building Armies other the Entente Powers (EP; “entente” is a fancy French word for a pact or
5.4 Reserves agreement). With a little imagination, the game is also easy to play solitaire.
5.5 Control of a Hex
6.0 MOVEMENT The game consists of the following components:
6.1 Ground Movement Procedure
6.2 Weather, Desert and Alpine 1 Rulebook (full color, 28 pages; you’re reading it)
6.3 Near East (NE) Restrictions 1 Events Book (full color, 20 pages)
6.4 Strategic Redeployment (SR) 1 Game Map (34"x22", full color; mounted)
6.5 Amphibious Invasions 2 Omnibus Markers Tracks (one Central Powers, one Entente Powers)
6.6 General Withdrawal 2 Special Events Cards (one Central Powers, one Entente Powers)
6.7 Russian Rail Gauge (Optional Rule) 1 Battle Board
7.0 BATTLE 1 Attacker Battle Chart
7.1 Battle Procedure 1 Colonial Map
7.2 Obliteration 4 Counter Sheets (520 counters total, double-sided)
7.3 Retreat
7.4 Siege Several six-sided dice are included but players must supply their own additional
8.0 SPECIAL WEAPONS AND TACTICS dice. A calculator is also helpful.
9.0 SUPPLY
10.0 NATIONAL RESTRICTIONS The game includes one Omnibus Markers Track for each side. Note that unit
11.0 COLONIAL WARFARE deployment is NOT secret.
12.0 SURRENDER
13.0 RUSSIA This is the Second Edition of “DITT” (Death in the Trenches). New
14.0 ARABS AND ARMENIANS features include all-new components and artwork by Jonathan Carnehl, including
15.0 NEUTRAL COUNTRIES a mounted map. The game also features a completely overhauled and redesigned
16.0 HOW TO WIN (See Events Book) Battle system (that still preserves the magical “Overrolls” of the original) and

© 2021 Compass Games LLC, p. 2 Revised Oct 2022


a new more realistic system of divisional Reinforcements. Years of errata and 5. They are identified by national colors, flags and oval “bumper stickers” (1.3).
“house rules” have been integrated into the game system. A revised naval system,
originally designed by Mike Welsh, has been made part of the game. Dutch entry, There are three types of “Army” in the game: Minor Forces (i), Small Power
which many original players clamored for, is now an optional rule. Players of the Armies (G), and Great Power Armies (&).
original game should find the new game familiar but even more fun!
All Army units have identical artwork on the
1.1 Map back of the Tile, except the back is
distinguished by a “slash” across the unit.
[1.1.1] The map is divided into hexes which regulate the movement and position This signifies that the Army has been
of Armies, much like the spaces on a chess board. An Army Tile can only be in one “flipped”, which indicates the Army is no
hex at a time. Each hex has a number and a name: see 18.0. longer able to move, and that it also cannot
“Entrench” a Hex (7.1 Step 2).
[1.1.2] Spellings (“Servia,” “Roumania”) are taken from wartime sources. The
scale is 80 miles to the hex. An Army that cannot Entrench a Hex can still
“be entrenched” by a different “unflipped”
[1.1.3] Map Clarifications: The Austro-Italian border should extend between Army in that Hex; see 7.1 Step 2.
Venice and Trieste. Ignore the “water” in hexes 3924/3925 for game purposes.
Generic black “Allocation” markers are used with Special Events (3.3).

1.3 Oval “Bumper Stickers”

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!)

AH – Austria-Hungary; AB – Arab Northern Army;


ANZ – Australia and New Zealand; AR – Armenia; AS – Assyria; AZ – Azerbaijan;
B – Belgium; BG – Bulgaria; BR – Brazil; BS – Baku Soviet; CA – Canada;
CH – Switzerland; CN – China; CO – Cossacks; CZ – Czecho-Slovak;
D – Germany (Deutschland); F – France; GB – Great Britain; GE – Georgia;
GR – Greece; I – Italy; IN – India; JP – Japan; MR – Maronites;
MT – Montenegro; NL – Netherlands; OT – Ottoman Turkey; P – Portugal;
PE – Persia; PL – Poland; R – Roumania; RU – Russia; S – Sweden;
SF – Finland (Suomi/Finland); SI – Senussi; SR – Servia; UA – Ukraine;
US – United States of America; Z – Zionists; ZA – South Africa

1.2 Counters (“Tiles”) 1.4 Historical Unit I.D. Abbreviations on Tiles

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;

© 2021 Compass Games LLC, p. 3 Revised Oct 2022


CEP – Corpo expedicionário português; Col – Colonial; Reinforcements may instead be attached straight to Armies on the map capable
Dfor – “Dunsterforce”; EEF – Egypt Exp. Force; Exp – Expeditionary Force; of receiving Divs. To receive a Div in this manner, the Army must be in supply
Fez – Fezzan Arabs; FG – Frontier Guards; FJ – Finnish Jägers; Gan – Ganja; (9.0), and could also be subject to “Impaired Communications” (6.7).
Gds – Guards; GD – Georgadze’s Army; Gdier – Grenadiers;
Geb – Mountain Troops; Gen – Gendarmes; GP – Garde Patriarchale; The country abbreviations used in Reinforcements are the same found on the
Ham – Hamidiye (Kurdish Cavalry); IEF – Indian Expeditionary Force; country’s Bumper Sticker (1.3). As a reminder, these are:
Jev – Jevanshir; JL – Jewish Legion; KAR – The King’s African Rifles;
Kav – Kavallerie; KLM – Royal Army; LE – French Foreign Legion; Leg – Legion; F = France
MEF – Mediterranean Exp. Force; MTS – Mountaineers; ND – National Defense; GB = Great Britain
Nord – North; PG – People’s Guard; PN – Police of the North; Pol – Polish; I = Italy
PrG – Prussian Guards; Riy – Riyah Arabs; Ruth – Ruthenian; RU = Russia (Note: “RU” is Russia; “R” is Roumania!)
SC – Southern Command; SD – “Savage” Division; AH = Austria-Hungary
SG – “Swedish” (actually Persian!) Gendarmerie; D = Germany
SMEF – Sassuntsi Manuk’s Expeditionary Force; SP – Special Army; OT = Ottoman Turkey
SPR – South Persia Rifles; SR – Siberian Rifles; Sud – South; Süd – South; GR.SR.CH = Greece, Servia, and Switzerland (identical reinforcements)
Sx – Saxony; TA – Turkestan Army; TKJ – Tyrolean Kaiserjäger; S.B.R. = Sweden, Bulgaria*, and Roumania (identical reinforcements)
Trans – Transylvanian; Tri – Tripolitanian Arabs; TS – Tsulukidze’s Army;
USMC – United States Marine Corps; Woy – Woyrsch; * The “B” Reinforcements should be “BG” (Bulgaria), not Belgian (which isn’t
WPA – War Participation Army; Wü – Württemberg; x – Brigade; a “Small Power”). Sorry for the typo.
xx – Division; xxx – Corps; xxxx – Army; ZS – Zaporozhian Sich
The “S.B.R.” and “GR.SR.CH” abbreviations indicate that each of the countries
2.0 SEQUENCE OF PLAY listed, if it is in the war and no longer neutral, gets the given
number of Divs as reinforcements. These do not change throughout the war;
The time scale is three months per turn (except the first two turns, August and Sweden, Bulgaria and Roumania always get 3 Divs each Reinforcement Event,
September 1914). Each turn, the two players perform the while Greece, Servia and Switzerland always get 2 Divs each Reinforcement Event.
sequence of play printed on the last page of this rulebook.
If a country is ever unable to receive a Reinforcement (because its Armies are all
A full play of the Sequence of Play concludes one turn. The cycle repeats until one full, and its Reserve marker at maximum), ignore the Reinforcement.
player resigns, or Fall, 1918 has ended (see 16.0).
3.1.1 German Iron Imports: Hex 3919 contains the Swedish iron mines
3.0 RANDOM EVENTS of Gällivare, which were vital to the German economy (in both World Wars). If
Hex 3919 is under CP control, or under neutral Swedish control, the iron is
In each Random Events Phase (2.1 and 2.6), one player (it doesn’t matter who) assumed to be available to Germany. If Hex 3919 is under Entente control (for
draws one of the Event Chits blindly out of a cup. Check the chit drawn against whatever reason), subtract -10 from any German Reinforcement Event.
the Event Chit Chart for the current year, and perform each and every Event in
the order listed. Each year uses different charts, to show the march of world 3.1.2 Dutch Free Trade: Hex 3409 contains a “Dutch Free Trade” marker
events. Don’t put the chit back once it is drawn; by the end of each Fall turn, all that indicates that the Netherlands is neutral, and as such, is trading freely with
the Chits for that year should have been drawn. See 20.0 in the Events Book. Germany. (Massive amounts of imports entered Germany despite the Allied
blockade, shipped through neutral Holland with fake manifests showing their
Example: It is 1916 and you draw Event Chit 6. Follow the instructions in the ultimate destination was Holland and not Germany.) If the Netherlands ever
“1916 Chit 6” box. ceases to be neutral (15.7), this marker is flipped to its “Dutch Blockade” side
and you must subtract -10 from any German Reinforcement Event. (The “Dutch
3.1 Reinforcements Blockade” side of the “Dutch Free Trade” marker is blank (either write-in DB,
or flip Dutch Free Trade side upside down to denote).
The first Event is always Reinforcement, which supplies a number of Divisions
(“Divs”) to any country listed. For instance, in the 1914 Chit 1, the 3.1.1, 3.1.2 Addition: These subtractions to German Reinforcements are
reinforcements begin with “F19, GB17”, and so on. This means France receives 19 reduced to -5 Divisions if either:
Divs, and Great Britain receives 17. Divs received in this fashion are immediately A. Italy is neutral or Surrendered.
assigned to the country’s “Reserves” (5.4). Alternatively, Divs received as B. The CP has Naval Supremacy in the North Sea.

