contents rule book
Pursuit of Glory—The Great War in the Near East
GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
CONTENTS
RULE BOOK
Contents
1.0 Introduction ............................................................ 2
2.0 Terminology............................................................. 2
3.0 Components............................................................. 2
3.1 The Game Map................................................. 4
3.2 The Playing Pieces . ......................................... 5
3.3 The Strategy Cards .......................................... 8
4.0 Game Set-up ........................................................... 9
4.1 1914 Scenario................................................... 9
4.2 1916 Total War Scenario . ................................ 9
5.0 Victory .................................................................... 10
5.1 Victory Points................................................... 10
5.2 Determining Victory......................................... 10
5.2.1 Automatic Victory . ................................ 10
5.2.2 Armistice . .............................................. 10
5.3 Levels of Victory.............................................. 10
5.4 Tournament Play............................................... 10
6.0 Sequence of Play...................................................... 11
7.0 Mandatory Offensives . ........................................... 12
8.0 Action Phase ........................................................... 13
9.0 Strategy Cards . ....................................................... 13
10.0 Stacking ................................................................ 17
11.0 Movement.............................................................. 17
11.1 General Rules . .............................................. 17
11.2 Control of Spaces . ........................................ 19
11.3 Building Trenches ......................................... 20
11.4 Gallipoli Map Movement ............................. 21
12.0 Combat . ................................................................ 21
12.1 General . ....................................................... 21
12.2 Combat Sequence......................................... 22
12.3 Terrain and Trench Effects . ......................... 23
12.4 Flank Attacks................................................ 24
12.5 Severe Weather Check ................................. 25
12.6 Taking Losses............................................... 25
12.7 Retreats ........................................................ 26
12.8 Turkish Withdrawal...................................... 27
12.9 Advance After Combat................................. 28
12.10 Combat in Regions...................................... 28
12.11 Example of Combat..................................... 29
13.0 Strategic Redeployment . ...................................... 30
14.0 Supply and Attrition . ............................................ 31
15.0 Forts ...................................................................... 32
16.0 War Status, Jihad, and Revolution......................... 34
16.1 War Commitment Level .............................. 34
16.2 Ending the War............................................. 34
16.3 Jihad! ........................................................... 34
16.4 Russian Revolution . .................................... 35
16.5 War Status VP Effects . ................................ 37
16.6 National Collapse ........................................ 37
17.0 Replacements . ...................................................... 37
17.2 Converting RPs . .......................................... 38
17.3 Blockade and Max Turkish RPs .................. 38
18.0 Other Rules ........................................................... 39
18.1 Restricted Areas ........................................... 39
18.2 Incomplete Railroads ................................... 39
18.3 Organizing LCUs . ....................................... 39
18.4 Balkan Front Restrictions ............................ 40
18.5 The Turk Returns to Austria ........................ 41
18.6 Invasions by Sea .......................................... 41
18.7 Armenian Uprising ...................................... 42
18.8 Neutral Countries . ....................................... 43
18.9 British-Russian Military Cooperation ......... 45
18.10 Suez Canal.................................................. 45
18.11 Churchill and the Dardanelles ................... 45
18.12 Out of Theater Campaigns . ....................... 46
© 2008 GMT Games, LLC
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Pursuit of Glory—The Great War in the Near East
1.0 Introduction
Pursuit of Glory: The Great War in the Near East is a sequel to
the original, award-winning Paths of Glory by Ted Raicer, which
simulates the entire Great War in Europe and the Near East. Pursuit
of Glory focuses on the Balkans and Near East. The Middle East
as we know it today is largely the result of decisions made during
the Great War by white males in positions of power far away. We
hope that Pursuit of Glory will give players some insight into the
events of today.
In Pursuit of Glory the Central Powers (CP) Player, representing the
Ottoman Empire and its allies, attempts to use his central position
and initial superiority to defeat his opponents quickly or to endure
defensively until the enemy tires of the ‘sideshow’ and goes home.
The Allied Powers (AP) Player, representing primarily the British
and Russian empires, attempts to delay the Russian Revolution and
bring his increasing forces to bear before he must bring the boys
back home.
Why was the war in this region fought so hotly? For many reasons,
chief among these being: 1) the rivalry between the Ottoman and
Russian empires in the Black Sea region; 2) Persian oil for the British Royal Navy, on which the safety and prosperity of the Empire
depended; 3) prestige—proving either that ‘backwards’ Muslim
tribes and a ‘third-rate’ Muslim empire could not dictate terms to
the great European powers or that the Turkish peoples could again
rise to a position of dominance in the Near East and Central Asia;
4) the incomplete Berlin-Baghdad railroad, which would allow
Germany to dominate the Near East, including oil, and move troops
to the gateway to India, the jewel of the British Empire. This goal
required the capture of Serbia’s railroad and was one factor in the
Central Powers’ assault on Serbia in 1914. This emphasis on oil,
power, and prestige is unchanged today.
Active Player: The player who is currently taking an Action during
his half of an Action Round.
Activation: When the Activation Cost for a space is paid in OPS,
the units in that space may move or fight.
AP: The Allied Powers (or Entente)—primarily Britain and Russia.
Armistice: The game may end early in a negotiated peace resulting
from the war-weariness of all parties involved in the Near East. One
alliance will likely gain some advantage from the war and from
control of oil, allowing it to dominate the subsequent peace, and
that player wins.
►Balkans: In this game, the Balkans includes all spaces in Austria-Hungary, Romania, Greece, Bulgaria, Serbia, European Turkey (all spaces from Constantinople
westward, inclusive), as well as Lemnos, Galicia, and
the spaces in Russia bordering Romania, including Odessa. Units
marked as Balkans Only (indicated by the B in a circle) may not
move, attack, SR, or be rebuilt or organized outside the Balkans.
CC (Combat Card): A card with CC after the Event name may be
played as an Event only during Combat. Note: CCs cannot be played
to support an unoccupied Fort defending in Combat.
Combat Factor (CF): The Combat strength of a unit or Fort. A
Fort’s CF (strength) is printed next to it on the map.
Combat Unit: A regular combat unit is marked with a NATO-style
indicator box and a set of numbers. An irregular combat unit is
marked with a flag and a set of numbers. A CP tribe is also a type
of combat unit. HQs and the Heavy Artillery unit are not combat
units. Forts are not combat units (but do participate in defensive
combat). Uprising Markers are not combat units and never participate in combat.
If you have never played a Card-Driven Game (CDG) or the original
Paths of Glory, please review the Novice Quick Start Guide and then
skim the Advanced Quick Start Guide before reading these rules.
►Contested Region: A Region (defined below) which contains
both players’ units. Note: A contested Region will always be controlled by one player.
If you have played the original Paths of Glory, read the Advanced
Quick Start Guide. Many rules are the same as in the original Paths
of Glory. New rules are preceded by this symbol: ►.
►Control: Every space (or Region) on the map is
either controlled by one player or is neutral. A vacant
enemy space or Region immediately becomes friendlycontrolled when it is occupied by a friendly unit, if the
space does not contain an undestroyed enemy Fort. Regular combat
units exert Full Control over a space (retain control of the space
even after leaving it). Irregular units and tribes exert Partial Control
(control a space only so long as they occupy it). Control
of a space also changes if it is Out of Supply during the
Attrition Phase. A player who takes control of a space
gains any VPs or Jihad points for that space.
2.0 Terminology
New players are advised to skim this section quickly, then read the
rules, using this section as a reference.
