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A game of war and allies. Each of you will be your own country trying to win the war. This is a game of negotiations, alliances, promises kept, and promises.

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Presentation on theme: "A game of war and allies. Each of you will be your own country trying to win the war. This is a game of negotiations, alliances, promises kept, and promises."— Presentation transcript:

1 A game of war and allies

2 Each of you will be your own country trying to win the war. This is a game of negotiations, alliances, promises kept, and promises broken. Your Mission

3 There will be three games going on. At each game, there must be 7 people playing the seven main countries. Also, there will be people playing as officials to help keep the rules enforced. The seven countries are: England, Germany, Russia, Turkey, Italy, France, and Austria-Hungary. We will pick our roles now… Pick a role

4 The object of this game is to control 18 supply centers to be able to claim you are in control of Europe -OR- Your group can come to an agreement to end the war which will allow all to share equally Your Goal

5 Boundaries- Thick black lines divide up countries and think black lines divide up areas within Types of Provinces Inland: Only army can be there Costal: Army and navy can be there Water: Only navy can be there Supply Centers- Provinces with stars. There are 34 total on the board. Your goal is to control 18 of these. The Board

6 Army- square piece (gun); 12 Navy- rectangular piece (ship); 12 Each piece has your color on it! There are also flag markers to put on the board at the supply centers you control; 21 Each of the army and navy pieces have the same strength! Only one army or navy piece can be in a province at one time! Army vs. Navy

7 Each country has 3 supply centers; Russia has 4 12 supply centers are not occupied Starting Out AustriaEnglandFranceGermanyItalyRussiaTurkey Vienna (A)London (N)Paris (A)Berlin (A)Rome (A)Moscow (A) Ankara (N) Budapest (A) Edinburgh (F) Marseilles (A) Munich (A)Venice (A)Sevastopol (N) Smyrna (A) Trieste (N)Liverpool (A) Brest (N)Kiel (N)Naples (N)Warsaw (A) St. Petersburg (N) Constan- tinople (A)

8 1.Each round starts with time for negotiations. People meet in groups to make plans and strategies 2.Next, each person writes an order using our order sheets. 3.Orders are revealed at the same time and resolved. 4.Based on the orders, people retreat or disband. How Rounds Work

9 Each round represents 6 months of time. You start with the Spring round. During fall rounds, you can win if you have 18 supply centers. Let’s learn more about these rounds… Rounds

10 Players will have 10 minutes to talk with other players from their game. You may go anywhere in the room to make secret or public plans. You may promise anything you wish but you do not have to do what you say. You have to guess who to trust! Note: If you are caught talking to someone not from your game, you will lose a supply center. If you are caught again, you will have to sit out of the game. Step 1: Diplomacy

11 You have 5 minutes to write orders An order tells your troops what to do. After the diplomatic step, you will all write orders. If orders are not completely filled out correctly, they are “illegal” and their troops must stay in place. You must include: A date (on the board) List of units and locations Their order: Hold, Move, Support, Convoy Step 2: Order Writing Phase

12 Hold means that you want to try to keep that troop in place. If you don’t give an order, it is assumed you are holding. Hold

13 Moving is the idea that you are “attacking” an area On your order sheet, you might write “Move to Paris” You can only move to an area touching where you are Army can only be on land (Inland or Costal) Navy can only move to Costal or Water You cannot jump across countries You cannot go to Switzerland or un-named areas Move

14 If two or move units try to move in, neither move as it is a standoff. But if one of those units is supported, then they win. If someone is already there during a standoff, they stay there. Tricky Parts about Moves

15 Traffic jams happen when one troop doesn’t move causing others to not move. You cannot flip places with another unit without the use of a convoy. Three or more units CAN rotate places during the turn as long as no one flips places. Tricky Parts about Moves

16 This is how you help another troop. Because all troops have equal strength, you have to support them to make them stronger. For example, if you send two troops to support, you have the strength of three troops. (The two sent and the one original) Support

17 There are several ways to do this but it is tricky! Support can be on the offense to take over an area or to defend a territory. Also, support can be given by someone else’s units and they cannot be refused! Support

18 Army and Navy can support each other. To be able to support another unit, you must be willing to give up that unit’s turn and not move. Also, you must be in an area touching where your supporting unit is trying to go. You must also be able to move into the area that you are supporting. So, the army can’t support someone in the water because the army cannot go in the water. How to Support

19 You can cut off support by attacking the unit providing support. The area you are in must be touching the area you are trying to attack. Keep in mind that attacking is known as moving. Cutting Support

20 The Navy can convoy an Army unit across the water to another coastal province. To do this, you must order your Navy to convoy and tell your Army where to move to. One Navy unit can only convoy one Army unit at a time. This order can fail if you Navy is forced to retreat or if the Army cannot move into the area they are trying to go to. Convoy

21 Read all orders out loud. Players must resolve all the conflicts using the rules and me if needed. Step 3: Order Resolution Phase

22 You can claim a supply center during the fall or spring turn. Keep in mind, supply centers are the places with stars. When you move into a supply center area, you place your flag marker there to claim it. If you had an area but someone else takes over, you have to take your flag back. You lost it. Your flag marker stays there until someone else takes over the area. Claiming Land

23 Any unit that is defeated, must retreat. Retreats are written down and may not be discussed. You must retreat to to an empty area touching where you are that your unit can go to. This cannot be the area you are attacked from. Army can still not go into the water. Step 4: Retreat and Disbanding

24 Sometimes, this might mean you go further into your enemies territory. Also, you cannot go to an area that is empty because there are units having a standoff trying to get there. Remember you just lost. You are not powerful! Step 4: Retreat and Disbanding

25 If two or more units try to retreat to the same area they all have to disband. (Aka they are gone) If you forget to retreat or chose not to, your unit is disbanded. You may also chose to disband instead of retreat if you are a whimp. Once again, no retreating to an area where there is a standoff. They want that land and you are weak. Hence retreating… Disbanding… sad

26 During only the fall turn, you count how many supply centers you have control over. That is the maximum number of units you can have on the board. If you have too many, you get to pick which ones you disband… Sad again Gaining and Losing Units

27 If you have more supply centers than units, you may add units but only on your original country’s supply centers if there is a space open. Also, you have to have control over them because you can’t a unit together in enemy controlled area… duh Gaining and Losing Units

28 If you are a quitter or jerk and decide to stop playing your country is in civil disorder. It is assumed that your government has collapsed and fails at life. All of your units are to hold until other people kick them out and cause their disbandment. Pretty much, you have to sit there and watch your country be destroyed! Civil Disorder


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