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Rules of Play with Advanced Rules & Playbook 1.0 Introduction .................................................................2 2.0 Terminology.................................................................2 3.0 Components .................................................................5 4.0 Basic Game Setup ........................................................6 5.0 Determining Victory ....................................................9 6.0 Sequence of Play ....................................................... 10 7.0 Mandatory Offensives................................................ 11 8.0 Action Phase .............................................................. 12 9.0 Strategy Cards ........................................................... 12 10.0 Unit Stacking ............................................................. 14 11.0 Movement .................................................................. 15 12.0 Combat ...................................................................... 16 13.0 Strategic Redeployment ............................................. 21 14.0 Supply & Attrition ..................................................... 22 15.0 Reinforcements .......................................................... 23 16.0 Replacements ............................................................. 23 17.0 War Status .................................................................. 24 T A B L E O F C O N T E N T S Advanced Rules 18.0 Regions ...................................................................... 25 19.0 Trenches..................................................................... 26 20.0 Forts ........................................................................... 27 21.0 Flank Attacks ............................................................. 29 22.0 Assembling & Disassembling LCUs ......................... 29 23.0 Rebellion & Revolution ............................................. 30 24.0 Troop Quality............................................................. 32 25.0 Sea Invasions ............................................................. 32 26.0 Neutral & Minor Countries........................................ 33 27.0 Headquarters & Heavy Artillery ................................ 36 28.0 Treaty of Brest-Litovsk.............................................. 36 Playbook 29.0 Extended Example of Play......................................... 37 30.0 Short Game Scenarios ............................................... 43 31.0 Strategy Tips .............................................................. 45 32.0 Strategy Card Histories & Notes ............................... 46 33.0 Acknowledgments ..................................................... 54 34.0 Bibliography .............................................................. 54 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com Jan 2019 Living Rules & Playbook This is the “Living Rules” document for the game. It includes updates and clarifications to the original rules. To aid readability, updates and clarifications are indicated in blue text.

Rules of Play - Amazon S3 · Allied Powers: At the start of this game, the Allied Powers consist of France (FR), Great Britain (BR), Montenegro (MN), Russia (RU), and Serbia (SB)

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Page 1: Rules of Play - Amazon S3 · Allied Powers: At the start of this game, the Allied Powers consist of France (FR), Great Britain (BR), Montenegro (MN), Russia (RU), and Serbia (SB)

Rules of Playwith Advanced Rules & Playbook

1.0 Introduction .................................................................2 2.0 Terminology.................................................................2 3.0 Components .................................................................5 4.0 Basic Game Setup ........................................................6 5.0 Determining Victory ....................................................9 6.0 Sequence of Play .......................................................10 7.0 MandatoryOffensives ................................................11 8.0 Action Phase ..............................................................12 9.0 Strategy Cards ...........................................................12 10.0 Unit Stacking .............................................................1411.0 Movement ..................................................................15 12.0 Combat ......................................................................16 13.0 Strategic Redeployment .............................................21 14.0 Supply & Attrition .....................................................22 15.0 Reinforcements ..........................................................23 16.0 Replacements .............................................................23 17.0 War Status ..................................................................24

T A B L E O F C O N T E N T SAdvanced Rules 18.0 Regions ......................................................................25 19.0 Trenches .....................................................................26 20.0 Forts ...........................................................................27 21.0 Flank Attacks .............................................................29 22.0 Assembling & Disassembling LCUs .........................2923.0 Rebellion&Revolution .............................................30 24.0 Troop Quality.............................................................3225.0 SeaInvasions .............................................................32 26.0 Neutral & Minor Countries ........................................3327.0 Headquarters&HeavyArtillery ................................3628.0 TreatyofBrest-Litovsk ..............................................36Playbook 29.0 Extended Example of Play .........................................37 30.0 Short Game Scenarios ...............................................43 31.0 Strategy Tips ..............................................................45 32.0 Strategy Card Histories & Notes ...............................46 33.0 Acknowledgments .....................................................54 34.0 Bibliography ..............................................................54

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308www.GMTGames.com

Jan 2019Living Rules & Playbook

This is the “Living Rules” document for the game. It includes updates and clarifications to the original rules. To aid readability, updates and clarifications are indicated in blue text.

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1.0 IntroductionIllusions of Glory—The Great War on the Eastern Front is the latest card-drivengame (CDG) to simulate theGreatWar inEurope. First came the award-winning Paths of Glory designed by Ted Raicer, which simulates the entire war in Europe and the Near East. It was followed by the popular Pursuit of Glory, designed by Brad Stock and Brian Stock, which focuses on the war in the Near East and the Eastern Balkans.

In Illusions of Glory, theAlliedPowers (AP) player bringsmassiveforcestobearagainstGermany,Austria-Hungary,andtheiralliesontheEasternFrontwhiletryingtoavoidagame-changingrevolutioninRussia.TheCentralPowers(CP)playermustdefeatRussia,holdoffItaly,andwintheupperhandintheBalkans or face demoralization and rebellion at home.

BattlefieldlosseswilldetrimentallyaffecttheTroopQualityofthemajorAPandCPcombatants.Excessivetrooplosseswilldegrade the quality of reinforcements and cripple their military capabilities. Territory losses may drain their National Will and causesdomesticuprisings—whichincludesrevolutioninRus-sia’s case.

For those of you familiar with Paths of Glory or Pursuit of Glory, thereareimportantruledifferencesinIllusions of Glory. Those differencesareprecededbythissymbol:u.Whenahigher-levelrule is marked by this icon, the icon applies to all lower- or sub-cases of that rule as well. Also, some rules include decimalized numbers that appear in parentheses. These are cross-references to other rules.

2.0 Terminology* (Asterisk): When a card with an asterisk is played as an Event,itispermanentlyremovedfromthegame.IfitisusedforOperations(OPS)Points,StrategicRedeployment(SR),orReplacementPoints(RPs),itisplacedinaDiscardPileformedby the player.

Action Phase: An Action Phase consists of six Action Rounds.

Action Round: Each player plays one card for OPS, SR, RPs, oranEvent.Alternatively,theplayercantakea1OPSactionwithout playing a card.

Activate: Spaces, not units, are activated forMovement orAttack.WhenaplayerspendsOperationsPointssufficienttoactivateaspace,thespaceisactivatedforMovementorAttack—butnotboth.TheappropriateActionmarker(MoveorAttack)isplacedontheunitsinthespace.IfaplayeractivatesaspaceforMovement,hecanbuildaTrenchinthatspace—insteadofmovingtheunits—ifthespacecontainsaLargeCombatUnit.Inaregion,however,theunitsthemselvesareactivatedforMove-ment or Attack by spending Operations Points. The appropriate Actionmarkerisplacedontheactivatedunitsinthatregion.

Advance After Combat: If all defending units are destroyed or eliminated, retreat after combat, or withdraw before combat, up to three full-strengthattackingunitscanadvance into thedefendingspaceafterCombatisresolved.

Allied Powers: At the start of this game, the Allied Powers consistofFrance(FR),GreatBritain(BR),Montenegro(MN),Russia(RU),andSerbia(SB).Duringthegame,Greece(GR),Italy(IT),andRomania(RO)mayjointheAlliedPowers.

Attack:TheattackingplayerplayerfindshisCombatStrength(totalCombatFactorsfiring)ontheappropri-ate Fire Table and determines his Fire Column, shift-

ing columns as required byTrenches,Terrain, and SevereWeatherEffects,androllsone6-sideddieonthatFireColumntogetthepotentialdamageinflictedonthedefender.

Balkans: For purposes of this game, any reference to the Balkans means Albania, Bulgaria, Greece, Montenegro, Romania, and Serbia.(ItdoesnotincludeLemnos.)

Combat Card (CC):AStrategyCardwith“CC”aftertheEventname, and a red square in the upper left corner, can be played asanEventonlyduringCombat.Itcannotbeplayedtodefendan unoccupied Fort.

Central Powers: At the start of this game, the Central Powers consistofAustria-Hungary(AH),Germany(GE),andTurkey(TU).Duringthegame,Bulgaria(BU)andGreece(GR)mayjoin the Central Powers.

Combat: CombatisinitiatedbyactivatingaspaceforAttack,which is done by marking that space with an Attack marker. Combatinaregionisinitiatedbyactivatingaunitorstackofunits for attack, which is done by marking units in that region

RULES OF PLAY

AH:Austria-Hungary (Austro-Hun-garianEmpire)

AP:AlliedPowersAP-A:APAllies BR:GreatBritain CC:CombatCard CF: CombatFactor CP: CentralPowers CP-A:CPAllies

DRM:DieRollModifier FR: France GE:Germany(GermanEmpire) IT: Italy LCU: LargeCombatUnit LF: LossFactor MF:MovementFactor MO:MandatoryOffensive MP:MovementPoints

OOS:Out-Of-Supply OPS:Operations RPs: ReplacementPoints RU:Russia(RussianEmpire) SCU: SmallCombatUnit SR: StrategicRedeployment TU: Turkey(OttomanEmpire) VPs:VictoryPoints

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with an Attack marker. There are two types of units—the Large CombatUnit(LCU)andtheSmallCombatUnit(SCU).

Combat Factor (CF): The combat strength of a Combat Unit or Fort. The CF of a Combat Unit is printed on the lower left corner of its counter. The CF of a Fort is printed next to it on the mapboard.

Combat Unit: A Combat Unit is a ½" or 5/8" playing piece marked with a NATO-style symbol. They belong to Allied Pow-ers(AP),CentralPowers(CP),andeachoneismarkedwithaNATO-style unit type symbol. Each AP Combat Unit has a color specifictoitsnationalityasfollows:Russia(white),Italy(lightgreen),GreatBritain(tan),France(blue),Serbia(brown),andMontenegro(purple).EachCPCombatUnithasacolorspecifictoitsnationalityasfollows:Austria-Hungary(grey),Germany(grey-green),andTurkey(mustard).NationsthatstartthegameasneutralshaveCombatUnitswithcolorsspecifictotheirna-tionalitiesasfollows:Greece(darkblue),Bulgaria(red),andRomania(darkgreen).

Key to Nationality ColorsAllied Powers:

Russia

Italy

Great Britain

France

Serbia

Montenegro

Central Powers: Austria-Hungary

Germany

Turkey

Neutrals: Greece

Bulgaria

Romania

Combined War Status: The total number of War Status Points associatedwithEvents thatboth theAPandCPplayerhaveplayed.

u Control:Everyspaceonthemapboardiseithercontrolledby the AP player, controlled by the CP player, controlled by an UprisingUnit,orisneutral.Everyregiononthemapboardiseither controlled by the AP player, by the CP player, or by an UprisingUnit.Avacantspace(otherthananundestroyedFort)oravacantregionimmediatelybecomesenemy-controlledwhenit is occupied by a enemy unit. AP or CP units retain control overaspaceorregionafterleavingit.UprisingUnitscontrolaspace or region only if they occupy it.

Defending: CombatunitsthatarereceivinganAttack.

Die Roll Modifier (DRM): The number added to or subtracted from a die roll.

Discard Pile: After a Strategy Card is played, it goes into a Discard Pile created by the player. At the end of the turn, theDiscardPileisshuffledbackintotheplayer’sDrawPile.However,StrategyCardswithasterisksthatareplayedfortheir

Eventsareremovedfromthegameafterbeingplayed,anddonot go into the Discard Pile.

Draw Pile: AplayershufflesalloftheStrategyCardsthathecan play in his current War Status and creates a deck of cards fromwhichhecandrawsevencardseachTurn.

Dual Nationality Unit: This is a combat unit that, on its face, shows it has two nationalities.

Event: This is the title on a Strategy Card. When played as anEvent,thecardtriggersthespecialactiondescribedonthecard.AnEventcanbeaprerequisiteforanotherEvent.IfthedescriptionofanEventincludesanumberinparentheses,thisis a rule number.

u Fire Tables: These tables determine combat results. They are the“HeavyFireTable”andthe“LightFireTable”.ToresolveCombat,theplayer(usually)rollsasix-sideddieontheHeavyFire Table if one or more of his units in the Combat is an LCU, or rolls a six-sided die on the Light Fire Table if all his units in the CombatareSCUs.FortsthataredefendingaloneusetheHeavyFire Table. Attacks against Uprising Units must use the Light Fire Table. If a Mountain space is attacked using only Alpine Trails, the attacker and defender must use the Light Fire Table.

Flank Attack: The attacker can declare a Flank Attack against a defendingspaceifthefollowingconditionsaremet:(a)Thereareattacking units in two or more spaces connected to the defend-ingspace,and(b)AtleastoneoftheattackingunitsisaLargeCombat Unit. When attempting a Flank Attack, the attacker must designate one attacking space as the “Pinning Space”. For each additional attacking space that is not connected to an enemy-occupiedspace(otherthanthedefendingspace),theattackingunitsreceive+1DRMfortheFlankAttackAttemptdieroll.

Flank Attack Attempt: Theattackerfirstrollsasix-sideddietoresolvetheFlankAttackAttempt,adjustedbyanyDRMs.Ifthemodifieddierollis4orhigher,thentheFlankAttackAt-temptsucceedsandtheattackerrollsforoffensivefire,inflictinglossesonthedefenderbeforeherollsfordefensivefire.Ifthemodifieddierollis3orlower,thentheFlankAttackAttemptfailsandthedefenderrollsfordefensivefire,inflictinglossesontheattackerbeforeherollsforoffensivefire.

Headquarters Unit: The ½"playingpiecewithanHQflagonayellowunitsymbolbackgroundrepresentingtheRUBrusilovHQ, the FR Sarrail and d’Espèrey HQs, or the GE Mackensen and Falkenhayn HQs. This is a Combat Unit.

Heavy Artillery: The ½" playing piece with a NATO artillery symbol on a yellow background representing GEheavyartillery.ThisisaCombatUnit.

Large Combat Unit (LCU): The 5/8" playing piece representing a corps or an army. A player usually (butnotalways)usestheHeavyFireTabletore-solve combat if one ormore of his units in the

combat is an LCU.

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Loss Factor (LF): The ability of a Combat Unit or a Fort to absorb damage. The LF of a unit is printed in the lower middle of its counter. Forts are not Combat Units, but can also absorb damage. The LF of a Fort is its Combat Factor. The attacker’s Loss Number must be equal to or greater than the defender’s LF in order to damage the defender.

Loss Number: The number resulting from a six-sided die roll on a Fire Table during combat, representing potential damage to enemy Combat Units and Forts.

Mandatory Offensive (MO): During each game turn, a player may need to conduct an Attack to satisfy alliance obligations and domestic political pressures,orsufferaVictoryPointpenaltyforfail-

ing to do so.

Movement Factor (MF) and Movement Points (MP):Move-ment Factor represents themaximumnumber ofMovementPoints that a unit can use in an Action Round. The MF of a unitisprintedonthelowerrightsideofitscounter.MovementPoints are the cost of entering a space. Entering a space or region costs one MP.

Nation: Any country belonging to the Allied Powers or the Central Powers, or starting the game as a neutral.

u National Will: A measure of popular support forthewareffort,asshownbytheupward(positive)ordownward(negative)movementofRU,GE,andAH National Will markers on the General Records

Track.NationalWillcanbeaffectedbyterritoriallossesandbyplayingEventcards.

Neutral Entry Event: When a Strategy Card is played for its Event tobringa formerlyneutralNation into thewar (Italy,Bulgaria,Romania,orGreece),thisisaNeutralEntryEvent.

Operations (OPS) and Strategic Redeployment (SR): A Strat-egyCardgivesaplayerpointstouseforeitherOperationsorStrategicRedeployment(butnotbothatthesametime).Whenplaying a Strategy Card for this purpose, the card’s OPS and SRpointvalueisshownbythenumberinitsupperleft-handcorner.OPSPointsareusedtoactivatespacesforMovementor Attack. SR Points are used to transport a unit from point to point—bylandorsea—withoutregardforitsMovementFactor.

Out-Of-Supply (OOS): If a Combat Unit is unable to trace a supply line through a linked chain of friendly-controlled spaces, besieged enemy Fort

spaces, and regions occupied by a friendly unit to a friendly SupplySource,itisOOS.TheunitcanstillMoveandAttack,butcannotuseStrategicRedeploymentorreceiveReplacementPoints. During the Attrition Phase, all OOS units are reduced by one step. Uprising Units are always in supply.

Rebellion:LossofhomeVPspacesandEventscandiminishNational Will and lead to Rebellion in Russia, Germany, or Austria-Hungary.Thisisrepresentedbythedownwardmove-ment of RU, GE, and AH National Will Markers on the General Records Track.

Region: One of the large oblongs marked “Anatolia”, “Bran-denburg”, “Carniola”, “Kharkov”, “Moscow”, “Novgorod”,“Rodosto”, “Rostov”, “Southern Italy”, or “Tyrol”.Thesesymbolizelargegeographicalareas.Movingaunitintooroutof a region costs 1 MF.

Reinforcement Card: When a Strategy Card has “Reinforce-ments”initstitleorinthedescriptionofitsEvent,itcanbeplayed to bring Combat Units onto the mapboard. This is a Reinforcement Card.

Replacement Points (RPs): These are used to rebuild reduced-strength units on the mapboard, and to rebuild destroyed units in the Replaceable Units Box. When a Strategy Card is played for its

RPvalue(shownintheRPBoxatthebottomofthecard),theReplacement Points are not used immediately, but are recorded on the General Records Track for use during the Replacement Phase.However,somecardsprovideRPsforimmediateuse.

Small Combat Unit (SCU): The ½" playing piece thatusuallyrepresentsadivision.AplayermustusetheLightFireTabletoresolveCombatwhenallhisunits in the Combat are SCUs.

Space: Squares on the mapboard marked with place names, or circlesmarkedforSeaInvasion.

Special Unit: An LCU or SCU that has a yellow unit symbol background.ItdoesnotreceiveRPs.

Stack: A grouping of up to three units high in a space, in a region, on Lemnos.

Strategy Card: This is the engine that runs the game. A Strategy CardcanbeplayedtoactivatespacesforMovementorCom-bat,toprovideRPsthat rebuildCombatUnits,orfortheEventdescribed on the card.

Supply Source: A half-moon symbol in a space or region.

Terrain: Mountain, Swamp, Forest, or Water Obstacle features on a space or region.

u Troop Quality: Ameasureofthecumulativeeffectthatca-sualtiesandreplacementshaveonaNation’smanpowerpool,as shown by the downwardmovementof RU, GE, AH, and IT Troop Quality markers on the General Records Track.

u Uprising Unit:UprisingUnitsarenotcohesivecombat formations, but represent anti-governmentaction.They are represented as SCUs to serve astargetsforsuppression,buttheydonotattackormove.

EachUprisingUnitisredandismarkedwithanAustrianflag,aGermanflag,oraRussianhammer-and-sickle.

Victory Points (VP): Victory Points decide who wins the game, and are gained by capturing VP spacesorbyplayingEventcardsthatawardVPs.

u VP Space: Any mapboard space with a red outline. When the AP player takes control of an enemy or a neutral Greek VP space,movetheVPmarkerby–1ontheGeneralRecordsTrack.When the CP player takes control of an enemy or a neutral Greek

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VPspace,movetheVPmarkerby+1ontheGeneralRecordsTrack. When a neutral Nation enters the war, the alliance that itjoinsreceivesoneVictoryPointforeachfriendly-controlledVP space in that Nation.

War Commitment Level:ThisreflectsthenumberofWarSta-tusPointsassociatedwithEventsthattheAPorCPplayerhasplayed.Therearethreelevels--Mobilization,LimitedWar,andTotal War—which is determined during the War Status Phase ofeachturn.WhenmovingtoanewWarCommitmentLevel,the player adds the Strategy Cards from that War Commitment Leveltohisdeck.

War Status Points: SomeAP andCPStrategyCards havenumbersinparenthesesafter theEventname.TheseareWarStatusPoints.WhensuchacardisplayedasanEvent,movethe player’s War Status marker and the Combined War Status marker upward on the General Records Track by the number or War Status Points.

3.0 ComponentsThisgameincludes:• One 22" x 34" mapboard• One sheet of 5/8" die cut counters• One sheet of ½" die cut counters • One sheet of 5/8" and ½" die cut counters• OneRuleBook+Playbook• ThreePlayerAidCards: (1)Mobilization andNeutral EntryUnit Setups,Combat

Sequence Chart, and Armistice Chart (2)CombatResultsTable,TerrainEffectsChart,Sequenceof

Play, Summer 1914 Turn Restrictions, Victory Point Table, Replacement Cost Table, and Victory Point Table

(3)BrusilovOffensiveScenariowithUnitSetups• 110 Strategy Cards• One six-sided die

3.1 The Game MapboardThemapboardconsistsofspaces(squares,circles,andstars),regions(oblongs),andconnectinglines(plain,cross-hatched,anddotted)representingRoads,Railroads,AlpineTrails,andSeaInvasionLanes.Spacesarecoloredtoshowwhichplayercontrolsthemin1914.(Somespacesareneutral.)Ifaspacehasa red border, it is worth a Victory Point.

3.1.1 TerrainTerraindoesnotaffectMovement.ItonlyaffectsCombat,Re-treat,andAdvanceAfterCombat.

3.1.1.1 Terrain Effects on CombatCombatisaffectedbythefollowingtypesofterrain:Mountains(brownspaces),Swamps(lightgreenspaces),andWaterOb-stacles(bluelines)thatareeitherinlandriversorcoastaltides.TerraineffectsonCombatareexplainedlaterintheserules.

3.1.1.2 Terrain Effects on RetreatsDefendingunitsinMountains(brownspaces),Swamps(lightbluespaces),andForests(darkgreenspaces)thatloseaCom-batmayhaveoneunittakeanadditionalsteplosstoreducearequired retreat by one space.

3.1.1.3 Terrain Effects on Advance After CombatTerrainitselfhasnoeffectonAdvanceAfterCombat.Afull-strengthattackingunitthatwinstheCombatcanadvanceintothedefendingspace,orasprovidedonaCombatCardor inthese rules.

3.1.2 Italian Front Inset MapboardAlloftherulespertainingtoUnitStacking,Movement,Combat,Strategic Redeployment, and Supply apply to the Italian Front Inset Mapboard.

3.1.3 Railroads, Roads, Alpine Trails, and Sea Invasion LanesBlack hash-marked connectors are Single-Gauge Railroads. Olive hash-marked connectors areMixed-GaugeRailroads.Brown solid line connectors are Roads. Brown dotted line con-nectors are Alpine Trails. Blue dotted line connectors are Sea InvasionLanes.

3.2 The Playing PiecesPlayingpiecesaredividedintoCombatUnitsandmarkers.

Sample Combat Unit Full-Strength Side Reduced Strength Side

Nationality

CombatFactor

LossFactor

Unit ID

Unit Type

MovementFactor

Reduced-Strength Stripe

3.2.1 Combat Unitsa. u CombatUnitshaveNATO-stylesymbolsandarecolor-codedasfollows:RegularInfantry(whiteunitsymbolback-ground),EliteInfantry(darkblueunitsymbolbackground),Cavalry (red unit symbol background),Reserve Infantry(brownunitsymbolbackground),andSpecialUnit(yellowunitsymbolbackground).

b. TherearetwotypesofCombatUnits:1. Large Combat Units (LCUs)are5/8" counters that repre-

sent corps and armies, as well as their artillery, machine guns,airassets,commandstaffs,communications,engi-neers,andfieldhospitals.

2. u Small Combat Units (SCUs) are½" counters that represent divisions,Headquarters (HQ)Units,Germanheavyartillery,andUprisingUnits.

c. Each LCU has a Unit ID printed across the top of the counter and a Nationality printed along the left side of the counter.

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d. Each LCU and SCU has a Combat Factor—Loss Factor—MovementFactorprintedinthisorderfromlefttorightalongthe bottom of the counter.

e. All LCUs and SCUs are printed on both sides of the counter. The two sides are called steps. The front side shows the unit’s fullstrength,andthereversesideshowstheunit’sreducedstrength.

f. u AttackingordefendingLCUsusetheHeavyFireTable(evenifotherunitsintheirspaceorstackareSCUs)exceptthat:1. If a Mountain space is attacked using only Alpine Trails,

the attacker and defender must use the Light Fire Table.2. Attacks against an Uprising Unit must use the Light Fire

Table.g. If all attacking units are SCUs, they must use the Light Fire

Table. If all defending units are SCUs, they must use the Light Fire Table.

h.DualNationalityUnitshavetwodifferentnationalitycolors,and can be treated as belonging to either Nation at the player’s discretionforMovement,Attack,MandatoryOffenses,Re-placement Points, and Strategic Redeployment.

u 3.2.2 Uprising Unitsa. Uprising Units are treated as Small Combat Units. b. Each Russian Uprising Unit has RU and Uprising

printed along the edges of the counter, and a yellow hammer-and sickle printed in the middle.

c. Each German Uprising Unit has GE and Uprising printed along the edges of the counter, and a Ger-manflagprintedinthemiddle.

d. Each Austria-Hungarian Uprising Unit has AH and Uprising printed along the edges of the counter, andanAustro-Hungarianflagprintedinthemiddle.

e. Each Uprising Unit has a Combat Factor—Loss Factor—MovementFactorprintedinthisorderfromlefttorightalongthe bottom of the counter.

u 3.2.3 National Will Markersa. Russia (RU), Germany (GE), andAustria-

Hungary (AH) each have a NationalWillmarker thatmovesalong theGeneralRecordsTrack. The markers all start in the “12” space on

the General Records Track.b.EverytimethatoneoftheseNationslosescontrolofahomeVP space to the enemy, itsNationalWillmarkermovesdownwardontheGeneralRecordsTrack(23.2).

c. EverytimethatoneoftheseNationsoritsallyretakescontrolof a home VP space from the enemy, its National Will marker movesupwardontheGeneralRecordsTrack(23.2).

d.Movement of aNationalWillmarker is also affected byEvents.

e. DownwardmovementoftheRU,GE,orAHNationalWillmarker toNationalDemoralization (the “2” space on theGeneralRecordsTrack)causesrebelliontobreakoutinthatNation(23.3).OutbreakofrebellioninRussiaisalsoapre-

requisitefortheRussianRevolution.(23.4).National Will markers cannotmove below “0” on theGeneralRecordsTrack.

u 3.2.4 Troop Quality Markersa. Russia (RU), Italy (IT),Germany (GE), and

Austria-Hungary(AH)eachhaveaTroopQual-itymarkerthatmovesalongtheGeneralRecordsTrack. The markers all start in the “16” space on

the General Records Track. b.EverytimethatoneoftheseNationslosesanLCU,orbringsreinforcementsontothemapboard,itsTroopQualitymovesdownwardontheGeneralRecordsTrack(24.1).

c. DownwardmovementofitsTroopQualitymarkerto“1”ontheGeneralRecordsTracknegativelyaffectsthatNation’sreinforcements and replacements when they come onto the mapboard(24.2).TroopQualitymarkerscannotmovebelow“0” on the General Records Track.

3.3 The Strategy Cardsa.TheAPandCPplayerseachhaveasetof55StrategyCardssubdividedintofourgroups:14MobilizationCards,20Lim-ited War cards, and 21 Total War cards.

b. The players begin with only their Mobilization Cards, adding morecardsastheirWarCommitmentLevelsadvance(duetoaccumulatedWarStatusPoints).

c. Somecardshavecoloredboxesintheirupperleftcorner.AyellowboxindicatesthatifyouplaythecardasanEvent,youalsouseitforOperations(OPS)Points.AredboxindicatesthatthecardisaCombatCard(CC),andcanbeplayedasanEventonlyduringCombat.

4.0 Basic Game Setupa.PlacetheTurnmarkerinthe“Summer1914”(Turn1)space

on the Turn Track.b. Place the VP marker in the “15” space on the General Records

Track.c. Place the AP War Status, CP War Status, and Combined War

Status markers in the “0” space on the General Records Track.d. Place the Armistice marker in the “40” space on the General

Records Track.e. u Place the RU, GE, and AH National Will markers in the

“12” space on the General Records Track.f. u Place the RU, IT, GE, and AH Troop Quality markers in

the “16” space on the General Records Track.g.PuttheReplacementPoint(RP)markersforeachNationnext

to the General Records Track.h.PlacetheAPandCPMandatoryOffensive(MO)markersin

the “None or Made” space on each player’s MO Table. Place theAPandCPMOModifiermarkersinthe“0”spaceoneachplayer’sMandatoryOffensiveModifierTrack.

i. Place the “1 GE RP to TU RP” marker on its space in the CP ReserveBox.

j. Place the “No AP-A RPs to RU” marker on its space in the APReserveBox.

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k. Placethe“NoRoyalNavyBlockade”,“NoSeaInvasions”,“NoSubs”,“NoConvoys”,and“RUAmphibAssaultsAl-lowed” markers in their spaces on the mapboard.

l. Place the AP Action markers next to the AP Action Round Chart, and place the CP Action markers next to the CP Action Round Chart.

m. PlacetheMove/Attackactivationmarkerswherebothplayerscan reach them.

n. Place all other markers within easy reach.

4.1 Unit Setupa. Place AP and CP Combat Units in spaces listed on the 1914

Mobilization Setup. Space names are also indexed by map-board grid references to facilitate Unit setup.

b. SomeSCUsstartintheAPandCPReserveBoxes,asindi-cated on the 1914 Mobilization Setup.

c. Some spaces start with Trench markers, as indicated on the 1914 Mobilization Setup.

d. Combat Units for Bulgaria, Italy, and Romania are not placed onthemapboarduntiltheNeutralEntryEventforthatNationis played. Those units are then placed on the mapboard as shown in the Neutral Entry Setup Card.

e. u RU, GE, and AH Uprising Units do not come onto the map-boarduntilRebellionbreaksoutintheirrespectiveNations.

f. u Optional Rule: Place units on the Neutral Entry Setup Card, including SCUs.

4.2 Starting the GameTo start the game, Strategy Cards are drawn by the AP and CP players.

4.2.1 Starting the game for the AP Player:a. The AP player makes a Draw Pile from all his Mobilization

cards. b. The AP player then takes DriveOnEastPrussia or GaliciaOffensive from the Draw Pile, and shows this card to the CP player.

c. TheAPplayernextshuffleshisremainingMobilizationcardsanddrawssixmorecards,tomakeupahandofsevencards.

d. The AP player uses the rest of these Mobilization cards for his Draw Pile when the game starts.

e. TheAPplayerisnotrequiredtoplayDriveonEastPrussiaorGaliciaOffensivefirst,buthemustplaytheEventsometimeduringtheSummerorFall1914Turns(Turns1and2).IfhedoesnotplaytheEventbytheendoftheFall1914Turn(Turn2),hecannotplaytheEventfortherestofthegame.