* (asterisk): When a card with an asterisk is played as an Event,
it is permanently removed from the game. If used for Operations
(OPS), Strategic Redeployment (SR), or Replacement Points (RPs),
it is placed in the discard pile.
Activated: During an Action Round, a space is Activated when a
number of OPS equal to the space’s Activation cost (see 9.2.1) is
expended for that purpose. A space is Activated for Movement or
Attack, not both. When a space is Activated, mark it with the appropriate Action Marker (Attack or Move)—all units in the space are
now considered Activated and may move or engage in Combat.
Action Phase: Each Action Phase consists of six Action Rounds.
Action Round: During each Action Round, each player plays one
card (for OPS, SR, RPs, or as an Event) or takes a free 1 OPS Action (without playing a card). The AP Player plays first during each
Action Round.
CP: The Central Powers—primarily the Ottoman Empire and
Germany.
Die Roll Modifier (DRM): The number added to or subtracted
from a die roll.
Event: The title on a Strategy Card. When played as an Event,
the card triggers the special action described on the card. Note:
An underlined Event indicates that it is a prerequisite for another
Event.
Fire Tables: Two tables determine Combat results: the Heavy Fire
Table and the Light Fire Table. A player may roll on the Heavy Fire
Table if at least one of his units involved in the Combat is a Large
© 2008 GMT Games, LLC
Pursuit of Glory—The Great War in the Near East
Combat Unit (LCU). In all other cases, including a Fort fighting
alone, use the Light Fire Table.
►Island Base: Lemnos, Bahrain, and AP-controlled Cyprus are
BR Supply Sources and may hold any number of AP units. CP units
never enter Island Bases.
►Jihad City: The capture of cities (e.g., Baghdad) marked with the
Jihad symbol shifts the Jihad Level up or down one point.
►Jihad Level: The Jihad Level tracks the likelihood that tribes
and Muslim nations (Egypt, India, Afghanistan, and Central Asia)
will join the CP (see 16.3).
LCU (Large Combat Unit): LCUs are the larger 5/8-inch playing
pieces representing organized military units. Generally, these are
corps historically, but sometimes represent armies. If a player has at
least one LCU in a Combat, he fires on the Heavy Fire Table.
Loss Factor (LF): A unit’s ability to absorb damage. The enemy’s
Loss Number (potential damage inflicted) must be equal to or greater
than a friendly unit’s LF in order to actually damage that unit.
Loss Number: The number resulting from a die roll on a Fire
Table during Combat, representing the potential damage inflicted
on enemy units.
Mandated Offensive (MO): Each turn, each player
may need to conduct an attack to satisfy domestic and
allied political pressures from political leaders, press,
public opinion. Failure damages the player’s ability to
continue the war, due to interalliance feuds or domestic dissent.
►Movement Factor (MF) and Movement Point (MP): MF represents the distance an Activated unit may move. Entering a space
uses one point of MF, regardless of terrain. One point of MF is also
called a Movement Point (MP) in these rules. Note: For most units,
a move across a green line requires all the unit’s MF. Units with an
MF of zero may never move or use Strategic Redeployment.
►Neutral Persia: All spaces in Persia, except Azerbaijan (controlled by Russia), Arabistan (leased to Britain), and the three
Persian Regions (dominated by Britain) are neutral. No units may
enter Neutral Persia until the Persian Push or Secret Treaties
Event is played.
OPS Value: The Operation Points (OPS) a player receives for immediate use when playing a card for Operations is indicated by the
large number in a card’s upper left corner. OPS are used to Activate
spaces for Combat or Movement.
►Ottoman Empire: The Empire consists of the following areas:
Anatolia, Caucasia, Syria/Palestine, Mesopotamia, and Thrace (the
European areas west of Constantinople, including the Gallipoli
peninsula). Technically, Sinai was British, but is treated as Ottoman
for the purposes of this game. Likewise, Egypt and Cyprus were
still technically Ottoman, but are not considered Ottoman Empire
areas in this game.
►Out of Supply (OOS): A unit unable to trace a supply line
through a chain of friendly-controlled spaces (or besieged enemy
forts) to a friendly Supply Source cannot move, attack, SR, or take
RPs. During the Attrition Phase, all OOS units (except tribes) are
permanently eliminated. Note: Tribes, irregular units, and units
of some countries (such as Serbia) are always in supply in certain
areas (see 3.2.1.1, 3.2.1.2, and 3.2.1.3 on “The Playing Pieces”
Player Aid Card).
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►Region: The large spaces around the
map edge symbolize vast areas. When
the rules refer to a “space,” it applies to
Regions as well, unless stated otherwise.
Some rules apply only to Regions. Unlike
normal spaces, friendly and enemy units
can both be in the same Region—such
Regions are Contested. The player who
controls a Region should place a unit or
Control Marker in the city in that Region.
Combat may occur between friendly and enemy units within a Region, as well as with units outside the Region. Some Regions contain
terrain which aids the Defender during Combat. Trenches are not allowed in Regions (the distances are too vast). Some Regions contain
port symbols and/or Supply Sources (e.g., India), and the AP Player
can always use the ports and Supply Sources in a Region, even if it
is enemy-controlled. This is very important to note. Regions with
a VP city count as VP spaces—the player who controls the Region
controls that VP (it is not a separate space inside the Region).
Replacement Points (RPs): Used to repair damaged units on the
map and to rebuild eliminated units in the Replaceable/Eliminated
Units Box. When a card is played for its RP Values
(listed in the RP Box at the bottom of the card), the
RPs are not used immediately, but are recorded on the
General Records Track for use during the Replacement
Phase. Note: Some Events give players Bonus RPs
which may be used immediately.
►Restricted Area (18.1): Special rules govern LCUs in five areas
with poor infrastructure: 1) Syria/Palestine (including the Sinai); 2)
Mesopotamia; 3) Neutral Persia; 4) Azerbaijan; and 5) Arabistan.
SCU (Small Combat Unit): SCUs are the smaller ½-inch playing
pieces representing organized military units, irregular units, and
tribes. They usually represent divisions (and are so referred to on
the cards), but sometimes represent brigades, other small units, and
tribes. When fighting without a friendly LCU, these smaller units
use the Light Fire Table.
►Sinai: The five spaces east of the Suez Canal and west of Syria/
Palestine. Historically, the British abandoned these spaces early in
the war. Thus, for game purposes, these spaces are not part of Egypt,
but part of Syria/Palestine. Note: This decreases the CP Player's
ability to cause a Jihad Revolt in Egypt.
Space: References in the rules to “spaces” also apply to “Regions,”
unless stated otherwise. Friendly and enemy units cannot coexist in
a space, but can coexist in a Region.
►Special Unit: A unit that does not fit into the main three categories of combat units: infantry, elite infantry, or cavalry. Some
special units also have unique attributes—those that do are listed
on “The Playing Pieces” Player Aid Card (the values on such units
are underlined).
►Strategic Redeployment (SR) Value (13.0): The number of SR
points a player receives for immediate use when playing a card for
its SR Value is indicated by the smaller number in the card’s upper
left corner. SR allows a player to transport units long distances (by
land or sea) and allows the player to shift SCUs into or out of the
Reserve Box. Note: Units with a Movement Factor of 0 never SR.