© 2021 Compass Games LLC, p. 4 Revised Oct 2022


If both apply, there is no subtraction to German reinforcements. On the Special Events Card, each Special Event contains an explanation and may
also contain a symbol. Those symbols refer back to the rules below, which apply
3.1.3 US Reinforcements: Once the USA enters the war, US in every instance that such a symbol appears on a Special Event:
Reinforcements (Divs) arrive automatically based on the US Reinforcements
Chart (located on the south map edge). Each turn the US is in the war, consult ˜ = This symbol indicates that play of this Event by an attacking player will
the US Reinforcements Chart, and add that many Divs to US Reserves in each neutralize any defending Trenches in Battle (7.1 Step 2), and in Retreat (7.3).
Random Events Phase. Treat all defending units as “unentrenched” for the duration of that battle.

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).

© 2021 Compass Games LLC, p. 5 Revised Oct 2022


‘ = A player can play this type of Allocation only at the start of his own Pulse. 4.2 Small Powers (G)
It causes a corresponding marker to be placed on the map in some easily
remembered place. The marker remains for the rest of the game with whatever Countries whose Armies are marked with squares (9) are “Small Powers.” These
effect is described (unless removed by some subsequent Event). Once the are medium-sized countries (specifically: Bulgaria, Greece, Roumania, Servia,
Allocation is played, the phasing player continues with his normal Pulse. Sweden, and Switzerland). Small Powers have special rules for Battle and for unit
construction. They are bigger and more sophisticated than Minor Forces, but are
– = Signifies an Allocation that can be played at the start of its side’s Pulse, too small and their military capacities too limited to be called Great Powers.
with an immediate one-time effect. Once the Allocation is played, the phasing
player continues with his normal Pulse. The entire Battle strength of a Small Power Army is given on the Tile; it never has
a corresponding Div Max marker. The last number on a Small Power unit (its
3.5 Other Events “Fortitude”) represents the number of historical divisions contained within that
unit, although its divisions are inherent to the unit and can’t be detached from
All other events are preceded by a box (). These Events will explain what the the unit itself or in any way reassigned to another Army.
player is supposed to do when they occur.
Note that each Small Power also has its own Reserves marker (like a Great
Note: Some Events that occur during the 2nd Events Phase (2.6) may turn out Power), which contains the country’s own Divs in Reserves. These Divs are not
to be “useless” from a player’s point of view. This is just the luck of the draw! “attached” to a Small Power Army, but when a Small Power Army takes losses
in Divs, it deducts its own Divs from its own Reserves – see 7.1, Step 10 c.
Random Events with two boxes () only deal with the Netherlands, and
should be ignored unless you are using Optional Rule 15.7a. The Netherlands 4.3 Minor Forces (MF; i)
is neutral and its neutrality cannot be changed or violated in the game unless you
are using that optional rule! An Army marked with a star (i) is a “Minor Force” (MF). A Minor Force is the
army of a very small country (e.g. Montenegro or Belgium), or else the Minor
4.0 GREAT POWERS, SMALL POWERS, Force represents some élite unit of a Great Power (e.g. Germany’s Bavarians, the
AND MINOR FORCES (MF) US Marines, the French Foreign Legion, and the Italian “Arditi”). Minor Forces
have special rules for unit construction (5.3). MF units operate exactly like Small
Death in the Trenches has three types of Army. In descending levels of size, these Power Armies (4.2), but can only draw on “Patron” Reserves to take losses.
are: Great Powers, Small Powers, and Minor Forces (MF).
Example: The Germans have a Bavarian Great Power Army (6 xxxx, marked with
a blue-and-white checkered Bavarian flag and a strength of 3-12); as a Great
Power Army it is marked with a & “medal” icon and it has its corresponding
“Div Max” marker on the CP Omnibus Markers Track. But the Germans also have
a smaller Bavarian Minor Force unit, the Bavarian Corps (xxx), which also has
a Bavarian flag but a printed strength of 18-18 and a white j “star” icon to
show that it is a Minor Force (MF) unit.

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).

© 2021 Compass Games LLC, p. 6 Revised Oct 2022


Great Britain – 3-1 Dunsterforce, 2-3 Cavalry, 8-7 Canadian, 1-1 Rhodesian, 4-2 “Divs” only refer to divisions attached to GP armies (any exceptions should be
Gurkhas, 5-4 Irish Army. clearly noted). Units are built by “spending” Divs in Reserve. Losses and gains
from Events affect only “Great Power” Divs. Game limits and requirements
Russian – 8-6 Guards, 5-6 Cavalry, 6-5 Grenadiers, 6-5 SR (Siberian Rifles). reference GP Divs (with some “Minor Force” exceptions that are noted).

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,

© 2021 Compass Games LLC, p. 7 Revised Oct 2022


Example: A German Army can contain up to 25 Divs, while an Austro-Hungarian nications”, 6.7). For construction of new units on the Colonial Map, see 11.2.
Army can only contain up to 15 Divs. This is a way of showing how much larger
the Austro-Hungarian formations are; they just contain a lot more men. To build an Army (& or G) Tile, you must spend (delete) Divs from Reserves
(5.4). The Divs spent to build a Great Power Army (&) must correspond to the
All Divs attached to an Army must be of the exact same nationality as that Army. nationality of the Army being purchased. (In other words, if you’re building an
(Exception: The Austro-Hungarian “Süd” Army can have German and/or Austrian Austro-Hungarian Army, you must spend Austro-Hungarian Divs to build that
Divs attached to it. Once attached to the “Süd”, a Div may not be transferred out army). Newly-built Great Power Armies get no Divs (their Div Max Tiles are
of it.) placed at “zero”), but Divs can be transferred to them.