4.2.2 Starting the Game for the CP Player:a. The CP player makes a Draw Pile from all his Mobilization

cards. b. The CP player next takes a 4 OPS Mobilization card of his

choice from the Draw Pile, and shows this card to the AP player. c. TheCPplayerthenshufflestheremainingCPMobilizationcardsanddrawssixmorecards,tomakeupahandofsevencards.

d. The CP player uses the rest of these Mobilization cards for his Draw Pile when the game starts.

e. The CP player is not required to play his chosen 4 OPS Mo-bilizationcardfirst,andisnotrequiredtoplaythecardasanEventifthecardisplayed.

4.2.3 Playing the Strategy CardsAnycardplayedforanEventthataffectstheentireturnisleftface-up in front of the player for the rest of that turn. At the end of the turn, the card is put into the player’s Discard Pile, or itispermanentlyremovedfromthegameifithasanasterisk.

4.3 Summer 1914 Turn (Turn 1) Restrictionsa. The players do not roll forMandatoryOffensives on theSummer1914Turn(Turn1).Forthatturn,theCPplayer’sMandatoryOffensiveTablehasalreadyselected“AH(SB)”,andtheAPplayer’sMandatoryOffensiveTablehasalreadyselected “RU”.

b. Trenches cannot be built during the Summer 1914 Turn.c. Although cards can be played to increase a player’s War CommitmentLevel,hecannotchangehisWarCommitmentLeveluntiltheWarStatusPhaseoftheFall1914Turn(Turn2).

d. NeitherplayercanmoveintoBulgariaduringtheSummer1914Turn(Turn1),orinanylaterturnuntilBulgaria is playedasaNeutralEntryEvent.

e. NeitherplayercanmoveintoRomaniaduringtheSummer1914Turn (Turn1),or inany later turnuntilRomania is playedasaNeutralEntryEvent.

f. NeitherplayercanmoveontotheItalianFrontInsetMapboardduringtheSummer1914Turn(Turn1),orinanylaterturnuntil ItalyisplayedasaNeutralEntryEvent.

4.4 MORE THAN TWO PLAYERSThis game can be played with two AP players opposing one CP player, two CP players opposing one AP player, or two AP players opposing two CP players.

4.4.1 Two AP Playersa. If there are two AP Players:1. One AP Player controls RU combat units. The other AP Player

controls SB, MN, IT, BR, FR, and RO combat units—also GR units if Greece becomes an AP ally.

2. The AP player who controls RU units also controls place-ment of GE Uprising Units, and the other AP Player controls placement of AH Uprising Units.

3.To start the game (either the fullCampaignGameor theshorterscenarios),theAPplayercontrollingRUunitsmakesa Draw Pile from the designated AP Strategy Cards. If playing the Campaign Game or the shorter “Mobilization to Limited War” scenario, he makes a Draw Pile from the AP Mobiliza-tion cards.

4. IfthegamebeginswiththeSummer1914Turn(Turn1),theAP player controlling RU units next takes DriveonEastPrussia or GaliciaOffensive from the Draw Pile for himself and shows this card to the other players.

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5.Ifplaying“BrusilovOffensiveandBeyond”,theAPplayercontrolling RU units makes a Draw Pile from AP Strategy Card Nos. 3, 5, 8, 9, 16, 19, 23, 24, 26, 27, 29-32, 34, 36-55. Then, he takes TheBrusilovOffensive from the Draw Pile for himself.

6. After that,he shuffles thecardsanddealshimself3morefrom the Draw Pile. He deals 4 cards from the Draw Pile to the other AP player.

7.Eachof thesecardsgive theplayerOPSpoints touse foractivatingspaces,activatingunitsinregions,orforstrategicredeployment. Each card can also be used for its Replacement PointsorforitsEvent.

8. In each Action Phase, the AP player controlling RU units plays acard(orchoosestomakeacardless1OPSPointplay)inAP Action Rounds 1, 3, and 5. The other AP player plays a card(orchoosestomakeacardless1OPSPointplay)inAPAction Rounds 2, 4, and 6.

9. In each Action Round, an AP player may choose to play a cardfromhisownortheotherAPplayer’shand(simulatingthefrictionofallieddecision-making).Thisgiveshim8cardsto choose from. He may look at the other AP player’s cards before deciding whether or not to play his own.

10.EachAPplayercontrolsMovement,Combat,AdvanceorRetreat After Combat, and SR for his units, and chooses which of his units absorb damage from Combat. Also, each AP player controls the accumulation of Replacement Points from the cards that he holds.

11. The AP player controlling RU combat units also controls ROunitsstackedwithhis,untiltheotherAPplayermovesthoseROunitsoffthestack.(OnlyROcombatunitscanstackwithRUunits.)This includesMovement,Combat,AdvanceorRetreatAfterCombat,choosingtheunitsthatabsorb damage, and SR. It simulates the dominant Russian relationship with Romania.

12. The AP player controlling RU units also controls use of RU RPs. The other AP player controls the use of IT and AP-A RPs.

13. During a turn’s Strategy Card Draw Phase, each AP player draws cards from the AP Draw Pile until he holds 4 cards, includingcardsremainingfromhisprevioushand.

14.AfterTreatyofBrest-Litovskisplayed,theAPplayercon-trolling RU units decides each following turn, when cards are dealt, whether to play his cards or allow his cards to be played by the other AP player.

b. If there is just one CP player opposing two AP players:1.TheCP player starts the game (either the fullCampaignGameortheshorterscenarios)bymakingaDrawPilefromthe designated CP Strategy Cards. If playing the Campaign Game or the shorter “Mobilization to Limited War” scenario, he makes a Draw Pile from the CP Mobilization cards.

2. IfthegamebeginswiththeSummer1914Turn(Turn1),theCP player next takes a 4 OPS Mobilization card of his choice from the CP Draw Pile. He shows this card to the AP players.

3. If playing “BrusilovOffensive andBeyond”, hemakes aDraw Pile from CP Strategy Card Nos. 2, 6, 9, 11, 17, 18,

21, 26, 28-30, 32-55. Then, he takes a 4 OPS Point card of his choice from the CP Draw Pile.

4.After that,he shuffles thecardsanddealshimself7morefrom the CP Draw Pile.

5. During each turn’s Strategy Card Draw Phase, the CP player draws cards from the CP Draw Pile until he holds 8 cards, includingcardsremainingfromhisprevioushand.

4.4.2 Two CP Playersa. If there are two CP Players:1. One CP Player controls AH units, and the other CP Player

controls GE, TU, and BU units—also GR units if Greece becomes a CP ally.

2. The CP Player who controls AH units also controls placement of RU Uprising Units.

3.To start the game (either the fullCampaignGameor theshorterscenarios),theCPplayerwhocontrolsAHunitscre-ates a Draw Pile from the designated CP Strategy Cards. If playing the Campaign Game or the shorter “Mobilization to Limited War” scenario, he makes a Draw Pile from the CP Mobilization cards.

4. IfthegamebeginswiththeSummer1914Turn(Turn1),theCP player controlling AH units next takes a 4 OPS Mobiliza-tion card of his choice from the Draw Pile for himself.

5. Ifplaying“BrusilovOffensiveandBeyond”,theCPplayercontrolling AH units makes a Draw Pile from CP Strategy Card Nos. 2, 6, 9, 11, 17, 18, 21, 26, 28-30, 32-55.Then, he takes 4 OPS Point card of his choice from the Draw Pile for himself.

6.After that,he shuffles thecardsanddealshimself3morefrom the Draw Pile. He deals 4 cards from the Draw Pile to the other CP player.

7.Eachof thesecardsgive theplayerOPSpoints touse foractivatingspaces,activatingunitsinregions,orforstrategicredeployment. Each card can also be used for their Replace-mentPointsorfortheirEvents.

8. In each Action Phase, the CP player controlling AH units plays acard(orchoosestomakeacardless1OPSPointplay)inCP Action Rounds 1, 3, and 5. The other CP player plays a card(orchoosestomakeacardless1OPSPointplay)inCPAction Rounds 2, 4, and 6.

9. In each Action Round, a CP player may choose to play a card fromhisownortheotherCPplayer’shand(simulatingthefrictionofallieddecision-making).Thisgiveshim8cardsto choose from. He may look at the other CP player’s cards before deciding whether or not to play his own.

10. EachCPplayercontrolsMovement,Combat,AdvanceorRetreat After Combat, and SR for his units, and chooses which of his units absorb damage from Combat. Also, each CP player controls the accumulation of Replacement Points from the cards that he holds.

11. The CP player controlling GE combat units also controls AH unitsstackedwithhis,untiltheotherCPplayermovesthoseAHunitsoffthestack.ThisincludesMovement,Combat,AdvanceorRetreatAfterCombat,choosingtheunitsthat

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absorb damage, and SR. It simulates German domination of CP decision-making on the Eastern Front.

12. The CP player controlling AH units also controls the use of AH RPs. The other CP player controls the use of GE and CP-A RPs.

13. During a turn’s Strategy Card Draw Phase, each CP player draws cards from the CP Draw Pile until he holds 4 cards, includingcardsremainingfromhisprevioushand.

14. If Austria-Hungary collapses, then the CP player controlling GE units plays the other CP player’s cards in addition to his own.

b. If there is just one AP player opposing two CP players:1. TheAP player starts the game (either the fullCampaignGameortheshorterscenarios)bymakingaDrawPilefromthe designated AP Strategy Cards. If playing the Campaign Game or the shorter “Mobilization to Limited War” scenario, he makes a Draw Pile from the AP Mobilization cards.

2. If thegamebeginswith theSummer1914Turn (Turn1),theAPplayernext takesDriveonEastPrussiaorGaliciaOffensivefromtheDrawPile

3. Ifplaying“BrusilovOffensiveandBeyond”,hemakesaDrawPile from AP Strategy Card Nos. 3, 5, 8, 9, 16, 19, 23, 24, 26, 27,29-32,34,36-55.Then,hetakesTheBrusilovOffensivefrom the Draw Pile.

4.After that,he shuffles thecardsanddealshimself7morefrom the AP Draw Pile.

5. During each turn’s Strategy Card Draw Phase, the AP player draws cards from the AP Draw Pile until he holds 8 cards, includingcardsremainingfromhisprevioushand.

5.0 Determining VictoryVictoryisdecidedbytheVPLevelwhenthegameends.

5.1 Victory PointsTheVPLevelchangeswheneveraplayertakesorlosescontrolofaVPspace(markedinredonthemapboard),orastheresultofanEvent.Thegamecanendpriortothelastturnifaplayerachieves

Automatic Victory, or if an Armistice occurs.

u 5.1.1 VP Marker Movementa. When the AP player takes control of a CP or neutral Greek

VP space, or retakes a friendly VP space from enemy control, theVPmarkermoves–1ontheGeneralRecordsTrack.

b. When the CP player takes control of an AP or neutral Greek VP space, or retakes a friendly VP space from enemy control, theVPmarkermoves+1ontheGeneralRecordsTrack.

c. When an Uprising Unit takes control of a VP space away fromtheAPplayer,theVPmarkermoves+1ontheGeneralRecords Track. When an Uprising Unit takes control of a VP spaceawayfromtheCPplayer,theVPmarkermoves–1onthe General Records Track.

d.EventscanalsomovetheVPmarker.

5.1.2 Automatic Victorya. TheVPLevelischeckedforAutomaticVictoryduringStep

1 of the War Status Phase. b. TheAPplayerwinsanAutomaticVictoryiftheVPLevelis0.TheCPplayerwinsanAutomaticVictoryiftheVPLevelis30(17.3.1).

5.1.3 Armisticea.ThegameendsinanArmistice(17.3.2)if:

1.NoplayerachievesanAutomaticVictoryduringStep3oftheWarStatusPhaseintheFall1918Turn(Turn18),or

2. During Step 3 of the War Status Phase in any turn, the Combined War Status marker and the Armistice marker occupy the same space on the General Records Track.

b. WhenthegameendsinanArmistice,avictorisdecidedbytheVPLevelreachedwhentheArmisticeoccurs.

5.2 Victory Point (VP) Levelsa.VPLevel is 0:APAutomaticVictory—theAlliedPowers

dominate Eastern Europe and the Balkans for the next 20 years(ormore).

b.VPLevelis1-7:APMarginalVictory—theAlliedPowersgainsignificantpoliticalandeconomicleverageoverEasternEurope and the Balkans.

c. VPLevelis8-14:APEnduranceVictory—bothalliancesareexhausted,buttheAlliedPowershavegainedaslightedgeinpoliticalandeconomicinfluenceoverEasternEuropeandthe Balkans for a few years.

d.VPLevel is15:Theallianceshave fought toa stalemate,withneithergaininganadvantageinpoliticalandeconomicinfluenceoverEasternEuropeandtheBalkans.

e. VPLevelis16-22:CPEnduranceVictory—bothalliancesareexhausted,buttheCentralPowershavegainedaslightedgeinpoliticalandeconomicinfluenceoverEasternEuropeandthe Balkans for a few years.

f. VPLevelis23-29:CPMarginalVictory—theCentralPowersgainsignificantpoliticalandeconomicleverageoverEasternEurope and the Balkans.

g.VPLevelis30orabove:CPAutomaticVictory—theCentralPowers dominate Eastern Europe and the Balkans for at least thenext20years(ormore).

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6.0 Sequence of PlayEachgameturnfollowsthissequenceofplay:

A. Mandatory Offensive PhaseBeginningwiththeFall1914Turn(Turn2),eachplayerrollsonesix-sideddieandconsultshisMandatoryOffensive(MO)Track to see which MO must be performed that turn, if any. Use the MO marker to record the result on the MO Track.

B. Action PhaseEach action phase is divided into sixActionRounds. EachAction Round allows the players to take one action apiece. TheAPplayertakeshisactionfirstineachActionRound.Ineach Action Round, the AP and CP players may make a 1 OPS Point Cardless Play (8.2.e), or play a card from their hands for Operations(OPS)Points,StrategicRedeployment(SR)Points,ReplacementPoints(RPs),orforitsEvent.WhenacardwithayellowsquareinitsupperleftcornerisplayedforitsEvent,the card is also used for its OPS Points in the same play. A card thathasanasteriskispermanentlyremovedfromthegameifitisplayedforitsEvent,buttheplayermakesaDiscardPilefrom his other played cards.

C. Attrition PhaseAll full-strength OOS units are reduced by one step. Any reduced-strength LCUs are permanently eliminated, go into the Eliminated Units Box, and cannot be rebuilt. Any reduced-strength SCUs are destroyed and go into the Replaceable Units Box.ControlofeachvacantOOSspacechangestotheopposingplayer, unless the space contains an undestroyed Fort.

D. Siege PhaseA Fort can be captured by a siege if it its space is occupied by a sufficientnumberofenemyunits(20.3).Toresolveasiege,rollone six-sided die. If the number rolled is higher than the Fort’s CombatFactor(CF),thentheFortsurrendersandaDestroyedFortmarkerisplacedintheFortspace(20.4).

E. War Status Phase1. Check for Automatic Victory

a. Adjust the Armistice marker for playing RussianWarWeariness and LongLiveTheTsar!

b. Determine if either player has won an Automatic Victory. Thegameendsifthishasoccurred(17.3.1).

2. Check for ArmisticeIf neither player has an Automatic Victory, then check whether anArmisticeoccurs(17.3.2).IfthereisanArmistice,thegameendsandavictorisdeterminedbytheVPLevelreachedwhenthe Armistice occurs. 3. Check War Commitment LevelsIf the game has not ended, each player determines whether his WarCommitmentLevelhasincreased.Ifaplayer’sWarCom-mitmentLevelhas increased to thenextone,he shuffles thecardsforthatWarCommitmentLeveltogetherwithhisDrawPileandhisDiscardPile—excludinganycardsthathavebeenpermanentlyremoved—toformanewDrawPile.

4. u Check for National Collapsea. Determine if Bulgaria, Romania, or Serbia has collapsed (26.2.3,26.5.3,and26.6.2).

b.DetermineifAustria-Hungaryhascollapsed(23.5).

F. u Rebellion/Revolution Phase1. National Will Check

a. The AP player checks the National Will markers for Austria-Hungary and Germany to see if either of them is sittingintheNationalDemoralizationspace(the“2”space)on the General Records Track. If this has occurred, then RebellioncanbreakoutinthatNation(23.0).

b. Next, the CP player checks to see if the RU National Will marker is sitting in the National Demoralization space. If this has occurred, then Rebellion can break out in Russia (23.0).

c. NationalWillmarkersmaynotmovebelowthe“2”spaceon the General Records Track.

2. Russian Revolution Checka. If RussianRevolutionhasbeenplayed,placetheRevolu-

tion marker on the next turn space. When the Turn marker entersthesameturnspaceastheRevolutionmarker,movetheRevolutionmarkertoitsspaceontheRussianRevolu-tionTrack.ThisbeginstheRussianRevolution(23.4).

b.Oneachturnafterthat,movetheRevolutionmarkeraheadoneStage on theRussianRevolutionTrack during theRebellion/RevolutionPhase, and implement the effectsofthatStage(23.4.2).

G. Replacement PhaseEachplayerspendsanyReplacementPoints(RPs)thathehasrecorded on the General Records Track. The AP player takes replacements before the CP player. Each player’s RP marker is reduced as his RPs are spent. Any unused RPs are lost.

H. Strategy Card Draw Phase1. Remove/Discard “Face-Up” Cardsa. Any card that is “face-up” on the table, which was played for itsEventandhasanasterisk,isremovedfromthegame.

b. All other cards that are “face-up” on the table go into its player’s Discard Pile.

2. Discard Combat Cards Beforedrawingnewcards,eachplayercanvoluntarilydiscardany remaining CCs in his hand. CCs are the only cards that a playercanvoluntarilydiscard.Allothercardsinaplayer’shandare retained until played.

3. Draw CardsEach player then draws cards from the Draw Pile until he holds 7cards,includinganycardsremainingfromtheprevioushand.

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4. Reshuffle Ifaplayer’sDrawPileisexhausted,hereshuffleshisDiscardPile and draws enough cards to complete his hand.

I. End of TurnAdvance theTurnmarkerone spaceon theTurnTrack, andbegin the sequence of play again.

7.0 Mandatory Offensives (MO)

7.1 General Rulesa. IntheSummer1914Turn(Turn1),theCPplayer’sManda-toryOffensiveTablehasalreadyselected“AH(SB)”,andtheAPplayer’sMandatoryOffensiveTablehasalreadyselected“RU”.

b.BeginningwiththeFall1914Turn(Turn2),eachplayerrollsasix-sideddieonhisMandatoryOffensive(MO)Tableatthe start of the turn. The player then places his MO marker on the space corresponding to the die roll.

7.1.1 Result of “None or Made”If the result is “None or Made”, then there is no MO for the rolling player that turn. The rolling player places his MO marker in the “None or Made” space on his MO Table.

7.1.2 Conducting Mandatory Offensives a. IftheplayerhasaMandatoryOffensive,hemustconductat

least one MO Attack that turn using an LCU. If a player fails toconductanMOAttackduringtheturn,hesuffersa1VPpenalty.FortheAPplayer,thepenaltyis+1VP.FortheCPplayer,thepenaltyis–1VP.

b. The player places his MO marker in the “None or Made” space on his MO Table when his MO Attack is made.

7.2 AP Mandatory Offensive Die RollsAPMandatoryOffensivedierollnumbersareasfollows:

1-2 “RU”: At least one RU LCU must attack a CP unit this turn.

3 “BR/FR”: At least one BR or FR LCU must attack a CP unitthisturn.(IftherearenoBRandFRLCUsonthemapboard when the die is rolled, this die roll becomes “NoneorMade”.)

4 “BR/FR with red slash through it”: BR and FR Combat Units have orders not to attack this turn because theirresources are being used on the Western Front. If the AP playerattackswithanyBRorFRunitthisturn,hesuffersa+1VPpenalty.

5-6 “IT”: At least one IT LCU must attack a CP unit this turn. (IfItalyhasnotyetenteredthewar,thisdierollbecomes“NoneorMade”.)

7 “Balkans”: At least one AP LCU in the Balkans must attackaCPunitoccupyingaBalkanspace.(Ifthereareno CP units in the Balkans, this die roll becomes “None orMade”.)

8 “None or Made”: There is no Mandatory Attack this turn, or the Mandatory Attack has been made.

7.3 CP Mandatory Offensive Die RollsCPMandatoryOffensivedierollnumbersareasfollows:

1-2 “AH(SB)”: At least one AH LCU must attack an SB unit this turn. (IfSerbiahascollapsed, thedierollbecomes“NoneorMade”.)

3 “GE”: At least one GE LCU must attack an AP unit this turn.

4 “TU”: At least one TU LCU must attack an AP unit this turn if Bulgaria has entered the war. If Bulgaria is neutral, or there are no AP units in Turkey or the Balkans, this die roll becomes “None or Made”.

5-6 “AH(IT)”: At least one AH LCU must attack an AP unit ontheItalianFrontInsetMapboardthisturn.(IfItalyhasnot yet entered the war, this die roll becomes “None or Made”.)

7 “Balkans”: At least one CP LCU in the Balkans must attackanAPunitoccupyingaBalkanspace.(Ifthereareno AP units in the Balkans, this die roll becomes “None orMade”.)

8 “None or Made”: There is no Mandatory Attack this turn, or the Mandatory Attack has been made.

7.4 Events Affecting Mandatory Offensives7.4.1 MO Die Roll Modifiersa. Each player records adjustments to his MO die roll on his MandatoryOffensiveModifierTrackasthefollowingEventsareplayed:1. Stavka:All futureAPMandatoryOffensive die rollsreceive+1DRM.

2. Brusilov:AllfutureAPMandatoryOffensivedierollsreceive+1DRM.

3. Hindenburg And Ludendorff In Command: All future CPMandatoryOffensivedierollsreceive+1DRM.

4. Falkenhayn:AllfutureCPMandatoryOffensivedierollsreceive+1DRM.

b. Each player puts his MO Modifier marker in the space on his Mandatory Of-fensiveModifierTrack corresponding to

hisdierolladjustments.Theseadjustmentsarecumulative,sothataplayerwhoplaystwoMOmodifyingEventsreceivesatotalof+2DRM.

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7.4.2 Other Events Affecting MO Die RollsThefollowingEventsalsoaffectMOdierolls:

a. Fall Of The Tsar: For the rest of the game, an MO die roll thatcomesup“RU”becomes“NoneorMade”(sothereisnoAPMandatoryOffensiveforthatturn).

b. Germandom Against Slavdom: For the rest of the game, an MOdierollthatcomesup“AH(SB)”or“AH(IT)”becomes“NoneorMade”(sothereisnoCPMandatoryOffensiveforthatturn).

8.0 Action Phase

8.1 General Rulesa. An Action Phase has six Action Rounds. The AP player takes hisactionfirstoneachround.WhentheCPplayertakeshisaction next, this completes one Action Round.

b.Activating forMovement andAttack, usingStrategicRe-deployment, takingReplacementPoints,andusingEventsoccur during the Action Rounds.

c. TheplayersthentakefivemoreActionRoundsinthisway.This completes the Action Phase of the turn.

8.2 Possible ActionsEach player must take one of the following possible actions duringhisActionRound:

a.PlayaStrategyCardforOperationsPoints(OPS).b.PlayaStrategyCardforStrategicRedeployment(SR).c. PlayaStrategyCardforReplacementPoints(RPs).d. PlayaStrategyCardforanEvent.e. Play1OPSPointwithoutusingaStrategyCard (calleda“CardlessPlay”).ItcanbeusedtoactivateaspaceforMove-ment(includingTrenchConstruction)orforAttack,andcanalso be used to place anUprisingUnit in thefirstActionRound.

8.3 Action Markersa. A player puts his numbered marker for that Action Round in the corresponding box on his Action Chart to record the type of

action that he has taken. b. As indicated on his Action Chart, some actions can only occur

once per turn for that player. c. Some actions can only occur once per turn for both players,

such as Neutral Entry.

9.0 Strategy Cards

9.1 General RulesStrategy Cards are the engine of this game. Players initiate almostallactions, includingMovementandAttack,byplay-ing Strategy Cards. The only exception is the 1 OPS Cardless Play(8.2.e).

Sample Strategy CardsAP Card, Mobilization Deck:

Mobilization Deck

War Status Points (9.2c)

Asterisk: Card removed if played as Event (9.3c)

Event conditions

Card title

Card text

Replacement Points box (9.6)

Yellow box = card can be

used for Event and OPS (9.3b)

OPS/SR points

CP Card, Limited War Deck:

Red box = card is Combat Card (CC; 9.8); can

be played as Event only dur-

ing Combat

OPS/SR points Limited War Deck

Card may be used as aCombat Card (CC, 9.8)

Replacement Points box (9.6)

9.2 The Three Decksa. Each player has a set of Strategy Cards composed of three decks:Mobilization, Limited War, and Total War.

b.EachplayerbeginstheSummer1914Turn(Turn1)usinghis Mobilization cards only, and adds the other decks during laterturnsashisWarCommitmentLevelincreases.

c. When a Strategy Card contains a War Status number in paren-thesestotherightoftheEventname,andthecardisplayedasanEvent,advancetheplayer’sWarStatusmarkerandtheCombined War Status marker on the General Records Track by the number of points in parentheses.

9.3 Using Strategy Cardsa.EachStrategyCardcanbeusedinoneoffourpossibleways:forOperations (OPS)Points, for StrategicRedeployment(SR),forReplacementPoints(RPs),orforanEvent.

b. A card with a yellow square in its upper left corner can be usedfortheEventandforitsOPSinthesameplay.CarryouttheEventfirst,andthenusetheOPSPointstoactivatespacesforMovementorAttack.

c.When a cardwith an asterisk is played as anEvent, it ispermanentlyremovedfromthegame.

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d.IfacardisusedforOperations(OPS)Points,StrategicRe-deployment(SR),orReplacementPoints(RPs),itisplacedin the Discard Pile formed by the player. All unused points are lost.

9.4 Operations (OPS) PointsWhenaStrategyCardisplayedforOperations(OPS)Points,theplayerreceivesthenumberofOPSPointsshowninthenumberon the upper left corner of the card. OPS Points are used to activatespaces,nottheunitsinthosespaces.Unitsinaregionareactivatedbystacks,nottheregionitself.UnitsinactivatedspacesoractivatedstackscanengageinMovementorAttackduring the Action Round.

9.4.1 Cost of Activationa.ThecostofactivatingaspaceforMovementorAttackequalsthenumberofnumberofnationalitieshavingunits in thespace.Forexample,thecosttoactivateaspacehavingoneormoreGEunitsis1OPSPoint,whilethecosttoactivateaspacehavingbothGEandAHunitsis2.Thecostofactivat-ingsuchamultinationalspaceisthesameevenifunitsofoneNationwillneithermovenorattack.

b.Inaregion,individualunitscanbeactivatedorarrangedintostacks—subjecttostackinglimits—priortoactivationatnoOPS cost.The stack can then be activated forMovementor Attack by spending OPS Points equal to the number of nationalitieshavingunitsinthestack.

9.4.2 Activation ExceptionsThefollowingexceptionsapplytoActivation:

a.UnitsonLemnoscanonlybeactivatedforMovement,andcanbeactivatedasindividualunitsorbystacks.Unitscanbe arranged into stacks—subject to stacking limits—prior to activationandatnoOPScost.ThecosttoactivateastackforMovementequalsthenumberofnumberoffriendlynationali-tieshavingunitsinthestack.

b. Combat Units stacked with HQs can be treated as one na-tionalityforactivationpurposes.

c. If the “No British/French Attacks” MO is rolled, BR and FR unitsareignoredwhencalculatingtheActivationcostofaspace for Attack, unless BR and/or FR units are participat-ingintheAttack.(BRandFRunitsareneverignoredwhencalculatingtheActivationcostofaspaceforMovement.)

9.4.3 Movement or Attacka.SpacescanbeactivatedforeitherMove-ment or Attack in an Action Round, but not both.SpacesareactivatedforMovement

byplacingaMovemarkerontopoftheunitsineachspace.SpacesareactivatedforAttackbyplacinganAttackmarkeron top of the units in each space.

b. u IfaspacecontaininganLCUisactivatedforMovement,a Trench can be built by the units in that space instead of moving(19.1).

c. CombatUnitsinaregioncanbeactivatedforeitherMove-ment orAttack in anActionRound, but not both.Move

markersareplacedonunitsorstacksactivatedforMovement,andAttackmarkersareplacedonunitsorstacksactivatedfor Attack.

d.CombatUnitsonLemnoscanonlybeactivatedforMove-ment,andareactivatedbyplacingaMovemarkeroneachunit or stack.

e. u Spaces cannot be activatedwhen they are unoccupied,contain only Forts, or contain only Uprising Units.

f. u UprisingUnitsinaregioncannotbeactivatedtoMoveorAttack.

9.4.4 Order of Activationa.AfteraplayerhasplacedallofhisMovementandAttackmarkers, he firstmoves some or all of theCombatUnitshavingMovemarkers.

b.Next,afterallmovementiscompleted,theplayerattackswithsomeorallofhisCombatUnitshavingAttackmarkers.

9.5 Strategic Redeployment (SR)a. IfaStrategyCardisplayedforStrategicRedeployment(SR),theplayercanuseSRtorelocatehisLCUsandSCUs(13.0).

b. u Uprising Units cannot use SR.

9.5.1 SR PointsThe number in the upper left corner of the Strategy Card is also thecard’sSRValue.AplayerreceivesthatnumberaspointsforStrategic Redeployment.

9.5.2 SR Costsa. It costs 3 SR Points to redeploy an LCU.b.Itcosts1SRPointtoredeployanSCU,HQ,orHeavyArtil-

lery unit.c. u Uprising Units cannot use SR.

9.5.3 Use of Strategy Cards for SRa.AplayercannotuseaStrategyCardforSRinconsecutive

Action Rounds of the same turn.b. A player can use a Strategy Card for SR in the last Action RoundofoneturnandinthefirstActionRoundofthenextturn.