© 2008 GMT Games, LLC
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Pursuit of Glory—The Great War in the Near East
Supply Source: Most units must trace supply back to a friendlycontrolled Supply Source or risk permanent elimination for being
Out of Supply.
b. SCUs using SR must halt when they enter a desert space, unless they can continue movement out of that desert space along a
friendly-supplied railroad.
VPs (Victory Points): VPs determine who wins the game. VPs
are gained by capturing VP spaces, playing Events, and special
circumstances during the War Status Phase (see 16.5).
c. TU/TU-A LCUs and BU LCUs may never move into a swamp,
end an SR in a swamp, or be organized in a swamp.
►VP Space and Russian VP Space: Any space with a red name
and red outline, including Regions and some Fortresses. When
control of a VP space changes, adjust the VP Marker in favor of
the new owner by the amount indicated on the map. Any VP space
in Russia or Azerbaijan is a RU VP space. Generally, each time the
CP Player captures one of these spaces, he accelerates the start of
the Russian Revolution by one turn (see 16.4.2).
War Commitment Level: This reflects the number of War Status
Points associated with Events the player has played. There are three
levels: Mobilization, Limited War, and Total War. When moving to
a new War Commitment Level (during the War Status Phase), the
player adds a new set of Strategy Cards to his deck. Important: War
Commitment Levels cannot change at the end of Turn 1.
War Status Points: Some cards have a War Status number in
parentheses after the Event name. When that card is played as an
Event, increase the player’s War Status Marker and the Combined
War Status Marker by that amount on the General Records Track.
3.0 Components
This game includes:
• One 22-inch by 34-inch map
• 176 5/8-inch die cut counters (LCUs)
• 280 1/2-inch die cut counters (SCUs)
• Player Aid Cards and Quick Start Guides
• Rule Book
• Play Book
• 110 Strategy Cards
• Two 6-sided dice
If any components are damaged or missing, please contact us at
www.gmtgames.com or at:
GMT Games, P. O. Box 1308, Hanford, CA 93232-1308
►3.1 The Game Map
The map consists mostly of spaces (squares, stars, and circles) and
lines (plain, dotted, and/or colored) indicating roads, railroads, and
sea lanes. The largest spaces are “Regions.” Spaces connected by
a line are “adjacent.” All spaces are colored to show which player
controls them in 1914 (some spaces are neutral). A red border indicates that a space is worth 1 or 2 Victory Points. A sword symbol
shows that it is a Jihad City.
3.1.1 Terrain
Generally, terrain does not affect Movement. It only affects Combat,
including retreats and Advances After Combat. There are, however,
three important exceptions:
a. LCUs operating into or out of a desert space may move, SR, attack, or Advance After Combat only along a railroad that can trace a
route to a friendly Supply Source or to a friendly-controlled (for AP
LCUs) port. Likewise, LCUs being organized in a desert space may
be organized only in a desert space friendly-supplied by railroad.
3.1.1.1 Terrain Effect on Combat
The following types of terrain affect Combat: Mountain, Deserts,
Swamps, and Water Crossings (see 12.3). In addition, full-strength
regular combat units attacking from or into hazardous terrain during
inclement weather have the possibility of taking damage prior to
Combat, as follows: Mountains in Winter, Desert and Swamps in
Summer (see 12.5). LCUs attacking from or into a desert space can
do so only if they can trace supply by railroad to a Supply Source
or (for AP LCUs) to an AP-controlled port.
3.1.1.2 Terrain Effect on Retreats
Swamps, Deserts, Mountains, and Forests allow a Defender who
lost a Combat to take one additional step loss and cancel a required
retreat (see 12.7.3)—this is also true of units in trenches, regardless
of terrain. Note: Water Crossings do not of themselves have this
effect, but non-clear terrain in a Water Crossing space does have
this effect.
3.1.1.3 Terrain Effect on Advances After Combat
A unit can advance only one space after Combat —into the combat
space— if it enters Desert, Swamp, Mountains, or Forest (see 12.9.3)
or if the attack occurred solely across Water Crossings.
3.1.2 Tribal Spaces
These are indicated by colored circles next to
a space or in a Region. The color of the circle
indicates which tribe may appear in that space as
a result of an increased Jihad Level (see 16.3.2).
Also see the Tribal Warfare Key on the map.
3.1.3 Gallipoli Inset Map
Special rules govern Movement on this inset map, since it represents
only one space on the main map (see 11.4).
3.1.4 Restricted Areas
Five general areas on the map have very poor infrastructure and
a general inability to supply large bodies of troops: Special rules
govern LCUs in these five areas: 1) Syria/Palestine (including the
Sinai); 2) Mesopotamia; 3) Neutral Persia; 4) Azerbaijan; and 5)
Arabistan. See 18.1.
3.1.5 Special Connections
Some spaces are connected by lines that are labeled to restrict their
use to units of certain nations or types only (e.g., may be crossed by
Russians only). Additionally, some spaces are connected by green
lines to indicate great distances which require a unit’s entire movement allowance to cross. Note: Units with an MF of 0 cannot move.
Other connections indicate railroads (complete and incomplete) and
Straits/Ferry Lanes.
3.1.5.1 Railroads (see 18.2)
The hash-mark connectors are railroads. Dashed connectors are
incomplete railroads in 1914—the two connectors near Adana are
tunnels completed by the Berlin-Baghdad Railroad Event; those
in Sinai are completed by the Murray Takes Command Event. Prior
to the play of these two Events, these connectors may be used as
normal roads, but not as railroads. In deserts, LCUs’ activities are
© 2008 GMT Games, LLC
Pursuit of Glory—The Great War in the Near East
restricted to supplied railroads (where large bodies of troops can
be properly supplied).
3.1.5.2 Straits and Ferry Lanes (S/FLs)
Small dotted blue lines between spaces represent waterways that can
be readily crossed. (For simplicity, refer to these simply as Straits.)
There are five Straits on the map: 1) The Dardanelles (Seddul Bahr
and Kum Kale); 2) The Narrows (Maidos and Canakkale); 3) The
Gallipoli-Chardaz straits; and the two Sea of Mamara ferry lanes—4)
Bandirma and Rodosto, and 5) Bandirma and Constantinople.
3.1.5.2.1 AP units may move or attack across a Strait if the AP Player
controls the spaces on both sides of all lower numbered Straits (i.e.,
has complete control of the waterway up to that point).
3.1.5.2.2 CP units may move or attack across a Strait if the CP Player
controls the spaces on both sides of all higher numbered Straits (i.e.,
has complete control of the waterway above that point). Note: In
order to use the #5 Strait (Bandirma to Constantinople), the CP
must control The Bosphorus Forts space.
3.1.5.2.3 Straits do not directly affect Combat, but an attack across a
Strait always involves a Water Crossing (see 12.3.4). Note: Attacks
across Straits are not invasions.
5
• Some units have a “?” instead of a Loss Factor. This
means that the Loss Factor is determined by a die
roll for each Combat involving that unit. (See 3.2.2
below and on The Playing Pieces Player Aid Card for
details.)
• LCUs and SCUs use different Combat tables. So long as a
player has even one LCU involved in a Combat, he rolls on the
Heavy Fire Table. Otherwise, he uses the Light Fire Table. (See
12.2.8.b)
Note—Dual Nationality Units: It is very important to understand
that these units may be treated as belonging to either (or both)
nation(s), at the player’s discretion. This applies to all situations,
including Activation costs for a space (9.2.1), fulfillment of Mandated Offensives, Replacement Points, Strategic Redeployment,
possibility of coordinated (multinational) attacks.
