Text Box: CHINESE ARMY PLACEMENT TABLE
In the event of a Chinese rebellion, a D6 is rolled to determine number of Chinese armies that will appear. Then two D6 for each Chinese army to see where they will appear as follows:-
1	1-6 	Central China
2	1	Central China
2-4	Fukien
5	Hong Kong
6	Inner Mongolia
3	1	Inner Mongolia
2-3	Kansu
4-6	Kwang-Si
4	1-4	Manchuria
	5	Mongolia
	6	Port Arthur
5	1-4	Shanghai
5-6	Shantung
6	1	Sin-Kiang
2-3	Szechuan
4	Tibet
5-6	Yunnan
Text Box: CASUS BELLI SUMMARY
·	Status marker placement
·	Breaking a Treaty
·	Random Event 2/2 (US vs Spain)
·	Each time a player places a Control marker on West map, except in Hawaii or an area that began the game with a Control marker (US against placing player)
·	Each time a player places a Control marker in Afg, Bal, Ben, Bur, Hin, Kas, Pun, Raj, Sin, Tib or UnP (Britain against placing player)
·	Each time a player places a Control marker in Ser or Rum (Austria-Hungary against placing player)
·	Each time a player places a Control marker in Afg, Ana, Man, Mon, Per, Rum or Sin (Russia against placing player)
·	Having a treaty with a player who has a Casus Belli or is at war (depending on stipulations of the treaty)
·	Entering an enemy-neutral codominion (Neutral against invading power)
·	Neutral denying straits/canal access to one alliance (Alliance against neutral)
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

Text Box: STATUS MARKER PLACEMENT EFFECTS SUMMARY
Cross index the type of marker(s) already in the area, whether or not it is established, with the type of marker you are placing in the area to determine the consequences of your placement.
You place…ê		INT		INFL		PROT		POSS*
			Est/Unest	Est/Unest	Est/Unest	Est/Unest
Interest			NE/NE		NE/NE		NE/NE		XX/RI
Influence		NE/NE		NE/NE		XX/ICB	XX/ICB
Protectorate		NE/NE		ICB/ICB	XX/MCB	XX/MCB
Possession		RI/RI		ICB/ICB	XX/MCB	XX/MCB

NE = No Effect.		XX = Prohibited		MCB = Mutual Casus Belli
RI = Remove Interest marker (raise ETI)		ICB = Owner of Influence marker has Casus Belli

*States and Dominions are treated as Possessions for the purpose of this summary

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

 

Text Box: EUROPEAN TENSIONS INCREASE SUMMARY
The GM will apply these increases to the European Tensions Index at the instant the specified circumstances occur:
·	Each time a Congress of Europe is called					+3
·	For each Casus Belli that remains unresolved at the conclusion of a
Congress of Europe								+3
·	For each time a Great Power defies a Congress of Europe			+2
·	For each Status marker that is downgraded as a result of Status conflict 
In an area									+1
·	Each time a player declares war						+5
·	At the conclusion of each War end determination phase			+2
·	For each Naval(3) and Naval(1) unit built by any country other than 
Britain, Japan or the United States						+1
·	For each Naval(10) unit built by any country other than Britain, Japan
or the United States								+3
·	Each time a player breaks a treaty						+5
·	Each time a Great Power, who declares support for a Minor Power fails
to come to the Minor Powers’ aid in a subsequent war			+3
·	Each time a player makes a separate peace					+5
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

 

Text Box: MINOR POWERS ACTIVITY TABLE
Belgium is active on die roll of 1,2,3	Netherlands  is active on die roll of 1,2
Portugal  is active on die roll of 1		Spain is active on die roll of 1