9.6 Replacement Points (RPs)AStrategyCardcanbeplayedfortheReplacementPoints(RPs)printed in the Replacement Points Box on the bottom of the card.

9.6.1 Recording RPsa. When playing a card for RPs, the player records the card’s

RPs for each Nation on the General Records Track. b. These RPs are not used until the Replacement Phase of the

turn.c. TheRPsfor“AP-A”aregiventounitsfromGreatBritain,

France, Romania, Serbia, and AP-allied Greece. There is no priorityastowhichNationreceivesthem.

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d. TheRPsfor“CP-A”aregiventounitsfromTurkey,Bulgaria,and CP-allied Greece. There is no priority as to which Nation receivesthem.

e. SomeoftheEventsgiveRPsthatcanbeusedimmediately.f. u SpecialUnits(unitswithyellowsymbolbackgrounds)donotreceiveRPs.

g. u UprisingUnitsdonotreceiveRPs.

9.6.2 Using Strategy Cards for RPsa. AplayercannotusehisStrategyCardsforRPsinconsecutive

Action Rounds of the same turn, but he can use a Strategy Card for RPs in the last Action Round of one turn and again inthefirstActionRoundofthenextturn.

b. u A player can lose RPs he accumulated during the turn if his opponent plays GermanLaborStrikesor RussianRailroadCollapse.

9.7 Events9.7.1 General Rulesa. IfaStrategyCardisplayedasanEvent,theinstructionson

the card must be followed.b.If aStrategyCardsays“Use forOPS”,first carryout theEventdescribedonthecard(includingtheplacementofunitsonthemapboard)andthenusetheOPSPointsonthecardtoactivatespacesorstacksforMovementorAttack.

c. SomeoftheEventshavepre-requisitesprintedonthecard,andsuchacardcannotbeplayedasanEventuntilthepre-requisitesaresatisfied.

d.AStrategyCardwithanasterisk (*) is removed from thegamewhenitisplayedasanEvent—butwhenplayedforOPS, SR, or RPs, it is put into the player’s Discard Pile.

e. When a Strategy Card contains War Status Points in paren-thesestotherightoftheEventname,andthecardisplayedasanEvent,advancetheplayer’sWarStatusmarkerandtheCombined War Status marker on the General Records Track by the number of points in parentheses.

f. IfanEventwithanasteriskspecifiesthatitsdurationlastsbeyondtheActionRound,leavethecardfaceuponthetableuntilitsdurationexpiresoritiscancelledbyanotherEventcard.

9.7.2 Neutral Entry Eventsa. Only one Strategy Card can be played per turn as a Neutral EntryEvent—notoneNeutralEntryEvent per player perturn.

b. Four countries can enter the war through Neutral Entry Events:Italy,Bulgaria,Romania,andGreece.

c.WhenaNeutralEntryEvent isplayed, immediatelyplaceon the mapboard those Combat Units assigned to spaces by theSetupChartfortheEvent(unitsdonotcomeontothemapboard when Greeceisplayed).Nounitcanbeplacedinan assigned space that is enemy-controlled, or where it would causeoverstacking.Itmustbeplacedinthenearestsuppliedspace that is friendly-controlled.

d. If the CP player plays KingConstantine in the CP Action Round immediately after Greece is played, Greece does not enter the war that turn. Put Greece in the Discard Pile—do notremoveit fromthegame—andcount itas theNeutralEntryEventforthatturn.

e. Playing KingConstantine does not count as a Neutral Entry EventifGreecebecomesaCPally.

9.7.3 Reinforcement Eventsa. A Strategy Card that is played to bring new units onto the mapboardasaReinforcementEventiscalledaReinforce-ment Card. A player can play only one Reinforcement Card for each Nation per turn, marking this action in the Action Round Chart.

b.AnEventthatgivesaplayernewunits,butisnotaReinforce-ment Card, is marked in the Action Round Chart as “Other Event”anddoesnotprecludeplayingaReinforcementCardin the same Action Phase.

c. u A Reinforcement Card can be played in the Summer 1914 Turn(Turn1).

d. A Reinforcement Card cannot be played unless all its rein-forcementunitscanbeplacedontothemapboard(15.1).

9.8 Combat Cardsa.CombatCards(CCs)areplayedjustpriortoresolvingCom-

bat. It is not mandatory for an attacker or a defender to play CCs—it is optional.The attacker plays hisCCsfirst, andthen the defender plays his. The defender’s CCs are therefore played during an opponent’s Action Round. A player can play more than one CC in a Combat.

b.AplayercanplayCCsineachandeveryCombatthattakesplace during an Action Round.

c. u CCsthatareplayedmustbediscarded(putintotheplayer’sDiscardPile)aftertheCombatregardlessoftheoutcome.

10.0 Unit Stacking

10.1 General Rulesa. A maximum of three LCUs and/or SCUs can stack in a space oraregion.HQs,andHeavyArtillerydonotcounttowardstacking limits.

b. A maximum of three AP Combat Units can stack in a Sea Invasionspace.

c. u A maximum of three Uprising Units can stack in a space or a region.

d. Only one HQ can occupy a space.e. u Any number of Combat Units can occupy a region or

Lemnos. Any number of Uprising Units can occupy a region.f. Forts do not count toward stacking limits.

g. u When units are stacked, place a “Stacked” markerontopofthoseunits.Thisclarifieswhatunitsare stacked in a region or on Lemnos, and can be used todistinguishthemfromunits thatmoveorretreat

into their space during an Action Round.

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10.2 Stacking Units of Multiple Nationsa. Units of allied Nations can stack together, subject to stacking limits,butthereisahighercosttoactivateaspacecontainingmorethanonenationality(9.4.1).

b. u RU and RO units can only stack with each other, except that the RU 2/4 Special and RU/SB Yugo SCUs can stack with AP units from any Nation.

10.3 When Stacking Limits Applya.Stackinglimitsareineffectatalltimes,exceptduringSR,Movement,andRetreat.

b. A player can exceed stacking limits during those times, but they must be met by the end of his Action Round.

c. Theoverstackingofspaces,oroverstackingofunitsinre-gions, is not permitted under any other circumstances.

10.4 Stacking of Opposing Unitsa.APandCPunitscanneveroccupythesamespace,butthey

can occupy the same region.b. u CombatUnitsandUprisingUnitscanneveroccupythe

same space, but they can occupy the same region.c. Forts are not units, so their spaces can be occupied by enemy

Combat Units.

11.0 Movement

11.1 General Rulesa. MovementrulesapplytoallCombatUnits,HQs,andHeavy

Artillery. b. u UprisingUnitsdonotmove.

11.1.1 Activating for Movementa. Units inaspacecanonlymove if theirspace isactivatedforMovement.ThisisindicatedbyplacingaMovemarkerontopofthoseunitsinthespace.

b.Movementofunitsfromanactivatedspace,orTrenchcon-struction in that space, must be completed before units in anotherspaceorinaregioncanmove.

c. Units in a region can onlymove if they are activated forMovement.ThisisindicatedbyplacingaMovemarkerontopoftheindividualunitsorstack.

d.Movementofunitsfromaregionmustbecompletedbeforeotherunitsinaregionorspacecanmove.

e. Movement of all unitsmust be completedbeforeCombatbegins.

f. UnitsinaspaceactivatedforMovementdonothavetomove,but unused OPS Points are lost.

g. UnitsinaspaceactivatedforMovementcanmoveintoorthroughseparatespacesandmovealongseparateroutes.

11.1.2 Movement Restrictionsa.Movementisalwaysfrompointtopointalongaconnecting

line. Spaces and regions cannot be skipped.

b.Movementfromonespaceorregiontoanotherspaceorregioncosts1MovementPoint(MP),regardlessoftheterrainortype of connector.

c.MovementtoorfromLemnosalwayscosts1MP.d.AunitmuststopwhenitmovesintoLemnosoraregion.e. AunitcannevermovemorespacesthanitsMovementFactor(MF)allowsinasingleActionRound.

f. Unused MPs cannot be accumulated for future Action Rounds or transferred to other units. Unused MPs are lost.

11.1.3 Movement Into or through Activated Spacesa.UnitscanendtheirMovementinaspacecontaininganotherMovemarker,buttheycannotmoveagaininthatsameActionRound.

b.Unitscanmovethrough—butnotend—theirMovementina space containing an Attack marker.

u 11.1.4 Movement and Enemy or Uprising Unitsa.a.CombatUnits cannotmove into a space containing an

enemy unit or Uprising Unit, except that MassedCavalryChargeenablesAPcavalryunitstoAdvanceAfterCombatthrough a space containing retreated CP units.

b.CombatUnitscanmoveintoaregioncontaininganenemyCombat Unit or an Uprising Unit.

c. UprisingUnitsdonotmove.

11.1.5 Movement and Neutral Nationsa.UnitscannotmoveintoBulgaria,Italy,orRomaniauntilthat

Nation enters the war.b. u APandCPunitscanmovetoanyunoccupiedspacewithinneutralGreece.However, theAPplayer risksGreekentryinto the war as a CP ally if his units enter Athens, and the CP player risks Greek entry into the war as an AP ally if his unitsenterAthensorSalonika(26.3.1).

c. u Attacking any Greek unit when Greece is neutral im-mediately triggers Greek entry into the war as an ally of the opposing player.

11.2 Control of Spaces and Regions a.CombatUnits take control of a space bymoving into or

through it. b. u CombatUnitstakecontrolofaregionbymovingintoit,

if there are no enemy or Uprising Units in the region.c. Combat Units do not take control of a space containing an undestroyedorabesiegedenemyFortbysimplymovingintoor through it.

d.HQsandHeavyArtilleryunitscannottakecontrolofaspaceorregionbythemselves.

e. u After a Combat Unit takes control of an enemy space or region, a Control marker for the unit’s nationality is placed there. It remains there until the space is recaptured by enemy MovementorAttack.

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f. When a Nation’s home space or region is recaptured from enemycontrol,theenemyControlmarkerissimplyremovedand not replaced by a friendly Control marker.

g. If units of multiple nationalities or mixed nationalities capture an enemy space or region, the Control marker for any of their nationalities can be placed there.

h. When a player takes control of an enemy VP space, or recap-tures a friendly VP space from enemy control, corresponding adjustments must also be made to VP and National Will mark-ers on the General Records Track. This includes recapture of a Nation’s home VP space by an ally.

i. After capturing an enemy space, or recapturing a friendly space or from enemy control, a player retains control of the spacewhenhisunitsleaveit.

j. When a besieged Fort is destroyed, a Destroyed Fort marker is placed on the Fort and the besieging units take control of the Fort’s space.

k. A player takes control of an unoccupied enemy space in the Attrition Phase if that space cannot trace a supply line to an enemy Supply Source. An undestroyed enemy Fort space, a spacethathasaSupplySource,andallregions(eachhavingaSupplySource)areexcludedfromthisrule.

u 11.2.1 Uprising Unitsa. An Uprising Unit takes control of an unoccupied space or

region by being placed in it. b. An Uprising Unit only controls the space or region that it

occupies.c. Uprising Units are always in supply.d. Combat Units cannot trace a supply line to a friendly Supply

Source through a space containing an Uprising Unit.e. Combat Units cannot trace a supply line to a friendly Supply

Source through a region containing only Uprising Units.

u 11.3 Italian Front Mapboard Movement11.3.1 MP Costs to Enter and Exit Italian Fronta. Itcosts1MPforCombatUnitstoMovebetweentheItalianFrontInsetMapboardandCarniolaorTyrol.(AHUprisingunitscannotbeplacedintheItalianFront.)

b. AP and CP SCUs can SR By Sea into or out of the Italian Front Inset Mapboard through friendly-controlled Ports.

11.3.2 MP Costs in the Italian Front Inset MapboardMovementfromonespaceorregiontoanotherspaceorregionwithin the Italian Front Inset Map costs 1 MP, regardless of the terrain or type of connector.

12.0 Combat

12.1 General Rulesa. CombatisinitiatedbyactivatingaspaceforAttack,which is done by marking units in that space with an Attack marker.

b. Combatisalsoinitiatedbyactivatingaunitorastackofunitsin a region for Attack, which is done by marking them with Attack markers.

c. Combatisvoluntaryandall,some,ornoneoftheunitsinanactivatedspacemayparticipateinanAttack.

d.Unitsinanactivatedspacedonothavetoparticipateinthesame Attack, and can Attack multiple spaces or Attack both spacesandregionsconnectedtotheactivatedspace.

e. UnitsinaregionthatareactivatedforAttackcanattackotherunits or stacks of units in the same region, can Attack units in connected regions, and can Attack connected spaces.

f. Each unit can only Attack once per Action Round, and a unit’sCombatFactor(CF)cannotbedividedamongmultipleAttacks.

g. Units in any number of spaces or regions connected to the defending space can join in an Attack against that space.

h. Spaces containing only units that retreated earlier in the same Action Round cannot be attacked.

i. u Uprising Units do not Attack and do not participate with other units in an Attack.

12.1.1 Defending in Spaces or Regionsa. Units in a defending space can be attacked only once in an

Action Round. b. Units in a region can be attacked by other units in that region

and by units in spaces connected to it, but can only be attacked once in an Action Round. The defending player chooses which unitswillbedefendersintheCombat(18.3.1).

12.1.2 Multiple Unit Combata. All units participating in a Combat add their Combat Factors (CFs) together tocalculate totalCombatStrengths for theattacker and for the defender.

b. Only the attacking units that participate in a Combat can AdvanceAfterCombat.

c. u Combat Units with a CF of “0” can participate in an Attack withotherunitshavingaCFor“1”ormore.Theyaddnothingto the attacker’s total Combat Strength, but they can absorb losses. Uprising Units do not Attack and do not participate with other units in an Attack.

12.1.3 Multinational Attacksa.UnitsofdifferentnationscanmakeaCombinedAttackagainst

the same defending space if at least one stack of attackers includesaunit(LCUorSCU)fromeachNationintheattack.

b.Activationofthemultinationalspacecosts1OPSperNationhavingCombatUnitsinthatspace,butthisisnegatedifanHQ is also in the space.

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12.2 Combat SequenceCombatisresolvedusingthefollowingstepsintheorderpre-sented:

A. Declare the CombatThe attacking player declares what units are participating in the Attack and which space they are attacking.

B. Announce Flank AttackIf the conditions for a Flank Attack are met, the attacking player can declare a Flank Attack Attempt.

C. Resolve Severe Weather CheckThe attacker rolls a six-sided die to determine if his units at-tackingintoMountains(duringaWinterTurn)orintoSwamps(duringaSummerTurn)willhavetheAttackaffectedbySevereWeather.

D. Calculate Combat StrengthsEachplayeraddstheCFsofhisunitsinvolvedintheCombattodetermine his total Combat Strength. The defending player also adds the strength of any Fort in defending space to his Combat Strength total.

E. Play Combat CardsThe attacking and defending players can play any number of CCs, as long as the conditions printed on each CC are met. The attackerplayshisCCsfirst,followedbythedefender.

F. Attempt Flank AttackIf the attacking player announced a Flank Attack Attempt, he resolvestheFlankAttackbeforeresolvinganyotherCombat(21.4).

G. Resolve Combat1. Determine Die Roll ModifiersEachplayerexamineshiscardsplayedandunits involvedtodeterminehistotalDRMfortheCombat.DieRollModifiersarecumulative.Themodifieddierollcannotbereducedtolessthan 1 or increased to more than 6.

2. Determine Fire Table and Fire ColumnEachplayerdetermineswhichFireTablehemustuse:a. u If a player uses one or more LCUs in a Combat, he rolls a six-sideddieontheHeavyFireTableexceptwhenUprisingUnits(12.2G.2.d)orAlpineTrails(12.2G.2.c)areinvolved.

b. If a player uses only SCUs in a Combat, he rolls a six-sided die on the Light Fire Table.

c. u If a Mountain space is attacked using only Alpine Trails, both the attacker and defender roll a six-sided die on the Light FireTable.(Thisreflectsthedifficultyofbattlealongsteepandconstrictedmountaintrails.)

d. u If a player attacks Uprising Units, he rolls a six-sided die ontheLightFireTable.(Thisreflectsthedifficultyofattack-ingadispersedadversarylackingamilitaryformation.)

e. EachplayerfindshisCombatStrength(totalCFsfiring)onthe appropriate Fire Table and determines his Fire Column, shifting columns as required by Trenches, Terrain, and Se-vereWeatherEffects.NotethatTrench,Terrain,andSevere

WeatherEffectsarecumulative,butcolumnshiftsthatcausetheFireColumntoshiftofftheFireTableareignored.

3. Roll Dice and Determine Resultsa. Eachplayerrollsasix-sideddie,modifiesitbyhisDRM,and

cross-references the result with his Fire Column to determine hisLossNumber—thepotentialdamagethatheinflictsonthe enemy.

b. The players make their die rolls simultaneously, unless there is a Flank Attack Attempt, or all attacking units are crossing Water Obstacles, or a Combat Card is played requiring that playersrollsequentiallytoinflictdamage.

4. Determine Combat Winnera. The player who rolls the higher Loss Number on the Fire

Tables wins the Combat. b. If both players’ Loss Numbers are the same, no one wins the

Combat.c. u AplayerwhoplayedCCsmustdiscardthem(putthemintohisDiscardPile)aftertheCombat,regardlessoftheoutcome.

5. Apply Lossesa. If the Loss Number is equal to or greater than the smallest LossFactor(LF)amongtheunitstakingfire,thenthoseunitsmust absorb all the damage indicated by Loss Number.

b. If the Loss Number is less than the smallest LF among the unitstakingfire,thenthoseunitsabsorbnodamage.

c. u A player’s units absorb damage by applying the entire Loss Number rolled by his opponent to his units’ Loss Factors. This is started by the player selecting a unit to absorb dam-age (12.6.2). If the Loss Number is equal to or greater than a full-strength unit’s Loss Factor, the unit loses a step. If the Loss Number is equal to or greater than a reduced-strength unit’s Loss Factor, the unit is destroyed.1. If the destroyed unit is an SCU, put it into the Replaceable

Units Box. Then select another unit to absorb any remain-ing damage.

2. If the destroyed unit is an LCU, put it in the Replaceable Units Box and replace it with a full-strength SCU—unless theLCUisOut-Of-Supply(12.6.6).ThisSCUabsorbstheremaining damage from the Loss Number. If the remaining Loss Number is equal to or greater than its Loss Factor, the full-strength SCU loses a step. The reduced-strength SCU then absorbs the remaining Loss Number. If the Loss Number is equal to or greater than its Loss Factor, the reduced-strength SCU is destroyed and the LCU is permanently eliminated. Select another unit to absorb any remaining damage.

d. If the defending units are in a Fort space, and the attacker’s Loss Number exceeds what is needed to destroy or perma-nently eliminate the defending Combat Units, the unused portion of the Loss Number can be applied to destroy the Fort. The Fort is destroyed if the remaining Loss Number is equaltoorgreaterthantheFort’sCF(20.2).

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12.2.1 Die Roll Modifiersa.DieRollModifiersarecumulative,sothefollowingDRMsareaddedtoorsubtractedfromthedierollincombination:1. IfaplayerhasatleastoneCavalryunitattackingorde-fendingaClearspace,hereceives+1DRM(eveniftheClearspacecontainsaTrenchoranundestroyedFort).

2. IfaplayerhasatleastoneCavalryunitattackingorde-fendinginaregion,hereceives+1DRM.

3. If a player has at least one Mountain Infantry unit attacking ordefendingaMountainspace,hereceives+1DRM.

4. If a player has at least one Mountain Infantry unit attack-ingordefendinginamountainousregion(aregionspacewithamountaintag)hereceives+1DRM.

5. If a player has an HQ unit stacked with attacking or de-fendingunits,hereceivesa+1or+2DRMasindicatedin brackets on the HQ counter, if the HQ unit participates intheCombat(27.1).

6. IftheCPplayerhasaHeavyArtilleryunitstackedwithattackingunits,hereceives+1or+2DRMasindicatedinbracketsontheHeavyArtillerycounter.(HeavyArtilleryunitsdonotparticipateindefense.)

7. If a player attacks a space using only Roads and/or Mixed-GaugeRailroads,hereceives–1DRM.

8.Players receive the plus orminusDRMs indicated onCombat Cards that are played.

b. Nomodifieddierollcanbereducedtolessthan1orincreasedto more than 6.

u 12.2.2 Retreata. If the attacker wins the Combat and still has at least one full-strength attacking unit, all surviving defendersmustretreat—except where Combat has taken place in a region. Defending units in a region that lose a Combat can retreat to aconnectedspaceorregionbutdonothaveto(theyretreatwithintheregion).

b. The defender can halt a Retreat if one of the retreating units takes an additional step loss after defending a Mountain, Forest,orSwampspace(12.7.4).

c. After defending units retreat, place a “Retreated” marker on top those units.d. Uprising Units do not retreat, and do not incur ad-ditional step losses for failing to retreat.

12.2.3 Advance After Combata. If the defender retreats, up to three full-strength attacking units canadvance into thedefending space andanyotherspacethroughwhichthedefendingunitsretreated(12.8.2).

b. Ifthedefendingspaceisvacatedafterthedefendingunitsareeliminated or destroyed, up to three full-strength attacking unitscanadvance into thedefendingspacebutcangonofurther.

c. If attacking units win the Combat when attacking into a region from a space and/or another region, up to three full-strength attacking units can advance into the region—even if the

defendingunitsdonotretreat.AttackingunitsthatAdvanceAfter Combat into a region must stop there.

d.UnitscannotadvanceintoaspacewheretheywouldbeOut-Of-Supply.

u 12.3 Severe Weather Checksa. When attacking into Mountain spaces during a Winter Turn,

or attacking into Swamp spaces during a Summer Turn, the attackingplayermustmakeSevereWeatherChecks.TheseareresolvedbeforeeachCombat.

b. The attacking player rolls a six-sided die for each Attack. If the number rolled is greater than the current Action Round number, then the Fire Table used by attacking Combat Units shifts one column to the left.

c. AttackingunitsstackedwithanHQUnitareunaffected.d. Units of the attacking player that are not participating in the Attackareunaffected.

e. A number of Combat Cards exempt attacking units from the effectsofSevereWeatherChecks.

12.4 Terrain Effects on CombatMountains,Swamps,andWaterareterrainthatnegativelyaf-fectstheattacker’seffectiveness.Theseeffectsarecumulative.

12.4.1 MountainsIf the defending space is a Mountain, the Fire Table used by the attacker shifts one column to the left.

12.4.2 SwampsIf the defending space is a Swamp, the attacker cannot make a Flank Attack against that space.

12.4.3 Water Obstaclesa. When all attacking units make their Attack across a defending space’sWaterObstacleside(s), thedefenderfiresfirstandinflictsdamageonattackingunitsbeforeanyoffensivefiretakesplace.Forhisoffensivefire,theFireTableColumnusedby the attacker shifts one column to the left. Flank Attacks are prohibited.

b. If attacking units make their Attack across a defending space’s Water Obstacle and clear sides in combination, the WaterObstacleshavenoeffectonCombat.FlankAttacksarepermitted.

u 12.5 Roads, Railroads, and Alpine Trailsa. There is aDRMof –1 for anAttack usingRoads alone,

Mixed-Gauge Railroads alone, or Roads and Mixed-Gauge Railroads in combination.

b. There is no DRM for using Single and Mixed-Gauge Rail-roads in combination, or using Roads and Single-Gauge Railroads in combination, to make an attack.

c. After ZheleznodorozhnyyeVoyska is played, Mixed-Gauge Railroads connecting spaces in Russia to spaces in Germany or Austria-Hungary are treated as Single-Gauge Railroads when used by the AP player for Attack or for SR.

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d. After Eisenbahntruppen is played, Mixed-Gauge Railroads connecting spaces in Germany and Austria-Hungary to spaces in Russia are treated as Single-Gauge Railroads when used by the CP player for Attack or for SR.

e. If a Mountain space is attacked using only Alpine Trails, both the attacker and defender must use the Light Fire Table. This rule does not apply when an a Mountain space is attacked using Alpine Trails in combination with roads or railroads.

12.6 Taking Losses12.6.1 Loss NumbersA player’s die roll on the Fire Table results in a Loss Number, whichdeterminesthepotentialdamagethatheinflictsonhisopponent’s units.

12.6.2 Loss Number Mechanicsa. u If the Loss Number is equal to or greater than the smallest LossFactor(LF)amongtheunitstakingfire,thentheunitstakingfiremusttrytoabsorballthedamageindicatedbyLossNumber(LN).Tobegin,theplayertakingfiremustselecttheunit with the smallest LF to absorb the LN. If it loses a step (or isdestroyed), theplayer takingfiremustselectagainaunit with the smallest LF to absorb the remaining LN. This includes:(1)theunitthatjustlostastepand(2)anSCUthatjustreplacedadestroyedLCU.If thatunit losesastep(orisdestroyed),theplayertakingfiremustselectagainaunitwith the smallest LF to absorb the remaining LN until it loses astep (or isdestroyed).Theplayer takingfire repeats thisselection process until the entire Loss Number is absorbed byhisunits(ortheyarealldestroyed).IftwoormoreunitshavethesmallestLF,theplayertakingfiredecideswhichofthose units will absorb the damage.

b. If the Loss Number is less than the smallest LF among the unitstakingfire,thenthoseunitsabsorbnodamage.

u 12.6.3 Damage to Combat Unitsa. Damage to a full-strength LCU, SCU, or Uprising Unit is reflectedbyflippingtheunitovertoitslower-strengthside.This is called a step reduction.

b. Each step reduction taken by a unit applies the unit’s Loss Factor(LF)tothedamage(LossNumber)inflictedbytheenemy.UnitstakingfiremustapplyenoughLossFactorstocovertheentireLossNumberinflictedbytheenemy,evenif it destroys one or more of those units.

c. If the Loss Number is equal to or greater than a full-strength unit’s LF, the unit loses a step. If the Loss Number is equal to or greater than a reduced-strength unit’s LF, the unit is destroyed. If the Loss Number is less than the unit’s LF, then the unit absorbs the LN without taking damage.

12.6.4 Destruction of LCUsa. An LCU that is already reduced by a step and is damaged

again takes another step reduction and is destroyed. Destroyed LCUs go into the Replaceable Units Box.

b. If an LCU is destroyed, an SCU of the same type and national-ityistakenfromtheReserveBoxandreplacestheremovedLCU.

c. If an LCU is destroyed, and there is no SCU of the same type andnationalityintheReserveBoxtoreplaceit,thenreplacethe LCU with any other SCU of the same nationality from theReserveBox.

d.IfthereisnoSCUavailabletoreplaceadestroyedLCU,theLCU is permanently eliminated.

e. A dual nationality LCU can be replaced by an SCU from either nationality.

f. If a destroyed LCU is replaced by an SCU, the SCU must absorb all damage that remains after applying the LCU’s Loss FactortotheLossNumberinflictedbytheenemy.

u 12.6.5 Destruction of SCUs and Uprising Unitsa. An SCU that is already reduced by a step and is damaged

again is destroyed. Destroyed SCUs go into the Replaceable Units Box.

b. DestroyedUprisingUnitsareremovedfromthemapboard,but can be used again.

c. An SCU is destroyed if it is forced to retreat into or through a space that contains enemy units, an unbesieged enemy Fort, or an Uprising Unit. An Uprising Unit does not retreat.

d. A reduced-strength SCU that is Out-Of-Supply during the Attrition Phase is reduced by one step and is destroyed. An Uprising Unit is always supplied.

u 12.6.6 Permanently Eliminating Unitsa. If an Out-Of-Supply LCU is destroyed by Combat, the unit

cannot be replaced by an SCU. The LCU is permanently eliminated and goes into the Eliminated Units Box.

b. If an LCU and its replacement SCU are both destroyed in the same Combat, after applying their Loss Factors to the Loss Number inflicted by the enemy, theLCU is permanentlyeliminated and goes into the Eliminated Units Box. The destroyed SCU goes into the Replaceable Units Box.

c. A reduced-strength LCU that is Out-Of-Supply during the Attrition Phase is permanently eliminated and goes into the Eliminated Units Box.

d. An LCU is permanently eliminated if it is forced to retreat into or through a space that contains enemy units, an unbesieged enemy Fort, or an Uprising Unit.

e. When a SpecialUnit (yellow unit symbol background),HQ,orHeavyArtilleryisdestroyed,theunitispermanentlyeliminated and goes into the Eliminated Units Box.

f. IfalldefendingCombatUnitsstackedwithanHQorHeavyArtillery are destroyed or permanently eliminated, the HQ andHeavyArtilleryarepermanentlyeliminated.

g. SCUs that are destroyed always go into the Replaceable Units Box,andareneverpermanentlyeliminated.

12.7 Retreatsu 12.7.1 Who Must Retreata. Defending units in a space, including OOS units, must retreat

if the attacker wins the Combat and at least one attacking unitisfull-strengthaftertheattackerreceivesdefensivefire.

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RetreatmustoccureveniftheattackerchoosesnottoAdvanceAfterCombat,orcannotadvanceintothedefendingspace.

b. Defending units in a space do not retreat if there are no full-strengthattackingunitsleftafterreceivingdefensivefire.

c. Uprising Units do not retreat after losing a Combat.d. Attacking units do not retreat after losing a Combat.e. Defendingunitsinaregiondonothavetoretreatafterlosing

a Combat.