A wide variety of units in Pursuit of Glory go by the general name
of "special units". The following rules cover how these units are
used.
3.1.6 Beachheads (see 3.2.4 on “The Playing Pieces”
Player Aid Card and 18.6)
Note: The Playing Pieces Player-Aid Card repeats the information
contained here and is included as a quick reference guide for consultation during play. Do NOT attempt to learn all the information
on unique units at this time—simply scan through it and refer to the
Player Aid Card as needed.
►3.2 The Playing Pieces
COLOR-CODING OF UNITS
Infantry = white unit symbol background
Elite Infantry = blue unit symbol background
Cavalry = red unit symbol background
Special = yellow unit symbol background
Beaches usable by Allied forces for invasions are indicated by
circular spaces at sea, each leading to shore from one of three
Island Bases. A Beachhead space can only be used for Movement
or Combat if it contains a Beachhead Marker.
Pieces are divided into two basic groups: 1) combat units and 2)
markers.
SPECIAL DESIGNATIONS
There are two basic types of combat units:
• Large Combat Units (LCUs) are represented by 5/8 inch counters.
LCUs usually represent corps (but sometimes army-sized units) of
about 20-50,000 men, as well as corps assets (such as command
staff, communications, engineers, air, field hospitals, machine
guns, and artillery).
• Small Combat Units (SCUs) are represented by 1/2 inch counters.
SCUs usually represent divisions (and are referred to as divisions
on the cards), but sometimes represent other smaller or miscellaneous formations, including tribes. SCUs usually represent about
7-13,000 men. SCUs are either regular combat units, irregular
units, or tribes.
• All LCUs and SCUs are printed on both sides of the counter. The
two sides are called steps. The front side represents the unit’s full
strength; the reverse side represents the unit’s reduced strength.
Sample Combat Unit
Reduced-Strength Side
Full-Strength Side
Nationality
Unit ID
Unit Type
Combat
Factor
Loss
Factor
Movement
Factor
ReducedStrength
Stripe
HQ
Camel
Armored
Car
Persia
Only
Balkans
Only
•
Tribal Mountain Heavy
Cavalry Infantry Artillery
India
Only
See 3.2.2
3.2.1 Combat Units
3.2.1.1 Kinds of Combat Units
Units with NATO-style designations are regular combat units.
Units with flags and numbers are irregular combat units. Units with
colored circles are tribes.
Regular
Irregular
Tribes
Cavalry, Camels, Armoured Cars:
If a player has one (or more) of these
in combat and his opponent has none,
he receives a +1 DRM (unless the combat involves a Beachhead).
►3.2.1.2 Ottoman Ethnicity of Units
Turkish (TU) and Turkish-Arab (TU-A) units are identical for most
uses, except when organizing LCUs or implementing the effects
© 2008 GMT Games, LLC
Pursuit of Glory—The Great War in the Near East
6
of Arab Desertion. TU/TU-A units are one nationality and use TU
RPs. However, new and rebuilt TU-A units can only be placed at
Damascus or Baghdad, whereas TU units can only be placed at
Constantinople, Erzincan, or Kayseri.
►3.2.1.3 Unique Regular Combat Units (with underscores
beneath their ratings):
RU/SB Yugoslav Division: Counts as RU and/or SB for
all purposes. May SR to AP-controlled ports in Greece
from the Reserve Box. May cooperate with BR, IN, or
ANZ units. Is not removed by the Russian Revolution.
Note: This unit was manned by Serb POWs who had been members
of the AH army.
RU 2/4 Special Brigades: May SR to AP-controlled ports
in Greece from the Reserve Box. May not cooperate with
BR, IN, or ANZ units. Is removed by the Russian Revolution.
BRITAIN
BR Arab Northern Army (ANA): A regular Arab combat unit that enters with the Allenby Event, appearing at
Aqaba (if AP-controlled) or in the Eliminated/Replaceable
Units Box (it can then be built using AP-Allied RPs).
BR Dunsterforce: May cross green connectors between
spaces/Regions for only 4 MPs. May be rebuilt per normal
rules, but also in AP-controlled Baghdad. Note: This elite
motorized force solidified British control of Persia after the Russian
Revolution, arriving by sea to fight in Baku.
BR Indian Garrison: Can never leave India. Can be
rebuilt only in India (and this may be done even if India
is CP-controlled).
BR Persian Cordon Force: Can operate in Persia, India,
and Baluchistan only. Can rebuild in the three Persian
Regions, India, or Baluchistan (and this may be done even
if the Region is CP-controlled).
GERMANY
GE Alpenkorps: Gives a +1 DRM when defending in a
Mountain space or attacking into a Mountain space.
GE Yildirim Units: The first Yildirim unit in a stack does
not count against stacking limits or as a nationality
for Activation.
GE Georgian Protectorate Unit: This unit appears
in Tiflis or Batum during Stage 4 of the Russian Revolution (see 16.4.5). It is placed by the AP Player, never
moves, and can be attacked only by TU/TU-A units—but
the Germans then cancel the Turkish alliance! It cannot
stack with other units, can only defend in combat (with a CF of 1),
and is always in supply. Note: It can retreat after combat.
In 1918, Germany declared Georgia a protectorate and stationed
troops there. The German flag flew over Tiflis. In an effort to control Caucasia, the Turks actually attacked the Germans! Berlin
threatened to cancel the German-Turkish alliance. The Turks left,
and Tiflis was kept out of Ottoman hands.
GE/BU XI Army: Counts as BU and/or GE for all
purposes. If destroyed, it is replaced by a GE or BU
SCU from the Reserve Box (CP choice). If Bulgaria
collapses, permanently eliminate this unit and replace
it with a GE infantry SCU from the Reserve Box.
PE/RU Persian Cossacks: Is RU for all purposes. Is
rebuilt in any Persian space/Region (except Arabistan).
Takes RU or AP-Allied RPs. Is removed by the Russian
Revolution.
OTHER
Transcaucasian Federation: Appear during Stage 4 of
the Russian Revolution (see 16.4.5) in AP-controlled
spaces in Russia or Caucasia, are always in supply in those
areas, and are eliminated if retreat out of those areas.
ARM and GEO units can be rebuilt in AP-controlled Erevan and
Tiflis (respectively) using AP-Allied RPs.
Greek Corps of National Defense (CND): This AP unit
enters at an AP-controlled port or Beachhead on the
Aegean or at neutral Salonika (without violating Greek
neutrality). It takes BR or AP-Allied RPs and may be
rebuilt on Lemnos or at an AP-controlled port in Greece.
►3.2.1.4 Irregular Units
Arab Revolt (AP)
Syria/Palestine/Hejaz
Armenian Uprising (AP)
Anatolia/Caucasia/Russia
Persian Uprising (CP)
Persia
Persians (AP)
Persia
Egyptian Rebellion (CP)
Egypt/Sudan
Afghan Alliance (CP)
Afghanistan
BULGARIA / AUSTRIA-HUNGARY
BU/AH Combined Infantry: Counts as BU and/or AH
for all purposes. Note: This counter was misprinted and
should have an underscore under its ratings.
RUSSIA
RU Black Sea Division (Marines): Once per game, this
unit may make an amphibious assault (see 18.6.6). It may
also retreat by sea.