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

© 2021 Compass Games LLC, p. 8 Revised Oct 2022


is a 3-7, so the largest number is “7”. Deduct 7 Divs from Reserves, and then by putting it out-of-supply.
place the newly-revived Russian 6th Army Tile in a friendly-controlled supplied
hex. Next, you want to rebuild the Terek Cossacks from the Obliterated Box. Its 6.0 MOVEMENT
strength numbers are 4-5, and since this is an Obliterated unit, you need to add
those numbers to get “9.” Deduct 9 Russian Divs from Reserves, and place the 6.1 Ground Movement
rebuilt Terek Cossacks in any legal hex. Procedure

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.

© 2021 Compass Games LLC, p. 9 Revised Oct 2022


Exception: Germans may attack from such hexes in Germany, Belgium, ! If the EP plays the “Sinai Pipeline” marker on hex 0812, that hex becomes
France, and Switzerland on turn 1 only, due to meticulous pre-war planning Clear for EP forces only. Remove the “German Engineers” marker, and retreat
(17.5). any CP units in the hex to 0813.

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.

© 2021 Compass Games LLC, p. 10 Revised Oct 2022


Example: France decides to send forces to the Near East, and the EP player rolls Armies in the Reserve Box can stay there as long as they want, floating ‘in
a die. The result is 4. Place the “France NE Commit” marker in the “4” box on hyperspace’. But they can only move out at the appropriate time (2.2 step 4).
the EP Omnibus Markers Track as reminder that France may never send more
than 4 Divs (or their equivalent) to the Near East Theater. 6.5 EP Amphibious Invasions

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.

6.4 Strategic Redeployment (SR)


Place the Beach Head marker in the target hex, and the attacking units in the
Divs can be ‘transported’ long distances by putting them in Reserves one turn, corresponding off-map box (bottom left corner of map). If enemy units are
and then deploying them out of Reserves the next turn. This is called “Strategic present in the hex, place them in the box as well. The two sides are
Redeployment” (SR). “cohabitating” in the same hex. Each stack obeys normal Entrenchment rules
(7.1 Step 2) but ignores terrain. The invaders trace Sea Supply (9.3).
SR of Minor Forces works on similar principles, except that the physical Tile
moves in and out of the Minor Forces Reserve Box on the map. To SR a Minor The player who owns the hex in which the Beach Head marker is located may
Force, the Minor Force Army must be in supply. Simply remove it from the map freely move units in or out of the hex by normal movement or SR. The invading
during the Logistics Phase (see 2.2, step 3) and place it in the Reserve Box. player may move units in or out by SR only, as long as he has a friendly unit in
the box. If the EP attacks the Beach Head hex from an adjacent hex, normal
During the Logistics Phase of a subsequent turn, the Army in the Reserve Box can combat rules apply (including terrain) – if the CP loses such a battle, the Beach
be deployed on the map in any eligible, friendly-controlled hex–just like creating Head marker is removed (the EP gains full control of the hex).
a new Army, but at no cost (see 2.2, step 4). They may be subject to “Impaired
Communications” (6.7). The invading player has the option (he is not required) to conduct an attack as
soon as he invades, against enemy defenders in the Beach Head hex.
Flipped units can use Strategic Redeployment (retaining their flipped status).
If he does choose to attack immediately, the invading side may “commit the fleet
As a logistical convenience, it’s OK to use the Minor Forces Reserve Box to transfer to close support” of an amphibious invasion on that sea. (Your big ships provide
Great Power (&) Armies. For instance, you can pick up the Russian 6th Army gunnery support to the troops, but are exposed to land-based guns and
from Finland, put it in the Reserve Box, and next turn deploy it in Poland. They minefields.)
are out of play for a whole Turn, because of how the Sequence of Play is designed.
If the EP “commits the fleet”, roll two dice for the naval battle; the die roll is

© 2021 Compass Games LLC, p. 11 Revised Oct 2022


modified: Near East: Any hex whose chosen Supply Source is a NE Surrender City (Turkey,
+1 if no CP fleet is present Britain) or NE Fort (Russia).
+1 if the EP has Sea Supremacy Colonial Map: Any EP unit in a Colonial area
United States: Any US unit, anywhere.
The defender wins on a 2-5, and the attacker wins on a 10-12. (Any other roll
means the engagement was indecisive and nothing happens.) If the attacker 7.0 BATTLE
wins, he gets +20 to his Offensive Firepower in the initial Battle. If the EP
“Commits the Fleet” and loses, with the die roll being greater than the number In DEATH IN THE TRENCHES, Battle between opposing armies takes place
of EP Fleets present, the Sea marker is moved one box in the CP favor. Regardless “within” the Hex. The Attacking player moves one stack of his own units into a
of Sea marker movement, place invading armies in their respective Holding Hex occupied by a Defending player, and initiates Battle. There is no such thing
boxes, their Divs are placed in Reserves, the Beach Head is destroyed, and the EP as “multi-hex combat”, although the same effect is achieved by having different
chooses one Fleet in that Sea to remove. attacking stacks pound on the same defending Hex over the course of several
pulses during a single Turn.
If the invaders are ever destroyed (or evacuate), the Beach Head marker is also
destroyed and defenders in the hex return to the map. If there are no defenders In the game, every Army has its own inherent strength (Firepower and Fortitude)
in the Beach Head at the end of a defending player’s pulse, remove the marker printed on the Tile (e.g. “3-6”, pronounced “3-Fire and 6-Fort”). In addition,
permanently; move the invaders onto the map. The invaders control the hex. Divs may be attached to Great Power&Armies (as shown with each Army’s
After the initial invasion, if a CP Beach Head defender is ever Obliterated, the unique off-map Div Max marker). Each Div attached to the Army has a Battle
Beach Head marker is instantly removed, and the EP controls the hex. strength equal to 1-1; it adds +1 to Firepower and provides one extra point of
Fortitude with which to endure losses.
If hex 1216 is the target of an Amphibious Invasion while the Armenian P.C.
(14.2) is available, the EP can “recruit” that Armenian the instant the EP have If the British “MEF” Army (face value: 5-9) contains ten Divs, its total strength
sole possession of the hex. If they do so, remove the Beach Head marker (the is effectively 15-19.
EP fully control the hex). In this case, the CP does not get a “pulse to react.”
In each Battle each side simultaneously fires at the other trying to “score hits.”
6.6 General Withdrawal
WESCOM (the Warfare Equivalency System and Combat Operations Model) was
As an alternative to moving, a Player may during his Pulse declare a “General created by Wes Erni, for the game Absolute Victory (designed in the 1990s
Withdrawal” and remove any number of supplied units, in any number of hexes, but not published until 2016 by Compass Games; the first edition of Death in
all at the same time, to his Holding Boxes. Any Divs attached to the removed the Trenches was actually published first). It has been used in several other
Armies are added to that Power’s Reserves (up to 70; any excess is lost). This games. The principle behind WESCOM is to engage a player’s personality in the
might be done to avoid encirclement (units already encircled are out of supply, Battle system, so that a player’s own level of aggression, or timidity, is vividly
and can’t escape!), or provide Reserves in an emergency. Such a move does expressed in the way that player approaches each individual battle. The key to
count as a “pass” for purposes of rule 2.4.4. the WESCOM system is the infamous “Overroll”, where the player rolls as many
dice as he wants to, trying to achieve a die roll as high as possible but without
6.7 Impaired Communication Effects going over a limit; if you go over the limit, you achieve nothing! In this way, the
aggressive player constantly risks disaster. While critics who don’t understand
Units that “Deploy” (5.3) or “SR” (6.4) must “flip” when their destination hex the system complain (“What do you mean I rolled all those dice and did no
is subject to “Impaired Communications”. Any&Army in such a hex that damage?!”), thoughtful players of these games enjoy the emotional roller-coaster
receives Divs as Reinforcements (3.1) or by SR (Logistics phase, step 3) is also that the system forces them to ride.
flipped. Divs received during the Logistics phase, step 2 (Army-to-Army, within
3 hexes) are never subject to Impaired Communications. Firepower is essentially an index of offensive power, and takes into account
morale, equipment, low-level commanders, and national temperament.
6.7.1 Impaired Communication Conditions
Fortitude is essentially an index of defensive strength, and takes into
Russian Rail Gauge: CP units in a “Russian region” hex, including Finland, Baltic account morale, equipment, low-level commanders, and national temperament.
Provinces, Poland, White Russia, Ukraine, Georgia, Azerbaijan and (all of) In DEATH IN THE TRENCHES, Fortitude ratings are a little hard to decipher as
Armenia. they have been abstracted to show vast disparities in unit sizes. But the effect is
Sea Supply: Any hex that uses Sea Supply. to make every Division worth “one” on attack and defense, which enormously