12.7.2 Length of Retreata. If the attacker’s Loss Number is greater than the defender’s

Loss Number by one, the defending units retreat one space. b. If the attacker’s Loss Number is greater than the defender’s

Loss Number by two or more, the defending units retreat two spaces.

u 12.7.3 How to Retreata. Units can retreat into or through separate spaces and along

separate routes. Units can retreat into a region, but must stop there.OnlyAPunitscanretreattoaSeaInvasionspacehavinga Landing marker, but must stop there.

b. Units cannot retreat into or through a space containing an enemy unit, an unbesieged enemy Fort, or an Uprising Unit. Units can retreat into a region containing an enemy unit or an Uprising Unit.

c. Units cannot end their retreat in a space that would cause thespacetobecomeoverstacked,butcanretreatthroughthefirstspaceofatwo-spaceretreatwithoutregardforstackinglimits.

d.Everyunitforcedtoenditsretreatinanoverstackedfriendlyspace is reduced by one step and continues retreating to the nearest friendly-controlled space or region where it will not overstack.Iftheretreatingunitisareduced-strengthLCU,itis destroyed and is replaced by a full-strength SCU. If there is no SCU to replace it, the LCU is permanently eliminated (12.6.4).Iftheretreatingunitisareduced-strengthSCU,itisdestroyed(12.6.5).

e. If a unit has a choice of spaces into which it can retreat without overstacking,itmustdosointhefollowingpriority:1. Into a friendly space that is in supply.2. Into a friendly space that is Out-Of-Supply.3. Into an empty enemy space that would keep the retreating

unit in supply.4. Into an empty enemy space that would cause the retreating

unit to be Out-Of-Supply.f. Fortwo-spaceretreats,followtheretreatpriorityforthefirst

space and then consult the priority again when retreating from thefirstspaceintothesecond.

g. Units making two-space retreats can end their retreat in a space connected to the original defending space as long as the units retreat two spaces. Retreating units cannot retreat back into the original defending space. AP units that retreat into aSeaInvasionspaceasthefirstpartofatwo-spaceretreatmuststopthere,butsuffernopenalty.

h.Unitsmakingtwo-spaceretreatsdonottakecontrolofthefirstspace into which they retreat, but take control of the space into which their retreat ends. Units making one-space retreats take control of the space into which their retreat ends.

u 12.7.4 Halting Retreatsa. Defending units in Forests, Mountains, Swamps, or Trenches

can reduce their retreat by one space by taking a step loss-from any of those units. This means that a two-space retreat can only be reduced by one space, and not the entire retreat. DefendingunitsinaPortorSeaInvasionspacecanhaltaretreat if each of those units takes a step loss.

b.Ifthereisonlyoneunit(oronlyonesurvivingunit)inthedefending space, the unit cannot take a step loss that destroys itinordertostopAdvanceAfterCombat.Thedefendingunitmust retreat.

c. Defending units that retreat from a Clear space into a Forest, Mountain, Swamp, or Trenchasthefirstspaceofatwo-spaceretreat cannot take a step loss to halt their retreat into the second space.

d.Ifthe“BrusilovHQ”unitisstackedwithRUand/orROunitsthat are forced to retreat, one space of retreat can be cancelled.

e. If the “Mackensen HQ” unit is stacked with CP units that are forced to retreat, one space of retreat can be cancelled.

u 12.7.5 Defending Units Unable to Retreata. An LCU is permanently eliminated, and goes into the Elimi-

nated Units Box, if it is forced to retreat into or through a space containing enemy units, an unbesieged enemy Fort, or Uprising Units.

b. An SCU is destroyed and goes into the Replaceable Units Box if it is forced to retreat into or through a space contain-ing enemy units, or an unbesieged enemy Fort, or Uprising Units.

u 12.7.6 Retreated Units and Further Attacksa. If units end their retreat in a space that is subsequently at-

tacked in the same Action Round, the retreated units do not participate in the Combat, do not add their Combat Factors to the Combat Strength of units defending the space, and do not apply their Loss Factors to the Loss Number.

b. If units defending the space are forced to retreat, LCUs that retreated into the defending space are permanently eliminated (andgointotheEliminatedUnitsBox).SCUsthatretreatedintothedefendingspacearedestroyed(andgointotheRe-placeableUnitsBoxBox).

u 12.7.7 Retreats By Seaa. Units cannot retreat by sea.b. If units defending a Port space are required to retreat, and

cannot retreat to another space or to a region, each defending unit loses an additional step and remains in the Port space.

c. IfAPunitsdefendingaSeaInvasionspacearerequiredtoretreat, each of those units loses an additional step and re-mainsintheSeaInvasionspace.

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12.7.8 Retreats and Controlling Spacesa. Retreating from a space after Combat does not automatically

change control of that space. b. Control of a space changes after Combat when an attacking unitadvancesintothatspace.

12.8 Advance After Combat12.8.1 Which Units Can Advancea. If all units defending a space are destroyed or eliminated, retreatafterCombat,orwithdrawbeforeresolvingCombat(byplayingacard),uptothreefull-strengthattackingunits(LCUsorSCUs)canAdvanceAfterCombatintothedefend-ing space—but must stop there.

b. If the Attack was made from two or more spaces or regions, any three full-strength attacking units canAdvanceAfterCombat.

c. AttackingunitscannotAdvanceAfterCombatintoaspacewhere they would be Out-Of-Supply.

d. AttackingunitscannotAdvanceAfterCombatintoanenemyFort space unless they can besiege the Fort.

12.8.2 Two-Space RetreatsWhen defending units take a two-space retreat, attacking units thatAdvanceAfterCombatcanmoveintoanyspacethatthedefendingunitsvacatedorpassed through—butmust stop iftheymoveintounbesiegedFortspaces,Mountains,Swamps,Forests, or cross Water Obstacles.

12.8.3 Control of Spaces and Advance After CombatAdvancingunitsimmediatelytakecontrolofanyspacethattheymoveinto,unlessthespacecontainsanundestroyedenemyFort.

13.0 Strategic Redeployment (SR)

u 13.1 General Rulesa.Strategic Redeployment (SR) is used to transfer LCUsandSCUs unlimited distances overland through friendly-controlled spaces or to transport SCUs by Sea.

b.Itcosts1SRPointtotransportanSCU,HQ,orHeavyArtil-lery.

c. It costs 3 SR Points to transport a full-strength or reduced-strength LCU.

d. Uprising Units cannot use SR.e. Combat units that are Out Of Supply cannot use SR.f. AplayercannotplayhisStrategyCardsforSRinconsecutive

Action Rounds of the same turn, but can in the last Action RoundofoneturnandthefirstActionRoundofthenextturn.

g. SRcanbeusedbyaspecificCombatUnitmorethanonceper Action Round.

h.SRpointscanbedividedamongdifferentnationalitiesandspacesasaplayerseesfit.AplayercanSRsomeunitsfroma space and not others without incurring any penalty.

i. Players can sequence the order of their SRs as they choose.

u 13.2 SR Routesa. AnLCUmusttraceitsSRrouteoverlandalongSingle-GaugeRailroadlines.(LCUscannotusetheMixed-GaugeRailroadlinesforSRuntiltheyareconvertedintoSingle-GaugeRail-roadlines.)AnyotherCombatUnitcanSRoverlandalongany combination of connecting lines.

b. Combat Units only can only SR to spaces or regions contain-ing friendly-controlled Supply Sources for their Nation, or to spaces that can trace a supply line to friendly-controlled Supply Sources for their Nation.

c. SR routes can only go into or through friendly-controlled spaces,evenifthesespacesareconnectedtospacescontain-ing enemy units or enemy Forts.

d. Units can SR into, out of, or through a space containing a besieged enemy Fort.

e. Units can SR into a friendly-controlled region, or an uncon-trolled region that contains friendly units, but must stop there.

f. Units cannot SR into a region that is controlled by enemy or Uprising Units.

u 13.3 SR By Seaa. AllSCUs,includingHQsandGEHvyArty,can SR By Sea.b. To SR By Sea, SCUs transport fromaPorttheyoccupy(eitheraspaceoraregionwithaPortsymbol)to another friendly-controlled Port.

c. Lemnos is treated as a Port, but CP units cannot SR to Lem-nos.

d. SCUs in non-Port spaces or regions canSRBySeabyfirstmovingtoaPortandthenstopping.InanyfollowingActionRound, the SCUs can SR By Sea from the Port space or region they occupy to another friendly-controlled Port.

e. SCUs that SR By Sea from a Port on the Black Sea can only go to another friendly-controlled Port on the Black Sea.

f. LCUscannotSRBySea,butAPLCUscanmovebyseatoorfromLemnosthroughaSeaInvasionspace(25.0).

g. Units cannot SR By Sea during a Winter Turn.

u 13.4 SR and the Reserve Boxa.NounitscanSRintooroutoftheReserveBox.b.SCUsgototheReserveBoxwhen:(1)anLCUisassembled(22.3),(2)itisrequiredbyanEvent,or(3)itisrequiredbytherules(16.6).

c. SCUsgothemapboardfromtheReserveBoxwhen:(1)anLCUisdisassembled(22.4),(2)anLCUhasbeendestroyed,or(3)itisrequiredbytherules(16.6).

u 13.5 SR and Supply SourcesIf all Supply Sources for a Nation’s units are controlled by enemy Combat Units and/or Uprising Units, the Combat Units of that Nation cannot use SR. Note that British, French, Greek, and Ser-bian/MontenegranunitsalsohaveaSupplySourceinLemnos.

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14.0 Supply and Attrition

14.1 Determining Supply Statusu 14.1.1 Tracing Supply Lines

a. To be in supply, a Combat Unit must trace an un-interrupted supply line to a friendly-controlled Supply Source for that unit’s nationality or for an ally. When

a Combat Unit cannot do so, place an Out-Of-Supply mark-er on the unit’s space.

b. When an OOS unit can again trace an uninterrupted supply line,removetheOut-Of-Supplymarkerfromtheunit’sspace.

c. A supply line can be any length.d. Uprising Units are always in supply.e. When Greece is neutral, GR units are always in supply.u 14.1.2 Limitations on Tracing Supply Linesa. Units cannot trace supply lines through an enemy-controlled

space or an enemy-controlled region. Spaces and regions controlled by Uprising Units are treated as enemy-controlled.

b. Units cannot trace supply lines through a neutral space, except forspacesinneutralGreece(26.3.1).

c. Units cannot trace supply lines through a besieged friendly Fort space, or through an unbesieged enemy Fort space.

14.1.3 Tracing Supply through Portsa. Combat Units can trace a supply line by Sea from a friendly-

controlled Port space, or from a region with a Port marker, directly or through a chain of friendly-controlled Ports to a Supply Source. AP units can trace a supply line by Sea through neutral Salonika. CP units can trace a supply line by Sea through neutral Athens.

b. CP units cannot use Ports to trace a supply line to other Ports after RoyalNavyBlockade is played, except in the Baltic Sea and the Black Sea.

14.1.4 Isolated and Occupied Supply Sourcesa. Supply Sources that are cut off from all other friendly-

controlled spaces can still supply friendly units occupying those Supply Sources.

b. Supply Sources that are controlled by enemy units cannot supply any friendly units.

c. Supply Sources that are recaptured from enemy control can supply friendly units again.

u 14.2 Supply Sources14.2.1 Central Powers Supply Sourcesa. Supply Sources for CP units are in Germany, Austria-Hun-gary,Turkey,Bulgaria(afteritentersthewar),andGreece(ifitentersthewarasaCPally).

b. CP units can trace supply lines by land or through friendly-controlled Ports to CP Supply Sources.

c. CP units that can trace supply lines to friendly-controlled SupplySourcesoftheirownNationcanactivateforMove-mentorAttack,useSR,andreceiveRPs.

d. CP units that can only trace a supply line to friendly-controlled Supply Sources of other CP Nations canmove,canattackanddefendatone-halfCombatFactor(roundeddown),cannotuseSR,andcannotreceiveRPs.

e. Evenwhensupplied,CPSpecialUnits(yellowunitsymbolbackgrounds)cannotreceiveRPs.

14.2.2 Allied Powers Supply Sourcesa. Supply Sources for AP units are in Russia, Serbia, Monte-negro, Italy,Lemnos,Albania (after Italy enters thewar),Romania(afteritentersthewar),andGreece(ifitentersthewarasanAPally).

b. AP units can trace supply lines by land or through friendly-controlled Ports to AP Supply Sources.

c. AP units that can trace supply lines to friendly-controlled Sup-plySourcesoftheirownNationcanactivateforMovementorAttack,useSR,and receiveRPs (theBritish-supportedRU2/4SpecialSCUcanalsobesuppliedfromLemnos).

d. AP units that can only trace a supply line to friendly-con-trolled Supply Sources of other AP Nations canmove,canattackanddefendatone-halfCombatFactor(roundeddown),cannotuseSR,andcannotreceiveRPs.

e. u Evenwhen supplied, SpecialUnits (with yellow unitsymbolbackgrounds)cannotreceiveRPs.

14.2.3 Mixed-Nationality Unit Supply Sourcesa. Mixed-Nationality units are in supply if they can trace a

supply line by land or through friendly-controlled Ports to Supply Sources for either nationality.

b. u Mixed-Nationalityunits that are in supplycanactivateforMovementorAttack,andcanSR.However, theycan-notreceiveRPsbecausetheyareSpecialUnits(yellowunitsymbolbackgrounds).

c. Mixed-Nationality units that can only trace a supply line to friendly-controlled Supply Sources for other allied Nations canmove,canattackanddefendatone-halfCombatFactor(roundeddown),andcannotuseSR.TheydonotreceiveRPs.

14.3 Out-Of-Supply Effectsu 14.3.1 Limitations on OOS Unitsa.UnitsthatareOut-Of-Supply(OOS):

1.CanbeactivatedforMovementat1 MF.2.CanbeactivatedforAttack,but:

a. Attacking OOS units must use the Light Fire Table, b. Attacking OOS units cannot participate in a combined

attack with supplied units, andc. Attacking OOS units cannot use Combat Cards.

3. Cannot use SR.4.CannotreceiveRPs.5.CannotbuildTrenches(butcanuseexistingTrenches).6. Cannot be used to make Flank Attacks.7. Must use the Light Fire Table when defending.

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u 14.3.2 Supply and the Attrition Phasea. Any LCU that is Out-Of-Supply in the Attrition Phase is re-

duced by one step. An LCU that was reduced-strength before the Attrition Phase is permanently eliminated and goes into the Eliminated Units Box. It is not replaced by an SCU.

b. Any SCU that is Out-Of-Supply in the Attrition Phase is re-duced by one step. An SCU that was reduced-strength before the Attrition Phase is destroyed and goes into the Replaceable Units Box.

c. A space occupied by friendly OOS units becomes enemy-controlled if those units are destroyed or eliminated during the Attrition Phase, except where the space has an undestroyed friendly Fort.

d. Each player’s destroyed and eliminated OOS units are re-moved simultaneously, and the destruction or eliminationof an enemy OOS unit cannot open a supply line to an OOS friendly unit.

14.3.3 Combat Effects on OOS Defending Unitsa. If an LCU is destroyed by Combat while Out-Of-Supply, it is

not replaced by an SCU. The LCU is permanently eliminated and goes into the Eliminated Units Box.

b. Units that are Out-Of-Supply must still retreat if required afterlosingaCombat(12.7.1).

15.0 Reinforcements

15.1 General Rulesa. Some cards allow reinforcements to enter the mapboard if playedforthatEvent.Theyarecalled“ReinforcementCards”.

b. u Each player can play only one Reinforcement Card per Nation in a turn. A card can be played for reinforcements in anyturn,includingtheSummer1914Turn(Turn1).

c. Reinforcements must be placed on any friendly-controlled SupplySourcesfortheirNation,exceptwhere:(1)itcausesoverstacking,(2)theEventspecifiesthelocationwherethereinforcementsmustbeplacedor(3)theserulesallowthereinforcements to be placed elsewhere.

d. Reinforcements entering the mapboard as part of a single Eventdonothavetobeplacedonthesamespaceorinthesame region.

e. Reinforcements cannot be placed on a Supply Source in a besieged Fort space.

f. Reinforcements enter the mapboard as full-strength units, unless the Reinforcement Card says otherwise.

g. If reinforcements cannot be placed in a space containing a friendly-controlled Supply Source for their Nation, then they mustbeplacedinafriendly-controlledregionhavingsucha Supply Source. If there are no friendly-controlled Supply Sources for their Nation, those reinforcements cannot enter the mapboard.

h. A card cannot be played for reinforcements unless all its reinforcement units can be placed onto the mapboard.

u 15.2 AP Reinforcementsa. RU reinforcements are placed on any friendly-controlled RU

Supply Sources.b. IT reinforcements are placed on any friendly-controlled IT

Supply Sources in the Italian Front Inset Mapboard.c. When played for reinforcements, SupremeWarCouncil is

an IT Reinforcement Card. BR and FR reinforcements are placed as indicated on the card. At the same time, all BR and FRSCUsareplacedintheReserveBox.

u 15.3 CP Reinforcementsa. GE reinforcements can be placed on any friendly-controlled

GE or AH/GE Supply Sources, or as indicated on Reinforce-ment Cards.

b. AH reinforcements can be placed on friendly-controlled AH or GE/AH Supply Sources, or as indicated on Reinforcement Cards.

c. TU reinforcements can be placed on friendly-controlled TU Supply Sources.

d. When played for reinforcements, ArmyOfTheBug is a GE Reinforcement Card and SudArmy is an AH Reinforcement Card.

u 15.4 Reinforcements and Control of Capitalsa. If Petrograd is occupied by an enemy Combat Unit or RU UprisingUnit,Russiacannotreceivereinforcements.

b. If Berlin is occupied by an enemy Combat Unit or GE Upris-ingUnit,Germanycannotreceivereinforcements.

c. If both Vienna and Budapest are occupied by enemy Combat UnitsorAHUprisingUnits,Austria-Hungarycannotreceivereinforcements.

16.0 Replacements

u 16.1 General Rulesa. During the Replacement Phase, players can spend the number ofReplacementPoints(RPs)recordedbytheirRPmarkersfor each Nation on the General Records Track to rebuild that Nation’s units.

b. Reduced-strength units on the mapboard are rebuilt in the spaces that they occupy. Units in the Replaceable Units Box are rebuilt in that box.

c. RU, GE, AH, and IT RPs are only spent for that Nation’s units,exceptwheretherulesallowconversion.

d.AP-Allied(AP-A)RPsareonlyspentforBR,FR,RO,SB,and AP-Allied GR units.

e. CP-Allied(CP-A)RPsareonlyspentforTU,BUandCP-Allied GR units.

f. RPsreceivedfromEventcardsthatspecifyusingtheRPstorepair (i.e.,rebuild) units on the mapboard cannot be used to rebuild units in the Replaceable Units Box.

g.UnitsintheEliminatedUnitsBoxcanneverberebuilt.

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16.2 RP Costsa. Rebuilding an LCU on the mapboard costs 1 RP per step.

Rebuilding an LCU in the Replaceable Units Box costs 3 RPs(1RPforitsSCUcadreand1RPforeachLCUstep).

b. Rebuilding an SCU on the mapboard, or rebuilding a de-stroyed SCU in the Replaceable Units Box, costs 1 RP for every2steps.

16.2.1 Unspent RPsRPs not spent during the Replacement Phase are lost. They cannotbesavedforafutureturn.

u 16.3 RPs and Control of Supply SourcesIf enemy Combat Units and/or Uprising Units occupy all the Supply Sources for a Nation during the Replacement Phase, no RPs can be spent to rebuild that Nation’s units.

16.4 RPs and Tracing Supply LinesCombat Units that cannot trace supply lines to Supply Sources foritsNationduringtheReplacementPhasecannotreceiveRPs.

u 16.5 Units Not Receiving RPsa.SpecialUnits(yellowsymbolbackgrounds)donotreceive

RPs.b.UprisingUnitsdonotreceiveRPs.c. War InAfricapreventsRPs frombeing spent to rebuild

AP-A units for the remainder of the turn. If Convoy is drawn during that turn, it cannot be used to rebuild AP-A units.

u 16.6 Placement of Rebuilt Unitsa. Rebuilt LCUs must immediately be placed on the mapboard.

Rebuilt SCUs must immediately be placed on the mapboard orintheReserveBox.

b. Rebuilt RU, IT, TU, BU, SB, RO, and GR units must enter the mapboard on friendly-controlled Supply Sources for their own Nation.

c. Rebuilt GE units can enter the mapboard on any friendly-controlled GE Supply Source, or on any friendly-controlled AH/GE Supply Source.

d. Rebuilt AH units can enter the mapboard on any friendly-controlled AH Supply Source, or on any friendly-controlled AH/GE Supply Source.

e. Rebuilt BR and FR units can enter the mapboard on Lemnos orfriendly-controlledSouthernItaly(afterItalyenters thewar).

f. Rebuilt SB units can enter the mapboard on friendly-con-trolled Belgrade or Cetinje prior to “Serbian Collapse”. If Serbia collapses, no SB units can be rebuilt until TheSerbsReturn is played. After that, rebuilt SB units can only enter the mapboard on Lemnos until Belgrade or Cetinje is AP-controlled again. When Belgrade or Cetinje is AP-controlled again, destroyed SB units that are rebuilt can enter the map-board there.

u 16.7 Converting RPs16.7.1 Conversion of CP RPsa.TheCPplayercanconvertoneGERPperturnintoaTURP

unless RoyalNavyBlockade has been played.b. When RoyalNavyBlockade is played, no GE RPs can beconvertedintoTURPsuntilasupplylinecanbetracedthrough CP-controlled spaces from Berlin to Constantinople. (WhenBulgariaentersthewar,itisaCPallyandasupplylinecanthenbetracedthroughthatNation.)

16.7.2 Conversion of AP RPsAfter playing Kitchener,theAPplayercanconvert1AP-AlliedRP per turn into an RU RP.

17.0 War Status

17.1 War Status Commitment LevelsTherearethreelevelsofWarCommitment:Mobilization,Lim-ited War, and Total War.

17.1.1 War Commitment Levels to Start the GameThe AP and CP players start the game in the Summer 1914 Turn (Turn1)attheMobilizationLevel.Eachplayer’sWarStatusmarker, and the Combined War Status marker, all start at “0” on the General Records Chart.

17.1.2 Moving War Status MarkersWhen a Strategy Card contains War Status Points in parentheses totherightoftheEventname,andthecardisplayedasanEvent,advancetheplayer’sWarStatusmarkerandtheCombinedWarStatus marker on the General Records Track by the number of points in parentheses.

17.2 Changing War Commitment Levelsa.WarCommitmentLevelscannotchangeintheSummer1914Turn(Turn1),buttheWarStatusmarkerscanstillmoveonthe General Records Track.

b.BeginningwiththeFall1914Turn(Turn2),WarCommitmentLevelscanchange,andbothplayerscheckforchangesintheirWarCommitmentLevelsduringStep4oftheWarStatusPhase.

17.2.1 From Mobilization to Limited Wara. Ifaplayer’scurrentWarCommitmentLevelis“Mobiliza-

tion”, and his War Status is at least 4 on or after the Fall 1914 Turn(Turn2),hisWarCommitmentLevelrisesto“LimitedWar” in the War Status Phase of that turn.

b. The player then adds his Limited War cards to his Draw Pile andshuffleshisDrawPileandhisDiscardPiletogether—ex-cludinganycardsthathavebeenpermanentlyremoved—toform a new Draw Pile.

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17.2.2 From Limited War to Total Wara. If a player’s currentWarCommitmentLevel is “Limited

War”, and his War Status reaches 11 or higher by the War StatusPhase,hisWarCommitmentLevelrisesto“TotalWar”.

b. The player then adds his Total War cards to his Draw Pile and theshuffleshisDrawPileandhisDiscardPiletogether—ex-cludinganycardsthathavebeenpermanentlyremoved—toform a new Draw Pile.

17.2.3 Decrease in War Commitment LevelsAplayer’sWarCommitmentLevelneverdecreases,becausehis War Status cannot decrease.

17.3 Ending the War17.3.1 Automatic Victorya. The game ends with a player’s Automatic Victory or in an

Armistice. During Step 1 of the War Status Phase, the players check to see if either has occurred.

b. A CP Automatic Victory occurs if the VP total is 30 or more.c. An AP Automatic Victory occurs if the VP total reaches 0.

u 17.3.2 Armisticea. An Armistice occurs when there has been no Automatic Vic-torybyendoftheFall1918Turn(Turn18).

b. An Armistice also occurs when the Combined War Status marker is in the same space as the Armistice marker on the General Records Track. During Step 2 of the War Status Phase, the players check to see if this has occurred.

c. The Armistice marker starts the game at “40” on the General RecordsTrack,butcanmovedownwardorupwardagain(butnotbeyond“40”).

d.TheArmisticemarkermovesdownwardontheGeneralRe-cords Track by playing RussianWarWeariness,andmovesupward on the General Records Track by playing LongLiveTheTsar!

e. TheArmisticemarkeralsomovesdownwardontheGeneralRecordsTrackwhenNationscollapse,asfollows:

1.SerbianCollapse –2 (26.6.2)2.RomanianCollapse –2 (26.5.3)3.BulgarianCollapse –3 (26.2.3)4.Austro-HungarianCollapse –4 (23.5)

Advanced Rules18.0 Regions

u 18.1 Movement and Regionsa.Unitsmovefromaspacetoaconnectedregionatacostof

1 MP.b.Unitsmovebetweenconnectedregionsatacostof1MP.c. UnitsmovebetweentheItalianFrontInsetMapboardand

Carniola or Tyrol at a cost of 1 MP.d.UnitscanmoveintoaregionoccupiedbyenemyCombat

Units or Uprising Units.e.Movementisalwaysfrompointtopointalongaconnecting

line. Regions cannot be skipped.u 18.1.1 Activating Units in Regions for Movementa.RegionsarenotactivatedforMovement,butunitswithinthe

region are.b.Aplayercanarrangeindividualunitsinaregionintostacksofnomorethanthreeunitseach,atnoOPScost.(Placea“Stacked”markerontheunits.)

c. Activate individualunitsorstacksofunits inaregionforMovement,asifeachunitorstackwasaseparatespace,byplacingaMovemarkeroneachunitorstack.

d.Aplayerneednotactivatealltheunitsthathehasinaregion,butcanactivateasmanyorasfewashewishesaslongashecanpaytheOPScostforactivatingthestack.

e. TheOPScosttoactivateastackforMovementequalsthenumberofnumberofnationalitieshavingunitsinthestack(9.4.1).

f. Movementofindividualunitsorastackwithinaregionmustbe completed before units in another region or space can move.

g. Stacksofunitsarenotrequiredtomovetogether,andcanmovetodifferentdestinations,ormovebydifferentroutestothesamedestination.SomeunitsinaStackcanmovewhileother units in that Stack remain in place.

h.Movement of all unitsmust be completedbeforeCombatbegins.

i. UnitsmarkedwithaMovemarkerdonothavetomove,butunused OPS Points are lost.

j. UprisingUnitsthatareplacedinregionsdonotmove.

u 18.2 Control of Regionsa. A Combat Unit takes control of a region empty of enemy unitsorUprisingUnitsbymovingintoit.

b. An Uprising Unit can take control of a region by being placed there if the region is not occupied by any Combat Units.

c. A Combat Unit cannot take control of a region occupied by enemyunitsorUprisingUnitsbysimplymovingintoit.

d. When a Combat Unit takes control of an enemy region, a Control marker for the unit’s nationality is placed there.

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e. Enemy control of a friendly region can be negated. When friendly units enter a friendly region under enemy control, byMovementorAdvanceAfterCombat.,theenemyControlmarkerissimplyremoved.

f. If an enemy region is captured by units of multiple or mixed nationalities, the Control marker for any of these units’ na-tionalities can be placed there.

u 18.2.1 Control of Regions After CombatAttackingunitstakecontrolofaregionafterCombatwhen:

a. There is at least one friendly unit in the region; andb. All enemy units in the region are destroyed, eliminated, or

retreated; and c. There are no Uprising Units in the region.

u 18.3 Combat and Regionsa.Regions are not activated forAttack, but unitswithin the

region are.b.Aplayercanarrangeindividualunitsinaregionintostacksofnomorethanthreeunits(atnoOPScost).

c. ActivateindividualunitsorStacksofunitsinaregionforAt-tack, as if each unit or Stack was a separate space, by placing an Attack marker on each unit or Stack.

d. Aplayerneednotactivatealltheunitsthathehasinaregion,butcanactivateasmanyorasfewashewishesaslongashecanpaytheOPScostforactivatingthestack(9.4.1).

e. Combat can occur between friendly and enemy units within the same region.

f. Attacks can be made from a region to a connected region, from a region to a connected space, or from a space to a con-nected region.

g. A multi-stack Attack can be made within a region.h. Attacks into a region can be made in combination with attacks friendlyunitsalreadyintheregion,observingtherulesformultinational attacks.

i. More than one Stack of attacking units in a region can com-bine to Attack a space connected to the region.

j. Uprising Units that are placed in regions do not attack.

18.3.1 Defending in a Regiona. Only one Stack of units in a region can defend against an

Attack, with the defending player choosing which units will act as defenders in the Combat.

b. If the defending player has more than three units in the region, he must use three of those units as defenders.

c. If the defending player has three or less than three units in the region, he must use all those units as defenders.

d.Thedefendingplayer’sotherunits (inexcessof three)donot participate in the Combat and cannot be used to absorb Combat losses.

18.4 Regions and Terraina. Ifaregioncontainsterrain,theterrain’seffectsapplyonlyto

Combat.b. TerraininaregiondoesnotaffectMovement.

18.5 Regions and Retreata.Unitsretreatingintoaregionasthefirstpartofatwo-space

retreat do not retreat into a second space. Retreating into a region is a full retreat.

b. If the defending unit or stack in a region loses a Combat, it canretreattoaconnectedspaceorregionbutdoesnothaveto(thedefendingunitorstackretreatswithintheregion).

u 18.6 Regions and Advance After Combata. AttackingunitscanAdvanceAfterCombatintoaregion—evenwhentheregioncontainsenemyCombatUnitsorUpris-ingUnits—butmuststopwhentheymoveintotheregion.

b. If an Attack from outside the region wins the Combat, up tothreefull-strengthattackingunits(LCUsandSCUs)canAdvanceAfterCombatintotheregion.

18.7 Regions and Supplyu 18.7.1 Tracing Supply Lines through Regionsa. Units can trace supply lines through unoccupied regions in

their own Nation or in friendly Nations.b. Units can trace supply lines through regions in enemy Nations

that are occupied by friendly units.c. Units can trace supply lines through any regions containing

enemy Combat Units or Uprising Units if those regions are also occupied by friendly units.

d. Units can trace supply lines into any region that they occupy.

19.0 Trenches

u 19.1 General Rulesa. Trenches can be built during the Action Phase of any turn,

but can only be built in Clear and Mountain spaces. Trenches cannot be built in Swamp or Forest spaces, inSeaInvasionspaces, in regions, or on Lemnos.

b. A player can only build a Trench in a space occupied by an LCU.

c. AplayerbuildsaTrenchbyactivatingthespaceforMove-ment. However,aplayercannotbuildmorethanoneTrenchin an Action Round and cannot build more than two Trenches in the same Action Phase.

d.UnitscannotmoveinthesameActionRoundthataTrenchis built in their space.

e. The AP player uses the blue Trench markers, and the CP player uses the gray Trench markers.

f. Trenches can be built in Clear or Mountain spaces containing Forts. Units defending a Fort space or besieging a Fort can entrench.

g. Uprising Units cannot build Trenches.