Indian Mutiny (CP)
C Asian Rebellion (CP)
India
Central Asia
Irregulars never count as a nationality for Activation. Attacks by irregulars (unless combined with a regular combat unit) cannot satisfy
Mandated Offensives (MOs). Irregulars are in supply in the areas
listed below and cannot move or retreat out of those areas (if they
do so, they are eliminated). They cannot SR. Unless moving with
a regular combat unit, they can only take Partial Control of a space
© 2008 GMT Games, LLC
Pursuit of Glory—The Great War in the Near East
(see 11.2.2). Irregulars cannot place enemy units Out of Supply, but
can place them in Limited Supply (see 11.2.2.2). They can besiege
Forts and are never harmed by Severe Weather. Irregulars use any
friendly RPs and are rebuilt on any vacant or friendly-controlled
space in their supply area (see 17.1.1.2). Note: (1) Irregulars may
rebuild in contested Regions; (2) Arab Revolt irregulars can rebuild
in The Hejaz, Aqaba, or Jiddah.
►3.2.1.5 Tribes
Tribes which are not eliminated or not on the
map are always on the Tribal Warfare Key. They
begin the game there. One tribe (CP choice) is
added to the map immediately for each point
the Jihad Level rises. During the Revolution Phase’s Tribal Warfare
Check (see 16.3.2c), add or subtract enough tribes to or from the
map, so that the number of tribes on the map equals the Jihad
Level.
• A tribe has a Movement Range—it can end its movement no
more than one full move away from a space with that Tribe’s color
code (counting this distance as if enemy units were not present).
Thus, the spaces with color-coded circles indicate the center of a
tribe’s activity, but are not the only spaces in which a tribe may
move and fight. (A tribe can attack a space beyond its Movement
Range, but cannot Advance into such a space.)
• A tribe is always in supply if within its Movement Range. If forced
to retreat beyond its Movement Range, the tribe is eliminated.
• Eliminated tribes are put in the Eliminated / Replaceable Units
Box and may be rebuilt using any CP RP, returning to the Tribal
Warfare Key when rebuilt (see 17.1.1.2).
• If a tribe is cavalry, it may confer the +1 DRM cavalry combat
bonus.
• Tribes do not count towards besieging a Fort.
The following irregular unit rules also apply to tribes: (a) are never
subject to Severe Weather; (b) do not count as a nationality for
Activation; (c) if attacking without regular combat units cannot
fulfill MOs; (d) can only exert Partial Control over a space and only
while occupying it (see 11.2.2); (e) cannot place enemy units Out
of Supply, but can place them in Limited Supply (see 11.2.2.2); f)
can never SR.
3.2.1.6 Summary of Unit Types
Regular
Irregular Combat
Combat Units Units & Tribes
Counts as nationality
for Activation costs?
Yes
No
May use Strategic
Redeployment (SR)?
Yes
No
Can fulfill MO?
Yes
No
►3.2.2 Unit Symbols of Special Significance
● This symbol indicates that the unit can never take Replacement
Points (RPs). Once reduced, it remains reduced. Once eliminated,
it is permanently eliminated.
A unit with this symbol can take RPs only so long as it remains
on the map. If eliminated, it is permanently eliminated. After Turkish War Weariness is played, TU/TU-A units with this symbol can
never take RPs. Note: Such a unit could incorporate replacements,
but could not rebuild once its core cadre was eliminated.
Units with a rectangle around their movement rate are in supply
only within a limited area (see the unit’s description) and can never
use Strategic Redeployment.
? This symbol in place of a Loss Factor indicates a unit that was
able to fight against overwhelming odds. After each combat, prior to
taking damage, roll a die to find the Loss Factor for this combat. If
possible, damage must first be allocated to other units in the space (to
prevent these units being used as “damage absorption sponges”).
►3.2.3 Headquarters and Heavy Artillery
HQs and Heavy Artillery must end Movement stacked with a
friendly combat unit and can move into an enemy-controlled space
only if accompanied by such a unit. If all units stacked with an
HQ or Heavy Artillery are eliminated, the HQ or Heavy Artillery
is permanently eliminated. They do not count towards besieging.
They can SR (for the SCU cost). They do not count toward stacking limits. Only one HQ may be in a space, but an HQ and Heavy
Artillery may be in the same space.
3.2.3.1 HQs: During Combat, if stacked with a unit of its nationality, an HQ gives a DRM equal to the number in square brackets
(e.g., the full-strength Yudenich HQ gives a +1 DRM). This DRM
applies whether the units are attacking or defending. An HQ may
participate in only one attack in an Action Round. A player may
withhold an HQ from an attack in which it could participate, but
must commit the HQ when defending. HQs have no Combat Factor
or Loss Factor and never absorb combat losses.
HQs committed to Combat may receive a bonus or penalty for
winning or losing. This is the only way HQs gain/lose steps (RPs
can never repair HQs). At the end of a combat:
• A winning HQ on its reduced side is flipped back to its fullstrength side (the general receives support from the High Command). A full-strength HQ receives no bonus.
• A losing HQ loses 1 step (the general is disgraced). If already
reduced, it is permanently eliminated.
• If the Combat is a tie, there is no effect on HQs.
Some HQs have a special effect:
Can besiege Fort?
Yes
Irregulars—YES
Tribes—NO
Affected by Severe
Weather Checks?
No
Yes
7
Cut enemy supply?
Yes
No (cause
Limited Supply)
Controls neutral or enemy
Yes
space after leaving?
No
• Allenby and Maude—May contribute a DRM when stacked with
BR, IN, and/or ANZ units.
• Falkenhayn and Mackensen—CP units stacked with or adjacent
to one of these HQs, activate as one nationality. These HQs do
not have to be stacked with a GE unit in order to be used.
• Yudenich—May (if AP Player wishes) negate one space of retreat
(caused by combat or event) when stacked with a RU unit.
• D’Esperey—AP units stacked with or adjacent to this HQ Activate
as one nationality if the HQ is stacked with a FR unit.
• Army of Islam—When stacked with TU/TU-A units, if wins a
Combat in a space with a tribal circle and/or if Advances After
Combat into such a space, +1 Bonus TU RP (do not adjust the
Max TU RP Marker).
© 2008 GMT Games, LLC
8
Pursuit of Glory—The Great War in the Near East
3.2.3.2 Heavy Artillery: This unit functions as an HQ in Combat,
but adds a DRM to attacks only. It flips after its first use and is permanently removed after its second use. Note: This unit represents
the heavy artillery the CP planned to convey to Ottoman regions via
the Serbian/Bulgarian railroads after smashing Serbia. Its impact at
Gallipoli was anticipated to be so severe that its impending arrival
was a factor in the British decision to evacuate. Heavy artillery was
also used in the CP invasion of Romania.
►3.2.4 Markers
3.2.4.1 Russian VP Markers: VP spaces captured by a RU unit(s)
can postpone the Russian Revolution and should be marked with
RU VP Markers. This is very important. Also mark VP spaces
converted due to Attrition if completely behind Russian
lines (cannot trace a friendly path to non-RU AP units
or Supply Sources). Spaces captured by the Armenian
Uprising unit or the PE/RU unit also count as RU VPs.
Record the number of RU VPs on the General Records Track. RU
VP spaces count towards the AP VP total. Note: RU units may not
‘steal’ (convert) enemy VP spaces marked with an AP Control
Marker.
3.2.4.2 Uprising Markers: Uprising Markers indicate partisan
activity. They cannot move and do not change control of spaces.
Only one Uprising Marker can be in a space. It may exist in a space
with enemy units. Soviet Uprisings are enemies of both the AP and
CP Players.
