WWI MANY FRONTS
INTRODUCTION
Two Player Card & Bidding game
Simulation of World War I (The Great War)
SIDES
One Player is the Entente Powers (EP):
Britain, France, Russia, Serbia, Italy, Romania, Greece, USA
The other Player is the Central Powers (CP):
Austria-Hungary, Germany, Bulgaria, Turkey
THE DECK
Players share a common deck.
ARMY TOKENS
Each player has a set of Army Tokens (AT)
AT is an abstract Measure of Men & Material.
VICTORY
The first player to capture the Western Front wins the War.
If the EP captures the Eastern Front he wins the War.
After 18 turns the player who has captured the most
Fronts wins, otherwise it is a Stalemate.
THE FRONTS
There are 6 Fronts:
Front Title: Notes:
Western Front Major Front
Eastern Front Major Front: Russian Front
Balkan Serbian, Salonika Fronts
Italian Isonzo Front
Turkish Caucasus, Dardanelles, Mesopotamia, Palestine Fronts
War at Sea
TERRITORY MARKERS
There are 3 Territory Markers at each Front.
CAPTURE OF FRONTS
If you acquire all 3 Territory Markers at a Front, you capture the Front.
For every Front you capture, your opponent produces 1 less AT per turn and
His hand size decreases by 1.
GAME LENGTH
The game is divided into 18 Turns:
1914 Late: Central Players Turn
1914 Late: Entente Players Turn
1915 Early: Central Players Turn
1915 Early: Entente Players Turn
1915 Late: Central Players Turn
1915 Late: Entente Players Turn
1916 Early: Central Players Turn
1916 Early: Entente Players Turn
1916 Late: Central Players Turn
1916 Late: Entente Players Turn
1917 Early: Central Players Turn
1917 Early: Entente Players Turn
1917 Late: Central Players Turn
1917 Late: Entente Players Turn
1918 Early: Central Players Turn
1918 Early: Entente Players Turn
1918 Late: Central Players Turn
1918 Late: Entente Players Turn
USA ENTRY
The US enters the War in Early 1918.
The EP hand size increases by 1.
The EP gets an additional 2 AT per turn.
SETUP
Each player starts with 50 Army Tokens.
TURN SEQUENCE
Each turn is divided up into 5 Phases:
Planning Phase
Mobilization Phase
Campaign Phase
Casualty Phase
Shell Shock Phase
PLANNING PHASE
Each player fills his hand to 7 cards.
MOBILIZATION PHASE
Each player gains 6 AT.
Event cards can be played to gain additional AT.
Some Event cards cause your opponent to lose AT.
CAMPAIGN PHASE
To each of the 6 Fronts, players may bid AT and Strategy Cards (SC).
Bids are done in secret.
Players should use a screen to hide their bids.
Note according to the title of the Phase, whose turn it is.
The current player may not bid defense cards
The other player may not bid attack cards.
A player may not bid cards to a Front with a Bonus greater than
The number of AT he has there.
There is no bidding for Fronts that are already captured.
Players must bid if possible, a minimum of 10 AT to the Major Fronts (West & East)
The Bids are then all simultaneously revealed.
The highest bid at a Front (by at least 4 points) wins 1
Territory Marker (MT) for that Front.
If neither side wins by at least 3, it is a stalemate, and neither player gets an MT.
When you win a Territory Marker, take it from your opponent if he has any.
CASUALTY PHASE
For every Major Front a player lost at he loses 2 AT.
For every Lesser Front a player lost at he loses 1 AT.
For every Major Front a player won at he loses 1 AT.
For every Stalemate at a Major front, both players lose 2 AT.
For every Stalemate at a Lesser front, both players lose 1 AT.
At both Major Fronts, each player may play 1 Casualty Card to
Cause his opponent to loose additional AT.
SHELL SHOCK PHASE
Players may discard any cards from their hand they don’t want.
Discard down to Max hand size.
Discard all cards played this turn.
AT not lost in Mobilization or Casualty Phase can be used next turn.
WAR AT SEA FRONT
Unless they specifically say so, strategy cards cannot be
Played to the War at Sea Front.