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u 19.2 Trench Constructiona. A player builds a Trench by spending 1 OPS Point. The OPS

Point can come from a Strategy Card played for OPS Points, or from the 1 OPS Cardless Play(8.2.e).

b. It does not matter whether the LCU building a Trench is full strength or reduced strength.

c. Once a Trench is built, it can be used by friendly LCUs and SCUs.

d.AspacecannotbeactivatedinthesameActionRoundtobothbuild a Trench and assemble or disassemble an LCU. Only one is allowed.

19.3 Trench Levelsa.WhenaTrenchisbuiltinaspace,placeaLevel1 Trench marker of the player’s color in that space. Only one Trench marker can be placed in a space.

b. TheLevel2TrenchmarkeratDoiranistheonlyLevel2Trenchinthegame.(Thevasttrenchsys-tems built on the Western Front did not exist in this theater.)

u 19.4 Removing Trench Markersa.ATrenchmarkerremainsinaspace,evenifthespacecontains

no friendly units.b.IfanenemyCombatUnitentersaLevel1Trench,themarkerisremoved.

c. IfanUprisingUnitisplacedonaspacecontainingaLevel1Trench,themarkerisremoved.

d. Whenanenemyunitenters theLevel2TrenchatDoiran,replaceitwithaLevel1Trenchmarkeroftheenemy’scolorexcept when SurrenderofFt.Rupelisplayed(allowingtheCPplayertocapturetheLevel2Trenchintact).

19.5 Trench Effects on Combata. IfthedefendingspacecontainsaLevel1Trenchmarker,the

Fire Table column used by the attacker shifts one column to the left. In addition, the Fire Table column used by the defender shifts one column to the right.

b.IfthedefendingspacecontainsaLevel2Trenchmarker,theFire Table column used by the attacker shifts two columns to the left. The Fire Table column used by the defender still shifts only one column to the right.

c. A Fort space containing a Trench marker, but no friendly units,doesnotbenefitfromtheTrench.

d.ATrenchmarkerintheattacker’sspacedoesnotaffectCom-bat.

20.0 Forts

20.1 General Rulesu 20.1.1 Entering a Fort Spacea. Combat Units cannot enter a space containing an unbesieged enemyFortduringMovementorAdvanceAfterCombatun-less they can besiege the Fort.

b. If any Combat Units enter an unbesieged enemy Fort space duringMovementorAdvanceAfterCombat,thenumberofunits required to besiege the Fort must stop in that space.

c. Uprising Units can be placed in a space containing an unde-stroyed Fort, but cannot attack or besiege the Fort.

20.1.2 Attacking a Fort before a Successful Siegea. Fortsdonothavetobebesiegedinordertobedestroyed.b. An unbesieged Fort can be destroyed by an Attack from a

connected space or region. c. A besieged Fort can only be attacked by units in its space.

20.1.3 Fort Combat Strengtha.FortsaddtheirCombatFactor(CF)totheCombatStrength

of friendly units defending the Fort space.b. Forts do not add their CF to the Combat Strength of friendly

units attacking from a Fort space.

20.1.4 Forts and Trenchesa. If a Fort space also contains a Trench marker, defending units inthatspaceapplytheeffectsoftheTrenchtoCombat.

b. If an unoccupied Fort space contains a Trench, the Fort cannot benefitfromtheeffectsofaTrench.

c. FortsthemselvescannotbuildTrenches.

20.1.5 Control of Fort Spacesa. A Fort space cannot be controlled by the enemy as long as thereisanundestroyedFortinthespace—eveniftheFortisbesieged.

b. A player cannot claim a VP for an enemy Fort space until he takes control of that space.

20.1.6 Forts and Advance After Combata. If a space contains an undestroyed enemy Fort, attacking unitscannotAdvanceAfterCombat into thatspaceunlessthey can besiege the Fort.

b. If a space contains an undestroyed enemy Fort and its defend-ing units take a two-space retreat, attacking units in excess of thoserequiredtobesiegetheFortcanAdvanceAfterCombatbeyond the Fort’s space.

c. If defending units take a two-space retreat through an unde-stroyed friendly Fort space that was not part of the Combat, attackingunitscanAdvanceAfterCombat into thatFort’sspace if they can besiege the Fort.

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20.2 Destroying a Forta. When a Fort space containing friendly Combat Units is at-tacked,theFortitselfisunaffectedbytheCombatuntilalldefending units are destroyed or permanently eliminated. 1. If the attacker’s Loss Number exceeds what is needed to

destroy or permanently eliminate the defending Combat Units, the unused portion of the Loss Number can be ap-plied to destroy the Fort.

2. The Fort is destroyed if the remaining Loss Number is equal to or greater than the Fort’s CF.

b.AdefendingFortisnotaffectedbyanattacker’sLossNumberif anydefendingunits survive theCombat—even if thosedefending units retreat from the Fort space.

c. If a Fort is attacked when no defending units are in its space, the Fort is destroyed if the attacker‘s Loss Number is equal to or greater than the Fort’s CF.

d. Forts do not take partial damage. They are either fully intact or completely destroyed.

e. Once a Fort is destroyed, it remains so for the duration of the game. Forts cannot be repaired.

f. When a Fort is destroyed, immediately place a Destroyed Fort markerontheFortspace.IfattackingunitsAdvanceAfterCombat into the destroyed Fort’s space, transfer control of the space to the attacking player.

20.3 Besieging a Fort20.3.1 How to Besiege an Enemy Fort

a. To besiege an enemy Fort, at least one LCU or a number of SCUs equal to the Fort’s CF must enter theFort space as a result ofMovement orAdvanceAfterCombat.Whenthisoccurs,placea

Besieged Fort marker on the Fort space.b. If any Combat Units enter an unbesieged enemy Fort space duringMovement,thenumberofunitsrequiredtobesiegethe Fort must stop in that space. Excess units not required forasiegecancontinuetheirMovement.

c. If any Combat Units enter an unbesieged enemy Fort space duringAdvanceAfterCombat,thenumberofunitsrequiredto besiege the Fort must stop in that space. Units not required forasiegecancontinuetheirAdvanceAfterCombat.

d. Combat Units cannot enter an unbesieged enemy Fort space duringMovementorAdvanceAfterCombatunlessenoughunits will enter the space by the end of the Action Round to besiege the Fort.

20.3.2 Effects of SiegeAslongasthebesiegerhasasufficientnumberofCombatUnitsinanenemyFortspacetobesiegetheFort:

a. The besieger can trace a line of supply into or through the Fort space.

b.ThebesiegercanmoveunitsthroughtheFortspaceduringMovementwithouthavingtostop.

20.3.3 Attacks by Besieging Unitsa. AplayercanactivateabesiegedenemyFortspaceforAttack,

but only those Combat Units unneeded to besiege the Fort can participate in the Attack.

b. All units in the besieged Fort space can attack the Fort itself.

20.3.4 Moving Units off Besieged Fortsa.AplayercannotMoveunitsoffabesiegedenemyFortspaceifitwouldleaveaninsufficientnumberoffriendlyunitsinthat space to besiege the Fort.

b.AplayercanmoveallhisunitsoffabesiegedenemyFortspace if he is abandoning the siege.

u 20.3.5 Losses to Besieging UnitsIf units besieging an enemy Fort are attacked and take losses that reduce them below the minimum required to besiege the Fort,then:

a. The Fort is no longer besieged.b. No surrender die roll is made during the Siege Phase.c. BesiegingunitsarerequiredtoleavethatFortspaceintheirnextActionRound,unlesssufficientunitsarethenaddedtobesiege the Fort.

d. The besieger’s lines of supply cannot be traced through the Fort space, but can still be traced into that space.

e. AdditionalfriendlyunitsthatmoveintotheenemyFortspacemust stop until there are enough units to besiege the Fort.

20.4 Surrender of Besieged Forts20.4.1 Making Surrender Checksa. During the Siege Phase of each turn, the players check to see

if any besieged Forts surrender.b. To check for surrender, roll a six-sided die for each besieged Fort. If the number is greater than the Fort’s CF, the Fort surrenders, and the Fort itself is de-stroyed. Place a Destroyed Fort marker on the Fort

space, and transfer control of the space to the besieging player.c. If the die roll is equal to or less than the Fort’s CF, the Fort

does not surrender.

20.4.2 Sieges and Severe Weather ChecksUnits can besiege Forts and conduct surrender checks without makingaSevereWeatherCheckbecauseasiegeisnotCombat.

20.5 Forts and Supplya. Forts do not need to trace a supply line to a friendly Supply Source,andarethereforeunaffectedbytheFortspacebeingOut-Of-Supply.

b. Units occupying a friendly Fort space must still trace a supply line to a friendly-controlled Supply Source belonging to its own Nation or an ally.

c. Spaces containing friendly Forts remain under friendly con-trol,evenifthespacewouldotherwisebeOut-Of-Supply.

d. Supply lines can be traced through a space containing a be-sieged enemy Fort.

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21.0 Flank AttacksThe attacker can declare a Flank Attack Attempt against a de-fendingspaceifthefollowingconditionsaremet:

a. There are attacking units in two or more spaces connected to the defending space.

b. At least one of the attacking units is an LCU.

u 21.1 Restrictions on Flank Attacksa. Flank Attacks cannot be made against a space where all the

attacking units make their Attack across a defending space’s WaterObstacle side(s).Where attacking unitsmake theirAttack across a defending space’s Water Obstacle and non-Water sides in combination, Flank Attacks are permitted.

b. Flank Attacks cannot be made against a Swamp or Mountain space.

c. FlankAttackscannotbemadeagainstaspacehavingaTrenchmarker.

d. Flank Attacks cannot be made against units in a region.e. Flank Attacks cannot be made using OOS units.f. Flank Attacks cannot be made against a space occupied by

Uprising Units.

21.2 Forts and Flank Attacksa. Flank Attacks cannot be made against Fort spaces that do not

contain Combat Units.b. Flank Attacks can be made against unentrenched Combat

Units in a Fort space.

21.3 Pinning Spaces and Flank Attack DRMsa. When attempting a Flank Attack, the attacker must designate

one attacking space as the “Pinning Space”. b.Foreachattackingspace(otherthanthePinningSpace)thatisnotconnectedtoanenemy-occupiedspace(otherthanthedefendingspace),theattackingunitsreceivea+1DRMforthe Flank Attack Attempt die roll.

c. Some cards may also be played for Flank Attack DRMs.

21.4 Resolving Flank Attacksa.Theattackerfirstrollsasix-sideddietoresolvetheFlank

Attack Attempt, adjusted by any DRMs.b.Ifthemodifieddierollis4orhigher,thentheFlankAttackAttemptsucceedsandtheattackergoestotheResolveCom-batstepbeforethedefender,includingtheinflictionoflosseson the defender. The defender’s Combat Strength is reduced byanylossesheincursbeforeherollsfordefensivefire.

c. Ifthemodifieddierollis3orlower,thentheFlankAttackAttemptfailsandthedefendergoestotheResolveCombatstepbeforetheattacker,includingtheinflictionoflossesonthe attacker. The attacker’s Combat strength is reduced by anylossesheincursbeforeherollsforoffensivefire.

d. In a failed Flank Attack Attempt, the attacker’s CCs are still usedwhenherollsfortheresultsofhisoffensivefire.

22.0 Assembling & Disassembling LCUs

u 22.1 Where LCUs Can Be Assembleda. A full-strength LCU can be assembled in any friendly-suppliedspaceorregionthatcontains:1. Three full-strength SCUs of the same nationality as the

LCU, or 2. A reduced-strength LCU and a full-strength SCU of the

same nationality.b. A reduced strength LCU can be assembled in any friendly-

supplied space or region that contains two full-strength SCUs of the same nationality as the LCU.

c. SpecialUnits(havingyellowunitsymbolbackgrounds)can-not be used to assemble LCUs.

u 22.2 Composition of Assembled LCUsa. When assembling a full-strength LCU from three SCUs, the firsttwoSCUsmustbefromthesamenationalityandunittype as the LCU being assembled, and the third SCU can be anyinfantryorcavalryfromthatnationality.

b. When assembling a full-strength LCU from a reduced-strength LCU and a full-strength SCU, the SCU can be any infantryorcavalryfromtheLCU’snationality.

c. When assembling a reduced-strength LCU, one SCU must be from the same nationality and unit type as the LCU being assembled,andtheotherSCUcanbeanyinfantryorcavalryfrom the LCU’s nationality.

d. A mixed-nationality LCU must be assembled by using SCUs of both nationalities. Assembling a full-strength LCU must use two SCUs from one nationality and one SCU from the other nationality. Assembling a reduced-strength LCU, must use one SCU from each nationality.

e. Uprising Units cannot be used to assemble LCUs.

u 22.3 How to Assemble LCUsa. Units being used to assemble an LCU must begin the Action

Round in the same space, or in the same region. An LCU is assembledinaspacebyactivatingthatspaceforMovement.An LCU is assembled in a region by forming units in that regionintoastack(atnoOPScost)andthenactivatingthestackforMovement.AnLCUcannotassembleandmoveinthe same Action Round.

b. To assemble a full-strength LCU from three full-strength SCUs:

(1)takeafull-strengthLCUcounterfromtheReplaceableUnits Box,

(2)transfertheSCUsfromtheirspaceorregiontotheReserveBox, and

(3)putthefull-strengthLCUinthatspaceorregion.c. To assemble a full-strength LCU from a reduced-stength LCU andafull-strengthSCU:

(1)fliptheLCUcounterovertoitsfull-strengthside,and (2)puttheSCUintheReserveBox.d. To asssemble a reduced-strength LCU from two full-strength SCUs:

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(1)takeareduced-strengthLCUcounterfromtheReplace-able Units Box,

(2)transfertheSCUsfromtheirspaceorregiontotheReserveBox, and

(3)putthereduced-strengthLCUinthatspaceorregion.

u 22.4 How to Disassemble LCUsa.TodisassembleanLCU,activatetheLCU’sspace—oracti-vatetheLCUitselfinaregion—forMovement.

b. To disassemble a full-strength LCU into three full-strength SCUs:

(1)takethreeSCUcountersfromtheReserveBox, (2)transfertheLCUfromitsspaceorregiontotheReplace-

able Units Box, and (3)putthefull-strengthSCUsinthatspaceorregion.ThefirsttwoSCUsmustbefromthesamenationalityandunittype as the LCU being disassembled, and the third SCU can beanyinfantryorcavalryunitfromthatnationality.

c. To disassemble a reduced-strength LCU into two full-strength SCUs:

(1)taketwoSCUcountersfromtheReserveBox, (2) transfer the LCU from its space or region to the Replace-

able Units Box, and (3)putthefull-strengthSCUsinthatspaceorregion.One

SCU must be from the same nationality and unit type as the LCU being disassembled, and the other SCU can be any infantryorcavalryunitfromthatnationality.PuttheLCUin the Replaceable Units Box.

d. A mixed-nationality LCU must be disassembled into SCUs of both nationalities. A full-strength LCU must be disassembled into two SCUs of one nationality and one SCU of the other nationality. A reduced-strength LCU, must be disassembled into one SCU from each nationality.

e. A full-strength LCU can be assembled from two reduced-strength LCUs in the same space or stack by disassembling one LCU into two full-strength SCUs and then using one SCU to build up the remainingLCU.However, stackinglimitscannotbeviolatedduringthisprocess.

23.0 Rebellion & Revolution

u 23.1 Mechanics of RebellionVP space losses andEvents can diminishNationalWill andlead to Rebellion in Russia, Germany, or Austria-Hungary. This is representedby thedownwardmovementofRU,GE,and AH National Will markers on the General Records Track. Each marker starts the game in the “12” space on the General Records Track.

u 23.2 Tracking National Willa. TheRU,GE,andAHNationalWillmarkersmove–2onthe

General Records Track when its Nation loses control of a home VP space.

b.TheRU,GE,andAHNationalWillmarkersmove+2ontheGeneral Records Track when its Nation or an ally retakes control of that Nation’s home VP space.

c.MovementofNationalWillmarkersforeachofthoseNationscanalsobeaffectedbyEvents.

d. IfdownwardmovementoftheRU,GE,orAHNationalWillmarkersreachesNationalDemoralization(the“2”spaceontheGeneralRecordsTrack), thenRebellioncanbreakoutin the that Nation. Rebellion is represented by placing an UprisingUnitinthatNation(23.3).

e. Downwardmovement ofRU,GE, andAHNationalWillmarkers cannot go below the “0” space on the General Re-cords Track.

u 23.3 Uprising Units23.3.1 When to Enter the Mapboarda. If the AH National Will marker has reached National Demor-alizationduringStep1oftheRebellion/RevolutionPhase,theAP player can place one AH Uprising Unit on any unoccupied space in Austria-Hungary or in either of its regions.

b. If the GE National Will marker has reached National Demor-alizationduringStep1oftheRebellion/RevolutionPhase,theAP player can place one GE Uprising Unit on any unoccupied space in Germany or in the Brandenburg region.

c. If the RU National Will marker has reached National Demor-alizationduringStep1oftheRebellion/RevolutionPhase,theCP player can place one RU Uprising Unit on any unoccupied space in Russia, or in any of its regions.

d. If the RU, GE, or AH National Will marker has reached NationalDemoralizationduringthefirstActionRoundofaturn, another Uprising Unit can be placed in that Nation using a 1 OPS Cardless Play (8.2.e).

e. If theRU,GE,orAHNationalWillmarkeradvancesoutof National Demoralization, no more Uprising Units can be placed in that Nation until its National Will marker re-enters the National Demoralization space.

23.3.2 Where to Enter the Mapboarda. Uprising Units can be placed in any of their Nation’s unoc-

cupied spaces or in any of their Nation’s regions. b. Uprising Units cannot be placed in spaces or regions outside

of their own Nation.c. An Uprising Unit can be placed in a Fort space, but does not

control the Fort and cannot use its Combat Strength.d. An Uprising Unit can be placed in a space containing a Trench marker,butthemarkermustthenberemoved.UprisingUnitscannot use Trenches.

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e. If an Uprising Unit is placed in a VP space, it takes control of that space and the player who lost control of the space to the Uprising Unit loses 1 VP.

23.3.3 Uprising Units and Combata. An Uprising Unit remains on the mapboard until it is de-

stroyed by Combat. When an Uprising Unit is destroyed, it isremovedfromthemapboardbutcanbeusedagain.

b. Combat Units can attack an Uprising Unit of any Nation, since no Uprising Unit is friendly to them.

u 23.4 Russian Revolution23.4.1 Timing of the Russian Revolution

a. When RussianFoodRiots is played, place its markerinitsspaceontheRussianRevolutionTrackas a reminder. This is a prerequisite for playing RussianRevolution.

b. After this, RussianRevolution can be played when there is an Uprising Unit in Russia. When RussianRevolutionis played,puttheRevolutionmarkerontheTurnRecordTrackone space ahead of the current turn.

c. When the Turn marker enters the same Turn space as the Revolutionmarker,transfertheRevolutionmarkertothered“RURevolution” spaceon theRussianRevolutionTrack.ThisbeginstheRussianRevolution.

23.4.2 Stages of the Russian Revolutiona. In each followingRebellion/Revolution Phase,move theRevolutionmarkeraheadoneStageontheRussianRevolu-tion Track.

b.AstheRussianRevolutionenterseachStage,applythefol-lowingeffects:

Revolution Stage 1:• Cards can no longer be played to get RU Reinforcements.

Revolution Stage 2:• RU RPs cannot be accumulated, and AP-A RPs cannot be convertedtoRURPs.

Revolution Stage 3:• Reduce all full-strength RU LCUs on the mapboard by

one step. Revolution Stage 4:

• Replace each RU LCU with a full-strength RU SCU of any type(exceptanRUUprisingUnit), takenfromtheReserveBoxortheReplaceableUnitsBox,andputtheRU LCU into the Replaceable Units Box. If no RU SCU isavailable,puttheRULCUintotheReplaceableUnitsBox without a replacement.

• RU LCUs cannot be assembled.c. TheeffectsofeachStagearecumulative.d.TheRussianRevolutioncannotadvanceStagesifthereare

no Uprising Units in Russia.

23.4.3 Suppressing the Russian Revolutiona.TheAPplayercansuppresstheRussianRevolutionbyfol-lowingthesesteps:

1. Destroy all RU Uprising Units on the map-board.2. Play LongLiveTheTsar!and put its marker ontheRussianRevolutionTrack.

3.Uponplacing the“LongLive theTsar!”markeron theRussianRevolutionTrack,removetheRevolutionmarkerfromtheRussianRevolutionTrack.

4. AfterremovingtheRevolutionmarker:(a)cardscanbeplayedtogetRUReinforcements,(b)cardscanbeplayedtogetRURPs,(c)RPscanbeusedto rebuild RU units, (d)AP-ARPscanbeconvertedtoRURPs,and(e)RULCUs can be assembled.

b.TheRussianRevolution remains suppressed until theCPplayer plays FallOfTheTsar. When this card is played, put theRevolutionmarker on theTurnRecordTrackonespace ahead of the current turn. When the Turn marker enters thesameTurnspaceastheRevolutionmarker,transfertheRevolutionmarkertothered“RURevolution”spaceontheRussianRevolutionTrack.Afterthat,theRussianRevolutionresumesinaccordancewiththeserules(23.4.2).

u 23.5 Collapse of Austria-Hungarya. If all VP spaces in Austria-Hungary are occupied by AP

Combat Units and/or Uprising Units during Step 4 of the War Status Phase, Austria-Hungary collapses and is out of the war.

b.IfAustria-Hungarycollapses:1. RemoveallAHCombatUnitsfromthemapboard.DonotremoveanyAHUprisingUnits,butplacenomoreofthemon the mapboard.

2.APCombatUnitscanmoveintoanyAHspacesorregions,can attack any CP Combat Units or Uprising Units in Austria-Hungary, and can enter any AH spaces or regions as a result of Combat.

3. CPCombatUnitscanmoveintoanyAHregionsorunoc-cupied AH spaces, can attack any AP Combat Units or Uprising Units in Austria-Hungary, and can enter any AH spaces or regions as a result of Combat.

4. Austro-Hungarian collapse is permanent.

u 23.6 Collapse of Germanya. Germany does not collapse. b. If AP and/or Uprising Units control all German VP spaces, butdonotcontrolBrandenburg,then:1. GE units that can trace a supply line to Brandenburg can stillactivate forMovementorAttack,can receiveRPs,and can use SR; and

2. GE reinforcements can be placed in Brandenburg.

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24.0 Troop QualityAs RU, IT, GE, and AH casualties mount, the drain on their nationalmanpowerreservesandofficercorpsisreflectedinthereduction of their Troop Quality.

u 24.1 Tracking Troop Qualitya. Each of these Nations has a Troop Quality markerthatmovesdownward on the General Re-cords Track to represent this. Troop Quality mark-ers all start in the “16” space on the General Records Track.

b. Each time that a GE, AH, or RU LCU is destroyed or perma-nently eliminated, the Troop Quality marker of that Nation moves–1ontheGeneralRecordsTrack.

c. Each time that an IT LCU is destroyed or permanently elimi-nated,theITTroopQualitymarkermoves–2ontheGeneralRecords Track.

d. Each time that a Strategy Card is played to bring RU or GE reinforcements onto the mapboard, the Troop Quality marker ofthatNationmoves–2ontheGeneralRecordsTrack.

e. Each time that a Strategy Card is played to bring AH rein-forcements onto the mapboard, the AH Troop Quality marker Nationmoves–5ontheGeneralRecordsTrack.

f. Each time that a Strategy Card is played to bring IT reinforce-ments onto the mapboard, the IT Troop Quality marker Nation moves–5ontheGeneralRecordsTrack.

g. DownwardmovementofRU,IT,GE,orAHTroopQualitymarkers cannot go below the “0” space on the General Re-cords Track.

u 24.2 Effect on Reinforcementsa. When the RU, IT, GE, or AH Troop Quality marker reaches PoorTroopQuality(the“1”spaceontheGeneralRecordsTrack):1. Infantry reinforcements of that Nation, taken during the

Action Phase, are placed on the mapboard with the step reduction described on the Reinforcement Card.

2. Reinforcements consisting of Sud Army; Army of the Bug; RUandGEeliteinfantry;RUregionalinfantry(Caucasus,Siberia,Turkestan,Finland);andRU,AH,orGEcavalryareunaffected.ThisisalsonotedontheirReinforcementCards.

b. When playing a Reinforcement Card causes the Troop Quality markerofaNationtomoveintothePoorTroopQualityspace,the reinforcements on that card come onto the mapboard with the step reductions described on the card.

25.0 Sea Invasions

25.1 General Rulesa.APLCUscanconductSeaInvasions,butAPSCUscannot.NoCPunitscanconductSeaInvasions.

b.OnlyLCUsonLemnoscanbeusedforSeaInvasions.c. ThreeStrategyCardsareusedforSeaInvasions:SalonikaInvasion,AlbanianGambit, and Noemvriana.

d. SeaInvasionscannotbeconductedduringaWinterTurn.e. TheAPplayercanplaynomorethanoneSeaInvasioncard

per non-Winter Turn. f. Playing RuleBritannia is a prerequisite for playing any Sea Invasioncard.

g.Landingmarkers used to execute Sea Invasions, and areplaced on themapboard as indicated on theSea Invasioncards.

25.2 Executing Sea Invasions25.2.1 Using the Landing Markera.TheAPplayerexecutesaSeaInvasionintheasfollows:

1.PlayaSeaInvasioncardandplaceaLandingmarkerintheSeaInvasionspaceindicatedonthecard(atnoOPScost).

2. In the same or any later Action Round, activateanLCUorstackofLCUsonLemnosforMovement,movethemto the Landing marker at a cost of 1 MP, and then stop.

3. InanylaterActionRound,theSeaInvasionspacecanbeactivatedforMovement.APLCUsinthatspacecanmoveto the connected Port and inland spaces at the usual cost of 1 MP per space.

b.TherearethreeSeaInvasionsthatcanoccurinthegame,andtherearethreeLandingmarkersforuseinthoseSeaInva-sions.

25.2.2 Activating LCUs on Lemnos for Sea Invasiona. The AP player may arrange LCUs on Lemnos into stacks of no morethanthreeunits(atnoOPScost),andplacea“Stacked”marker on top of the units.

b. ActivateanLCUorstackofLCUsonLemnosforMovementbyplacingaMovemarkerontheunitorstack.

c. TheOPScosttoactivateastackforMovementequalsthenumberofnumberoffriendlynationalitieshavingunitsinthestack(9.4.2).

d.MovetheLCUorstacktoaSeaInvasionspacethathasaLanding marker.

25.2.3 Using Sea Invasion Spacesa. IfaSeaInvasionspacecontainsaLandingmarkerfromapriorActionRound,anLCUorstackofLCUscanmovefromLemnostotheSeaInvasionspaceatacostof1MPandthenstop.UnitscannotbemovedfromLemnostoaSeaInvasionspace by playing ForcedMarch.

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b.Inany laterActionRound, theSea InvasionspacecanbeactivatedforMovement.APLCUsinthatspacecanmovetothe connected Port space and inland spaces at the usual cost of 1 MP per space.

c. InanylaterActionRound,theSeaInvasionspacecanalsobeactivatedforAttackandunitsinthatspacecanattacktheconnected Port space if it contains enemy units.

d.IfaSeaInvasionspacecontainsaLandingmarker,APLCUscanmovetoitfromaconnectedPortspaceatacostof1MPandthenstop.InanylaterActionRound,theSeaInvasionspacecanbeactivatedforMovementandLCUsinthatspacecanmovetoLemnosatacostof1MP.

e. APLCUsmovingfromaSeaInvasionspacetoLemnosmuststoponLemnos.TheycannotcontinuemovementthroughLemnostoanotherSeaInvasionspaceinthesameActionRound.UnitscannotbemovedfromaSeaInvasionspacetoLemnos by playingCavalryScreen.

25.2.4 Sea Invasion Space Limitationsa. The same stacking limits that apply to spaces on land also applytoSeaInvasionspaces.

b.IfaSeaInvasionspacedoesnotcontainaLandingmarker,APLCUscannotmovetothatspaceuntiltheAPplayerconductsaSeaInvasionandplacesaLandingmarkerinthatspace.

c. Only three Landing markers can be used in the game. Once theyareused,theycannotbere-usedifremovedfromthemapboard.Once removed from themapboard, aLandingmarkerispermanentlyremovedfromthegame.

25.2.5 Winter Restrictionsa.NoSea InvasioncardcanbeplayedasanEventduringa

Winter Turn.b.NoLandingmarkercanbeplacedonaSeaInvasionspace

during a Winter Turn.c. LCUsonLemnoscannotbeactivatedforMovementduring

a Winter Turn.d.Sea Invasion spaces that containLandingmarkers can beactivatedforMovementorAttack,butnoLCUscanmovefromSeaInvasionspacestoLemnosduringaWinterTurn.

u 25.3 Withdrawal By Seaa. APLCUsinaSeaInvasionspacecanmovetoLemnosbya

Withdrawal Under Fire or by a Safe Withdrawal.b. AP SCUs do not use Withdrawals By Sea.

25.3.1 Withdrawals Under Firea.TheAPplayercanWithdrawUnderFirebyactivatingaSeaInvasionspaceforMovementwhenitisconnectedtoaPortspaceoccupiedbyenemyunits.TheAPplayerthenmoveshis LCUs to Lemnos.

b. When the withdrawn LCUs land on Lemnos, they must stop. In any later Action Round, those LCUs can participate in anotherSeaInvasion,ormovetoaSeaInvasionspacethatalready has a Landing marker.

c. AllLCUswithdrawnunderfirearereducedbyonestep.

25.3.2 Safe Withdrawala.TheAPplayercanmakeaSafeWithdrawalbyactivatingaSeaInvasionspaceforMovementwhenitisconnectedtoaPort space unoccupied by enemy units. The AP player then moveshisLCUsbacktoLemnos.

b. When the withdrawn units land on Lemnos, they must stop. In any later Action Round, those LCUs can participate in anotherSeaInvasion,orMovetoaSeaInvasionspacethatalready has a Landing marker.

c. APLCUsmakingaSafeWithdrawaldonotsufferanystepreductions.

u 25.4 Enemy Capture of Sea Invasion Spacesa. IfaSeaInvasionSpacecontainsaLandingmarker, itcanbeattackedasaClear space.CPunitscanAdvanceAfterCombatintothespaceormoveintothespaceifunoccupiedby AP units.

b.WhenaCPunitmovesintoa SeaInvasionspacecontainingaLandingmarker,thismarkerisremovedfromthegame. The CP unit immediately returns to the Port connected to the Sea Invasionspace.TheCPplayerthenadds1GE,AH,orCP-ARP to the General Records Track representing captured sup-plies.