	Belgium			Netherlands		Portugal			Spain
2	Kongo			Papua			Brazil			Tunis
3	Uganda			Papua			Brazil			Tunis
4	Uganda			Sarawak			Bechuanaland		Ashantee
5	Uganda			Sarawak			Tanganyika		Ashantee
6	Kongo			New Guinea		Sudwest Afrika		Morocco
7	Kongo			New Guinea		Kongo			Morocco
8	Kongo			New Guinea		Kongo			Morocco
9	Cameroon		Kaiser Wilhelms Land	Madagascar		Mauretania
10	Gabon			Kaiser Wilhelms Land	Gabon			Gabon
11	Tanganyika		Bismarck Archipelago	Ashantee		Sarawak
12	Gabon			Bismarck Archipelago	Brazil			Sarawak
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Text Box: BONUS VICTORY POINT SUMMARY
1.	PER TURN BONUS VICTORY POINTS
2 VP’s are awarded to each indicated power during the Victory Point Record phase, when the specified defensive treaty is in effect during that phase.
Treaties between					2 vp’s awarded to..		
France/Britain					France
France/Russia					France & Russia
Germany/Russia					Germany & Russia
Japan/Britain					Japan
Italy/Britain						Italy
France Isolated(No defensive alliances)		Germany

2.	END OF GAME VICTORY POINTS
The following victory points are awarded to the indicated country during the Final Record Phase of the last Game Turn, when the specified conditions have been met.
Awards to any country…
·	Having an East-West path across Africa: 10 vp’s -A player must have a Control marker in one area of North-west Africa (Morocco, Rio de Oro, Mauretania, Senegambia or Ashantee) and one in North-East Africa (Egypt, Sudan, Eritrea, Berbera, Somalia or Kenya) and be able to trace a communication link by overland routes only between the northwest and northeast area.
·	Having a North-South path across Africa: 15vp’s – A player must have a Control marker in one area adjacent to the Mediterranean (Morocco, Algiers, Tunis, Tripoli or Egypt) and one in a coastal area in the tip of Africa (Cape Colony, Sudwest Afrika or Mozambique) and be able to trace a communication link by overland routes only between the Mediterranean and Southern tip area.
·	Controlling at least 3 Chinese Empire areas, if no other player controls any Chinese Empire area (ignore Hong Kong): 30 vp’s
·	Controlling Anatolia, Quwait and Tripoli: 10 vp’s
·	Having defensive treaties with at least 4 other players: 20 vp’s
Award to Britain…
·	If there are no German Naval (10) units in play: 10 vp’s
Penalty to Britain…
·	If Britain has Possession markers in fewer than 5 of the following areas: Baluchistan, Bengal, Hindoostan, Kashmir, Punjab, Rajputana and United Provinces: -50vp’s
Awards to Japan…
·	If Japan has a Possession marker in at least one Chinese Empire area, and no other power has a Control marker in a Chinese Empire area (ignore Hong Kong): 10 vp’s
·	If no power other than Japan has a control marker in Siam, Cochin China, Formosa or IndoChina: 5 vp’s
Awards to the United States…
·	If no other power has a control marker on the West map (ignore Canada, Guiana, Hawaii, Newfoundland): 10 vp’s
·	If no power, including the United States, has a Control marker in  a Chinese Empire area (ignore Hong Kong): 10 vp’s
Award to Italy…
·	If no power other than Italy has a Control marker in Anatolia, Egypt, Greece or Tripoli: 10 vp’s
3.	SPECIAL IMMEDIATE AWARD 
·	Constructing the first Caribbean/South Pacific Canal: 15 vp’s
4.	SPECIAL IMMEDIATE PENALTY
·	Failing to come to the aid of a Minor Power for which you have declared support in a Status dispute: -5 vp’s


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

 

 

 


GAME TURN TRACK

YEAR

1880

1884

1888

1892

1896

1900

1904

1908

1912

1916

GREAT WAR PENALTY

-100

-85

-70

-60

-50

-40

-30

-20

-10

0

MERCHANT FLEETS

 