© 2021 Compass Games LLC, p. 12 Revised Oct 2022


simplifies Battle mechanics for the player compared with the First Edition. In any Hex that is not Mountain, the maximum Front Stack is two Great
Power & Armies (i.e. not a Minor Force i or a Small Power Army G), or one
Note that while Firepower seems like an “offensive” quality and Fortitude seems Great Power & Army plus any number of smaller (Minor Force i or Small
like a “defensive” quality, both ratings are used by both sides in a battle, Power G) units. These limits apply both to the Attacker, and to the Defender
because Battle is simultaneous. While most games have a simplistic “I attack you (see Step 2 below), or to any number of smaller units.
all along the front, then you attack me all along the front” system, WESCOM
accurately represents the intricate ballet of forces on the battlefield. In any Mountain Hex, the maximum Front Stack is one Great Power &
Army, or any number of smaller (Minor Force i or Small Power G) units.
7.1 Battle Procedure These limits apply both to the Attacker, and to the Defender.

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

© 2021 Compass Games LLC, p. 13 Revised Oct 2022


“one level better Trenches” (Level 2 Trench can’t be improved) for the combat defender’s line) and moves it to the “Target Sector” box.
roll (only). Thus, defenders will always be at “Level 1 Trench” regardless of the
turn, any Special Event, the size or condition of the defenders. When it comes to This step introduces the idea of the Spearhead, and of the Target Sector. They are
Retreat (7.3) though, defending behind a Crossing Arrow conveys no special critical to simulating a Great War battle properly. The Spearhead is the part of
advantage. your (attacking) force that will ‘lead the charge’ and take the most casualties.
The Target Sector is the exact position or “weak spot” in the (defending) enemy’s
Trenches affect Battle (7.1) and retreat (7.3). line that you will concentrate your attack against. All of this is new to the game,
if you’ve played the First Edition.
No CP unit is ever considered entrenched before Game-Turn 3 (Fall, 1914). No EP
unit is entrenched before Game-Turn 4 (Winter, 1915). No Russian unit is The Spearhead unit determines which nationality’s Battle Box is employed by the
entrenched before Game-Turn 7 (Fall, 1915), except for Russian units in Russian Attacking side in the battle (further explained in Step 9, below).
Forts, which can entrench normally (like other EP units) starting on Turn 4.
The Spearhead and Target Sector units take losses first (Step 10, below).
A Special Event marked with ˜ (e.g. “Stosstruppen”) negates trenches. An Army
attacking with such an Allocation cancels the Defender’s trenches. If such a ! Step 4. Firepower: Each player totals up his own Firepower at this
Special Event is played, change the Defender Trench Level marker to the “NO point, using the “Firepower/Hits Display” boxes.
Trenches” marker and discard the Allocation.
Attacker Firepower is calculated by totaling up all Firepower numbers (the first
A Clear Hex contains Level 2 Trenches if the Defender Forces Box contains two number on each Tile; i.e. on a 4-12 Tile, the Firepower is 4) from both the
face-up Great Power & Armies. Spearhead unit and any other Attacker units in the Attacking Forces box. In
addition, any Divs (5.1) assigned to any Attacking Armies are also added to the
A Clear Hex contains Level 1 Trenches if the Defender Forces Box contains one total, each Div being worth “1” on Firepower.
face-up Great Power & Army.
Example: The Austro-Hungarian 3rd Army is mounting an attack against the
A Non-Clear Hex (Rough, Swamp, Mountain, or Alpine) contains Level 2 Italians. Stacked with it are a number of Austro-Hungarian Minor Force (MF)
Trenches if the Defender Forces Box contains at least one face-up Great Power units. The 3rd Army has its inherent Firepower of 2, listed on the Tile; it also has
& Army. 15 Divs assigned to it (its maximum allotment, as shown on the Omnibus
Markers Track), for a total strength of 17. But the stack contains an additional
A Non-Clear Hex (Rough, Swamp, Mountain, or Alpine) contains Level 1 22 Firepower: The 6-Fire “TKJ” (Tyrolean Kaiserjäger), the 6-Fire Austrian
Trenches if any face-up unit is in the Defender Forces Box. Landwehr, the 4-Fire Polish Corps, the 3-Fire Ruthenian Corps, and the 3-Fire
Croatian Corps. These five MF units, plus the 3rd Army, have a combined Firepower
The Russians in the above example placed their two&Armies in the Defender of 39.
Forces Box, and the hex they’re defending is a Swamp (so it’s “Non-Clear”). The
Russians are face-up, and all it takes is one such unit to Entrench the hex, so Defender Firepower is calculated the same way, by totaling up all Firepower
place the “Level 2 Trenches” marker in the Defender Trench Level box. The numbers (the first number, not the second number!) on the Defending side,
Germans will have to deal with a fully entrenched Russian position when the including both the Target Sector and the Defending Forces. Do not include units
battle begins. “Behind the Lines”. Also, any Divs (5.1) assigned to any Defending Armies (do
not include units “Behind the Lines”) are also added to the total, each Div being
A Minor Force i or Small Power G Army does not have the manpower or the worth “1” on Firepower.
skilled engineers to entrench a clear hex, while a “flipped” Great Power & Army
has not been in the hex long enough to dig trenches. However, if some other Army Example: The Italians are defending with two Armies and no Minor Force (MF)
can “entrench” the hex, those units can take positions behind the trenches the units. The Italian XIV Corps has its inherent Firepower of 4, and 17 assigned
other units have built. This is how Great War battles were actually fought. Divisions for a total Firepower of 21. The Italian XII Corps also has an inherent
Firepower of 4, but only two Divs assigned to it, for a total Firepower of 27.
! Step 3. Spearhead/Target Sector: Here the Attacking player
chooses one Attacking unit as the “Spearhead” (the unit actually “leading the Each side counts up its total Firepower, and records it on the Firepower/Hits
charge” into the teeth of the enemy’s defense) and moves it into the “Spearhead” Display using its own “Fire” markers. In the rare case that Firepower exceeds 99,
box. Next, the Attacking player chooses one Defending unit from the “Defending make note of this on a piece of paper.
Forces” box as the “Target Sector” (the presumed vulnerable point in the

