9.3.4 A Player may not play a Strategy Card as a SR Card or take an Automatic SR1 action if he played a Strategy Card as a SR Card or took an Automatic SR1 action as his last Action (in this turn).
A Player may play a SR card or Automatic SR1 in his last Action of one turn and in his first Action of the next turn.
9.4 Replacement Points (RPs)
9.4.1 If a Strategy Card is played as a RP Card, the active Player marks the number of Replacement Points listed in the RP Box for each nationality on the General Records Track.
Exception: Great Britain, France, Bulgaria, Italy and Turkey may not record replacements while neutral.
The “A” RPs on the Allied Cards are marked with the Allied RP marker and are used for all Allied minor nations (22.214.171.124).
9.4.2 A Player taking an Automatic RP1 action can mark 1 RP point for one nationality of his choice on the General Records Track.
9.4.3 A Player may not play a Strategy Card as a RP Card or take an Automatic RP1 action if he played a Strategy Card as a RP Card or took an Automatic RP1 action earlier in this or in his previous Action of this turn. A Player may play a RP card or take an Automatic RP1 action in his last Action of one turn and in his first Action of the next turn.
9.4.4 Replacement Points are spent during the Replacement Phase of each friendly Economic Action.
9.4.5 United States replacements are not listed on the Strategy Cards (See 17.1.8).
9.4.6 Limited Operations
Once all RP points have been recorded, the active Player may conduct limited operations.
126.96.36.199 When playing a Strategy Card as a RP Card the Central Powers Player receives one OPS point, to activate a space for Movement or Attack, under the normal rules.
188.8.131.52 When playing a Strategy Card as a RP Card the Allied Player can convert one RP point of the friendly nationality of his choice into one OPS point, to activate a space for Movement or Attack, under the normal rules. Only one RP point can be converted into OPS points per RP card played.
9.5.1 General Rules
If a Strategy Card is played as an Event card, the instructions on the card must be followed.
184.108.40.206 Temporary and Permanent Cards
Event Cards that bear a “T” (for Temporary) symbol on the upper right corner are placed in the Played Cards zone when played.
At the end of each turn discard all Event and Combat Cards marked with an ageing counter (these will be all the “T” cards that were played in the previous turn). Then place an “ageing” marker on all of the remaining “T” cards (the ones that were played in the current turn).
Other Event Cards bear a “P” symbol (for Permanent): these cards remain in the Played Cards zone either until the end of the game or until discarded through other means (as indicated on the card).
When discarded from the Played Cards zone, Event Cards are removed from play, and substituted, if representing a unique event (i.e. bearing an asterisk), or otherwise are placed into the discard pile.
Event and Combat Cards that do not bear a “P” or a “T” are discarded (or removed from play and substituted if bearing an asterisk) immediately upon being played.
220.127.116.11 If a Strategy Card with an asterisk (*) symbol is played as an Event, record the fact through use of the appropriate event counter. The event can not occur again in the current game.
If the card can still be played as another event (for example Grand Fleet / North Sea Invasion) the card is discarded normally.
Otherwise, the card is immediately substituted with an equivalent card (i.e. a card with the same OPS and SR numbers) from the substitute events deck. The substitute card is placed face down with the discards (the card can be viewed by the owning Player, and is then placed in the discard pile face down).
The Strategy Card is removed from play immediately unless it has a “P” or “T” symbol, in which case it is placed in the Played Cards zone, and is removed from play when discarded.
18.104.22.168 Many Event cards contain a War Status number in parentheses to the right of the Event name. When such an Event Card is played, both the Player’s War Status marker and the Combined War Status marker are increased a number of spaces equal to the War Status number on the Event card.
When such an Event Card is played by the Allied Player, the BR Entry / US Involvement Status marker is increased by a number of spaces equal to the War Status number on the Event card.
When such an Event Card is played by the Central Powers Player, the Russian Turmoil Status marker is increased by a number of spaces equal to the War Status number on the Event card.
22.214.171.124 There are several specific categories of Event Cards which have additional rules regarding their play. They are detailed in the following sections.
9.5.2 Neutral Entry Event Cards
126.96.36.199 France, Bulgaria, Greece, Italy, and Romania can enter the war through the play of a Strategy Card as an Event. When played, immediately place the nation’s units on the map (See 4.2.2).
Note: No Allied neutral entry event cards can be played while the “Neutralist Propaganda” event card is in the Played Cards zone.
188.8.131.52 Belgium, France, Great Britain, Holland, Turkey and the US can enter the war through different mechanisms (See 4.3, 184.108.40.206 and 16.3 respectively).