25.5 Russian Amphibious Assaulta. Once per game, the RU Black Sea SCU can make an amphibi-ousassault.ThisisdonebyactivatingtheunitforMovementandmovingitfromOdessatoanyunoccupiedPortontheBlack Sea. This is done without using SR, but cannot occur during a Winter Turn.

b. The RU Black Sea SCU cannot make an amphibious assault on Constanta until Romania enters the war, and cannot make an amphibious assault on Varna or Burgas until Bulgaria enters the war.

c. Once the RU Black Sea SCU conducts its amphibious as-sault, that special ability cannot be used again. Place the “No RU Amphib Assaults” marker on its mapboard space as a reminder.

d. The RU Black Sea SCU can besiege any enemy Fort by itself. OtherAPunitscanthereforemovethroughaspacecontainingan undestroyed enemy Fort without stopping when the space is occupied by the RU Black Sea SCU.

26.0 Neutral & Minor Countries

u 26.1 Albania26.1.1 General Rulesa.APandCPunitscanmoveintoanyvacantspaceinAlbania.b. AP and CP units can trace supply lines through any Port or

space in Albania that they control.c. AP and CP SCUs can use any friendly-controlled Port in

Albania for SR By Sea.

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u 26.2 Bulgaria26.2.1 General Rulesa.NeitherplayercanmoveintoBulgariauntilitentersthewar.b. BU units are placed on the mapboard when Bulgaria enters

the war.

26.2.2 Bulgarian Entry into the Wara. When Bulgaria is played, all the BU, GE, AH, BR, and FR

units listed under “Bulgarian Entry” on the Neutral Entry Setup Chart are placed on the mapboard. Bulgaria then enters the game as a CP ally.

b.IfBulgariaentersthewar,theCPplayerreceivesaVictoryPointforeachBulgarianVPspace(andlosesaVictoryPointforeachBulgarianVPspacelatercapturedbytheAPplayer).

c. After Bulgaria enters the war, BU units that can trace a sup-plylinetofriendly-controlledSofiaorBurgascanmoveorattack,useSR,andreceiveRPs.BUunitsthatareonlyabletrace a supply line to friendly-controlled Supply Sources for otherCPNationscanmove,canattackanddefendatone-halfCombatFactor(roundeddown),cannotuseSR,andcannotreceiveRPs.

26.2.3 Bulgarian Collapsea. Bulgaria collapses if the AP Player controls both Bulgarian

VP spaces during Step 4 of the War Status Phase. Bulgarian Collapse is permanent, and BU Supply Sources can no longer supply CP units.

b.IfBulgariacollapses,permanentlyremoveallBUunitsfromthe gameboard. Replace the LXI and LXII Gen. Kdo. LCUs withonefull-strengthGERegularorReserveInfantrySCUeach.(Ifthesearenotavailable,thereisnoreplacement.)

c. AfterBulgariacollapses,APandCPunitscanstillmoveintoBU spaces and attack enemy units in Bulgaria.

u 26.3 Greece26.3.1 General Rulesa. GR units are placed on the mapboard to start the game. Only a player alliedwithGreece canmove them, exceptwhenSurrenderofFt.Rupel is played to reposition neutral GR units.

b. While Greece is neutral, GR units are in supply anywhere in Greece.

c. AP andCP units canmove into, and trace supply linesthrough, anynon-Portvacant space inneutralGreece.APunits can trace a supply line by Sea through neutral Salonika. CP units can trace a supply line by Sea through neutral Athens.

d. In neutral Greece, a player only controls a space while he occupiesit.However,thereareexceptions:1. Salonika becomes an AP-controlled Port space without violatingGreekneutralitywhen:

(a) InterventionInTheBalkans is played to put the BR/GR Nat’l. Defense Corps in Salonika,

(b)APLCUsenterSalonikafromthisPort’sconnectedSeaInvasionspaceafterSalonikaInvasion is played,

(c)APunitsmoveintoSalonikafromanyotherspaces,or

(d)APunitsAdvanceAfterCombatintoSalonika.2.Ft.RupelandDoiranbecomeCP-controlledwithoutvio-

lating Greek neutrality when SurrenderofFt.Rupel is played.

3. IfanAPorCPunitmovesintoAthenswhileGreeceisneutral,thisviolatesGreekneutrality.Themovingplayerplaces his Control marker there and rolls a six-sided die. Greece enters the war as an ally of the opposing player on a die roll of 5 or 6.

4. IfaCPunitmovesintoSalonikawhileGreeceisneutral,thisalsoviolatesGreekneutrality.TheCPplayerplaceshis Control marker there and rolls a six-sided die. Greece enters the war as an AP ally on a die roll of 6.

e. AP and CP units can Attack each other in Greece, but an At-tack on any neutral GR unit will immediately cause Greece to enter the war as an ally of the attacker’s opponent.

f. IfGreeceentersthewarasanAPally,theAPplayerreceivesone Victory Point for each Greek VP space that is not CP-controlled.TheAPplayerdoesnotreceiveaVictoryPointforAthensorSalonikaifhealreadycontrolsit.(TheAPplayerloses one VP for each Greek VP space later captured by the CPplayer.)

g. IfGreeceentersthewarasaCPally,theCPplayerreceivesone Victory Point for each Greek VP space that is not AP-controlled.TheCPplayerdoesnotreceiveaVictoryPointforAthensorSalonikaifhealreadycontrolsit.(TheCPplayerloses one VP for each Greek VP space later captured by the APplayer.)

26.3.2 Greek Entry into the Wara. Greece enters the war as an AP ally when Greece is played in

the AP Action Round—unless KingConstantine is played in the CP Action Round immediately after.

b. Greece becomes a CP ally if KingConstantine is played when all VP spaces in Serbia, Romania, and Bulgaria are CP-controlled.

c. IfGreecebecomesaCPally:1. GreececanneverbeplayedasanEvent.2. The CP player takes control of all GR units except for the BR/GRNat’l.DefenseCorpsSCU(whichalwaysbelongstotheAPplayer).

3. AP units can only trace supply lines through Greek spaces that they control.

d. If Greece becomes an AP ally, CP units can only trace supply lines through Greek spaces that they control.

e. IfGreeceentersthewar,aplayerwhomovesintoorthrougha space in Greece controls that space.

f. If Greece enters the war, GR units that can trace a supply line to friendly-controlled Athens or Salonika can move or Attack,useSR,andreceiveRPs.

26.3.3 Greek Collapsea. Greece does not collapse.b. If CP units control both VP spaces in AP-allied Greece, GR

units that can trace a supply line to friendly-controlled Supply

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Sources of other AP Nations can move,canattackanddefendatone-halfCombatFactor(roundeddown),cannotuseSR,andcannotreceiveRPs.

c. If AP units control both VP spaces in CP-allied Greece, GR units that can trace a supply line to friendly-controlled Supply Sources of other CP Nations canmove,canattackanddefendatone-halfCombatFactor(roundeddown),cannotuseSR,andcannotreceiveRPs.

u 26.4 Italy26.4.1 General Rulesa.Neitherplayercanmoveunitsinto the Italian Front Inset Map

before Italy enters the war.b. IT units are placed on the mapboard when Italy enters the war(seetheNeutralEntrySetupChart).

26.4.2 Italian Entry into the Wara. When Italy is played, the IT and AH units listed under “Ital-

ian Entry” on the Neutral Entry Setup Chart are placed on the Italian Front Inset Map. Italy then enters the war as an AP ally.

b.IfItalyentersthewar,theAPplayerreceivesaVictoryPointforeachItalianVPspace(andlosesaVictoryPointforeachItalianVPspacelatercapturedbytheCPplayer).

c. After Italy enters the war, IT units that can trace a supply line to friendly-controlled Venice, Southern Italy, Vlore, or Durrescanactivate forMovementorAttack,useSR,andreceiveRPs.

d. IT units that can only trace a supply line to friendly-controlled Supply Sources for other AP Nations canmove,canattackanddefendatone-halfCombatFactor(roundeddown),can-notuseSR,andcannotreceiveRPs.

26.4.3 Italian Collapsea. Italy does not collapse. b. If CP units control both Italian VP spaces, but do not control SouthernItaly,then:(1)IT,BR,andFRunitsthatcantraceasupplylinetoSouthernItalycanstillactivateforMovementorAttack,canreceiveRPs,andcanuseSR;and(2)IT,BR,and FR reinforcements can be placed in Southern Italy.

u 26.5 Romania26.5.1 General Rulesa.NeitherplayercanmoveintoRomaniauntilitentersthewar.b. RO units are placed on the mapboard when Romania enters thewar(seetheNeutralEntrySetupChart).

c. IfRomaniaisneutralwhentheRussianRevolutionbegins,RomaniacannotbeplayedasanEvent(andcannotbeplayedasanEventlateriftheRussianRevolutionissuppressed).

d. PloestihasanoilwellsymbolcarriedoverfromPursuit of Glory.Thesymbolwillbecomerelevantifthatgameislinkedto Illusions of Glory.Untilthen,thesymbolhasnoeffect.

26.5.2 Romanian Entry into the Wara. When Romania is played, the RO, GE, AH, RU, and RU/

SB units listed under “Romanian Entry” on the Neutral Entry

Setup Chart are placed on the mapboard. Romania then enters the war as an AP ally.

b.IfRomaniaentersthewar,theAPplayerreceivesaVictoryPointforeachRomanianVPspace(andlosesaVPforeachRomanianVPspacelatercapturedbytheCPplayer).

c. When Romania enters the war, RO units that can trace a supply line to friendly-controlled Bucharest, Constanta, or Odessa can moveorattack,useSR,andreceiveRPs.

d. RO units that can only trace a supply line to friendly-con-trolled Supply Sources for other AP Nations canmove,canattackanddefendatone-halfCombatFactor(roundeddown),cannotuseSR,andcannotreceiveRPs.

26.5.3 Romanian Collapsea. Romania collapses if the CP player controls both VP spaces

in Romania during Step 4 of the War Status Phase. b.IfRomaniacollapses:

1. RO units that can trace a supply line to Odessa remain on themapboard,butallotherROunitsareremoved.

2. RO units that can trace a supply line to Odessa can still activate forMovement orAttack, can use SR and canreceiveRPs.

c. AfterRomaniacollapses,APandCPunitscanstillmoveintoRO spaces and attack enemy units in Romania.

u 26.6 Serbia and Montenegro26.6.1 General Rulesa. SB and MN units are placed on the mapboard to start the

game.b. SB units that can trace a supply line to friendly-controlled

Belgrade or Cetinje, or can trace a supply line to Lemnos, canactivateforMovementandAttack,useSR,andreceiveRPs.

c. If the Serbian-supported MN unit can trace a supply line to friendly-controlled Belgrade or Cetinje, or can trace a sup-plylinetoLemnos,itcanactivateforMovementorAttackand use SR. Since the MN SCU is a Special Unit, it does not receiveRPs.

d. SB and MN units that can only trace a supply line to friendly-controlled Supply Sources for other AP Nations canmove,canattackanddefendatone-halfCombatFactor(roundeddown),cannotuseSR,andcannotreceiveRPs.

26.6.2 Serbian Collapsea.Serbiacollapsesif:(1)theCPPlayercontrolsbothSerbianVP spaces duringStep 4 of theWarStatus Phase; or (2)therearenoSBLCUsinSerbiaorMontenegro;or(3)theAP player declares that Serbia has collapsed. The AP player cannot declare Serbian Collapse if AP units occupy Belgrade. Serbian Collapse can only occur once per game.

b.IfSerbiacollapses:1. SB and MN units that can trace a supply line to AP-

controlled Cetinje or Belgrade, or can trace a supply line to Lemnos, remain on the mapboard, but all other SB/MN unitsareremoved.

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2.OnlySBunitsinLemnoscanreceiveRPsuntilTheSerbsReturn is played.

3. Destroyed SB units in the Replaceable Units Box cannot be rebuilt until TheSerbsReturn is played.

c. AfterSerbiacollapses,APandCPunitscanstillmoveintoSB and MN spaces and attack enemy units in Serbia and Montenegro.

d.SerbianCollapseisnotpermanent,anditseffectsarecan-celled when AP units retake control of Belgrade.

u 26.7 Turkey26.7.1 General Rulesa. TU units are placed on the mapboard to start the game. b. TU units that can trace a supply line to friendly-controlled Constantinople,Rodosto,orAnatoliacanactivateforMove-mentorAttack,useSR,andreceiveRPs.

c. TU units that can only trace a supply line to friendly-controlled Supply Sources of other CP Nations canmove,canattackanddefendatone-halfCombatFactor(roundeddown),cannotuseSR,andcannotreceiveRPs.

26.7.2 Turkish Collapsea. Turkey does not collapse.b. If AP units control both Turkish VP spaces, but do not control bothRodostoandAnatolia,then:1. TU units that can trace a supply line to Rodosto or Anatolia can still activate forMovementorAttack, useSR, andreceiveRPs;and

2. TU reinforcements can be placed in Rodosto or Anatolia, if that region is not controlled by AP units.

27.0 Headquarters & Heavy Artillerya. HQsandGEHeavyArtillerydonotcounttowardstacking

limits, and do not count toward besieging requirements. b.HQs andGEHeavyArtillerymust end theirmovement

stacked with a friendly Combat Unit.c. IfallCombatUnitsstackedwithanHQorHeavyArtilleryaredestroyedorpermanentlyeliminated,theHQandHeavyArtillery are permanently eliminated.

d. OnlyonefriendlyHQoroneGEHeavyArtilleryunitcanoccupyaspacewithotherCombatUnits,butaGEHeavyArtillery unit can occupy the same space with a German HQ.

e. An HQ can participate in only one Attack per Action Round, but can be withheld from an Attack in which it could partici-pate. An HQ must participate in the defense of a space that it occupies.HQsneverabsorbcombatlosses.

f. An HQ that loses a Combat is reduced by one step. If it was already reduced, it is permanently eliminated and goes into the Eliminated Units Box.

g. Any HQ that wins a Combat is increased by one step if it wasalreadyreduced.Afull-strengthHQreceivesnobonusfor winning a Combat.

h.AnHQ that participates in aCombat is unaffected if theCombat results in a tie.

i. HeavyArtillerymay participate in an attack. It does notparticipate in the defense of a space.

27.1 Special Effects of HQs & Heavy Artillerya. An HQ that participates in a Combat adds a DRM equal to

the number in brackets on the HQ counter. The DRM applies whether the HQ is stacked with attacking or defending units.

b.HeavyArtillerythatparticipatesinanAttackaddsaDRMequal to the number in brackets on its counter. The counter flipsoverafteritsfirstuse,andispermanentlyremovedafterits second use.

u 28.0 Treaty of Brest-Litovska. After the CP player has played NovemberCoup, the AP player

can play TreatyOfBrest-Litovsk.b. When TreatyOfBrest-Litovsk is played, put its marker on

the Turn Record Track two spaces ahead of the current turn.c. When the Turn marker enters the same Turn space as the “TreatyofBrest-Litovsk”marker,thetreatytakeseffectandRussia is out of the war.

d. WhentheTreatyofBrest-Litovsktakeseffect:1.RUunitscannotmoveorattackintoCP-controlledspacesandregionswithinRussia.(AregionoccupiedbybothCPandUprisingUnitsisnotCP-controlled.)

2. RUunitscannotmoveorattackintospacesandregionsoutside Russia.

3. All supplied RU units outside of Russia must immediately SR, at no OPS cost, to RU-controlled spaces and regions withinRussia.(TheymustbeabletotraceanSRRoute.)

4. RU units can only attack Uprising Units, and cannot attack CP or AP units.

5. AP and CP units cannot attack any RU units, and cannot enter any RU-controlled spaces or regions as a result of MovementorCombat.

6. AP units can attack any CP Combat Units or Uprising Units within Russia, and can enter any CP-controlled spaces or regionsinRussiaasaresultofMovementorCombat.

7. CP units can attack any AP Combat Units or Uprising Units within Russia, and can enter any AP-controlled spaces or regionsinRussiaasaresultofMovementorCombat.

8. All supplied GE LCUs must immediately SR, at no OPS cost,toBrandenburg.(TheymustbeabletotraceanSRRoute.)Afterthat,onlyoneGELCUcanexitBrandenburgbyMovementorSReachturnuntilAPunitsattackormoveintoaspaceorregioninGermany(afterwhich,thenumberofGELCUsthatcanexitBrandenburgbyMovementorSReachturnisunlimited).

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29.0 Extended Example of PlayTurn 10 (Fall 1916), Mandatory Offensive PhaseNational Will:RU=2(Demoralized);GE=10; AH=4Troop Quality: RU=8; GE=10; AH=3War Status:AP=15;CP=14(CombinedWarStatus=29)Victory Points: 22Mandatory Offensive Modifiers:AP=+2,CP=+1

AP DeploymentBrest-Litovsk: RU II, III Inf. Corps; Trench 1Kowel:RUV,IVInf.Corps;1xRUCavSCULutsk:RUGuard,XXInf.Corps;RUIICav.Corps;BrusilovHQ [2]Rovno: RU XIII, XVIII Inf. CorpsProskurov: RU IV Sib., VI Sib. Inf. CorpsKamenets-Podolsk:2xRUInf.SCU;RUICav.Corps

CP DeploymentSiedlce: GE XVII Res., III Res. Inf. CorpsLublin: GE XVII, XI Inf. CorpsIvangorod: GE X Res. Inf. Corps; Destroyed Fort markerRawa Ruska:GEIInf.Corps;GE1Cav.Kdo.Brody: AH II Inf. Corps, AH VI Inf. Corps;Dubno: GE Guards Inf. Corps; GE XX Inf. Corps; GE XXV Res.Inf.Corps,GEHvyArty[1];MackensenHQ[2];DestroyedFort markerTarnopol: GE X, XXI Inf. CorpsCzernowitz: AH XI Inf. Corps; Trench 1

AP Cards—AP #24:TheGreatRetreatAP #37:RussianReinforcementsAP #41:ForcedMarchAP #43: GermandomAgainstSlavdomAP #44:TheBrusilovOffensiveAP #45:TheSommeAP #48:WarWearyAustro-Hungarians

CP Cards—CP #30:Austro-HungarianReinforcementsCP #31:GermanWarIndustryCP #34: RasputinCP #36:GermanReinforcementsCP #44:FeuerwalzeCP #45:RussianArmyMoraleDissolvesCP #48:RussianRailroadCollapse

Mandatory Offensive Die Rolls:APplayerrollsa6forMandatoryOffensive,whichbecomesan 8 for “None or Made” (7.2).

CPplayerrollsa2forMandatoryOffensive,whichbecomesa3for“GE”(7.3).

Turn 10 (Fall 1916), Action PhaseAction Round 1—AP Round 1: AP plays GermandomAgainstSlavdom as anEvent, so that GE and AH units cannot make combined attacks this turn. Also,AllfutureAHMandatedOffensivesarecancelled.Place“NOAH(IT)MO”and“NoAH(SB)MO”markersontheCPMOTable.

PLAYBOOK

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CP Round 1: CP makes a 1 OPS Cardless Play(8.2.e) and puts an RU Uprising Unit in SarnyasadiversionandathreattotheLutsk supply line.

Action Round 2—AP Round 2: AP plays TheBrusilovOffen-siveforboththeEventand4OPStoactivateLutskforAttackagainstSarny(withBrusilovHQ participating); activateBrest-Litovskand Kowel for Attack against Lublin; and activateProskurovforMovementtobuilda Trench in that space(19.1). The AP gets 1WarStatusPointfortheEvent(9.7.1), whichadvancestheAPWarStatusto16andad-vancestheCombinedWarStatusto30.

AP attack on Sarny rolls a 3foritsoffensivefireonthe8+Col-umn of the Light Fire Table with a–1DRMforattackingovera road and a+4DRM(+2DRMforTheBrusilovOffensive and+2DRMforBrusilovHQ).Themodifieddierollbecomes6

andinflictsaLossNumberof5onthe RU Uprising Unit, which has a Loss Factor of 2 on the front and a Loss Factor of 1 on the back and is therefore destroyed.

AP declares a Flank Attack Attempt against Lublin, with Brest-Litovsk as the pinning space.Kowel is connected to anotherenemy-occupied space, in addition to the defending space, so theattackingunitsreceivenoDRMfortheFlankAttackAttemptdie roll. This die roll is 4 and the Flank Attack Attempt succeeds (21.4).APthenrollsa5foritsoffensivefireonthe13-15Col-umnoftheHeavyFireTablewitha+3DRM(+2DRMforTheBrusilovOffensiveand+1DRMfortheRUCavSCU).Themodifieddierollbecomesa6andinflictsaLossNumberof7.TherearetwoGEunitsinthedefendingspace,eachhavinganLF of 3. The CP player chooses the full-strength GE XVII Inf. CorpstoabsorbdamagefromAPoffensivefire.This unit absorbs the Loss Number of 7, and takes a step reduction. The CP player then chooses the full-strength GE XI Inf. Corps to absorb the remainingdamagefromAPoffensivefire.Thisunitabsorbstheremaining Loss Number of 4, and takes a step reduction. The reduced-strength GE XI Inf. Corps absorbs the remaining Loss Number of 1 without taking any further damage(12.6.2).

AfterapplyingdamageinflictedbytheFlankAttack,CProllsa6foritsdefensivefireonthe6-7ColumnoftheHeavyFireTable,andinflictsaLossNumberof5.TheAPplayermust choose the full-strengthRUCav.SCUtoabsorbdamagefromCPdefensivefirebecausethis unit has an LF of 1. It absorbs the Loss Number of5,andtakesastepreduction.Thereduced-strengthRUCav.SCU has an LF of 1, absorbs the remaining Loss Number of 4, and is destroyed. The destroyed SCU goes into the Replaceable UnitsBox(12.6.6). TwoattackingRUunitsremain,eachhavingan LF of 2. The AP player chooses the full-strength RU II Inf. Corps to absorb the remaining damage. This unit absorbs the remaining Loss Number of 3, and takes a step reduction. The reduced-strength RU II Inf. Corps has an LF of 2, and absorbs the remaining Loss Number of 1 without taking any further damage (12.6.2).

SincethereisaLossNumberdifferenceof2infavoroftheAPplayer, the reduced-strength GE XI and XVII Inf. Corps must retreat two spaces to Tarnow. The full-strength RU V Inf. Corps advancesaftercombatintoLublin(12.8.2).

CP Round 2: CP plays GermanWarIndustryfor4OPStoactivateDubnoforAttackagainstLutsk(withMackensenHQandGEHvyArtyparticipating—the AH II and VI Inf. Corps in Brody cannot participate);activateIvangorodforMovementtobuildaTrenchinthatspace(19.1);andactivateTarnowforMovement. GE XI and XVII Inf. CorpsmovefromTar-now to Jaroslau. The CP gets 2 War Status PointsfortheEvent(9.7.1),whichadvancestheCPWarStatusto16andadvancestheCombinedWarStatusto32.

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CP plays Feuerwalze as a Combat Card for its attackonLutskandrollsa2foritsoffensivefireonthe10-12ColumnoftheHeavyFireTable,witha+3DRM(+2DRMforMack-ensenHQand+1 forGEHvyArty).Themodifieddierollbecomesa5andinflictsaLossNumberof7.TheGEHvyArtyunitisspentandremovedfromthegame(27.1). TheAPplayermustfirstabsorbdamagefromFeuerwalze, beforeherollsfordefensivefire.There are three RU units in the defendingspace,twoofwhichhaveanLFof2.He chooses the full-strengthRUIICav.CorpstoabsorbdamagefromCPoffen-sivefire.Thisunit absorbs the Loss Number of 7, and takes a step reduction. TheAPplayerchoosestohavethereduced-strengthRUIICav.CorpsabsorbtheremainingLossNumberof5.Thisunit takes another step reduction, and is destroyed. The destroyed RUIICav.CorpsgoesintotheReplaceableUnitsBox(12.6.4).Itisreplacedbyafull-strengthRUCav.SCUhavinganLFof1. This unit must absorb the remaining Loss Number of 3, and takesastepreduction.Thereduced-strengthRUCav.SCUhasan LF of 1, must absorb the remaining Loss Number of 2, and thedestroyedRUCav.SCUgoesintotheReplaceableUnitsBox(12.6.5).RUIICav.Corpsisnowpermanentlyeliminated.The destroyedRUIICav.CorpsismovedtotheEliminatedUnitsBox(12.6.6). The AP player must next choose the full-strength RU XX Inf. Corps to absorb the remaining damage. This unit has an LF of 2, and absorbs the remaining Loss Number of 1 without takinganyfurtherdamage.TheRUTroopQualitymarkermoves–1ontheGeneralRecordsTrackfortheeliminatedLCU(24.1).TheAProllsa3foritsdefensivefire(includingtheLutskfort) on the 8-9ColumnoftheHeavyFireTable,witha+2DRM(forBrusilovHQ),makingamodifieddie roll of 5 andinflictingaLoss Number of 5.TherearethreeattackingGEunits,eachhavinganLFof3.The CPplayerchoosestohavetheGEXXVRes.Inf.Corpsabsorbdamagefromthedefensivefire.It takes a step reduction, and the remaining Loss Number of 2 is absorbed by this reduced-strength unit without taking any further damage (12.6.2). ThereisaLossNumberdifferenceof2infavoroftheCPplayer,sotheattackerwinstheCombat.UnitsstackedwiththeBrusilovHQ can reduce their retreat by one space. So, the RU Guards and XX Inf. Corps,alongwiththeBrusilovHQ, retreat one space

toSarny.TheBrusilovHQtakesastepreductionforlosingtheCombat(27.0).

The full-strength GE Guards and XX Inf. Corps, with the MackensenHQ,advanceaftercombattoLutsk,andbesiegetheFort there. Feuerwalze isdiscarded(9.8)andgoesintotheCPplayer’s Discard Pile.

Action Round 3—AP Round 3: AP plays RussianReinforce-ments as a Reinforcement Card (15.1), places RU 1st Guards and 2nd Guards Inf. Corps inKiev, placesRUGuardsCav.Corps inKiev, places RUVCauc. Inf. Corps inBrest-Litovsk, and placesRUV andVIICav.Corps inKharkov.TheRUGuardsInf. Corps is removed from the game.There is no Troop Quality reduction because this Reinforcement Card excepts the elite and regional units from that rule.

CP Round 3: CP plays GermanReinforce-ments as a Reinforcement Card, and places GE XXII Res. and XXVII Res. Inf. Corps with 1 x GEHvyArtyinKrakow.TheGETroopQual-itymarkermoves–2 on the General Records Track for taking GE rereinforcements(24.1).

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Action Round 4—AP Round 4: AP plays TheGreatRetreat for 3OPS to activateKiev,Brest-Litovsk,andKharkov forMovement.RUVCauc.Inf. Corpsmoves fromBrest-Litovsk toLublin; RU 1st Guards and 2nd Guards Inf. CorpsmovefromKievtoSarny,RUGuardsCav.Corpsmoves fromKiev toRovno,RUVIICav.CorpsmovesfromKharkovtoProskurov,andRUVCav.CorpsmovesfromKharkovtoKowel.

CP Round 4: CP plays Rasputin for 3 OPS toactivateKrakowandBrodyforMovement,andactivateLutsk to attack theFort there.GE XXII Res. and XXVII Res. Inf. Corps with1xGEHvyArtymovefromKrakowtoIvangorod.AHIIandVIInf.Corpsmovefrom Brody to Dubno.

CProllsa3foritsoffensivefireonthe8-9ColumnoftheHeavyFireTable,witha+2DRM.Themodifieddierollbecomesa5andinflictsaLossNumberof5.TheFortrollsforitsdefensivefireonthe2ColumnoftheHeavyFireTable.TheFort’sdierollis2andinflictsaLossNumberof1.ThisLossNumberislessthanthelowestLFofanyattackingunit,sonodamageisinflictedon the attacker. Since the attacker’s Loss Number greater than the Fort’s CF of 2, the Fort is destroyed, CP takes control of this VP space, gains 1 Victory Point,andmovestheVPmarker+1ontheGeneralRecordsTrack(5.1.1).RU National Will is reduced by 1 on the General Records Track.

Action Round 5—AP Round 5: AP plays TheSomme for 4 OPS toactivateSarnyandKowelforAttackagainstLutsk (with Brusilov HQ participating),activateRovno forAttack againstDubno,andactivateLublinforMovementtobuilda Trench in that space. The AP gets no War Status Points from this card because it was notplayedfortheEvent.

APdeclines aFlankAttackAttempt to avoid the possibilityof a losing die roll. So, AP attack on Lutsk rolls a 5 for its of-fensivefireonthe16+ColumnoftheHeavyFireTablewitha+3DRM.Themodifieddierollbecomesa6andinflictsaLossNumberof7.CProllsa4foritsdefensivefireonthe8-9Col-umnoftheHeavyFireTablewitha+2DRM(MackensenHQparticipating).Themodifieddierollbecomesa6andinflictsaLoss Number of 7.

TherearetwoGEunitsinthedefendingspace,eachhavinganLF of 3. TheCPplayerchoosestohavethefull-strengthGEXXInf.CorpsabsorbdamagefromAPoffensivefire.Thisunit

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absorbs the Loss Factor of 7, and takes a step reduction. The CP playerchoosestohavethereduced-strengthGEXXInf.Corpsabsorb the remaining Loss Number of 4. Since this unit has an LFof3,ittakesanothersteplossandisdestroyed(12.6.4).Thedestroyed GE XX Inf. Corps goes into the Replaceable Units Box. It is replaced by a full-strength GE Inf. SCU. This unit has an LF of 2, and absorbs the remaining Loss Factor of 1 without takinganyfurtherdamage.TheGETroopQualitymarkermoves–1ontheGeneralRecordsTrackforthedestroyedLCU(24.1).

