Origins of World War I. by Jim Dunnigan 3/4/11
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1 Origins of World War I by Jim Dunnigan 3/4/11
2 Rules The game is for up to 5 players, and best for 5 players. Each player plays one of these five countries: Britain France Germany Russia Austria-Hungary
3 If your PFs are reduced below 10, your Treaty Rights are lost until you again build them up to 10 or more. How are PFs reduced?... Rules You get a certain number of political factors (PFs) to play each turn. PFs represent influencing the nation. These are shown in the left-hand column. E.g. Britain gets 14 PFs. Use mini-poker chips for this: white chips=1, red=5, blue=10 Place PFs on the Country Matrix: your country s column and that country s row. the number of PFs a country gets to place per turn is listed on the map you may, of course, play additional PFs in the same embassy in another turn
4 Rules You may place up to 5 PFs in any one embassy (no limit in your own) per turn. When you have 10 PFs in a particular nation, you have Treaty Rights with that nation (represented by a different chip on top of other PFs). (Use yellow for this.) You can, of course, lose Treaty Rights as a result of losing an attack.
5 Rules The attack phase is made after placing PFs - only one attack per turn. Odds are determined by dividing attackers PFs by defender s PFs. Always round in favor of defender (e.g., 23 attack 8 2:1) Use <1:1 when number of attacking PFs is smaller than defending PFs
6 Diplomatic Attack Table Die Odds Throw <1:1 1:1 2:1 3:1 >=4:1 1 AE AE AE EX EX 2 AE AE EX EX EX 3 AE EX EX EX EX 4 EX EX EX EX DE 5 EX EX EX DE DE 6 EX DE DE DE DE players are encouraged to make deals - negotiations can take place at any time any kind of deal can be made EXCEPT that PFs cannot be transferred between players, and players cannot combine PFs to attack another player in that nation Deals are not enforceable by the rules of the game (can go back on your word whenever you want) alliances are permanent
7 Rules Outcomes: AE (Attacker Eliminated) - all attacker s PFs are eliminated, defender doesn t lose any EX (Exchange) - nation with lesser number of PFs loses all, other nation loses same amount DE (Defender Eliminated) - all defender s PFs are eliminated, attacker doesn t lose any Play the game for Ten Rounds, then tally the scores.
8 Strategy Players are encouraged to make deals - negotiations can take place at any time. Any kind of deal can be made EXCEPT that PFs cannot be transferred between players, and players cannot combine PFs to attack another player in that nation. Deals are not enforceable by the rules of the game. You can go back on your word whenever you want. Alliances are permanent (but this rule can be optional).
9 Two players can form a permanent alliance to work together for the duration of the game - this does not change the rules at all, but changes scoring slightly. At end, the points of both allies are added together, and these must be greater than the sum of the other 3 - otherwise highest remaining individual wins. E.g. Britain & France (10+11=21), Germany & Austria Hungary ( = 24), Russia is not greater than the other three (21+5=26), so Russia wins! (See next slide.)
10 Alliances (Optional!) End of game: Britain - 10 } 21 France - 11 Germany - 8 Austria-Hungary - 16 Russia - 5 } 24 2 players can form a permanent alliance to work together for the duration of the game - does not change the rules at all, changes scoring slightly at end, points of both allies are added together, must be greater than the sum of the other 3 - otherwise highest remaining individual wins e.g. Britain & France (10+11=21), Germany & Austria Hungary ( = 24), Russia is not greater than the other three (21+5=26), so Russia wins!
11 Diplomatic Attack Table Die Odds Throw <1:1 1:1 2:1 3:1 >=4:1 1 AE AE AE EX EX 2 AE AE EX EX EX 3 AE EX EX EX EX 4 EX EX EX EX DE 5 EX EX EX DE DE 6 EX DE DE DE DE 5PFs per embassy per turn play 10 rounds 10PFs for treaty rights 1 attack per turn
12 Homework In asymmetric games, how do you balance out power? Is it advantageous to have more PFs than other nations? How does this affect how other players treat you? Is there another country you would rather have played? Why? Should alliances be permanent? (The author says no, but Sackson thinks that makes alliances meaningless) Discuss realism vs. meaningfulness The map could have been as intricately detailed as a budget would allow. Would this make the game more fun? Jim Dunnigan allows backing out of alliances Sid Sackson thinks that makes alliances meaningless
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