CARD LIST NOTATION
E = Entente
C = Central Powers
B = Both Players
S = Strategy
A = Attack
D = Defense
K = Casualty
V = Event
W = West Front Only
R = East Front Only
M = Main Front: West or East Front
T = Turkish Front Only
L = Balkan Front Only
N = Card can used for War at Sea Front
Late = Do not use until second half of 1916
Very Late = Do not use until start of 1918
WASO = War at Sea Only
CARD LIST
Name User Type Force Notes
General Hindenburg C SM 4
General Ludendorf C SM 5
General Moltke C SM 3
General Joffre E SW 5
General Petain E SW 4
General Haig E SW 5
Mustafa Kemal C ST 5
General Allenby E ST 5
General Pershing E SW 5 Very Late
Czar Nicolas E SR 3
Shattered Armies B K 3
Joint Offensive B AN 2
Fluidity B SN 2
Support Allies B SN 2
Concentration B SN 4
Expeditionary Force B AN 2
Zeppelin Raids C V -1
Poison Gas B SM 5
Tanks B A 3 Late
Massed Tanks E AM 5 Late
Light Tanks E AM 3 Very Late
Howitzers B S 5
Artillery B S 5
Breakthrough B A 5
Overrun B S 5
Atrocities B SL 2
Withdrawal B D 1
Major Battle B SN 3
Air Power B S 2
Air Support B S 2
Major Operation B AN 2
Revolution B V -4
Mutiny B V -4
Succession B V -2
Abdication B V -2
Uprising B V -4
Assassination B V -3
Election B V -2
Coalition B V +2
Trench Warfare B D 3
Armored Cars B S 1
Machine Guns B D 3
Vast Battle B SM 5
Capture City B A 3
Strategic Victory B SN 5
Executions B V -4
Treason B V -3
Railways B V +4
Landings B AN 2
Evacuation B V +2
Checked B DN 3
Extended B DN 2
Envelopment B AN 4
Re-deploy B SN 3
Logistics Problems B S 3
Disaster B K 3
Interlocking Offensives B A 3
Mass Mobilization B V +4
High Command B SN 3
Resume Fighting B SN 2
Food Shortages B V -2
Inflation B V -3
Renew Offensive B A 2
Divert Forces B SN 2
Outflank B A 4
Send Troops B SN 2
Salient B S 3
Breathing Space B V +2
Independent Offensive B V 2
Attack Stalled B DN 3
Drain Reserves B K 2
Simultaneous Attacks B AN 3
Attrition B K 2
Series of Offensives B AN 2
Limited Offensive B AN 2
Stalemate B DN 3
Centralized Government B V +4
Mass Production B V +3
Mobilize Manpower B V +4
Technology B V +2
Static Front B D 2
Fortress B D 3
Interior Lines C DM 5
Initial Gains B AN 2
Launch Offensive B AN 3
Force Retreat B SN 4
Campaign B SN 2
Economic Collapse B V -5
Economic Ruin B V -5
Master Plan B SN 4
Second Battle B SN 3
Third Battle B SN 2
Reinforcements B V +2
Fresh troops B V +2
Reduce Strength B K -1
Territorial Gain B AN 4
Counter Attack B DN 5
Tactical Defensive B D 5
Deadlock B DN 2
Entrenchments B D 4
Strategic Offensive B AN 4
Industrialization B V +4
Backwardness B V -2
Mass Maneuver B SN 2
Bombardments B SN 2
Partial Gains B AN 1
Rolling Barrage B AM 2
Aerial Reconnaissance B SN 4
Firepower B SN 3
Slaughter B K 2
War Finance B V +4
Munitions Production B V +2
War Economy B V +4
War Effort B V +3
Organized Labor B V +2
Labor Strikes B V -2
Call for Peace B V -2
Nationalism B V +3
Failure to Exploit Gains B S 4
Propaganda B V +2
Rhetoric B V +1
Great Power Status B V +3
Idealism B V +2
Modern War B S 2
Civil-Military Discord B V -3
Total War B V +4
Home Front B V +2
Appalling Cost B K -4
Replace Generals B V -2
Intelligence B SN 2
Long Front B SN 2
Invasion Route B A 3
Repulse B DN 5
Epic March B K 1
Epidemic B V -2
Headlong Assault B A 1
War of Exhaustion B K 2
Escalation B V +2
Futile Offensive B A 2
Heavy Casualties B K 2
General Mud B D 3
Position Warfare B DM 3
Counterfire B DN 3
Penetrations B A 3
Defensive Lines B D 4
Close Gap B DN 3
Local Actions B SN 1
Strong Points B D 4
Communication Problems B S 2
Meat Grinder B K 2
Conscripts B V +2
Volunteers B V +3
Spring Offensive B A 4
They Shall Not Pass E DM 5
Big Push B A 4
Demoralized B SN 3
Spearhead B AN 4
Colossal Defeat B K 5
Rout B K 3
Immense Carnage B K 4
Anarchy B V -3
Pressure Defenses B A 2
New Tactics B S 4 Late
Stormtroopers C AM 5 Late
Poor Morale B SN 3
Resistance Collapses B A 5
Massive Attack B AN 5
Infiltration B A 3
By-Pass Strong-points B A 3
Mop-Up Operations B AN 2
Surprise B A 4
No Mans Land B DM 4
Stabilize the Line B DM 4
Uncoordinated Attack B DN 3
Unsupported Attack B DN 3
Tunnels B AM 2
Counter Offensive B DN 5
Submarine Warfare B S 3 WASO
U-Boats C S 3 WASO
Convoys E S 3 WASO
Destroyers B S 2 WASO
Cruisers B S 2 WASO
Battleships B S 2 WASO
Bridgeheads B A 2
Fight to Standstill B D 4
Punch Gap B A 4
Naval Blockade B V -4
LINKS
Map!!!!
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