The AP player musthavethefull-strengthRU XX Inf. Corps absorbdamagefromCPdefensivebecause this unit has an LF of 2. It absorbs the Loss Number of 7, and takes a step reduc-tion. The reduced-strength RU XX Inf. Corps must absorb the remaining Loss Number because this unit has an LF of 2. It takes anotherstepreductionandisdestroyed(12.6.4).ThedestroyedRU XX Inf. Corps goes into the Replaceable Units Box. This unit isreplacedbyafull-strengthRUInf.SCUhavinganLFof1. It must absorb the remaining Loss Number of 3 and takes a step reduction. The reduced-strength RU Inf. SCU must absorb the remaining Loss Number of 2, takes another step reduction, and isdestroyed(12.6.5).ThedestroyedRUInf.SCUgoesintotheReplaceable Units Box. The RU XX Inf. Corps is permanently eliminated(12.6.6).ThedestroyedRUXXInf.Corpsismovedto the Eliminated Units Box. The AP player then chooses the 1st Guards Inf. Corps, with an LF of 3, to absorb the remaining LossNumberof1withouttakingfurtherdamage(12.6.2).TheRUTroopQualitymarkermoves–1ontheGeneralRecordsTrackfortheeliminatedLCU(24.1).

ThereisnoLossNumberdifferenceinfavortheeitherplayer,so the Combat has no winner. The defending units in Lutsk do not retreat (12.2.G.4).

AP attack on Dubno plays WarWearyAus-tro-Hungarians as a Combat Card and rolls a4foritsoffensivefireonthe8-9ColumnoftheHeavyFireTablewith+2DRM(+2forThe BrusilovOffensive, +1 forCavalrymodifier,–1forRoadmodifier).Thedierollbecomesa6andinflictsaLossNumberof7.CProllsa5foritsdefensivefireonthe8-9ColumnoftheHeavyFireTablewith a –1DRMandinflictsaLossNumberof5.

TherearetwoAHunitsinthedefendingspace,eachhavinganLF of 2. TheCPplayerchoosestohavethefull-strengthAHIIInf.CorpsabsorbdamagefromAPoffensivefire.This unit absorbs the Loss Number of 7, and takes a step reduction. The CPplayerchoosestohavethereduced-strength AH II Inf. Corps absorb the remaining Loss Number of 5. It takes another step reduction, is destroyed, and is replaced by a full-strength AH Inf. SCU (12.6.4).ThedestroyedAHII Inf.Corpsgoes intothe Replaceable Units Box. This unit has an LF of 1, absorbs the remaining Loss Number of 3, and takes a step reduction. The reduced-strength AH Inf. SCU has an LF of 1, absorbs the remaining Loss Number of 2, and takes another step reduction. It is destroyed and, as a result, AH II Inf. Corps is permanently eliminated(12.6.6).ThedestroyedAHIIInf.Corpsismovedto

the Eliminated Units Box. The CP player then chooses the full-strength AH VI Inf. Corps to absorb the remaining damage. This unit has an LF of 2, and absorbs the remaining Loss Number of 1 without taking further damage. AH Troop Quality is reduced by 1 for the eliminated LCU, and becomes “Poor” (24.1).

TheAPplayerchooses theRUGuardsCav.Corps toabsorbdamagefromCPdefensivefire.ThisunithasanLFof 2, absorbs a Loss Number of 5, and takes a step reduction. The AP player then chooses tohave the full-strengthRUXVIII Inf.Corps,with an LF of 2, absorb the remaining Loss Number of 3 and takeastepreduction.Hechoosestohavethereduced-strengthRU XVIII Inf. Corps absorb the remaining Loss Number of 1 withoutfurtherdamage(12.6.2).

SincethereisaLossNumberdifferenceof2infavoroftheAPplayer, the defending CP units lose the Combat and retreat two spaces to Lemberg (12.7.2).

The full-strength RU XIII Inf. Corps thenAdvancesAfterCombat into Dubno, recaptures an RU Victory Point space, and the AP gains 1 Victory Point. RU National Will is increased by 2, and Russia is no longer Demoralized, because RU units regainedcontrolofahomeVPspace(23.2). AH National Will is reduced by 1 because the CP lost this Combat. WarWearyAustro-Hungarians is discarded(9.8)andgoesintotheAPplayer’s Discard Pile.

CP Round 5: CP plays RussianArmyMo-raleDissolvesfor5OPStoactivateIvan-gorod and Jaroslau for Attack against Lublin, activateLembergforMovementtoBrody(2OPSPoints),andactivateLutskforMove-ment to build a Trench there.

AP plays ForcedMarch as a Combat Card andmovesthefull-strengthRUIIInfCorpsfromBrest-LitovsktoLublin. CP declines a FlankAttackAttempttoavoidthepossibilityof a losing die roll. So, CP rolls a 1 for its offensivefireonthe13-15Columnofthe

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HeavyFireTable(shiftingonecolumntotheleftbecauseoftheTrench)witha+2DRM(forGEHvyArty).Themodifieddierollbecomesa3andinflictsaLossNumberof5.TheGEHvyArtySCUhasspentonestepandisflippedover.AP rolls a 6 on the8ColumnoftheHeavyFireTable(shiftingonecolumntotherightbecauseoftheTrench)andinflictsaLossNumberof7.

TherearetwoRUunitsinthedefendingspace,eachhavinganLF of 2. TheAPplayerchoosestohavethefull-strengthRUIIInf.CorpsabsorbdamagefromCPoffensivefire.Thisunit absorbs a Loss Number of 5, and takes a step reduction. The AP playerthenchoosestohavethefull-strengthRUVInf.Corps,with an LF of 2, absorb the remaining Loss Number of 3 and takeastepreduction.Hechoosestohavethereduced-strengthRU V Inf. Corps absorb the remaining Loss Number of 1 without furtherdamage(12.6.2).

The CP player musthavetheGEInf.SCUwithanLFof2ab-sorbdamagefromAPdefensivefire.Thisunit absorbs a Loss Number of 7, and takes a step reduction. The reduced-strength GEInf.SCU,havinganLFof2,mustabsorbtheremainingLoss Number of 5. This unit takes another step reduction, and isdestroyed(12.6.4). The destroyed GE Inf. SCU goes into the Replaceable Units Box. The CP player next chooses the GE XI Inf. Corps to absorb the remaining Loss Number of 3. Since this unit has an LN of 3, it takes a step loss.

There is aLossNumber difference of 2 in favor of theAPplayer, so the defending units win the Combat. Although the CP loses this Combat, it is the attacker and does not retreat. ForcedMarch isdiscarded(9.8)andgoesintotheAPplayer’sDiscard Pile.

Action Round 6—AP Round 6: AP has no cards left and makes a 1 OPS Cardless Play (8.2.e)toactivateSarnyforMovement,andmovetheRU 1st Guards Inf. CorpstoBrest-Litovsk.

CP Round 6: CP plays Austro-HungarianReinforcements as a Reinforcement Card, placesAHBrudermannandHauerCav.Corpsin Krakow; places AH XVIII Inf. Corps in Krakow(–1StepforPoorTroopQuality);and places and AH XIX Inf. Corps in Bu-dapest(–1StepforPoorTroopQuality).

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Turn 10 (Fall 1916), Attrition PhaseNo OOS attritions.

Turn 10 (Fall 1916), Siege PhaseNo sieges.

Turn 10 (Fall 1916), War Status PhaseWar Status:AP=16;CP=16(CombinedWarStatus=32)Victory Points: 21No Automatic Victory. No Armistice.

Turn 10 (Fall 1916), Rebellion/Revolution PhaseNational Will: RU=4; GE=10; AH=3

Turn 10 (Fall 1916), Replacement PhaseNo replacements.

Turn 10 (Fall 1916), Strategy Card Draw PhaseAP Cards—RussianReinforcements,GermandomAgainstSlavdom,GermanWarIndustry,andTheBrusilovOffensive were playedfortheirEvents,andareremovedfromthegame.TheGreatRetreatand TheSomme were played for OPS Points, and went into the AP Discard Pile. WarWearyAustro-Hungarians and ForcedMarch were used as Combat Cards, and also went into the AP Discard Pile. There are no cards left in the AP player’s hand the end of the Action Phase, so hedrawssevencardsfromtheAPDrawPile.

CP Cards—Austro-HungarianReinforcements and GermanRein-forcementswere played for theirEvents, and are removedfrom the game. RasputinandRussianArmyMoraleDissolves were played for OPS Points, and went into the CP Discard Pile. Feuerwalze was played as a Combat Card, and also went into the CP Discard Pile. The CP player keeps RussianRailroadCollapse in his hand because only Combat Cardscanbediscarded(6.0.H). He draws six cards from the CP Draw Pile.

30.0 Short Game ScenariosWhen there’s not enough time to play the entire game, try these shortergamescenarios:

u 30.1 From Mobilization to Limited Wara. FollowtheBasicGameSetupRules(4.0).b. Use the 1914 Mobilization Setup Chart.c. PlaythegamefromtheSummer1914Turn(Turn1)totheendoftheSummer1915Turn(Turn4),followingtheSequenceofPlay(6.0).

d. At the end of the game, the Victory Point score determines thewinner(5.2).

u 30.2 The Brusilov Offensive and Beyonda.FollowtheBrusilovOffensiveSetupRules(30.2.1).b. Start the game in the Summer1916(Turn9) and follow the BrusilovGameStartRules(30.2.2).

c. Play the game until there is an Automatic Victory or Armi-stice,followingtheSequenceofPlay(6.0).

d. At the end of the game, the Victory Point score determines thewinner(5.2).

30.2.1 Brusilov Offensive Setupa. UseonlythefollowingAPStrategyCards:AP #3, 5, 8, 9, 16,

19, 23, 24, 26, 27, 29-32, 34, 36-55.b. UseonlythefollowingCPStrategyCards:CP #2, 6, 9, 11,

17, 18, 21, 26, 28-30, 32-55.c. UsetheBrusilovOffensiveUnitSetupChart.d.PlacetheTurnmarkerintheSummer1916(Turn9)space

on the Turn Track.e. Place the VP marker in the “23” space on the General Records

Track.f. Place the AP War Status marker in the “14” space, and place

the CP War Status marker in the“14” space, on the General Records Track.

g. Place the Combined War Status markers in the “28” space on the General Records Track.

h. Place the RU National Will marker in the “3” space, the AH National Will marker in the “7” space, and the GE National Will marker in the “7” space on the General Records Track.

i. Place the RU Troop Quality marker in the “4” space, the AH Troop Quality marker in the “3” space, GE Troop Quality in the “5” space, and IT Troop Quality in the “6” space on the General Records Track.

j. PlacetheReplacementPoints(RP)markersforeachNationnext to the General Records Track.

k.PlacetheAPandCPMandatoryOffensive(MO)markersinthe “None or Made” space on each player’s MO Track. Place theAPMOModifiermarkeronthe“2”spaceofitsMandatoryOffensiveModifierTrack.PlacetheCPMOModifiermarkeronthe“1”spaceofitsMandatoryOffensiveModifierTrack.

l. Place the “1 GE RP to TU RP” marker on its space in the CP ReserveBox.

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m. Place the “1 AP-A RP to RU RP” marker on its space in the APReserveBox.

n. Place the “AP Railroads”, “CP Railroads”, and “German War Industry”intheSummer1916(Turn9)spaceontheTurnTrack. Place the “RoyalNavyBlockade”, “Sea InvasionsAllowed”,“U-BoatsintheMed.”,“APConvoys”,and“RUAmphib Assaults Allowed” markers in their spaces on the mapboard.Placea“Landing”markeron theSea Invasionspace connected to Salonika.

o. Place a Destroyed Fort marker on each of the following Fort spaces: Lotzen,Kovno,Olita,Grodno, Lomza,Warsaw,Ivangorod,Brest-Litovsk,Przemsyl,Belgrade,andLutsk.

p. Place GE Control markers on Mitava,Radviliskaya, Pan-evezys,Sventsyany,Molodechno,Baranovichi,Pinsk,andLutsk. The CP player controls all RU spaces west of this line and may put GE Control markers on those spaces also.

q. Place a GE Control marker on Monastir and AH Control markers on all other spaces in Serbia and Montenegro.

r. Placea“Landing”markeron theSeaInvasionspacecon-nected to Salonika.

s. Place the AP Action Round markers next to the AP Action Round Chart, and place the CP Action Round markers next to the CP Action Round Chart.

t. PlacetheMove/Attackactivationmarkerswherebothplayerscan reach them.

u. Place all other markers within reach..

30.2.2 Brusilov Game Starta.StartingthegamefortheAPplayer:

1. The AP player makes a deck from his Strategy Cards. 2. The AP player then takes TheBrusilovOffensive card

from the deck, and shows this card to the CP player.3.TheAPplayerthenshuffleshisdeckanddrawsahandof

6 more cards.4. The AP player makes a Draw Pile from the rest of his

Strategy Cards. 5. The AP player is not required to play TheBrusilovOf-fensivefirst.

b.StartingthegamefortheCPplayer:1. The CP player makes a deck from his Strategy Cards.2. The CP player takes a 4 OPS card from his deck, and shows

this card to the AP player.3.TheCPplayerthenshuffleshisdeckanddrawsahandof

6 more cards.4. The CP player makes a Draw Pile from the rest of his

Strategy Cards. 5. The CP player is not required to play the 4 OPS Point card first,andisnotrequiredtoplaythecardasanEventifthecard is played.

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31.0 Strategy Tips

31.1 Allied Powers StrategyTheAlliedPowersshouldfollowanaggressivestrategyineitherEast Prussia or Galicia because VP spaces within the Central Powers are dispersed. Cutting the Central Powers in half by drivingthroughAustria-HungarytoPecscouldbeanattractivestrategy.AHunitssouthofthatlinewouldbecutofffromtheirhomeSupplySources.TurkeycouldnotconvertGERP’sintoTU RPs. Bulgaria would be isolated.

ThelossofRussianVPspacesmustbeavoidedoroffsetbytheRussiancaptureofVPspaces,topreventRUNationalDemor-alizationandconsequentuprisings.PreventingsuchuprisingsiscriticaltoavoidingtheRussianRevolution.

HeavylossescouldbeimposedonAHunitsbeforeGermanyfillsthegap.AHTroopQualitywoulderodequicklyandforcetheCPplayertousefeweranddecreasinglyeffectiveAHunitsto stop a Russian onslaught. It would also lead to AH National DemoralizationthatforcestheCPplayertodivertunitsfromthe front to put down consequent uprisings. The CP player risks Austro-Hungarian collapse if he ignores AH uprisings. An AH collapse makes it likely that the Allied Powers can win the war on the Eastern Front.

RUunitswilloutweighGermandefendersatfirst.TheAPplayercouldpushintoGermanyearlytotakewhateverVPspaceshecanbeforeGermandefensesfirmupandforcehimtoturnsouth.IfGEunitscannotbluntaRussianadvance,theAPplayercouldcontinue west to impose more losses on GE units, capture more VP spaces in Germany, and induce uprisings to threaten German supply and transportation lines.

The AP player should bring Italy and Romania into the war as soon as possible, forcing the Central Powers to thin out their unitsfightingRussia.ThiswouldimpedetheCentralPowers’strategytocaptureasufficientnumberofRussianVPspacestoinduce RU National Demoralization, consequent uprisings, and theRussianRevolution.

ForcingtheCPplayertofightRussian,Italian,andRomanianFronts simultaneously, and defend against AP units in the Bal-kans, could stretch the Austro-Hungarian defenses so thin that theybreakandeventuallyleadtoanAHcollapse.

31.2 Central Powers StrategyTheCentralPowersshouldtrytopinchoffthePolishSalientand capture Russian VP spaces there. Seizing other Russian VP spaces lined up near the front is the next priority. Capturing enough of those would induce RU National Demoralization andconsequentuprisings.ImposingsevereRUcasualtiesintheprocess would erode RU Troop Quality. The AP player would thenbeforcedtodivertdecreasinglyeffectiveRUunitsfromthefronttoputdowntheuprisingsorriskaRussianRevolu-tion.InducingtheRussianRevolution(evenif theAPplayertemporarilysuppressesit),makesitmorelikelythattheCentralPowers can win the war on the Eastern Front.

The Central Powers will start the game with an AH Mandatory OffensiveagainstSerbia.So,theCPplayershoulddowhathecan to take Cetinje or Belgrade, but he will also be pressed to moveAHunits east andconfrontRussian forces.He shouldbring Bulgaria into the war as soon as possible to help collapse Serbia and bring Turkey into play. Until Romania enters the war,BUandTUunitsshouldmoveagainstAPforces in theBalkans and in Greece to protect Austria-Hungary’s southern flank.IfRomaniaenters thewar,availableBUandTUunitsshouldbeturnednorthtoaidAHforcesinoverwhelmingtheRomanian army.

WhenItalyentersthewar,theCPplayerisbestoffallocatingjustenoughforcestoholdITunitsatbayuntilRussiaiseffectivelyneutralized. Then he can shift CP units to the Italian Front and taketheoffensiveagainstAPforcesthere.

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32.0 Strategy Card Histories & Notes

32.1 Allied Powers CardsAP #1 Drive on East Prussia: Tsar Nicholas II responded to French requests for direct aid from by ordering a change from the original Russian plan to attack Austria-Hungary and watch Germany. Instead, the Russian First and Second Armies were sent into East Prussia.

AP #2 Russian Reinforcements: The Russian 9th Army, which included the RU Guard, XXVI, XVIII, and I Turkestan Infantry Corps, assembled in August 1914.

AP #3 Plehve:Gen.PavelPlehvewasanaggressiveandtacti-cally skillful leader who commanded the Russian 5th Army in the 1914 Battle for Galicia, and later stopped the 1915 German driveonRiga.PlehvecommandedtheRUNorthwesternFrontfrom 1915 to early 1916, and died in April 1916.

AP #4 Zheleznodorozhnyye Voyska (“Railway Troops”): Russiabuiltrailroadsusingadifferentgaugethanitsneighborstoimpedetransportationforinvadingarmies.Afterthewarbe-gan, alterations to rail connections with Austria-Hungary were needed to support the Imperial Russian Army in the Battle of Galicia. This was done by the Zheleznodorozhnyye Voyska, the oldest railway troops in the world, established in 1851 as an engineering corps unit of the Imperial Russian Army.

AP #5 No Retreat:StavkaorderedGen.NikolaiIvanovnottoretreat his depleted Southwestern Front forces facing a Central Powerscounter-offensiveinGalicia.

AP #6 Prittwitz:Gen.MaximilianvonPrittwitz(nicknamed“The FatOne”) commanded theGerman 8thArmy inEastPrussiawhenthewarstarted,buthisindecisivenesscausedtheGermanSupremeArmyCommand(ObersteHeeresleitungor“OHL”)toremovehimandappointGen.PaulvonHindenburgas his successor.

AP #7 Galicia Offensive: Russian 3rd, 4th, 5th, and 8th ArmiesdroveintoGaliciaduringSeptember1914,andAustria-Hungary lost nearly half of its forces engaging the Russians.

AP #8 Putnik: Gen. Radomir Putnik led the Serbian Army to successive victories overAustro-Hungarian invaders untilBulgariaalsostruckSerbia toavengeitsdefeatby theSerbsintheSecondBalkanWar.OverwhelmedbyCPattacksfromleft and right, Putnik refused surrender and force-marched his troopstoAlbanianports.Fromthere,theywereevacuatedbyAP ships to the Greek isles. In poor health during and after the Serbia Withdrawal, Putnik died in May 1917.

AP #9 Battle for Warsaw: AspartofajointGE/AHoffen-siveintoPoland,startedinSeptember1914, theGerman9thArmy attempted to capture Warsaw twice but was repulsed. In August1915,afterthreeweeksofhardfighting,Warsawfelltothe German 12th Army.

AP #10 Kitchener:SeveremunitionshortagesthattheImperialRussianArmyexperiencedinthefirsthalfof1915,duetoinad-equate domestic production, were cured in part with shipments arrangedbyLordHoratioKitchener.(In1898,LordKitchenerwon fame for winning the Battle of Omdurman and securing controlofSudanfortheBritishEmpire.)Kitchenerdiedin1916whenhisshipsankafterstrikingaminewhilehewastravellingto Russia for diplomatic negotiations.

AP #11 Royal Navy Blockade:Britishnavalvesselsblock-aded the Turkish coast following Turkey’s entry into the war as aCPallyinNovember1914.ItcutoffshippingthattheOttomanEmpire depended upon for importing, exporting, and internal transportation.

AP #12 Russian Reinforcements: The Russian 10th Army, which included the II Caucasus, III Siberia, and XXII Finnish Infantry Corps, assembled in August 1914.

AP #13 Stavka: Supreme Headquarters of the Imperial Russian Army.Itcontrolledanactivearmyof114infantryand36cavalrydivisions.Stavkapreparedtwowarplans:PlanGdesignedathree-armyoffensiveagainstGermanywhileusingthreearmiestoholdoffAustria-Hungary,andPlanAdesignedafour-armyoffensiveagainstAustria-Hungarywhileusingtwoarmies toholdoffGermany.

AP #14 Rule Britannia: RoyalNavy surface combatantsachieveddominanceintheMediterraneanbasinbyFall1914,bottlinguptheAustro-HungarianNavyandsweepingawaytheGermanNavy.

AP #15 Conrad:FieldMarshallFranzConradvonHötzendorf,Austro-HungarianChief-of-Staff,hadakeenstrategicmindthatwasoffsetbyanunrealisticviewofhisarmy’sabilities.Theresultwasthathedevisedaseriesofbrilliantplansthatallfailed.

AP #16 Alexeyev:Gen.MikhailAlexeyev commanded theNorthwestern Front and skillfully extricated Russian troops from entrapment in the Polish Salient during 1915. Tsar Nicholas II laterappointedhimasStavkaChief-of-Staff.

AP #17 Siege of Przemysl: TheRussianoffensiveintoGaliciapushedtotheCarpathianMountainsbyOctober1914,leavingthe AH fortress at Przemysl behind Russian lines. The besieged Przemysl garrison surrendered in March 1915.

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AP #18 Intervention in the Balkans: Responding to the AH/BU invasion of Serbia, France andBritain convincedGreek Prime Minister Venizelos to allow the landing of an AP expeditionary force at Salonika. Greece’s King Constantine, wishingtoavoidtheKaiser’swrath(theKaiserwashisbrother-in-law),madeVenizelosresign.TheBR/GRNationalDefenseCorps that landed at Salonika was led by the British, but was also composed of Greek soldiers who supported Venizelos and opposed King Constantine.

AP #19 Shore Bombardment: British and French surface com-batantswereusedasfloatingartillerytogiveAPtroopsneartheMediterraneanshoreaslightbutcontinuousadvantageinbattle.

AP #20 Russian Reinforcements: The RU XXIX, XXX, XXXI,XXXII, andXXXIII InfantryCorpswerebuilt tofillmanpowershortagesresultingfromcasualtiessufferedin theBattle for Galicia.

AP #21 Italy: Although a member of the pre-war Triple Alliance with Austria-Hungary and Germany, Italy declared its neutral-ityin1914.ItarguedthattheTripleAlliancewasdefensiveinnature, and Austria-Hungary’s aggression against Serbia did not obligateItalytotakepart.Also,anItaliannationalistmovementcalledItaliaIrredenta(UnredeemedItaly)demandedseizureofItalian-inhabited territories in Austria-Hungary. This idea was adoptedbyasignificantpartoftheItalianpoliticalelite.Italywas persuaded to enter the war in May 1915 as an AP ally be-cause of its ambition to take the Trentino region, the port city of Trieste, and the eastern Adriatic coast from Austria-Hungary.

AP #22 Salonika Invasion: British and French troops landed at Salonika and, as their numbers grew, so did their combat power. Adding a rebuilt Serbian Army, this force put Bulgaria out of the war,liberatedSerbia,andpreparedtoinvadeAustria-Hungarywhen the CP sued for peace.

AP #23 Convoy: In response to the threat posed by German U-Boats to Mediterranean shipping, AP troop transports and supplyshipstraveledingroupsguardedbyBritishandFrenchdestroyers and other surface combatants assigned to sink or driveawayenemysubmarines.

AP #24 The Great Retreat: Beginning in September 1915, the Imperial Russian Army was withdrawn from Poland to avoidenvelopmentbyGermanandAustro-Hungarianforces.When this process ended in October 1915, Russian forces held a 400-mile line stretching from Riga in the north to Czernowitz in the south.

AP #25 Polivanov:AlexeiPolivanovwasappointedRussianMinister of War in June 1915, after which he created Special Councils with industrialists to reform faulty armament and munition production systems, bringing an end to Russian war materielshortages.PolivanovalsobroughttheImperialRussianArmy up to modern European standards. Despite his accom-plishments,Polivanovwaslaterdismissedforoffending“madmonk” Grigory Rasputin.

AP #26 Cadorna: When Italy entered the war, Gen. Luigi Ca-dornawastheItalianArmyChief-of-Staff.AsattritionfromtheIsonzoRiverbattlessappedhistroops’willingnesstofight,headoptedapolicyofcapitalpunishmenttomotivatethem.IntheEleventhBattleoftheIsonzo,Cadornaputtremendouspressureon the AH defenders and almost broke through.

AP #27 Russian Reinforcements: During his tenure as MinisterofWar,AlexeiPolivanovinstitutedanewrecruitmentsystem that raised 2,000,000 well-trained, disciplined, and motivatedtroops.

AP #28 Sarrail: Gen. Maurice Sarrail was appointed to com-mand multinational AP forces at Salonika, designated as the Army of the Orient. He reorganized them and supplied them acrossanarrowspanoftheAdriatictoavoidGermanU-Boats.Sarrail built a potent force and led it north in Fall 1915 to assist the Serbian Army, but was blocked by Bulgarian units. After Serbia fell,Sarrail retreated to adefensiveperimeter aroundSalonika.InSeptember1916,hewentontheoffensivetorelieveRomaniabutwasstalledagainbystiffCPresistance.

AP #29 Albanian Gambit:Thisisahypotheticalderivedfromthe AP decision to land troops in Macedonia for the purposes of liberating Serbia, defeating Bulgaria, and rolling back the Turks.

AP #30 German Labor Strikes:Food shortages, an ever-risingcostofliving,andincreasingfrustrationswiththewardrovelong-sufferingGermanworkerstogoonstrike137timesin 1915, 240 times in 1916, and 561 times in 1917.

AP #31 Massed Cavalry Charge:AnabundanceofcavalryenabledtheImperialRussianArmytolaunchmassedcavalrycharges against retreating Austro-Hungarian infantry in 1914. Asthewardraggedon,changingbattletacticsandadvancedweaponryreducedtheopportunityforsuccessfulmassedcav-alry charges.

AP #32 The Serbs Return: In Fall 1915, a multinational CP forcedefeatedtheSerbianArmyanddroveit intoexile.TheSerbs rebuilt their army, assisted by the Allied Powers, and werebroughttoGreeceforanoffensivethatliberatedSerbiaandpreparedtoinvadeAustria-Hungary.

AP #33 Italian Reinforcements: Gen. Luigi Cadorna was compelled to raise additional divisions by 1916 due to hisstrategy of attritional warfare against the Austro-Hungarians.

AP #34 Noemvriana (“November Events”): In 1916, AP troopslandedinAthenstopreventKingConstantinefromally-ing Greece with the Central Powers. His pro-German leanings, firingVenizelos,andsurrenderingFt.RupeltoBulgariamadethe Allied Powers suspicious that this was coming. AP forces met organized resistance from armed Greek monarchists, and a confrontation took place in which King Constantine nearly declaredwarontheAlliedPowers.APnavalforcesthenimposeda blockade against Greece, and King Constantine was forced to abdicate in 1917.

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AP #35 Brusilov:StavkagaveGen.AlexeiBrusilovcommandof the Imperial Russian Army’s Southwest Front in March 1916. ReviewingtacticsemployedbyGermantroopsattheBattleofLake Naroch, and adjusting for shortcomings in Russian arms, he designed a system to break through Austro-Hungarian trench lines opposite his forces.

AP #36 Cavalry Screen:RussiancavalrywereoftenusedtoprobethestrengthofenemyforcesinfrontofadvancingRussianinfantry,andprotecttherearandflanksofretreatingRussianinfantry by positioning themselves between the infantry andpursuing CP troops.

AP #37 Russian Reinforcements: During his tenure as Min-isterofWar,AlexeiPolivanovraisedadditionalGuardsdivisionsandreorganizedRussiancavalryintocorps-sizedformations.

AP #38 The Arab Revolt: In June 1916, theArabRevoltbegan and caused the Ottoman loss of Islam’s holiest shrines. Arabs marched on Damascus, and fought for dominion of the Hejaz.TherevoltforcedadiversionofTurkishtroopstobattleArab insurgents.

AP #39 Romania:CovetingterritoryinTransylvania,Romaniadeclared war on the Central Powers in August 1916 and attacked north into Austria-Hungary with two of its four armies. A mixed AHandGEforcestoppedtheRomanianoffensive,whileasec-ond CP force comprised of Germans, Austro-Hungarians, and Turks attacked into Romania from the south. Bucharest fell in December 1916.

AP #40 Greece: Following the abdication of King Constantine, Greece joined the Allied Powers in June 1917. Greek soldiers then fought alongside French and British troops in the Balkan front.

AP #41 Forced March: Throughout the war, Russian com-manders used forced marches to reinforce beleaguered RU positions, extricate RU troops from entrapment, and pursue retreating AH troops.

AP #42 Italian Reinforcements:StillmoreItaliandivisionswereraisedby1917duetolossessufferedintheIsonzobattles,themassiveAH/GECaporettoattack,andtheAHAsiagoof-fensive.

AP #43 “Germandom Against Slavdom”: German insistence upon commanding the entire Eastern Front alienated Slavscomprising half of the Austro-Hungarian army, and led to some resistance against orders that came from the German OberOst (SupremeHeadquartersEast)insteadoffromAHChief-of-StaffConrad.

AP #44 The Brusilov Offensive: Beginning in June 1916, Gen.AlexeiBrusilov launched simultaneous attacks alongtheentireRUSouthwesternFront.ThispreventeddefendingAustro-Hungariansfromsendingreservestoanysinglepointofattack.AsRussiantroopsdroveforward,thinnedAHforma-tionscollapsed.AttritioneventuallyworedowntheRussians,causingtheBrusilovOffensivetorunoutofsteaminJuly1916.