USA

Japan

Britain

Italy

USA

Japan

France

Germany

Russia

USA

Britain

Japan

USA

Italy

USA

Japan

France

Germany

Russia

Britain

USA

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

Text Box: Unrest Table A
1	1	Aden
2	Angola
3	Ashantee
4	Australia
5	Bengal
6	Berbera
2	1	Canada
2	Cape Colony
3	Gabon
4	Gold Coast
5	Guinea
6	Hindoostan
3	1	Inner Mongolia
2	Kaiser Wilhelms Land
3	Kambara
4	Cameroon
5	Kashmir
6	Kongo
4	1	Madagascar
2	Mauretania
3	Mozambique
4	Newfoundland
5	New Guinea
6	New Zealand
5	1	Papua
2	Punjab
3	Rajputana
4	Rhodesia
5	Sarawak
6	Sokoto
6	1	Somalia
2	Sudwest Afrika
3	Tchad
4	Togoland
5	Uganda
6	United Provinces
Text Box: Unrest Table B
1	Afghanistan
2	Anatolia
3	Egypt
4	Orange Free State
5	Philippines
6	Transvaal
Text Box: Unrest Table C
1	1	Abyssinia
2	Argentina
3	Bechuanaland	
4	Bolivia
5	Brazil
6	Burma
2	1	Central China
	2 	Chile	
3	Cochin China
4	Colombia
5	East Indies
6	Ecuador
3	1	Eritrea
2	Fed. Malay States
3	Formosa
4	Fukien
5	Kansu
6	Kenya
4	1	Kwang-Si
2	Manchuria
3	Morocco
4	Mongolia
5	Nigeria
6	Peru
5	1	Port Arthur
2	Quwait
3	Sanghai
4	Shan-Tung
5	Siam
6	Szechuan
6	1	Tanganyika
2	Tuareg
3	Tibet
4	Tripoli
5	Tunis
6	Venezuela
Text Box: Unrest Table D
1  1-2	Baluchistan
3-4	Bulgaria
5-6	Central America
2  1-2	Cuba
3-4	Greece
5-6	Hawaii
3  1-2	Indo-China
3-4	Korea
5-6	Mexico
4  1-2	Panama
3-4	Persia
5-6	Porto Rico
5  1-2	Rumania
3-4	Serbia
5-6	Sin-kiang
6  1-2	Sudan
3-4	Turcomania
5-6	Yunnan
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

Text Box: COUNTER MIX
The Counter mix limits the number of units/markers that you may have in play at any one time. Military units are used as both Army or Naval units. Control units can be Protectorate or Possession and Inf/Int can be Influence or Interest markers. Brackets show pieces in play at the start of the game.

			M10		M3		M1		Control		Inf/Int
Britain: 		15 (8)		14 (4)		32 (15)		40+4* (15+1)	15 (0)
France:			10 (3)		10 (4)		20 (4)		20 (4)		18 (0)
Germany:		8 (3)		10 (2)		15 (2)		15 (0)		18 (0)
Austria-Hungary	4 (4)		1 (1)		4 (0)		4 (0)		5 (0)
Italy:			8 (1)		8 (1)		8 (2)		8 (0)		10 (0)
Japan:			8 (3)		8 (0)		10 (2)		10 (0)		12 (0)
Russia:			8 (5)		8 (0)		7 (2)		7 (0)		10 (0)
USA:			8 (0)		10 (1)		12 (2)		12+4* (1+0)	15 (0)
Belgium:		0 		2 (2)		4 (2)		3 (0)		3 (1)
Netherlands:		0		3 (3)		4 (4)		4 (2)		2 (0)
Portugal:		0		1 (1)		5 (4)		3 (2)		2 (0)
Spain:			0		5 (5)		6 (5)		6 (4)		2 (1)

* Britain and the USA have 4 Dominions/States each which may be used as Possessions until the Dominion/State markers are used.
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

 

Text Box: COMBAT RESULTS TABLE 1
Used when the smaller force has fewer than 5 strength points. Ratio is Attacker:Defender