© 2021 Compass Games LLC, p. 14 Revised Oct 2022


Example: The CP has 27 Firepower in this battle. Put the “CP Fire x10” marker to roll seven dice. The roll is 1133356. The total is 22. Since 22
in the “2” box on the Firepower/Hits Display, and put the “CP Fire x1” marker is lower than the Defender’s Firepower (27), the roll is a success and the Italians
in the “7” box. If you can keep track of all this in your head, go for it. will score 22 hits on the invading Austrians. If both the 11’s had been
66’s, the total die roll would have been 28 and it would have been an
! Step 5. Allocations: Allocations (3.3) are added to the battle, mostly Overroll! Take the EP “Fire” markers on the Firepower/Hits Display and flip them
to increase the Firepower totals arrived at in the previous step; any such to their “Hits” side, and mark it that 22 Hits have been scored by the EP side.
modifications are applied on the Firepower/Hits Display. The Attacker can use a
“˜” Allocation to neutralize the Defender’s Trenches; if the Attacker does so, What does the Overroll represent? It represents the sort of tragically bungled
change the Trench Level from Step 2 to “No Trenches”. military effort for which the Great War was so infamous. In the words of Garfink,
who commented on Board Game Geek about the original edition: “You pick the
Example: The CP Austro-Hungarians (37 Firepower) are attacking an Italian number of dice your want to throw and the risk you want to take. If you
stack (27 Firepower). The CP plays one “Kaisertreu” ! Special Event, which adds overthrow your target number, its like you just sent your men over-the-top to get
+10 Firepower to the CP total, so adjust the CP Firepower display to 47. The mowed down! Its absolutely brilliant! Very World War I.”
Italians have no Special Events to counter this with, so they remain at 27. If there
were Germans on the CP side, and the CP had a “Von Below” ˜ Allocation to ! Step 9. Attacker Hits: Now the Attacker compares his own total die
spend, the CP could have negated the Italians’ trenches – but this time the roll to his own Attacker Firepower (calculated above in Step 4), checking for an
Austrians are facing their foes alone. Overroll. If he has Overrolled, he scores ZERO hits, and (as in Step 8) marks this
on the Firepower/Hits Display by putting both the X1 Hits and the X10 Hits
! Step 6. Dice Selection: Each player chooses the number of dice he markers in the “zero” box.
wants to roll. Keep in mind that the number of dice rolled will be compared
(steps 8 and 9) to the Firepower of the side rolling the dice. It’s a good idea for If no Overroll occurs, then each one of the Attacker’s dice may be removed, or its
each player to write down the number of dice he plans to roll. You’re committed effects modified, by the terrain of the hex into which he is attacking, as well
to rolling the number of dice you select at this stage. as by the presence of Defender Trenches in the Battle.

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.

© 2021 Compass Games LLC, p. 15 Revised Oct 2022


The attacking Turks have a Firepower of 20. The Defender is Level 2 Entrenched, Miss Result: If the number rolled is not in the box, the roll “misses”, and
in a Mountain hex. The Turks roll 12455. Using the Ottoman Turkey the die is placed in the “Miss Result” blue box at the top of the chart.
tan Battle box, these rolls are read as follows:
EXAMPLE: In this battle we’re using the Germany Battle box. The first two dice
1 = Hit! (The battle isn’t in swamp or rough.) Place the die in the blue “Hit are 22. The Battle box notes that a roll of 2 “misses in Swamp”, and is a
Result” box. “Bloodbath in Mountain”. The battle is taking place in a Swamp hex, so the two
2 = Miss! (The number “2” doesn’t appear in the tan box.) Place the die in dice miss – move the dice up to the “Miss Result” blue box at the top of the
the blue “Miss Result” box. chart. The next rolls are 33. The result here is “Trench Effect,” but the
4 = Bloodbath in Mountain! (See below for its effects; suffice it to say this is Russians aren’t entrenched so these dice hit. Move them both to the “Hit Result”
a horrible result and you will add +4 Hits both to the Attacker and the box. Now comes the heartbreak: You rolled 555, but look at the box – the
Defender.) Place the die in the blue “Bloodbath Result” box. Germans don’t hit on fives! Those are all misses. Move those three dice to the
5 = Each one of these is a Miss! (The number “5” doesn’t appear in the tan “Miss Result” box. Finally you look at your one 6. There’s a six in the Battle
box.) Place both dice in the blue “Miss Result” box. box, so that die hits and you move it to the “Hit Result” box.

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 Ž 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

© 2021 Compass Games LLC, p. 16 Revised Oct 2022


the Defending Forces box (Defender’s choice). Continue to inflict losses on units, Once one Army is destroyed, the owning Player selects another Army to take
one by one, as long as there are losses left to be inflicted. Defenders “Behind the losses. If there are still any losses outstanding, he repeats the previous steps until
Lines” never take damage, but they may be forced to retreat and flip (7.3) all losses are accounted for. If there are no losses outstanding, or if there are no
depending on the outcome of the Battle. remaining Armies on that side, proceed to Step 11 below.

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).

© 2021 Compass Games LLC, p. 17 Revised Oct 2022


Note: If the Entente somehow inflicted 53 hits, the Target unit would be Fort destroyed in Battle may elect not to surrender but to become “besieged”
destroyed, the “next” unit chosen would be destroyed, and the final German instead. In this case, all damage to the Fort is ignored. Place a Siege marker on
Army would have been Obliterated. the Fort; attacking units remain in the hex (on top of the Siege marker).

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

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8.1.1 The Red Baron

During the game, the German “Red Baron” appears as


a Random Event. He functions as a MF Army, except he
only has Firepower and can’t be used to satisfy losses.
He sits off map until the CP is ready to use him. He may
then be placed, once per turn, into any Battle in which CP Air (8.1) can be used. The game starts with the Sea marker of the North Sea and the Baltic Sea in the
“Parity” box of the Naval Supremacy Chart, the Black Sea and Mediterranean
After the battle, roll a die. On a 1, he is shot down (remove him permanently). Sea starts as EP Supremacy and the Adriatic Sea starts as CP Supremacy. Sea
On any other roll, take him off the map; he may be used again next turn. status changes the instant these neutral nations go to war:

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.

© 2021 Compass Games LLC, p. 19 Revised Oct 2022


The Challenging Fleet gets a +1 to the naval battle if there is no defending Fleet. Forts (see 7.4) never
attack, and never retreat.
The German High Seas Fleet (only) has the ability to “re-roll” naval combat. In Armies on top of intact,
1914 it may choose to re-roll either one die, or, both dice of the battle – friendly Forts never
thereafter (1915+), the CP can only choose to re-roll both dice. The results of retreat. Forts themselves
any re-roll are final. If the CP ever gets Naval Supremacy in the North Sea, the are always in supply and
High Seas Fleet can no longer re-roll combat (ever). Additionally, the first time always serve as supply
(only) the CP gains Sea Supremacy in the North Sea, the EP loses the French fleet sources for their own
(or a British fleet, if the French fleet has already been lost). If the High Seas Fleet Armies (9.1). A Fort itself
is “sunk”, the CP thereafter does Naval Challenges at a disadvantage (below), is never entrenched, though the Armies in its hex may be entrenched (8.5).
and the Germans lose 2 VP at the end of the game.
Friendly Armies in a Fort hex take losses before the Fort does. The attacker only
Once the USA is at war and/or the High Seas Fleet is “sunk”, add +1 to all die takes control of the hex if the Fort itself is destroyed (takes more than 20 hits,
rolls for EP Naval Supremacy Challenges and subtract -1 from all CP Naval or 9 in the case of colonial forts). If the Fort takes lesser damage, the number of
Supremacy Challenges. Hits must be deducted from the Reserves of the Fort’s owning power (Britain, in
the case of the Belgian Forts) – or else the Fort is destroyed. If a Fort hex is lost
On a roll of 11 or 12, the challenger scores a decisive naval victory, and the Sea to the enemy, place a “Destroyed Fort” marker on it.
Marker for that one sea is moved one box in his favor (leftward for an EP victory,
rightward for a CP victory). The defeated player does not lose a Fleet. If a destroyed Fort is ever recaptured by its original owning player, it can be
“rebuilt” at the end of the turn (2.5, Step 3). To “rebuild” the Fort, spend
If the roll was 2, 3, or 4, however, the challenger suffers a crushing naval defeat. (delete) the number of home country Divs equal to the Fort’s Fortitude (so a 15-
If the die roll is greater than the number of Challenging Fleets, move the Sea 20 Fort costs 20 Divs to rebuild). Remove the “Destroyed Fort” marker from a
marker one box in the other direction. Regardless of Sea marker movement, the rebuilt Fort. Forts can be destroyed and rebuilt any number of times.
challenger loses one Fleet (in that Sea). Example: Three Fleets (one French, two
British) Challenge in the Mediterranean Sea (marker in the Parity box), and a 8.5 French Army Mutiny
Turkish Fleet is also present. If a 2 or 3 is rolled, the EP simply removes one Fleet
(presumably choosing a British Fleet). If a 4 was rolled, the Mediterranean Sea The French Army may “mutiny” as the result of the “Nivelle” Special Event. If
marker moves to the "CP Supremacy" box (in addition to losing a Fleet). this occurs, place the “French Army Mutiny 0-8” marker in France as a reminder.
While the marker is there, treat all French & Armies as 0-8 for the rest of the
Any other result means that the naval battle was indecisive, and the situation game. Also, when the Mutiny occurs, those Armies can never be rebuilt if Obli-
continues unchanged. terated; future French Surrender Checks roll one less dice (Rule 12.1).These effects
only hurt French & Armies; they don’t affect Divs themselves, or MF units).
The CP may not challenge in the Mediterranean unless it already has Supremacy
in the Adriatic Sea. Example: The French 3rd Army (4-8) has 6 attached Divs. Its Firepower would be
10 (4+6) before the Mutiny,
The instant the EP gains Sea Supremacy in both the Black Sea, and the and 6 after the Mutiny.
Mediterranean Sea, while Turkey is at war, the “Euro Turk” markers are placed
on the map (6.3) Exception: French Armies
stacked with US& Armies will
8.4 Fortifications (“Forts”) fight with their normal, printed
strength because the Americans
Permanent fortifications (“Forts”) are marked on the map. Each Fort symbol provide a significant morale
functions as a static Minor Force (4.3) with a Battle strength of 15-20. As a MF, boost to the French troops.
the Fort blocks all enemy movement and supply in the hex it occupies (unless
besieged). 8.6 Poison Gas