• Uprising Markers never block supply, but cause enemies Limited
Supply (see 11.2.2.2 and 14.1.7). A space in Limited Supply costs
+1 OPS to Activate. Units in such spaces pay +1 SR point and
double RPs to repair. This penalty is not cumulative if supply must
be traced through more than one Uprising Marker.
• Units may enter a space containing an enemy Uprising Marker at
no extra cost (for Movement or SR), with no effect on the Uprising
Marker, but must end their Movement or SR in that space.
• An enemy unit in the Uprising Marker’s space can immediately
remove the Marker by Activating for Movement or Combat (with
the +1 OPS penalty). That unit cannot move or attack, but other
units in the space may. Note: Uprisings are quelled through
various means—pacification, deportation, cruelty. On this, the
game is mute.
3.2.4.3 Beachhead Markers: The AP player acquires Beachhead
Markers by playing Invasion events (see 18.6), and AP units can
only enter a Beachhead space if it contains a Beachhead Marker.
Once placed, a Beachhead Marker cannot be moved, but it can be
permanently removed, either voluntarily by the AP Player or if a CP
unit enters the space during Movement or Advance After Combat.
Beachheads function as AP ports.
3.3 The Strategy Cards
Each player has his own deck of 55 Strategy Cards, subdivided
into 3 groups: 14 Mobilization Cards, 20 Limited War Cards, and
21 Total War Cards. In the 1914 scenarios, both players begin with
only their Mobilization cards, adding additional cards as their War
Commitment Level increases (as a result of accumulated War Status
points). In the Total War scenario, players begin with all Total War
cards, plus any Mobilization and Limited War cards specified in
the set-up for that scenario (marked with 1916 in the upper right
corners).
Sample Card
Card #
OPS Value
War
Commitment
Level
SR Value
Permanently
Removed
Indicator
Event
Name
Combat
Card
Indicator
Event
Effects
RP Box
Some cards have colored boxes in the upper left corner. Yellow
indicates that when you play the card as an event, you also get to
use it for OPS (Operation Points). A red box indicates that the card
is a Combat Card (CC) and can be played as an event only during
combat. One card has a blue box—the CP’s King Constantine
event has a special effect when played as a response to the AP’s
Greece event.
3.4 Unit Nationality Abbreviations
Note: Some units have dual nationalities.
AH—Austro-Hungarian
ANA—Arab Northern Army
ANZ—Australia/New Zealand
ARM—Armenian
BR—British
BU—Bulgarian
CND—Corps of National Defense
(Greek anti-monarchist,
pro-British faction)
FR—French
GE—German
GEO—Georgian
GR—Greek
IT—Italian
PE—Persian
RO—Romanian
RU—Russian
SB—Serbian
TU—Turkish
TU-A—Turkish Arab
3.5 Questions?
If you have questions about the rules, we will gladly answer. Send
them to us with a self-addressed, stamped envelope:
Pursuit of Glory Qs,
GMT Games, P. O. Box 1308,
Hanford, CA 93232-1308, U.S.A.
We can also be found on the following websites:
• www.GMTGames.com;
• www.ConsimWorld.com (see the discussion forum specific to
Pursuit of Glory);
• www.BoardGameGeek.com (see the discussion area specific to
Pursuit of Glory)
© 2008 GMT Games, LLC
Pursuit of Glory—The Great War in the Near East
4.0 Game Set-up
If players desire, they may utilize an optional pre-game Bidding
Phase to determine who will play the AP or CP side (see 19.5—this
rule is always used in tournament play).
►4.1 1914 Scenarios (Campaign and
Limited War)
4.1.1 Marker Set-up
A number of Markers are set up on the map or next to it. Others are
reserved for later use, to designate certain Events. Note: All Markers with "1914" printed on them are set up on their 1914 side (the
other side signifies some later change due to Events).
• Place the Turn Marker in the “Fall 1914” space on the Turn
Track.
• Place the VP Marker on the “10” space on the General Records
Track.
• Place the RU VP Marker and the Jihad Marker on the “0” space
of the General Records Track.
• Place all War Status Markers and Replacement (RP) Markers next
to the General Records Track.
• Place the AP and CP Mandated Offensive (MO) Markers on the
“RU” space on each player’s MO Track. Place the Enver to the
Front Marker next to the CP MO Track, and place the AP MO
Modifier Marker on the 0 box of that Track.
• Each player places his “LCUs in Restricted Areas” Marker on the
first space on the Maximum LCUs in Restricted Areas Track.
• Each player places his six Action Markers near his Action Round
Chart.
• The various Markers for neutrality or rebellion in Neutral Persia,
Egypt, India, Afghanistan, and Central Asia should be set in or
near those countries on the map, as indicated.
• The “GE Supply to TU” Marker should be set in its place in the
CP Reserve Box on its 1914 side.
• The “RU Amphibious Assault Allowed” Marker is placed in the
Allied (AP) Reserve Box.
• Neither player has Air Superiority, so that Marker is set aside
until the “Fliegerabteilung” or “Royal Flying Corps” Event is
played.
• Place the Move/Attack Activation Markers where both players
can reach them.
4.1.2 Unit Set-up
Place units in the spaces listed on the 1914 Set-Up Card. Note that
some LCUs start in the Corps Assets Box, and some SCUs start in
the Reserve Box. Also note that some units start on their weaker
side—these “reduced” units are listed in [square brackets].
Units’ 1914 set-up locations are marked on the map with their national flags. To ease the chore of set-up, city names are indexed to
the grid references around the outer edge of the map.
After all units are placed, any remaining tribes are put on the Tribal
Warfare Key.
4.1.3 Initial Strategy Cards
a. If he wishes, the AP Player takes the Russo-British Assault card.
He then shuffles the AP Mobilization cards and draws a hand of
seven cards (counting the Russo-British Assault card, if chosen).
9
Note: Choosing Russo-British Assault does not require that this
Event be played, but the card may only be played as an Event during the first Action Round of Fall 1914.
b. Next, the CP Player may, if he wishes, select one of his 4 OPS
Mobilization cards. He then shuffles the remaining CP Mobilization
cards and draws a hand of seven cards (counting the 4 OPS card, if
chosen). Note: The CP Player is not obligated to play the card he
choose, nor is he required to play it as an Event if it is played.
c. Players may, if they agree, use eight card hands (see 19.5).
►4.1.4 Fall 1914 Restrictions
a. Players do not roll for a Mandated Offensive (MO) on Turn 1,
but instead both start with RU MOs.
b. Skip the War Status Phase at the end of Turn 1. Neither player’s
War Commitment Level may advance to Limited War on Turn 1,
even if his War Status is 4 or higher.
c. Neutral Persian spaces cannot be entered by either player’s units
until the Persian Push or Secret Treaties Event is played. Note:
This restriction continues past Fall 1914. After either of these
Events occurs, both players’ units may enter Neutral Persia for the
remainder of the game (see 18.8.5). Note: Azerbaijan, Arabistan,
and the three Persian Regions may be entered by both players at
the outset, since they are already within the Russian and British
spheres of influence.
d. Reinforcement Events can be played on the first turn (unlike in
original Paths of Glory).
e. Neither player may enter Serbia or Bulgaria until the Bulgaria
event is played. Neither player may enter Romania until the Romania
event is played.