Diex	1-10	1-3	1-2	2-3	1-1	3-2	2-1	3-1	10-1
1	AE	AE	AE	AE	AE	AR	EX	EX	DR
2	AE	AE	AE	AR	AR	EX	EX	DR	DE
3	AE	AE	AR	AR	EX	EX	DR	DR	DE
4	AE	AR	AR	EX	EX	DR	DR	DE	DE
5	AE	AR	EX	EX	DR	DR	DE	DE	DE
6	AR	EX	EX	DR	DE	DE	DE	DE	DE

AE – Attacker Eliminated		
AR – 	(Colonial Combat) Retreat all attacking units or eliminate them
	(War) Retreat all attacking units to area, sea zone or eliminate them
EX – Exchange: Eliminate all smaller force. Eliminate a number of strength points at least equal to the number lost by the smaller force.
DR - 	(Colonial Combat) Retreat all defending units or eliminate them
	(War) Retreat all defending units to area, sea zone or eliminate them
DE – Defender Eliminated
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

 


Text Box: COMBAT RESULTS TABLE 2
Used when the smaller force has  5 or more strength points. Ratio is Attacker:Defender

Diex	1-10	1-3	1-2	2-3	1-1	3-2	2-1	3-1	10-1
1	AE	AE	AR	AR	AR	EX	EX	½EX	½EX
2	AE	AR	AR	½EX	EX	EX	½EX	½EX	DR
3	AE	AR	½EX	½EX	EX	½EX	½EX	DR	DR
4	AR	½EX	½EX	EX	½EX	½EX	DR	DR	DE
5	½EX	½EX	EX	EX	½EX	DR	DR	DE	DE
6	½EX	EX	EX	DR	DR	DR	DE	DE	DE

AE – Attacker Eliminated		
AR – 	(Colonial Combat) Retreat all attacking units or eliminate them
	(War) Retreat all attacking units to area, sea zone or eliminate them
EX – Exchange: Eliminate all smaller force. Eliminate a number of strength points at least equal to the number lost by the smaller force.
½EX – Eliminate all of the smaller force. Eliminate a number of strength points at least half  the strength points lost by the eliminated force.
DR - 	(Colonial Combat) Retreat all defending units or eliminate them
	(War) Retreat all defending units to area, sea zone or eliminate them
DE – Defender Eliminated
Text Box: INCOME/MAINTENANCE COST ANALYSIS

Area 
Eco	INTEREST	INFLUENCE	PROTECTORATE	POSSESSION	STATE/DOMINION
Value	Inc/Mnt (Net)	Inc/Mnt (Net)	Inc/Mnt (Net)		Inc/Mnt (Net)	Inc/Mnt (Net)
1	1/0 (+1)		2/5 (-3)		4/10 (-6)			5/20 (-15)	N/A
2	2/0 (+2)		4/5 (-1)		8/10 (-2)			10/20 (-10)	N/A
3	3/0 (+3)		6/5 (+1)		12/10 (+2)		15/20 (-5)	N/A
4	4/0 (+4)		8/5 (+3)		16/10 (+6)		20/20 (0)	N/A
5	5/0 (+5)		10/5 (+5)	20/10 (+10)		25/20 (+5)	25/30 (-5)
6	6/0 (+6)		12/5 (+7)	24/10 (+14)		30/20 (+10)	30/30 (0)
7	7/0 (+7)		14/5 (+9)	28/10 (+18)		35/20 (+15)	N/A
8	8/0 (+8)		16/5 (+11)	32/10 (+22)		40/20 (+20)	40/30 (+10)
9	9/0 (+9)		18/5 (+13)	36/10 (+26)		45/20 (+25)	45/30 (+15)

Plus the cost of maintaining at least one army unit in controlled areas. There is, of course, no maintenance cost for units in States or Dominions. N/A = Not applicable as there are no areas eligible to become States or Dominions.