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

© 2021 Compass Games LLC, p. 20 Revised Oct 2022


Battle to give additional Firepower to its side (7.1 Step 5). Each time a side uses 9.0 SUPPLY
one Gas Allocation, the side must reduce the effectiveness rating of its poison gas.
Consult the Gas Effectiveness Display at the bottom of the map. Gas Effectiveness Armies are in supply (9.4) if they can trace a supply line to a supply source. For
can never go below +5. Gas can only be used in an attack, and then only if an national exceptions to the general rules see 10.0. Trace supply at the moment of
Allocation is available to be used for it. movement or Battle, as needed.

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

© 2021 Compass Games LLC, p. 21 Revised Oct 2022


units are Out-of-Supply, first determine how many Hits that side receives (and Near East, but may not leave the NE. It is always in supply. It may “walk on
who wins the battle), and then double that number and resolve damage water” in the Caspian Sea: it treats all-sea hexes and hexsides as land, but must
accordingly. end its move in a coastal or all-land hex. If destroyed, it may be rebuilt on any
EP-controlled hex in North Persia, South Persia, or Azerbaijan. (The actual
Out-of-supply Armies (of all kinds) forced to retreat (7.3) in Battle, and Armies “Dunsterforce” was not rebuilt, but elements of it joined similar groups on
(of all kinds) that are out of supply at the end of the Pulse Phase, are moved to various adventures throughout the Near East.)
the Obliterated Armies Box, and all their attached Divs are eliminated. (It’s a
really bad idea to lose an Army this way; see 7.2.) 10.3 Italians and the Italian Theater

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

© 2021 Compass Games LLC, p. 22 Revised Oct 2022


may stack with any EP Armies. If destroyed, they may be rebuilt on any EP- or area without a CP unit in it is considered a British-controlled colony. Colonial
controlled hex in Turkish Arabia, but only if their Patriarchal See (hex 0915) is areas have the same terrain types as the main map (although “swamp” on the
EP-controlled. Colonial Map represents more “jungle” than “swamp”). In the box areas the
! MONTENEGRO: Its Army may only enter Servia and Montenegro. terrain is in back (so Samoa is “mountain” and Kiautschau is “rough”).
! NETHERLANDS: See 15.7 and 15.7a.
! PERSIA: For historical reasons, Persia in the game is divided into Russian- Boxes in the same row (only) are adjacent: Gold Coast is adjacent to Togoland,
controlled North Persia and British-controlled South Persia. The “SG” unit in but not to Tonga. (Movement from Gold Coast to Tonga would require SR.)
North Persia is a CP guerilla Army. It is always in supply, but can’t leave North
Persia. If destroyed, it may be rebuilt on any CP Army in North Persia. The South
Persian “SPR” is an EP Army. It is always in supply, but can’t leave South Persia.
If destroyed, it may be rebuilt on any EP Army in South Persia.
! SENUSSI: See 14.1.
! SERVIA: Serb units may not enter Austria-Hungary until after the Great
Retreat occurs (see 12.1).
India is a colony found on the main map. Armies may enter or leave North India
10.6 Central Powers by land through hex 0424. CP Armies in India must trace supply through this
hex. EP units may move into or out of India by SR (6.4). Note that the
German Armies can go anywhere. They may deploy on any CP-controlled hex “mountain” areas to the north of India are off-limits to all units.
connected to a German Supply Source by an unbroken line of CP-controlled hexes.
For German restrictions in the NE, see 6.3. EP units (only)
may use SR to
Austro-Hungarian Armies may go anywhere except for Germany, France, Belgium, move “by sea”
or the NE. They may deploy on any CP-controlled hex connected to an Austro- (6.4) as long as the
Hungarian Supply Source by an unbroken line of CP-controlled hexes. If there is colonial area is
an Italy Crisis Marker (10.3) on the map, Austro-Hungarian Armies may freely adjacent to a sea;
enter Germany, France and Belgium. on the Colonial
Map all such areas
Turkish Armies can go anywhere. When tracing supply from Surrender Cities have ‘water’
other than Constantinople (1813), they are always subject to “Impaired terrain in them. EP Armies (only) may move by land from Transvaal to Blantyre
Communications” (6.7). and vice-versa. EP Armies (only) may also move by SR from the Colonial Map to
friendly-controlled coastal hexes on the main Map.
10.7 “Marianne”
CP Armies (apart from ones in the opening setup) may never enter the Colonial
The blue “Marianne” Tile with a woman’s portrait Maps or SR to/from them, unless some Random Event allows it.
represents the French Government. It starts in Paris, but
can be moved to Toulouse (and back) by SR. If it is in 11.2 Units in Colonial Service
Toulouse, France’s Reinforcements are reduced by -50% (round down to the
nearest whole number). ‘Marianne’ has no combat strength of her own. If The EP may create British Armies in any British (GB) colony and assign or SR
“Marianne” is captured by CP units conquering her hex, France surrenders (12.2) Divs to them. The EP may likewise create French Armies in any French (F) colony
and the “Marianne” unit is permanently removed. in the Kamerun Map and assign or SR Divs to them. On the Colonial Map, French
Armies may only enter the Kamerun map, and the Gold Coast and Togoland
11.0 COLONIAL WARFARE boxes. All EP units on the Colonial map are subject to “Impaired Communi-
cations” (6.7).
11.1 Colonial Boxes and Areas
Static German colonial forces incapable of mobile operations are represented by
Colonial fighting in Asia, the Pacific, and especially Africa made the Great War Schutztruppen Markers. Each Schutztruppen Marker works just like a static Minor
a “World War.” Colonial warfare takes place on the Colonial Campaign Maps. Force; but their strengths are printed on the map. (Example: Each German
All named areas on each map, and the eight named boxes, function exactly like Schutztruppen Marker on the Kamerun map is a 3-2 MF unit.)
hexes for all game purposes (exceptions are given below). At any time, any box

© 2021 Compass Games LLC, p. 23 Revised Oct 2022


When a Schutztruppen Marker is defeated in battle, remove it; it can’t be rebuilt. EP can roll one (only) additional die by removing (from Reserves) Divs equal
Schutztruppen cannot retreat; if forced to retreat they are lost. German Reserves to the Turn number. If the French Army has Mutinied (Rule 8.5), roll one fewer
can be expended to “cover” partial damage, but cannot prevent Schutztruppen die. If the dice roll sums 10 or less, France Surrenders. (Only roll if the city is
destruction if the “lose the battle”. German “Askari” and “Lettow-Vorbeck” CP-held during Surrender Checks; if a Surrender City was liberated and later
Armies can move and attack like normal Armies. If destroyed, they can be rebuilt recaptured, don’t roll for it). France will also surrender when all three Surrender
in East Africa (5.3), paid for by expending German Divs. Schutztruppen units Cities are CP-held during Surrender Checks, or “Marianne” (Rule 10.7) is
may stack with each other. captured. Note: two of France’s Cities are both in Paris; roll twice when Paris
falls to the CP.
Armies in the colonies are always in supply (except perhaps for CP units in India;
see rule 11.1), and are never entrenched. Germany surrenders when any two of its Surrender Cities are EP-controlled.