220.127.116.11 Limited Greek Entry: Play of the ‘Salonika’ Event represents the limited entry of Greece into the war. Place the Greek units on the map according to section 24. These units are still neutral. Neither side may move Greek units nor may they move their units into or through spaces containing Greek units. In addition, they may not attack or trace supply through spaces containing Greek units. All spaces in Greece not occupied by Greek units may be freely entered and attacked by either side. The Kavella space is considered Allied Controlled at Start and Allied units may SR into the space after the Salonika or Greece Neutral Entry events. Greek units may move only after the Greek Neutral Entry Event is played.
18.104.22.168.1 Greek Entry, the Salonika and MEF Events:
While the ‘MEF’ Event cannot be played after the ‘Salonika’ Event Greek Entry may be played before or after ‘Salonika’ and ‘MEF’ without any restrictions.
22.214.171.124 Limited Turk Entry
DESIGN NOTE: Play of the “Goeben & Breslau” Event represents the increased German influence at the Porte, leading to a status in many ways equivalent to a limited entry of Turkey into the war.
As soon as the “Goeben and Breslau” event is played the Central Powers Player may SR Turk units and activate Turk units for movement; Turk units can also entrench up to level 1.
Turk units may not attack nor move out of Turkey.
Non-Turk units may not attack or enter spaces in Turkey nor trace supply through spaces in Turkey.
The Central Powers Player may now record Turk Replacements when taking RP actions.
The above conditions apply until Turkey’s entry into the war.
126.96.36.199 Limited Italian Entry
DESIGN NOTE: Play of the “Treaty of London” Event represents the signing of the treaty by which Italy agreed to join the Allies’ side in exchange for territorial gains at the expense of Austria Hungary. The signing of the Treaty accelerated Italian preparations to join the war.
As soon as the “Goeben and Breslau” event is played the Allied Player may SR Italian units and activate Italian units for movement; Italian units can also entrench up to level 1.
Italian units may not attack nor move out of Italy.
Non-Italian units may not attack or enter spaces in Italy. Central Powers units and spaces can not trace supply through spaces in Italy.
The Allied Player may now record Italian Replacements when taking RP actions, and make use of Italian RP points to rebuild reduced strength units during Allied Economic Actions.
The above conditions apply until Italy’s entry into the war.
9.5.3 Reinforcement Event Cards
188.8.131.52 Each Player can bring new units (reinforcements) into play through the use of Strategy Cards as Events. Only one Reinforcement card may be played per turn for each nation.
Exception: Neither Player may play a Reinforcement card on the August 1914 turn.
A Player may not play a Reinforcement card for a nation if it cannot legally place all the reinforcements on the map, for example because of stacking limits (however, the Active Player can voluntarily eliminate Corps units to make room for the reinforcements; see 10.1.2.1). A Player may play reinforcements if his capital is under enemy control if he has an appropriate entry space to place them. Note this does not apply to the special Orleans exception (184.108.40.206 bullet 2).
220.127.116.11 Reinforcing Corps are placed in the Player’s Reserve Box.
There are two exceptions: The British Arab Northern Army Corps (ANA), and the Turk Senussi Corps (SN) are placed as directed on their Event Cards.
18.104.22.168 Reinforcing Armies are placed in that nation’s capital (Vienna and/or Budapest for Austria-Hungary) and/or any friendly controlled supply sources in that nation. They may not be placed in one of these spaces if it contains a Fort which is currently besieged. There are several exceptions:
US Armies are placed at any port space in France.
French Armies may be placed in Orleans if Paris is fully stacked. However, French Armies may not be placed in Orleans if Paris is besieged or enemy controlled.
The French Orient Army, the Russian CAU Army and the British NE Army are placed as directed by their Event Cards (see also 22.214.171.124).
The British MEF Army is placed in any one of the 4 MEF spaces marked on the map. (See 126.96.36.199)
Reinforcing Armies must be in supply when placed. In cases where more than one Reinforcing army is entered on a single card play, the two armies do not have to enter at the same space. If stacking limits would not allow both armies to be placed on the map, the reinforcement card may not be played (however, the Active Player can voluntarily eliminate Corps units to make room for the reinforcements; see 10.1.2.1).
188.8.131.52 The Allied Player may enter any or all of his four Near East Armies (British MEF and NE Armies, French Orient Army, and Russian Caucasus Army) at that nation’s capital or at any friendly controlled supply sources in that nation, at his option.
In this case, all specific entry restrictions on that Army’s card are ignored. Near East Armies entered in this fashion lose their ability to operate in the Near East (and Salonika for the French Orient Army). They are treated as normal Allied Armies except they are non-replaceable and the armies still suffer Loss Priority per 12.4.5. War Status is advanced normally for the MEF and Allenby events when played in this manner. The MEF can be played in this manner after the Salonika Event has been played.
Sinai pipeline can still later be played as an event if Allenby is played in this manner.