4.1.5 Limited War Scenario
The Limited War Scenario set-up and play is identical to that of the
Campaign Scenario, but ends in an Armistice during the War Status
Phase of the Spring 1916 turn, unless it has ended earlier with an
Automatic Victory. Note: This does not indicate that an Armistice
would have occurred historically, but if it had occurred at this point,
the players can determine who would have gained the advantage.
If a player’s War Commitment Level reaches Total War during this
scenario, he adds his Total War cards to his deck as usual.
►4.2 1916 Total War Scenario
4.2.1 Marker Set-up
Follow the instructions on the Total War Set-Up Card.
4.2.2 Unit Set-up
Place units in the spaces listed on the Total War Set-Up Card. Note
that some LCUs start in the Corps Assets Box, and some SCUs start
in the Reserve Box. Also note that some units start on their weaker
sides—these “reduced” units are listed in [square brackets].
To ease the chore of set-up, city names are indexed to the grid
references around the outer edge of the map. Note: The flags in the
spaces on the map represent the 1914 starting locations and are
not used in the Total War scenario.
After all units are placed, any remaining tribes are put on the Tribal
Warfare Key.
4.2.3 Initial Strategy Cards
Follow the instructions on the Total War Set-Up card.
© 2008 GMT Games, LLC
Pursuit of Glory—The Great War in the Near East
10
5.0 Victory
►5.1 Victory Points
The Total Victory Point (VP) Level changes whenever players take
control of enemy or neutral VP spaces (marked in red on the map)
and as the result of certain situations (e.g., an invasion of Syria) or
Events on Strategy Cards. The game can end prior to the last turn if
a player achieves an Automatic Victory or if an Armistice occurs.
5.1.1 VP Marker Movement
Each time a player captures control of an enemy or neutral VP space,
the VP Marker on the General Records Track is adjusted up (for
the CP player) or down (for the AP player) by 1 VP (or by 2 VPs
for some indicated VP cities). Certain events or actions will also
require the VP Marker to be shifted.
5.1.2 VP Markers and Automatic Victory
Automatic Victory occurs during the War Status Phase if the Total
VP Level is 0 (or less) or 20 (or more). The Total VP Level may
temporarily reach (or pass) 20 or 0 without ending the game. The
Total VP Level is checked for Automatic Victory only during the
War Status Phase.
5.1.3 VP Markers and Armistice
An Armistice occurs three to five turns after the Combined War
Status reaches 40 (see 5.2.2). Alternatively, if the game runs the
full length without an Automatic Victory or Armistice occurring,
an Armistice occurs at the end of the last turn.
5.2 Determining Victory
5.2.1 Automatic Victory
During Step 2 of the War Status Phase, the game ends immediately
in Automatic Victory if one of the following occurs:
a. The AP Player wins if the Total VP Level is 0 or lower.
►b. The CP Player wins if the Total VP Level is 20 or higher.
Also, the CP Player wins if the CP Automatic Victory Marker and
the VP Marker are in the same space on the General Records Track
(or if the VP Marker is in a higher space)—the Allies have grown
weary of the sideshow and negotiated a separate peace with the
Ottoman Empire.
►5.2.2 Armistice
The game ends in an Armistice if:
a. During Step 3 of the War Status Phase of the Fall 1918 turn, no
player has yet achieved an Automatic Victory; or
b. During Step 3 of the War Status Phase of any turn, the Armistice
Marker and Turn Marker are in the same space on the Turn Track.
5.2.2.1 Armistice Marker
Very Important:When the Combined War Status reaches 40, an
Armistice does not occur immediately. Place the Armistice Marker
on the Turn Track a number of turns ahead of the current turn as
determined by a die roll:
Die Roll
1 or 2
3 or 4
5 or 6
Armistice Occurs …
3 turns ahead
4 turns ahead
5 turns ahead
The Armistice will occur at the end of the indicated turn. If there
are fewer than the indicated number of turns left in the game, place
the Armistice Marker on the Fall 1918 turn. Note: If a player fulfills
the conditions for an Automatic Victory on the turn an Armistice is
scheduled to occur, the Automatic Victory occurs instead.
5.2.2.2 Conditions of Armistice
When an Armistice actually occurs (not when the Armistice Marker
is placed), the VP Marker on the General Records Track is adjusted
as follows:
Condition
VP Result
Each CP-controlled oil well
+1 VP
(incl. neutral Ploesti)*
Each AP-controlled oil well
–1 VP
Jihad Level 8 or higher
+1 VP
Jihad Level 3 or lower
–1 VP
TU/TU-A unit(s) in space(s)
+1 VP (total)
adjacent to the Suez Canal
TU/TU-A unit(s) in India
+1 VP (total)
(even if India is AP-controlled)
CP unit(s) in Cairo
+1 VP (total)
AP unit(s) on Gallipoli submap
–1 VP (total)
AP unit(s) in Constantinople
–1 VP (total)
VPs that were bid during the optional
+/-? VP
pre-game Bidding Phase.
* The four oil fields are Ploesti (Romania), Mosul (Mesopotamia),
Baku (Azerbaijan), and Ahwaz (Arabistan).
To determine Victory after an Armistice, use the following table:
VPs
14 or more
10–13
7–9
6 or fewer
Result
CP Marginal Victory
CP Victory of Endurance
AP Victory of Endurance
AP Marginal Victory
►5.3 Levels of Victory
• Automatic Victory—The winning alliance dominates the Near
East and Balkans for 20+ years.
• Marginal Victory—The winning alliance gains significant economic and diplomatic advantages in the Near East and Balkans
for 10+ years.
• Victory of Endurance—Both alliances are exhausted, but the
victorious alliance has gained a slight edge in the Near East and
Balkans for a few years.
►5.4 Tournament Play
For purposes of tournament play, or to keep track of relative performance over a number of games, players may award points for
victory as follows:
• Automatic Victory—3 points
• Marginal Victory—2 points
• Victory of Endurance—1 point
© 2008 GMT Games, LLC
Pursuit of Glory—The Great War in the Near East
6.0 Sequence of Play
11
F. War Status Phase (see 16.1)
After set-up, each game turn follows the following sequence of
play:
A. Mandated Offensive (MO) Phase (see 7.0)
Each player rolls one six-sided die (d6) and consults his Mandated
Offensive Track to determine which (if any) MO he must perform
this turn. Use the MO Marker to record this result on the Mandated
Offensive Track. Note: On Turn 1 (Fall 1914), both players automatically start with RU MOs.
B. Action Phase (see 8.0)
Each Action Phase is divided into six identical Action Rounds.
Each Action Round allows both players to take one action. The AP
Player takes his action first in each Action Round, either making a
free 1 OPS play or playing a card for Operations (OPS), Strategic
Redeployment (SR), Replacement Points (RPs), or for the Event.
►C. Attrition Phase (see 14.0)
Any Out of Supply units (LCUs and SCUs) are permanently eliminated (may not be rebuilt). Control of OOS spaces also changes.
Roll for damage to any TU LCU in Galicia (see 18.5).
D. Siege Phase (see 15.2 and 15.3)
Roll a die for each besieged Fort. If the number rolled is higher than
the Fort’s Combat Factor, the Fort surrenders and is marked with
a Destroyed Marker.
►E. Revolution Phase
1. Tribal Warfare Check (see 16.3.2)
The number of tribes on the map is increased or reduced to equal
the Jihad Level, either taking tribes from the Tribal Warfare Key
and placing them on the map, or returning tribes to the Tribal
Warfare Key.