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

© 2021 Compass Games LLC, p. 24 Revised Oct 2022


markers are removed, its Forts destroyed. All its hexes become friendly to its Nicholas II: At the start of the game, Nicholas is the Czar of All the Russias.
former enemies and unfriendly to its allies. Its area may be entered and fought He has no special role in the game, apart from various Events which affect Russia
over by all remaining nations. while he is Czar; the special rules come in when he is replaced by Events.

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

© 2021 Compass Games LLC, p. 25 Revised Oct 2022


have seized power. Replace the current Russian ruler (in the “Winter Palace” Armies on the map; in addition, the EP may deploy all remaining Armenian
box) with Lenin. Armies (no matter where they are currently) on any unmassacred, unflipped, EP-
controlled Armenian P.C. markers. If one or more Armenian units deploy there,
Finland, the Baltic Provinces, the Ukraine, Poland, White Russia, Georgia, flip the P.C. marker.
Armenia, and Azerbaijan remain in play. Remove all Russian, Finnish and Cossack
units from the map, and Destroy all Russian Forts. The rest of Russia (the part 14.0 ARABS AND ARMENIANS
marked “Russia”) is out of play and no armies may enter it for the rest of the
game, unless some Random Event dictates otherwise. 14.1 Arabs and Senussi

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.

© 2021 Compass Games LLC, p. 26 Revised Oct 2022


When EP forces first occupy any unflipped Armenian P.C. marker, the EP may “predisposed” to the CP.
place one Armenian Army from the Undeployed Units Box or from the MF
Holding Box in the hex. (This represents the enlistment of the local male Each has an Entry Marker on the Omnibus Track (16.5). When directed by a
population.) Flip the P.C. marker to its “Recruited” side to show that it has been Random Event, roll a die for the country, moving its Entry Marker up by the
recruited from. amount rolled. In addition, certain game developments (13.2 Surrender Phase
“Hammer and Sickle Cities” and 15.2 Pulse Phase “Invading Neutrals”) can
Once the “Armenian Massacre” Marker is placed on the map, the CP player increase Entry numbers. When an Entry Marker reaches 70, remove the marker;
rolls one die per turn (2.5, step 2) for each Armenian P.C. marker he controls the country enters the war at once on the side to which is it predisposed.
(flipped or unflipped). On a 6, remove the marker (the locals have been killed).
Exceptions: If Russia
The first great genocide of the 20th century was carried out by the Turks against has collapsed or Paris
the Armenians – and against other Christians in the Ottoman Empire like the (3305) is CP when Italy
Greeks and the Assyrians – between 1915 and 1923. It is estimated that 1.5 joins, remove the Italian
million Armenians, at least 700,000 Greeks, and some 250,000 Assyrians were entry marker; Italy will
systematically exterminated by Muslim Turks and Kurds. This genocide had been remain neutral unless
preceded by other Turkish campaigns of mass murder as early as 1894. This attacked by the CP. If
genocide was specifically carried out in the name of Islam: “Turkey could only be Odessa (2116) is CP-
revitalized if it rid itself of its non-Muslim elements,” warned Turkish nationalist controlled when Roumania joins, Roumania joins the CP (and if so, ignore all
spokesman Ziya Gökalp in 1914. When Nazi leaders were plotting their many future random events referring to Roumania). If Constantinople (1813) or
genocides carried out during World War II (1939-1945), Hitler famously Gallipoli (1812) is EP-controlled when Bulgaria joins, Bulgaria joins the EP (and
remarked: “Who, after all, speaks today of the annihilation of the Armenians?” if so, ignore all future random events referring to Bulgaria.) See Rule 15.13 on
Today, the government of Turkey denies the fact of these Turkish genocides, and this Roumanian/Bulgarian “reversal”.
takes no responsibility for them – even arresting journalists who dare to draw
attention to Turkish savagery and barbarism in that period. 15.3 Invading Neutrals

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

© 2021 Compass Games LLC, p. 27 Revised Oct 2022


Finland’s two MF units anywhere in Finland; they belong to whichever side roll 3 dice to increase US Entry (15.3), 3 dice to increase Italian Entry, 3 dice to
Finland belongs to. They are always in supply, but can never leave Finland. increase Roumanian Entry, and 3 dice to reduce Bulgarian Entry and 3 dice
to reduce Turkish Entry. (Countries that already joined a side are not rolled
If the CP wins the Finnish Civil War, those Finnish units (worth 5 Divs each) can for.)
be added to the CP Russia garrison (units in Finland now “count”).
Likewise, if the EP player chooses to violate Dutch neutrality, do the preceding
15.6 Greece and “Macedonia” operations in reverse (rolling 3 dice to reduce US, Italian, and Roumanian Entry,
and 3 dice to increase Bulgarian and Turkish Entry).
The lawless region marked as “Macedonia” on our map (hex 1910, etc.) can be
invaded and occupied by EP and CP forces without necessarily violating Greek German Influence in The Hague: If a Random Event would bring the Netherlands
neutrality, and occupying Macedonia does not bother the Americans at all (15.3). into the war on the CP side, Germany may attempt to prevent this from
The first time any foreign unit invades Macedonia, roll a die. On a 1, Greece happening (in order to preserve the “Dutch Free Trade” marker). The CP player
joins the invading side; on a 6, Greece joins the non-invading side. (Otherwise may choose to roll 3d6, and then pay the resulting number of German Divs
Greece stays neutral.) All hexes of Macedonia become friendly to the side that (deducted from German Armies and Reserves) to keep the Netherlands neutral.
first occupies a hex in Macedonia. If the “price” is too high, the CP player may always refuse to pay it and allow the
Netherlands to join the CP, which flips the Free Trade marker to its Embargo side.
15.7 Netherlands Neutrality (Standard Rule)
15.8 North and South Persia
Holland is “walled off” and out of play. The CP smuggled goods through
“neutral” Holland, and the EP wasn’t going to invade it given all the fuss over North Persia is Russian-controlled territory. The German-patroned “SG” Persian
Belgium. There are Special Events () relating to the Netherlands (3.4); Army (Swedish Gendarmes: its officers were pro-German Swedes) is a CP Army
ignore those Events unless you are using Optional Rule 15.7a. (see 10.5). It is always in supply. It can never leave North Persia. Germany can
rebuild it (10.5).
Be aware that the hexside between hexes 3308 and 3309 represents the Dutch
province of Maastricht, and it cannot be crossed so long as the Netherlands is South Persia is British-controlled territory. The British-patroned “SPR” Persian
neutral territory. Army is an EP Army (see 10.5). It is always in supply. It can never leave South
Persia. Britain can rebuild it (10.5).
In the standard game, the Dutch Free Trade marker remains in hex 3408 for the
entire game and is never flipped. No other unit may enter Persia till Turkey is at war.

15.7a Netherlands at War (Optional Rule) 15.9 Switzerland

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).

© 2021 Compass Games LLC, p. 28 Revised Oct 2022


15.11 Opportunistic Entry one “Krupp”).

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.

