Full manual text

Rules Summary of Paths of Glory (GMT)
Army Special Army
Corps
Setup:
A. Place markers:
Game Turn Marker on August 1914 (Turn);
Victory Point Marker on 10; War Status Marker (3x) on 0;
Replacement Marker GE, AH, Allied, BR, FR, RU on 0;
US Entry Marker on “US Neutral”
Russian Capitulation Marker on „God Save the Tsar“
Mandated Offensive Marker to MO Tables
Action Round Charts (each player): 6 Action Markers
B. Place Allied and Central Power units according to setup table in rulebook / symbols
printed on Deluxe Board (place units of Neutral states during setup or immediately
after they enter war, as you prefer (Turkey Entry refer to 16.1.3.1)
Optional: AH Corps on Stanislaw, RU Corps on Lutsk, both from Reserve Box
C. Initiale card distribution: CP player may add „Guns of August“ (GoA) to his card hand:
each player gets 7 cards (including GoA) from his Mobilization Deck.

Objective is to collect Victory Points (VPs), which you receive by:
Conquering red bordered areas during operations
Playing specific Events which provide VPs (see cards)
Non completion of Mandated Offensives by your opponent (respective check is
during Phase E, War Status)
Victory:
o Automatic Victory when reaching 0/20 VPs (AP/CP) in Phase E
In Winter 1919 the side, whichever has more VPs, wins
A draw if both sides accept Peace Terms

Important Special Rules:
A. Stacking Limit: max. 3 CUs allowed per area
(Move through an area containing 3 CUs is allowed, but not to stop in)
B. Limitations in first round (August 1914):
a. RU: no attack / siege against German forts allowed
b. No Reinforcement Events can be played (but RPs are allowed)
c. No Check of War Committment Levels (Limited War nicht vor „Fall 1914“)
C. Limitations GE
a. No attack against Russian forts until German Warstatus >= 4 or „Oberost“
b. No move to Calais/Amiens/Ostend until Warstatus >= 4 or „Race to the sea“
D. Near East Map (special rules regarding MEF and NE Map refer to rulebook):
Turkey enters war, as soon as CP reach „Limited War” within Warstatus Phase
RU/GE/BR maximum 1 Corps / game turn towards Near East via SR

Übersicht Combat Units (CU):

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Rules Summary of Paths of Glory (GMT)
Sequence of Play (Game Turn)
A. Mandated Offensive (Roll die each side, place MO marker accordingly)
B. Action Rounds (6 rounds; beginning with Central Powers)
Play a card for one of these following actions:
a. Operations (w/ Operation Points): Activating units, the execute Move / Attack
for the activated units:
i. Activating units costs 1 OPS per field and per nation on the field
ii. All units on a field must be activated
iii. Activating is either for MOVE or for ATTACK (use marker!); not both
iv. First all MOVE, then all ATTACK orders are executed
v. Instead of executing MOVE, an Army can (try to) build a „Trench“
vi. Activated units on a field can move/attack combined, but also each
unit may move/attack in several directions;
vii. Units, which are Out-of-Support, cannot be activated.
b. Strategic Redeployment (SR)
i. Army = 4 OPS, Corps = 1 OPS
ii. AP max 1 Corps per round may be redeployed per sea connection
iii. GE/BR/RU can redeploy each max. 1 Corps to Near East
iv. Corps may be transferred between Reserve Box and Supply Centers
c. Replacement Points (RP): Only the RP line of the card is used
d. Event: Execute event as stated on the card.
Cards with * are removed after using as event, other cards are discarded.
War status needs to be adjusted accordingly.
Neutral Entry: Only once per Game Turn allowed
Reinforcement Event: Only once per nation per Game Turn allowed
e. Offer Peace Terms (without card);
i. Only leading player may offer peace terms, i.e. CP > 11 VP, AP < 9 VP
ii. If accepted by opponent, game ends in a draw (both have lost).
iii. If rejected by opponent, roll a die and see result according to the
Peace term table on player aid
f. „Automatic Operation“ with OPS value 1 (without card)
C. Attrition: Units without a direct connection to a supply center (Out Of Supply) are
removed; OOS Armies are removed permanently, OOS Corps are removed to
„replacable units“ box; then fields without connection to a supply center change side
(it does not matter if they don’t have connection to any supply center of the new
owner!!!)
D. Siege: For each fort under siege roll a die individually. The fort is destroyed if die
result > Loss Factor of the fort (in Aug/Sep 1914 add a -2 modifier to the die roll)
E. War Status: Denote VPs
a. Check, if Mandated Offensive was completed, resp. give VP penalty.
b. Check for automatic victory
c. Check for each player if War Committment Level has changed (WS4, WS11); If
War Committment Level changed, then build a new deck by adding the
additional deck (limited / total war) and the discard pile to the draw deck and
reshuffle.
F. Replacement: RPs are placed now (Allied first) (unused RPs are gone)
G. Draw cards: each player draws cards so he has 7 cards at his hand; Combat Cards can
be discarded before redrawing. If less than 7 cards are available, reshuffle discard
pile.
H. End of turn: Move game turn marker.

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