184.108.40.206 MEF Invasion:
When the British Reinforcement MEF Event is played, place the MEF Beach Head marker in the same space as the MEF Army. The Allied Player may now treat this space as an Allied port. In addition, both Players may now treat it as a normal space for movement and combat.
If the space is entered by a CP unit, the Allied Player immediately loses 1 VP. Remove the MEF Beach Head marker; the space is no longer considered an Allied port.
During the Siege phase of all Allied Economic Actions while the MEF Beach Head marker is on the map the Allied player must pay 1BR RP or eliminate the MEF Beach Head marker; any units currently in the same space as the MEF Beach Head marker are eliminated and placed in the Allied eliminated / replaceable box (units marked with the dot to the right of the unit symbol are permanently eliminated).
During the Attrition phase of all Allied Political Actions while the MEF Beach Head marker is on the map the Allied player must reduce the US Involvement Status marker by 1 point or eliminate the MEF Beach Head marker; any units currently in the same space as the MEF Beach Head marker are eliminated and placed in the Allied eliminated / replaceable box (units marked with the dot to the right of the unit symbol are permanently eliminated).
9.5.4 Combat Event Cards
220.127.116.11 Combat Event Cards are played during a Combat. The attacker must play Combat Events before the defender. Combat Event Cards are the only cards that can be played during the opponent’s Action.
18.104.22.168 If a Player plays a Combat Event Card that bears a “T” (for Temporary) symbol on the upper right corner and wins the Combat, the Player places the Combat Event Card face up on his side of the Played Cards zone on the map.
Such a retained Combat Event Card can influence one Combat per Round initiated by either Player until the end of the following turn, or until the Player loses a battle while using it.
The “They Shall Not Pass” Combat Event is unique in that the card’s effect is not used until the Allied Player loses a combat, after which the card is discarded. The card is still discarded normally at the end of the turn following the one in which it was played.
22.214.171.124 If a Player loses a Combat any used Combat Card(s), whether played only for this Combat or saved from a previously won Combat, are discarded.
126.96.36.199 A Combat Card may be used a maximum of once per Round until it is discarded. Note that the “Putnik” Combat Event card may be used only for Attack OR Defense once in each round.
9.5.5 Deck Culling (Optional)
Ignore the rules on substitution of unique event cards: when unique events are played the event card is eliminated and no substitute cards are brought into play.
Do not use rule 8.1.6. Drawing Abilities and War Status
When a unique event is played, the active player can decide whether to bring into play an equivalent card from the substitute cards deck or not subject to the following restrictions:
A player may always withhold the substitution of a 5/5 card
A player may withhold the substitution of an additional 2/2 card provided he has not already withheld substitution of more 2/2 cards than he has withheld substitution of 3/4 cards.
A player may withhold the substitution of an additional 3/4 card provided he has not already withheld substitution of more 3/4 cards than he has withheld substitution of 4/4 cards.
Do not use rule 8.1.6. Drawing Abilities and War Status
DESIGN NOTE: when a unique event is played the SoE rules require the card in question to be eliminated and replaced by an equivalent card (in terms of the OPS and SR values). The substitute cards can also be played as repeatable events, and ensure that the composition of the decks remains stable, for each player, throughout the different commitment levels.
The impact of the rules concerning substitute cards on the game is very significant, particularly as commitment levels increase and decks swell.
While the game becomes less predictable, the likelihood of drawing a specific event is much lower, and it is no longer guaranteed that a player will ever be able to draw a specific card. It is also unlikely that some of the unique events will be played more than once (as can frequently be the case in PoG with cards like Tank corps or Air superiority.
Players utilising the SoE rules will have to face greater variability in the draw (the luck factor), and will be required to keep an open mind as to what might come to pass. This will be a very different challenge when compared with the usual and already frustrating wait for the right cards experienced in PoG play. In particular, the wait for the critical cards to complete the Russian collapse and American entry processes might be very long and tiring.
Still, without hindsight this might not seem unreasonable: who could have guessed exactly how long it would have taken for Russia to be taken out of the war by unprecedented event like the Russian Revolution? Put another way, how long strong a gush of wind does it take for a dead leave to fall from the tree?
Players not comfortable with this aspect of SoE should select the Alternative 1 Optional rule, which will reproduce conditions similar to the ones normally experienced in PoG.
Alternative 2 provides the best (or worse) of both worlds, as players will be able to decide each time whether to bring in a substitute cards or not. With Alternative 2 the activity rate will increase significantly, as the ratio of high OPS/SR valued cards in the deck is likely to increase as the game proceeds.
9.6 Economic Action
A Player can not take more than two Economic Actions in a turn.
9.6.1 When a Player takes an Economic Action, he performs the following steps:
A die is rolled for each Fort besieged by friendly units in supply to determine if the Fort surrenders (and is marked with a Destroyed marker). If the friendly units in supply in the Fort space are insufficient to besiege the Fort on their own, then no siege roll is made.