15.12 Bulgarian Separate Peace


SEQUENCE OF PLAY (2.0)
Each Turn, the two players perform the following sequence of steps (described in
When a “Bulgarian Separate Peace” Event is drawn, the EP may make Bulgaria
detail in the referenced rules):
neutral, if Paris (3305), Odessa (2116), Riga (3117) and Salonika (1910) are all
EP, hexes 2009 and 2010 are CP, Bulgaria is CP, and the United States is neutral.
2.1 First Random Events Phase
A neutralized ‘Greater Bulgaria’ includes hexes 2009 and 2010; place a
“Bulgarian Peace” marker in each hex as a reminder. Remove all Bulgarian units 1. Draw one chit to determine what Random Events occur (see 3.0).
and retreat any other CP or EP units in ‘Greater Bulgaria’ to the nearest friendly 2. Divs are now added to Reserves/Armies by the Events just drawn (3.1).
supplied hexes (owner’s choice). CP may trace supply through ‘Greater Bulgaria’ 3. The EP player may now transfer Fleets from Sea to Sea (8.2).
but can’t SR or move through it. 4. The CP player may now transfer Fleets from Sea to Sea (8.2).
5. Players may now challenge Naval Supremacy (see 8.3).
If Bulgaria is ‘neutralized’, roll three dice to increase BOLSHEVIK REVOLUTION,
and roll three dice to reduce US ENTRY. Remove all Servian units from the game 2.2 CP Logistics Phase
permanently. A ‘neutralized’ Bulgaria may never be attacked.
1. Each CP unit in a CP Units Holding Box may be built, or rebuilt, by the CP
15.13 Roumanian/Bulgarian “Reversal” Player (5.3). You may leave units in the Holding Box if you choose. Armies built
at this time may also be reinforced by attaching Divs from Reserves (as in step
The rules are written with the assumption that Roumania will eventually join the #3 below).
EP, while Bulgaria will eventually join the CP. However, there are certain rare but 2. CP may transfer Divs from one unflipped Army to another unflipped Army of
unpredictable events that may “reverse” one (or both) countries – pushing the same nationality within 3 hexes (marching distance).
Roumania into the CP and/or Bulgaria into the EP. 3. CP may transfer Divs from Reserves, to unflipped Armies (Rule 6.4). This
includes the transfer of Minor Forces (4.3) from the Minor Forces Reserve Box to
If this happens, ignore any and all Random Events (3.0) referring to the country. the map.
If Roumania is CP, ignore all Roumania Events; if Bulgaria is EP, ignore all 4. CP may now transfer Divs from unflipped Armies, to Reserves (Rule 6.4). This
includes the transfer of Minor Forces (4.3) from the map to the Minor Forces
Bulgaria Events. Note: Reinforcements are still received for
Reserve Box.
Roumania and Bulgaria even if they’re on the ‘wrong’ side.
2.3 EP Logistics Phase
(See Events Book for Rules Sections 16.0-20.0.)
The EP player repeats the preceding steps (2.2), using his own Armies and Divs.
Both Players can do this simultaneously if they trust one another.
Firepower Limit Optional Rules (3.4):

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

© 2021 Compass Games LLC, p. 29 Revised Oct 2022


one stack of units as explained in Rule 6.0. If this results in the moving stack (Addition) All Italian units are flipped, these units may not move or be attacked
entering an enemy-controlled Hex occupied by enemy units, the Battle occurs, as on Turn 1. Like all other units, these Italian units “unflip” at the end of Turn 1.
explained in Rule 7.0.
Corrections to Random Events:
Certain Special Events (3.4) are done during, or instead of, movement.
1914-1 Max Von Prittwitz (Clarification) Those German Forts are Destroyed only
[2.4.4] A player may also “pass” a during his Pulse, and hand the right to move if they are in EP control at turn's end.
to his opponent. If both players “pass” consecutively, the Pulse Phase ends. (So
be careful – don’t give the other Player a chance to end the Turn unless you’re 1914-3 Boer Revolt (Typo) The reference should be Rule 11.3 not 11.4.
prepared to live with the consequences!)
1914-5 Banzai (Typo) “Wei-hai-wei” should be “Laoshan Bay”
2.5 Unflipment Phase
1915-2 Serb Typhus (Clarification) Blocked hexsides do not block Typhus.
1. All Armies on the map which were flipped, now “unflip” and return to printed-
side-up. 1915-3 Armenian Revolt/Armenian Massacre: To clarify this Event (and all
2. Spend Divs to Repair forts (8.4). subsequent identical Events): If Ottoman Turkey is neutral when the Event is
3. Roll for Armenian Massacres (14.2). drawn, there is no effect (the Event doesn’t happen at that time). If Ottoman
4. Surrender Checks (12.0); check Russian “Hammer and Sickle” cities (13.2). Turkey is in the Central Powers when the Event is drawn, the Event occurs. When
the Event tells you to “Roll for US Entry”, this means roll it now if Turkey is CP;
2.6 Second Random Events Phase this is a one-and-done die roll. Do NOT roll again each time a Massacre roll kills
an Armenian PC unit!
1. Draw again for Events, as in 2.1 (every turn).
2. Divs are now added to Reserves/Armies by the Events just drawn (3.1). 1915-8 Wilhelm Wassmuss (Clarification) All the good things that happen for the
3. Put all Event Chits back into the cup for use during the next year (Fall turns CP here...require rolling that “6”.
only: see rule 3.0). Ionian Vision (Clarification) Whatever the die roll, all the “bad stuff” happens
just from the attempt.
This concludes one turn. The cycle repeats until one player resigns, or Fall, 1918
has ended (see 16.0). 1916-3 Malaria (Omission) units in Macedonia are also affected.
Armenia again (Clarification) – See the clarification above under 15-3.
Game Errata: 1917-2 Expeditionary Force (Clarification) This is a one-time opportunity – this
army can only be rebuilt (in France) if the Bolshevik Revolution is still 60 or
On the Sea Control Chart, The Parity boxes for the Baltic, Black, and under, but it is not removed until Collapse.
Mediterranean Seas should include, “CP can use Crossings” (as well as the EP).
1917-8 Czech Legion (Clarification) this unit deploys like any other Russian unit.
The following Errata apply to the Events book.
Clarifications to Special Events Cards:
Victory Points:
Germany loses 2 VP if the High Seas Fleet is destroyed. Brusilov (Omission) Only otherwise-Entrenched German armies are
Also Replace “2 VP for no EP units in...” with: considered Entrenched when attacked with a Brusilov Allocation.
1 VP – No EP unit the Baltic Provinces
1 VP – No EP unit in Poland Nivelle (Omission) Nivelle can only be used once per turn (on attack – it
never can be used on defense), and only French units can participate in the
17.2.1 (Clarification) The likely “future ally” (side indicated on the right) sets up
attack.
the neutral.
Paris Taxis (Clarification) Unflipped Armies “receiving” reinforcements from
17.5 (Addition) Switzerland is added to the places that Germany can ignore
this Event do NOT flip.
flipped units to attack on Turn 1.
Allenby (Omission) The “Allenby” Special Event receives six Allocations.
17.6 (Omission) Great Britain starts with 0 Reserves.

© 2021 Compass Games LLC, p. 30 Revised Oct 2022


Arz Von Straussenberg (Omission) The German “Alpen” MF can also
now enter “Snowflake” hexes.

Hoffmann (Amplification) The stack “unflipped” does not have to be the


stack activated that Pulse.

Operation Albion (Clarification) Only one German army (with up to 3


Divs) can land.

Reichsbahn (Clarification) The stack chosen can neither “drop-off” or


“pick-up” units. Intermediary hexes travelled may be beyond the “2 hex
limitation”, but the beginning and the end hex must be capable of moving 2
hexes to Germany or Austria (no water or blocked hexside, or EP Control
intervening).

Von François (Clarification) The stack “unflipped” MUST be activated this


Pulse, it is required to move one hex (only). If units from the stack are attacking,
only those units that are actually attacking can be unflipped. The effect of this
Event is to ensure that you can’t use it just to “entrench” a stack; the stack must
be used to move and/or attack.

Von Walter (clarification) Playing this Allocation cancels all Tank


Allocations played in this battle.

Correction to the Battle Board:

Battle Board step 5) ALLOCATIONS: refers to (3.3) in the first sentence – it


should be (3.4).

The Sea Control Chart is on the


back page of the original rulebook.

© 2021 Compass Games LLC, p. 31 Revised Oct 2022

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