Rules of Play with Advanced Rules & Playbook T a B L E O F C O N T E N T S
Total Page:16
File Type:pdf, Size:1020Kb
Living Rules & Playbook Jan 2019 Rules of Play with Advanced Rules & Playbook T A B L E O F C O N T E N T S 1.0 Introduction .................................................................2 Advanced Rules 2.0 Terminology.................................................................2 18.0 Regions ......................................................................25 3.0 Components .................................................................5 19.0 Trenches .....................................................................26 4.0 Basic Game Setup ........................................................6 20.0 Forts ...........................................................................27 5.0 Determining Victory ....................................................9 21.0 Flank Attacks .............................................................29 6.0 Sequence of Play .......................................................10 22.0 Assembling & Disassembling LCUs .........................29 7.0 Mandatory Offensives ................................................11 23.0 Rebellion & Revolution .............................................30 8.0 Action Phase ..............................................................12 24.0 Troop Quality.............................................................32 9.0 Strategy Cards ...........................................................12 25.0 Sea Invasions .............................................................32 10.0 Unit Stacking .............................................................14 26.0 Neutral & Minor Countries ........................................33 11.0 Movement ..................................................................15 27.0 Headquarters & Heavy Artillery ................................36 12.0 Combat ......................................................................16 28.0 Treaty of Brest-Litovsk ..............................................36 13.0 Strategic Redeployment .............................................21 Playbook 14.0 Supply & Attrition .....................................................22 29.0 Extended Example of Play .........................................37 15.0 Reinforcements ..........................................................23 30.0 Short Game Scenarios ...............................................43 16.0 Replacements .............................................................23 31.0 Strategy Tips ..............................................................45 17.0 War Status ..................................................................24 32.0 Strategy Card Histories & Notes ...............................46 33.0 Acknowledgments .....................................................54 34.0 Bibliography ..............................................................54 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com This is the “Living Rules” document for the game. It includes updates and clarifications to the original rules. To aid readability, updates and clarifications are indicated in blue text. 2 Illusions of Glory RULES OF PLAY 1.0 Introduction Activate: Spaces, not units, are activated for Movement or Attack. When a player spends Operations Points sufficient to Illusions of Glory—The Great War on the Eastern Front is the activate a space, the space is activated for Movement or Attack— latest card-driven game (CDG) to simulate the Great War in but not both. The appropriate Action marker (Move or Attack) Europe. First came the award-winning Paths of Glory designed is placed on the units in the space. If a player activates a space by Ted Raicer, which simulates the entire war in Europe and for Movement, he can build a Trench in that space—instead of the Near East. It was followed by the popular Pursuit of Glory, moving the units—if the space contains a Large Combat Unit. In designed by Brad Stock and Brian Stock, which focuses on the a region, however, the units themselves are activated for Move- war in the Near East and the Eastern Balkans. ment or Attack by spending Operations Points. The appropriate In Illusions of Glory, the Allied Powers (AP) player brings Action marker is placed on the activated units in that region. massive forces to bear against Germany, Austria-Hungary, and Advance After Combat: If all defending units are destroyed their allies on the Eastern Front while trying to avoid a game- or eliminated, retreat after combat, or withdraw before combat, changing revolution in Russia. The Central Powers (CP) player up to three full-strength attacking units can advance into the must defeat Russia, hold off Italy, and win the upper hand in the defending space after Combat is resolved. Balkans or