During Allied Economic phases, if the MEF Beach Head marker is on the map the Allied Player must pay 1BR RP or eliminate the MEF Beach Head marker.
The Player spends any Replacement Points (RPs) accumulated through play of RP Cards, as marked on the Replacements Track.
If this was a Voluntary Economic Action then any RPs not spent are retained and may be spent during future Replacement Phases.
If this was a Mandated Economic Action, then any RPs not spent are lost.
If any of the Player’s Mandated Offensive markers are not on the “None or Made” space (or on the “FR MO Mutiny” side, for the Allied Player), then the Player immediately suffers a 1 VP penalty per MO not satisfied.
All of the Active Player’s MO markers are then removed, and the Player rolls one die and finds the result on the appropriate line (Allied or Central Powers) of the Mandated Offensive Table to determine if any nation he controls must perform a Mandated Offensive (or if the “FR MO Mutiny” effects apply, for the Allied Player). Move the Mandated Offensive marker to the correct box on the appropriate Mandated Offensive Table to indicate the result.
Note: some events such as Enver Pasha’s Offensive and Nivelle and Cadorna can result in more than one MO being required at a point in time.
9.7 Political Action
A Player can not take more than two Political Actions in a turn.
When a Player takes a Political Action, he performs the following steps:
9.7.1 Diplomacy Phase
The active Player may play one Card from his hand to affect either the Russian Turmoil Status or the BR Entry / US Involvement Status.
Voluntary Political Actions
If a card is played and this was a Voluntary Political Action, then move the selected marker in favour of the Active Player by as many points as the OPS value of the card played. The card is then discarded normally.
If the Active Player elects not to play a card there is no change to any marker.
Mandatory Political Actions
If a card is played and this was a Mandated Political Action, then move the appropriate marker by one point, regardless of which card was played. The card is then discarded normally.
If no card is played and this was a Mandated Political Action, the active Player must adversely move the marker of his choice by 2 points: an active Allied Player will either decrease the BR Entry / US Involvement Status marker or increase the Russian Turmoil Status marker; an active Central Powers Player will either increase the BR Entry / US Involvement Status marker or decrease the Russian Turmoil Status marker.
The BR Entry / US Involvement Status and the Russian Turmoil Status marker can never go below zero: if one of the markers can not be adversely moved by 2 points (i.e. because it is at the zero or at the 1 space), the other marker must be selected to satisfy the adverse move.
9.7.2 Limited Operations (Optional)
Limited Operations can only be conducted during Voluntary Political Actions.
If a card was played in the Diplomacy phase then the Active Player receives as many Activation points as the OPS value of the Card played.
If no card was played, then the Active Player receives one Activation point.
The Active Player may now conduct operations with any available activation points.
A maximum of 1 space can be activated for Operations during a Political Action.
Both Players’ OOS and un-occupied spaces change control (see 14.3.6). Spaces containing intact forts do not change control due to OOS status.
During Allied Political phases, if the MEF Beach Head marker is on the map the Allied Player must reduce the US Involvement Status marker by 1 point or eliminate the MEF Beach Head marker.
9.7.4 Foreign Policy and Peace Terms
A Player may either use Foreign Policy (regardless of VP status), or, if the current VP total is within the allowed range for the Player, offer Peace Terms.
9.8 Pass Action
9.8.1 When a Player takes a Pass Action, he records the fact to ensure that appropriate count of VP penalties for being at a lower commitment level than the opponent can be appropriately applied.
No other activity is performed during the Player’s action.
At the end of the Action the Active Player may draw two cards if his commitment level is at least equal to that of his opponent, and may draw an additional (third) card if his commitment level is higher than his opponent’s commitment level.
10.1 General Rules
10.1.1 Up to twelve Corps may stack in one space. Spaces on the East Map have a lower stacking capacity of eight Corps
Exception: up to 12 Corps may be stacked in Constantinople or Bursa.
Armies count as four Corps.
Forts do not count for stacking purposes.
10.1.2 Stacking limits are in effect at all times except during SR and movement. Players may voluntarily overstack during SR and movement so long as the stacking limits are met at the end of SR and movement.
10.1.2.1 A player may voluntarily destroy any of his own corps at any time during his own Actions.
Exception: Corps may not be voluntarily eliminated during resolution of a combat; they can be eliminated between one combat resolution and the next.
Voluntary Corps elimination can be done for any reason (or even for no apparent reason, a player not having to disclose his designs), for example in order to reduce the activation cost of a space, make room for other units during movement or SR, to allow the placement of reinforcements or replacements, or as an emergency measure to obtain corps to replenish the reserve pool. Voluntarily destroyed corps are placed in the Eliminated pool.
DESIGN NOTE: This rule was published in the Banquet des Generaux website; to the Authors goes full credit for the original idea.