AP #45 The Somme:Alarge-scaleoffensiveinJuly1916,wherethe French and British coordinated their forces. The Germans were compelled to triple thenumberof defendingdivisions.Germancommandersinsistedthattheirtroopsfightforeveryyard, massing forward positions with troops and making them easy targets for British artillery. The resulting carnage led to thedismissalofGen.ErichvonFalkenhaynaschiefofOHL.

AP #46 “Desperate Frankie”: Repeated military failures endedGen.MauriceSarrail’scommandovertheArmyoftheOrient. He was succeeded by Gen. Franchet d’Espèrey in early 1918. In September 1918, d’Espèrey led an army of Greeks, French,Serbs,British,andItaliansonasuccessfuloffensiveinMacedonia that took Bulgaria out of the war. He followed this victorybyoverrunningmuchoftheBalkans,andwasprepar-ingtoinvadeAustria-Hungary.CollapseoftheSouthernFrontwasoneofseveraldevelopmentsforcingtheNovember1918Armistice.Duringhisfinalcampaign,d’Espèreywasgiventhenickname“DesperateFrankie”byBritishofficers.

AP #47 Bulgarian Army Breaks: By 1918, Bulgarian troops were poorly equipped, short of ammunition and food, and tired ofwar.TheywereleftvirtuallyalonetofendoffAPforcesinthe Balkans, as the German Army transferred its units to the Western Front. In September 1918, the Allied Powers launched anoffensiveintoSerbiausingFrench,British,andSerbtroops.When the defending Bulgarians could no longer hold, AP units broke through their lines. The Bulgarian Army was forced into a general retreat.

AP #48 War Weary Austro-Hungarians: Plagued by starvation,ashortageofweapons,andinsufficientmunitions,Austro-Hungarian units frequently abandoned their positions underpressurefromadvancingAPforcesin1918.

AP #49 Russian Reinforcements: Formed from Opolchenie (“MilitiaBrigades”),theRUXXIX,XL,andXLIInfantryCorpswerecomposedofsecondreservemanpowerandolderrecruits.

AP #50 Long Live the Tsar!: This hypothesizes a Tsar capable of suppressing rebellion, keeping the loyalty of his subjects and hismilitary,anddefeatingarevolution.ThemechanicsusedbyIllusions of Glorytorepresentthis(23.4.3)separateitfromotherWorldWar1card-drivengames.

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AP #51 Supreme War Council: The disastrous Battle of CaporettoconvincedtheAlliedPowersthattheyneededclosercooperation. They formed the Supreme War Council as an advisorybody,whichlaterdevelopedintoaunifiedcommand.ItsfirstactwastosendsixFrenchandfiveBritishdivisionstothe Italian Front.

AP #52 Austro-Hungarian Sailor Revolt: In February 1918,amutinystartedintheAHFifthFleetattheKotornavalbase on the Adriatic Sea. Sailors on 40 ships joined the mutiny. Initial demands for better treatment were soon replaced by political demands and a call for peace. The mutiny was put down by force.

AP #53 Turkish Desertions:Whileeveryethnicgroup inthe Ottoman Empire contributed to the ranks of Turkish Army deserters, the majority were Turks and Anatolian Muslims. Physicalandmentalexhaustion,elusivenessofvictory,andtheperception that the Ottoman Empire was dying caused desertions from Turkish army units. By the end of the war, there were at least 500,000 desertions. Deserters roamed the countryside, livingoffthelandandbecomingbandits.Turkishtroopshadtobedetachedinevergreaternumberstodealwiththesecurityproblems that these deserters created.

AP #54 The Kerensky Offensive: In March 1917, the Tsar lost political legitimacy and control of his military. He abdi-catedandwasreplacedbyaProvisionalGovernmentheadedbyPrinceGeorgyLvov,withAlexanderKerensky—amemberof the Duma(Parliament)—inhiscabinet.KerenskyproddedGen.Brusilov,nowRussiancommander-in-chief,tolaunchanattackinGalicia.Itwasbrieflysuccessful,andthencollapsedunder a counterattack by CP forces. The failure of the “Kerensky Offensive”broughtdowntheLvovgovernment,butelevatedKerensky himself to head its replacement.

AP #55 Treaty of Brest-Litovsk:InNovember1917,afterwrestlingpowerawayfromtheProvisionalGovernment, theBolsheviksbeganpeacenegotiationswithGermany.Thepeacetalks broke down in February 1918 due to the Germans’ harsh demands.GermanythenlaunchedanoffensivetowardPetrograd,Moscow,andKiev.RussianforceswereoverwhelmedbytheGerman assault. In March 1918, Russia signed the Treaty of Brest-LitovsktoendhostilitieswithGermanyontermsdictatedby the Germans.

32.2 Central Powers CardsCP #1 Guns of August: In August 1914, the German 8th Army prepared for attacks from the Russian 1st and 2nd Armies into East Prussia. The Germans set an ambush for the RU 1st Army westofGumbinnen.Ifsuccessful,theywouldnextmoveagainstthe RU 2nd Army. If not, the GE 8th Army planned to retreat behindtheVistulaRiver.

CP #2 Von François:Gen.HermannvonFrançoiscommandedtheGEIInfantryCorpsinAugust1914.Aggressivetothepointof insubordination,heattackedadivisionof theRussian1stArmy east of Gumbinnen and caused the German 8th Army to lose the element of surprise.

CP #3 German Reinforcements: The German 8th Army was reinforced by the GE XI and Guard Res. Infantry Corps, taken fromvonSchlieffen’srightwingontheWesternFront,andbyacavalryunitfromBelgium.

CP #4 Burgfrieden (“Party Truce”): Feuding political parties intheReichstagsetasidetheirdifferencesandjoinedinsupportoftheGermanwareffort.

CP #5 Hindenburg and Ludendorff in Command: After losing the Battle of Gumbinnen on August 20, 1914, the Ger-man8thArmyplannedaretreatfromEastPrussia.Dissatisfiedwiththisdecision,OHLsackedthearmy’scommander(Gen.Maximilian vonPrittwitz) and replaced himwithGen. PaulvonHindenburg,aveteranoftheFranco-PrussianWar.Inturn,vonHindeburgappointedGen.ErichLudendorffasthearmy’sChief-of-Staff.

CP #6 Wireless Intercepts: Orders were transmitted to Impe-rial Russian Army units by wireless in an easily decipherable code that was intercepted and decoded by the Germans, who were then able to prepare for and counter Russian combat plans.

CP #7 Rennenkampf:Gen.PavelRennenkampfcommandedthe Russian 1st Army in August 1914. He led his army into East PrussiafromKovnowhiletheRussian2ndArmyadvancedintoEast Prussia from the south. Between them, they were supposed totraptheGerman8thArmy.However,Rennenkampfprocras-

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tinatedafterhisvictoryatGumbinnenandfailedtohelpclosethe trap.This left the advancingRU2ndArmyunsupportedagainst German forces at Tannenberg.

CP #8 Landwehr to the Front: Germany’s Landwehr was a thirdcategoryoftroops,aftertheregulararmyandthereserves.They were intended to be a territorial defense force, but combat losses compelled the Germans to integrate them into front-line units as replacements.

CP #9 Tannenberg: On August 26, 1914, the GE XVII and I Res. Infantry Corps attacked the RU 2nd Army at Tannenberg, strikingitsrightflank.TheGEIInfantryCorpsattackedtheRussians’leftflank.Althoughthreatenedwithencirclement,theRussians delayed their retreat so that the Russian 1st Army could attack the Germans from behind. When that failed to materialize, it was too late for an orderly retreat. Only fragments of the RU 2nd Army managed to escape. The GE 8th Army followed this upbypushingbrieflyintoRussia.

CP #10 OberOst: Created in 1914, OberOst(SupremeHead-quartersEast)consistedofitscommanderandhismilitarystaff,alongwiththedistricts theycontrolled.Thefirstcommanderof OberOstwasGen.PaulvonHindenburg.WhenGen.ErichvonFalkenhaynwasdismissedasheadofOHLin1916,vonHindenburgreplacedhim.PrinceLeopoldofBavariawasthengiventitularcommandofOberOst, but operational control was giventoGen.MaxvonHoffmann.

CP #11 Masurian Lakes: After decimating the Russians at Tannenberg, the German 8th Army turned on the Russian 1st Army near the Masurian Lakes. German forces nearly broke through the Russian left, and Russian counterattacks failed. The RU1stArmywithdrewtoKovno.

CP #12 German Reinforcements: The German 9th Army was formed in Fall 1914 from the GE XVII Res. and XXV Res. InfantryCorps, the 1stCavalryKommando, and other unitsfrom the GE 8th Army.

CP #13 Eisenbahntruppen (“Railroad Troops”): Organized intobrigadesofrailconstruction,railtraffic,andgenerallaborcompanies,German railroad troops fulfilled threemainmis-sions—to facilitate the rail transport of troops and supplies, to repair damaged rail lines, and to extend standard gauge rail lines for troop mobility.

CP #14 German Reinforcements: OberOst was reinforced with the GE II and XXI Infantry Corps from the Western Front and with the XXXVIII Res. and XXXIX Res. Infantry Corps in late 1914.

CP #15 Mackensen:Gen.AugustvonMackensenwasgivencommand of the German 9th Army in Fall 1914. His forces captured Lodz on December 6, 1914. In May 1915, he took command of the newly-formed GE 11th Army, and spearheaded anoffensivethatbrokethroughtheRussianlinesattheBattleof Gorlice-Tarnow. After that, Mackensen and the GE 11th Armymoved to the Serbian frontwhere they attackedBel-grade in September 1915. In September 1916, Mackensen led a combined force of Germans, Austro-Hungarians, Turks, and BulgariansagainstRomania.Hedevisedatactic,laternamed

the“MackensenWedge”,inwhichmassiveartillerybarrageswere used to blow open a defending line at the point of attack.

CP #16 Hoffmann: With the best operational mind of any EasternFrontgeneral,Gen.MaxvonHoffmanndesignedthebattle plans that destroyed the Russian 2nd Army at Tannenberg, defeated the RU 1st Army in Masuria, stopped the Kerensky Offensive,andfinishedtheRussianArmy.

CP #17 Chlorine Gas: In 1915, German forces used chlorine gas against the Imperial Russian Army during battles south of Warsaw and at Osowiec, causing thousands of Russian casual-ties.

CP #18 German Reinforcements: OberOst was reinforced with the GE XIII Infantry Corps from the Western Front and with the XXIV and XL Res. Infantry Corps in early 1915.

CP #19 U-Boats in the Mediterranean: The introduction of German U-Boats into the Mediterranean changed the bal-anceofnavalpowerandimpededthe transportofAPtroopsandsuppliesbyseauntilAPnaviesdevisedtheconvoysystem.Withoutarmedescorts,noAPinvasioncouldbeattemptedorevencontemplatedinthefaceofthesubmarinemenace.

CP #20 Sud Army: Assembled in January 1915 from Austro-HungarianandGermanformationstofillagapinGalicia,theSud Army fought on the Eastern Front as a multinational unit untilitwasdissolvedinJanuary1918.

CP #21 Army of the Bug: NamedfortheBugRiver,theArmyof the Bug was a German command formed in July 1915. It foughtexclusivelyontheEasternFrontuntilitwasdissolvedin March 1918.

CP #22 The Black Hand: Founded in May 1911 by Serbian Armyofficers, theBlackHandSociety aimed touniteSerb-inhabitedterritoriesbytrainingandarmingguerillafightersandsaboteurs. They organized and facilitated the assassination of ArchdukeFranzFerdinandduringhis1914visittoSarajevo,leading to the outbreak of war. Assassinations and other illegal activitiesby theBlackHandspurredSerbianPrimeMinisterNikolaPašićtoarresttheirmembersanddestroytheorganiza-tion.

CP #23 Bulgaria:CovetingterritoryinSerbianMacedonia,andseekingrevengeforitsdefeatbytheSerbsintheSecondBalkan war, Bulgaria entered the war as a CP ally in September 1915.ItsinvasionofSerbia,whiletheSerbianArmywasfullyengaged against German and Austro-Hungarian forces, sealed a defeatoftheSerbs.BulgariantroopsthenblockedtheadvanceofAPforcesfromGreeceintotheBalkans.Leftvirtuallyalone,as German units transferred to the Western Front, the Bulgarian Army was worn down by AP forces and collapsed.

CP #24 Surrender of Ft. Rupel: In May 1916, King Con-stantine ordered the surrender of a Greek fort guarding the Rupel PasstoapproachingBulgarianforces.TheGreekkingmayhavebeentryingtoavoidwarwithBulgaria,buttheAlliedPowersvieweditasproofthathesecretlysidedwithhisbrother-in-law,Kaiser Wilhelm II, and that Greece might become a CP ally. Bul-gariaalsooccupiedthefortifiedmountainpositionsatDoiran.

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CP #25 Russian War Materiel Shortage: A shortage of Russianartilleryshellsandriflesthatthreatenedin1914becamea full-blown crisis in early 1915. Russia’s pre-war industrial developmentwasoutmatchedbytheneedsofmodernwar.ItopenedawholehostofquestionsabouttheviabilityofTsaristRussia’s economic and political systems. This storm was delayed whenAlexeiPolivanovwasappointedRussianMinisterofWarinJune1915.PolivanovcreatedSpecialCouncilswithindustri-aliststoreformthefaultyrequisition,production,anddeliverysystems causing Russian war materiel shortages.

CP #26 Von Bojna:General SvetozarBoroevic vonBojna(laterpromotedtoFieldMarshal)commandedtheAHVIIn-fantry Corps in Galicia during 1914, and successfully fought offsuperiorRussianforcesfromhisdefensivepositonsintheCarpathianMountains. InMay 1915, vonBojnawas givencommand of the Austro-Hungarian 5th Army in Italy and dis-tinguishedhimselfindefensivefightingalongtheIsonzoRiver.

CP #27 The Tsar Takes Command: Tsar Nicholas II replaced theGrandDukewithhimself as commanderofStavka afterRussia’s defeat at theBattle ofBrest-Litovsk.TheTsarwasmilitarilyunqualifiedforsuchacommand,whichalsocausedhim to neglect his political duties as leader of the Russian nation.

CP #28 Turkish Reinforcements: The TU VI Infantry Corps wasreleasedfromThracetofightinRomania,andtheTUXVInfantryCorpswasreleasedfromGallipolitofightinGalicia.Still, the Turks lacked the ability to support the number of corps that they put into thefield.As thewar continued, the strainseverelydamagedtheirlargelyagrarianeconomy.

CP #29 German Reinforcements: In 1915, the GE IV Res. and X Res. Infantry Corps were transferred from the Western Front to reinforce OberOst.

CP #30 Austro-Hungarian Reinforcements: Created from regularandreservedivisions,theAHXVIIIandXIXInfantryCorps saw action in Galicia and Italy. A number of independent cavalrydivisionswereconsolidatedintotwocorps-sizedfor-mationsandassignedtoGen.LeopoldvonHauerandtoGen.AdolphvonBrudermann.

CP #31 German War Industry: Unable to rely on foreign sup-pliersduetotheAPnavalblockade,Germanygreatlyexpandedits own production of armaments and munitions.

CP #32 Lake Naroch: In 1916, the French pleaded with Tsar Nicholas II to and relieveGerman pressure onVerdun.OnMarch18,1916,StavkalaunchedacoordinatedattackbytheRUNorthwest Front and the RU Western Front against outnumbered GermanforcesnearLakeNaroch.Afteranineffectivetwo-dayRussian artillery barrage, Northwestern Front forces attacked andweredrivenback.TheWesternFront’sattackboggeddownbecause an early spring thaw melted the winter ice and made thebattlefieldswampy. Itsassaultswere restricted tonarrowlandbridgeswhereRussiantroopswerevulnerabletoGermanartilleryandmachineguns.Theoffensivelostallmomentumby month’s end.

CP #33 The Struma and Monastir: In August 1916, Gen. Maurice Sarrail’s AP force from Salonika checked a Bulgarian movetocrosstheStrumaRiverandreachtheGreekcoast.Laterthat month, he attacked the Bulgarian 1st Army at Doiran but failed to dislodge them. In September 1916, Sarrail captured Monastirbuthisattemptstomovefurthernorthwerestoppedby the German 11th Army.

CP #34 Rasputin: Grigory Rasputin became known as the “MadMonk”forhisdepravity,eccentricities,andobsessions.Rasputin’s ability to treat the Tsar’s hemophiliac son enabled him to manipulate the Tsarina and, through her, the Tsar and the RussianEmpire.RasputinhurttheRussianwareffortbyengi-neeringtheappointmentofcorruptandincompetentofficials.InDecember1916,Russiannoblestriedtosavetheircountryby assassinating Rasputin.

CP #35 King Constantine: When war broke out, Greece’s King Constantine was faced with a dilemma. He sympathized with Germany, ruled by his wife’s brother. He was also aware that a maritime country like Greece could not antagonize the AlliedPowers,whosenaviesdominatedtheMediterranean.Theking chose a policy of neutrality but his Prime Minister, Elefthe-riosVenizelos,wasferventlypro-AP.WhenBulgariaattackedSerbia, Venizelos tried to use his majority in the Greek Parlia-ment to ally Greece with the Allied Powers. After Venizelos permittedAPforcestolandatSalonika,KingConstantinefiredhimandhefledthere.InAugust1916,VenizelosestablishedaprovisionalrevolutionarygovernmentinSalonikaanddeclaredwarontheCentralPowers.APnaviesblockadedpro-monarchistareas of Greece and forced King Constantine to abdicate.

CP #36 German Reinforcements: In 1916, the GE XXII Res. and XXVII Res. Infantry Corps, along with one battalion ofheavyartillery,weretransferredfromtheWesternFronttoreinforce OberOst.

CP #37 Enver-Falkenhayn Summit: As Minister of War and defactoCommander-in-Chief,EnverPashawasthemostpower-fulfigureintheOttomanEmpire’sgovernmentandbroughttheOttoman Empire into the war as a German ally. At a meeting withGen.ErichvonFalkenhaynin1916,EnverpledgedtosendtroopstoGaliciaandassistintheinvasionofRomania.

CP #38 Verdun: When German forces attacked Verdun in February 1916, the French defenders were ordered to hold at all costs. Gen. Henri Petain, who commanded the French at Verdun, receivedaregularsupplyoffreshdivisions.Nearlytwo-thirdsofthe entire French Army fought at Verdun at one time or another. OHL planned to turn Verdun into a killing ground for the French Army, but the French defenders fought tenaciously and used an interior line of forts to keep Verdun out of German hands.

CP #39 Falkenhayn: After his dismissal from OHL in 1916, Gen.ErichvonFalkenhaynwassenteasttocommandTurkishtroops.

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CP #40 Clearing the Dobruja: Leading a combined force of Germans, Austro-Hungarians, Turks, and Bulgarians against Romania,Gen.AugustvonMackensenconductedanoffensiveintheDobrujaregionofRomania(borderedbytheDanubeRiverandtheBlackSea)todriveoutallRomanianandRussianforces.

CP #41 Austro-Hungarian Reinforcements: Created from regularandreservedivisions,theAHXXII,XXIII,XXIV,XXV,and XXVI Infantry Corps were sent to the Italian Front and drovetheItalianArmyintoretreatduring1917.

CP #42 Von Below:In1917,Gen.OttovonBelowcommandedthe Austro-German 14th Army on the Italian Front. On October 24, 1917, his army attacked Italian positions along the Isonzo RiverintheBattleofCaporetto(TwelfthIsonzo).VonBelow’stroopsinfiltratedenemylinesand,afterthreedays,outflankedtheentireItalianposition.Nearlyone-halfofItaly’sdivisionswerewrecked,enablingvonBelowtoadvancewithin20milesofVenice.However,vonBelow’sarmylackedthestrengthtopress on when OberOst refused to send it reinforcements.

CP #43 Unrestricted Submarine Warfare: The use of na-valescortsandarmedmerchantmenbyAPnationshadgreatlyerodedthesuccessandsurvivabilityofU-Boatsunder“PrizeRules”(requiringsubmarinestosurfaceandallowmerchantmencrews toescape).Beginning inFebruary1917, theGermanyand Austria-Hungary authorized U-Boats based in the Adriatic toabandontheserestrictionsandsinkenemyvesselswithoutwarningtoincreasethesubmarine’scombateffectivenessandimprove its chancesof survival.To sustainAP troops in theBalkans, it was necessary to run supplies across narrow and shallow stretches of water, where U-Boat attacks could be thwarted more easily.

CP #44 Feuerwalze:Lt.Col.GeorgBruchmüllerdevisedafireplanforGermanartillerythatemphasizedahighrateoffire,and barrages mixed with concentrations, to destroy defenses andmakedefenderstakecoverwhileattackingforcesadvancedontheirpositions.Barragesadvancedaheadoftheattackerstoallowthemtotakeenemypositionsandmoveon.Thisbecameknown as the Feuerwalze(“fire-roller”).Sincecommunicationbetweenartilleristsandadvancingtroopswasproblematic,bar-ragetimingwascritical.Artilleryhadtofollowaprecisefiringplan.Ifthebarrageadvancedtooslowly,attackingforcescouldnotexploittheirgains.Abarragethatadvancedtooquicklyen-ableddefenderstoregroupandfiercelyresistattackingtroops.

CP #45 Russian Army Morale Dissolves: Loss of morale by Russian troops was directly connected to terrible physical conditions, inadequate equipment, military failure, and a chronic shortageof competentofficers.Theywerealsoexposed toaflowofpacifistandanti-monarchistpropagandafromturbulentRussian cities. As a result, Russian soldiers deserted, defected, andevenmurderedtheirofficers.

CP #46 Von Hutier:Gen.OskarvonHutierperfectedinfiltra-tion tactics for the German 8th Army’s attack on Riga in 1917. Using Feuerwalze to create an opening, German troops seized afootholdacrosstheDvinaRiverandformedthreecolumnsof divisions.They ignored defensive strongpoints and drovethrough the Russian lines. The outer two columns rolled up thoselines,whilethemiddlecolumndrovefortheBalticcoastto trap the Russians in a pocket.

CP #47 Russian War Weariness: By 1917, the Russian people had enough of war and the hardships it imposed. The war causedpriceinflationthatoutpacedwageincreases,angeringtheworkingclass.Italsocausedashortageofcivilianmedicalsuppliesandservices.Lostbattles,mountingcasualties,andademoralized army fueledpacifist and anti-monarchist propa-ganda. Social and economic unrest grew in the cities. Strikes, protests, and riots ensued.

CP #48 Russian Railroad Collapse: In the winter of 1916-1917, Russia’s railroad system began to break down from overuse.InsufficientnumbersoftrainenginesandrollingstocktoadequatelysupplyboththeRussianArmyandthecivilianpopulace caused food shortages in the cities.

CP #49 Russian Food Riots: During the winter of 1916-1917, rioting broke out in Russian cities due to food shortages. In Petrograd, Tsar Nicholas II ordered that food riots be put down withforce.Histroopsrefusedtoleavetheirbarracksorshoottherioters.Somesoldierswentovertothemob.

CP #50 Russian Revolution: Catastrophic military losses, andscarcityoffoodandmedicinesinthecities,finallycausedtheRussianpeopletorevoltagainsttheirgovernment.

CP #51 Fall of the Tsar: As riots mounted against food shortages and other hardships caused by the war, the Tsar lost political legitimacy in the eyes of the Russian people. In March 1917, Tsar Nicholas II was forced to abdicate when he also lostcontroloverhismilitary.HewasreplacedbyaprovisionalgovernmentlaterheadedbyAlexanderKerensky.

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CP #52 November Coup:OnNovember6,1917,acoupcon-ductedbyrevolutionists,soldiers,sailors,andworkersseizedcontrol of Petrograd’s telephone exchange, railroad stations, andbridges.Asaresult,theKerenskyGovernmentfledandtheBolshevikscametopower.

CP #53 War in Africa: Before the war, Germany managed to build a colonial empire in Africa. These colonial holdings were inTogo,Kamerun,andGermanSouthwestAfrica(Namibia)ontheAtlanticcoast,aswellasGermanEastAfrica(Tanganyika)abutting the Indian Ocean. The AP campaign to seize these colonieslastedfrom1914to1917anddivertedalmost250,000of its troops to Africa.

CP #54 Tsar’s Armories:AsGermanforcesadvancedintoRussia, they seized arms, materiel, and supplies from Russian stockpiles to supplement their own.

CP #55 Kaiserschlacht: The German Army launched an of-fensivealongtheWesternFrontonMarch21,1918,todefeattheAlliedPowersbeforetheoverwhelmingresourcesoftheUnitedStates could be fully deployed. Germany also had a temporary advantageinnumbersduetothetransferofnearly50divisionsfromtheEasternFront(aftertheTreatyofBrest-Litovsk).Kai-serschlacht(“Kaiser’sBattle”)wasintendedtobreakthroughtheAlliedlines,outflanktheBritishforcesholdingthefrontfromtheSommeRivertotheEnglishChannel,anddefeattheBritishArmy.TheGermanshopedthatoncethiswasachieved,Francewouldseekanarmistice.Aftersignificantearlysuccesses,theGermanArmywasunabletomovesuppliesandreinforcementsfast enough tomaintain its advance.All theGerman attackspetered out due to attrition and the lack of supplies.

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Joel Toppen and Jim Lauffenburger,fortheirinvaluablerolesindevelopingtheearly(Jim)andlater(Joel)VASSALplaytestplatforms for Illusions of Glory.

Brad Stock, for his design suggestions and support.Rachel S. Silverman, for the encouragement that only a daughter cangive.

Ruth K. Silverman, for her endless support as my spouse.

CreditsDesigner:PerryR.SilvermanDeveloper: Fred SchachterAssistant Designer & Developer: AaronH.SilvermanArt Director & Package Design: Rodger MacGowanBox Art and Design: Rodger MacGowanMap & Counters: Mark SimonitchManual, Strategy Cards & Player Aids: Charles KiblerKey Playtester: Thomas CadenheadPlaytesters:JeffNewell,PeteGade,HaLee,BillVargas,Eric Guttag, Jack Greene, Luther Harris, Lewis Ritter, Nick Baker, Scot McConnachie, and John RaineyProofreading:JonathanSquibb,PerryR.Silverman,FredSchachter,AaronH.SilvermanProduction Coordination: Tony CurtisProducers: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley and Mark Simonitch

34.0 BibliographyIrecommendthisshortlistofbooks,whichalsoservedasre-search sources for Illusions of Glory:

Hart, B.H. Liddell, History of the First World War.London:Pan Books, 1972.

Keegan, John. The First World War.NewYork:VintageBooks. 2000.

Raicer, Ted S., Crowns in the Gutter. Bakersfield,Calif.:Strategy & Tactics Press, 2009.

Stone, Norman. The Eastern Front 1914-1917. London:Penguin Books, 1998.

Tuchman, Barbara. The Guns of August.NewYork:Macmil-lan, 1962.

33.0 AcknowledgmentsGamedesignanddevelopmentisnosingle-handedtask.Iamdeeply indebted to the following persons for the success of Il-lusions of Glory:

Fred Schachter, my long-time friend and fellow grognard who, asGameDeveloper, critiqued this game’s early designs,recommended the measurement of manpower drain, and conducted playtests of the game in its many iterations.

Aaron H. Silverman, chairman of the Social Studies Depart-mentatMillenniumHighSchoolinManhattan,whoservedasAssistantDesignerandDeveloperinreviewingthisgame’sdesigns and recommending changes to make it more realistic and playable.

Thomas Cadenhead, the key playtester who dedicated his time and talents to playtesting and critiquing this game’s later designs, recommending key revisions, and polishingthefinalproduct.

Jeff Newell, Pete Gade, Ha Lee, Bill Vargas, Eric Guttag, Jack Greene, Luther Harris, Lewis Ritter, Nick Baker, Scot McConnachie, and John Rainey, who dedicated their time as playtesters.

Mark Simonitch,thelong-sufferingproducerwhodevelopedthis game’s countersheets and mapboard.

Charles Kibler, the patient graphics magician who brought this game’s Rulebook, Strategy Cards, and Player Aids to life.

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Notes:

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© 2019 GMT Games LLCP.O. Box 1308 • Hanford, CA 93232 www.GMTGames.com

Sequence Of PlayA. Mandatory Offensive PhaseB. Action PhaseC. Attrition PhaseD. Siege PhaseE. War Status Phase

1. Check for Automatic Victory2. Check for Armistice3. CheckWarCommitmentLevels4. Check for National Collapse

F. Rebellion/Revolution Phase1. National Will Check2. RussianRevolutionCheck

G. Replacement PhaseH. Strategy Card Draw Phase

1. Discard Combat Cards2. Draw Cards3. Reshuffle

I. End of Turn

Heavy Fire Table (If at least one firing unit is an LCU or a Fort)*

Combat Factors Firing 1 2 3 4 5 6-7 8-9 10-12 13-15 16+ 1 - 1 1 2 2 3 3 4 4 5

2 1 1 2 2 3 3 4 4 5 5

3 1 2 2 3 3 4 4 5 5 7

4 1 2 3 3 4 4 5 5 7 7

5 2 3 3 4 4 5 5 7 7 7

6 2 3 4 4 5 5 7 7 7 7

* If a Mountain space is attacked using only Alpine Trails, attacker

and defender must use the Light Fire Table.

Light Fire Table (If all firing units are SCUs)*

Combat Factors Firing 0 1 2 3 4 5 6 7 8+ 1 - - - 1 1 1 1 2 2

2 - - 1 1 1 1 2 2 3

3 - 1 1 1 2 2 2 3 3

4 1 1 1 2 2 2 3 3 4

5 1 1 2 2 2 3 3 4 4

6 1 2 2 2 3 3 4 4 5

*Attacks against Uprising Units must use the Light Fire Table.

DieRoll

DieRoll

DIE ROLL MODIFIERS (DRMs)Note: A modified die roll cannot be more than 6 or less than 1.

Unit(s) in Combat include: DRMsHQ 0, +1, or +2 in attack or defense (may participate in an attack; must participate in defense)

Heavy Artillery +1 or +2 only when attacking (unit may participate in an attack; does not participate in defense)

Mountain Infantry +1 if one or more Mountain Infantry units attacks or defends a Mountain space (alone or with any other unit types)

Cavalry +1 if one or more Cavalry units attacks or defends a Clear space (alone or with any other unit types)

All Units –1 if units are using only Roads and/or Mixed-Gauge Railroads to attack a space