face demoralization and rebellion at home. Allied Powers: At the start of this game, the Allied Powers Battlefield losses will detrimentally affect the Troop Quality of consist of France (FR), Great Britain (BR), Montenegro (MN), the major AP and CP combatants. Excessive troop losses will Russia (RU), and Serbia (SB). During the game, Greece (GR), degrade the quality of reinforcements and cripple their military Italy (IT), and Romania (RO) may join the Allied Powers. capabilities. Territory losses may drain their National Will and causes domestic uprisings—which includes revolution in Rus- Attack: The attacking player player finds his Combat sia’s case. Strength (total Combat Factors firing) on the appropri- ate Fire Table and determines his Fire Column, shift- For those of you familiar with Paths of Glory or Pursuit of Glory, ing columns as required by Trenches, Terrain, and Severe there are important rule differences in Illusions of Glory. Those Weather Effects, and rolls one 6-sided die on that Fire Column differences are preceded by this symbol: u. When a higher-level to get the potential damage inflicted on the defender. rule is marked by this icon, the icon applies to all lower- or sub- cases of that rule as well. Also, some rules include decimalized Balkans: For purposes of this game, any reference to the Balkans numbers that appear in parentheses. These are cross-references means Albania, Bulgaria, Greece, Montenegro, Romania, and to other rules. Serbia. (It does not include Lemnos.) Combat Card (CC): A Strategy Card with “CC” after the Event name, and a red square in the upper left corner, can be played 2.0 Terminology as an Event only during Combat. It cannot be played to defend * (Asterisk): When a card with an asterisk is played as an an unoccupied Fort. Event, it is permanently removed from the game. If it is used Central Powers: At the start of this game, the Central Powers for Operations (OPS) Points, Strategic Redeployment (SR), or consist of Austria-Hungary (AH), Germany (GE), and Turkey Replacement Points (RPs), it is placed in a Discard Pile formed (TU). During the game, Bulgaria (BU) and Greece (GR) may by the player. join the Central Powers. Action Phase: An Action Phase consists of six Action Rounds. Combat: Combat is initiated by activating a space for Attack, Action Round: Each player plays one card for OPS, SR, RPs, which is done by marking that space with an Attack marker. or an Event. Alternatively, the player can take a 1 OPS action Combat in a region is initiated by activating a unit or stack of without playing a card. units for attack, which is done by marking units in that region AH: Austria-Hungary (Austro-Hun- DRM: Die Roll Modifier OOS: Out-Of-Supply garian Empire) FR: France OPS: Operations AP: Allied Powers GE: Germany (German Empire) RPs: Replacement Points AP-A: AP Allies IT: Italy RU: Russia (Russian Empire) BR: Great Britain LCU: Large Combat Unit SCU: Small Combat Unit CC: Combat Card LF: Loss Factor SR: Strategic Redeployment CF: Combat Factor MF: Movement Factor TU: Turkey (Ottoman Empire) CP: Central Powers MO: Mandatory Offensive VPs: Victory Points CP-A: CP Allies MP: Movement Points © 2019 GMT Games, LLC Illusions of Glory 3 with an Attack marker. There are two types of units—the Large Events are removed from the game after being played, and do Combat Unit (LCU) and the Small Combat Unit (SCU). not go into the Discard Pile. Combat Factor (CF): The combat strength of a Combat Unit Draw Pile: A player shuffles all of the Strategy Cards that he or Fort. The CF of a Combat Unit is printed on the lower left can play in his current War Status and creates a deck of cards corner of its counter. The CF of a Fort is printed next to it on from which he can draw seven cards each Turn. the mapboard. Dual Nationality Unit: This is a combat unit that, on 5 Combat Unit: A Combat Unit is a ½" or /8" playing piece its face, shows it has two nationalities. marked with a NATO-style symbol. They belong to Allied Pow- ers (AP), Central Powers (CP), and each one is marked with a Event: This is the title on a Strategy Card. When played as NATO-style unit type symbol. Each AP Combat Unit has a color an Event, the card triggers the special action described on the specific to its nationality as follows: Russia (white), Italy (light card. An Event can be a prerequisite for another Event. If the green), Great Britain (tan), France (blue), Serbia (brown), and description of an Event includes a number in parentheses, this Montenegro (purple). Each CP Combat Unit has a color specific is a rule number. to its nationality as follows: Austria-Hungary (grey), Germany (grey-green), and Turkey (mustard). Nations that start the game u Fire Tables: These tables determine combat results. They are as neutrals have Combat Units with colors specific to their