2. Jihad Revolts (see 16.3.3)
Each turn, the CP Player may roll for one eligible uprising or
alliance (in addition to any roll(s) he may have made mid-turn).
Note: This assumes that the prerequisite Events have been played,
including Pan-Turkism.
3. Russian Revolution (see 16.4)
Four turns after the Parvus to Berlin Event is played, the Russian
Revolution will begin if (during this Phase) the RU VP Marker is
in the same (or lower) box as the Turn Marker on the Turn Track.
When the Revolution begins (and on each turn thereafter), advance the Revolution Marker one Stage on the Russian Revolution
Track and implement the effects. Note: The Revolution cannot
begin or advance Stages if Russia controls Constantinople.
1. Check for Extra Victory Points (16.5)
Check the Victory Point Table on the Player Aid Card, and adjust
the VP Marker as indicated in the War Status Phase section
of that table (including Turks in Galicia and the Royal Navy
Blockade).
2. Check for Automatic Victory
Determine if either player has won an Automatic Victory (see
5.2.1). If so, the game ends.
3. Check for Armistice
If there is no Automatic Victory, determine if an Armistice occurs.
If so, the game ends and the victor is determined (see 5.2.2). (An
Armistice automatically occurs on the Fall 1918 turn if Automatic
Victory has not already occurred.)
4. Check War Commitment Levels
If the game has not ended, each player determines whether his War
Commitment Level has increased. Note: This is not checked on
the first turn (Fall 1914). If his War Commitment has increased,
he shuffles the deck of cards received for the next level of War
Commitment (i.e., Limited War or Total War) together with his
Draw Pile, Discard Pile, and any Combat Cards face up on the
table in front of him (with the exception of Jafar Pasha and No
Prisoners).
5. Check for National Collapse
Check to see if Bulgaria, Serbia, or Romania has collapsed (see
18.8.2.3, 18.8.3.3, and 18.8.4.3).
G. Replacement Phase (see 17.0)
Each player spends any Replacement Points (RPs) recorded on the
General Records Track. The AP Player takes replacements before
the CP Player. All RP Markers are reduced as the RPs are used;
any unused RPs are lost. Exception: Unused TU RPs are used to
increase the Max TU RP Marker (if in play) by an amount equal to
the number of unused TU RPs.
H. Draw Strategy Card Phase
1. Discard Combat Cards
Before drawing new cards, a player may discard any remaining
Combat Cards (CCs) in his hand. Also, he must discard any CCs
in front of him on the table (with the exception of the face-up
Jafar Pasha and No Prisoners CCs, which may be retained until
used). CCs are the only cards which may be discarded. All other
cards in a player’s hand must be retained until played.
2. Draw Cards
Each player then draws cards from his Draw Pile, until he holds
7 cards, including any cards remaining from his previous hand
(not counting Jafar Pasha or No Prisoners).
3. Reshuffle
If a player’s Draw Pile is exhausted, he reshuffles his discard pile
and draws enough cards to complete his hand.
I. End of Turn
Advance the Turn Marker one space on the Turn Track, and begin
the Sequence of Play again.
© 2008 GMT Games, LLC
12
Pursuit of Glory—The Great War in the Near East
7.0 Mandated Offensives (MOs)
Front" again, he chooses any other MO on the table, including
the one chosen by the AP player. If the second MO is the same as
the first, each MO must be fulfilled by a separate attack (although
the two attacks may occur during the same Action Round). If the
CP Player fails to fulfill one or both of these MOs, he suffers a
-1 VP penalty total (not –1 per failed MO).
7.1 General Rules
7.1.1 The MO Roll
Each player rolls once on the Mandated Offensive (MO) Table at
the start of the turn. Place the MO Marker on the resulting space
on the MO Table.
►7.1.2 Result of "None"
If the result is “None” or if the nation to be attacked has no units on
the map when the MO roll is made, there is no MO for that player
this turn. Place the MO on the “None or Made” space on the MO
Table.
7.1.3 Conducting MOs
If the player has a Mandated Offensive, he must conduct at least one
attack per MO this turn (in accordance with 7.2 or 7.3). Attacks by
irregular units and tribes alone cannot fulfill an MO. If a player fails
to conduct all required MO attacks this turn, he suffers a total 1 VP
penalty. For the CP Player the penalty is –1 VP. For the AP Player
the penalty is +1 VP. This penalty applies even if the nation does
not have any units which can make a legal attack (e.g., "Balkans"
is rolled for the AP and he has no units in the Balkans and no invasions are possible), so long as the nation to be attacked has at least
one unit on the map.
Design Note: MOs represent pressure from politicians, the High
Command, allies, the press, public opinion. Failures to satisfy
these calls for action damage national will and undermine alliance
cohesion.
►7.2 CP Mandatory Offensives
• RU: At least one CP unit must attack a RU combat unit this
turn.
• BR/IN/ANZ: At least one CP unit must attack a BR, IN, or ANZ
combat unit this turn.
• TU: At least one TU/TU-A unit must attack any AP combat unit
this turn.
• Enver to the Front: The CP Player will have two MOs this turn.
When Enver to the Front is rolled, the AP Player chooses one of
the three above MOs for the CP Player, marking it with the "Enver to the Front" Marker (such an MO is referred to as an "Enver
Offensive"). The CP Player then rolls on the MO table again to
determine the location of a second MO. If he rolls "Enver to the
►7.3 AP Mandated Offensive
• RU: At least one RU unit must attack a CP combat unit this
turn.
• BR (with red slash through it): BR units have orders not to attack
this turn—all resources are being devoted to the West Front (IN
and ANZ units may still attack). Nevertheless, the AP Player may
Activate BR units for Attack normally this turn by paying a +1
VP penalty (one such penalty for the entire turn, not per Activation). Note: On turns with this MO, units stacked with BR units
may be Activated for Attack without Activating the BR unit(s). In
this case, calculate Activation costs as though no BR units were
present (see 9.2.1).
• BR/IN/ANZ: At least one BR, IN, or ANZ unit must attack a CP
combat unit this turn.
• Meso or Persia: At least one AP unit must attack a CP combat
unit located in Mesopotamia or Persia or in any Region on the
eastern side of the board.
• Balkans: At least one BR unit must attack a CP combat unit this
turn located in the Balkans. An attack by IN or ANZ combat
units does not meet this requirement. Note: This BR attack may
be in addition to the one attack allowed per Action Round in the
Balkans (see 18.4.1).
• Egypt: At least one BR unit tracing supply by land to Egypt must
attack a CP combat unit this turn. An attack by IN or ANZ units
does not meet this requirement.
►7.4 Events Affecting Mandated Offensives
7.4.1 Adjustments to MO Rolls
Record adjustments to the AP MO die roll on the AP MO Modifier
Track on the map as the following events are played (these modifiers are cumulative):
•
•
•
•
Asquith / Lloyd George Coalition: +1 to AP MO rolls
Lloyd George Takes Command: +2 to AP MO rolls
Allenby: +1 to AP MO rolls
Robertson: –2 to AP MO rolls
Note: The MO Modifier can never be less than zero.
7.4.2 Events Affecting MO rolls
• Russian Revolution: If the AP Player rolls an MO for RU after the
Russian Revolution begins, the AP Player has no MO this turn.
• Talaat Pasha Reforms Cabinet: The CP Player makes no MO
rolls for the remainder of the game. Any unfilled MOs for this
turn are immediately marked as “Made or None.”
• Enver Goes East: Attacks made as a result of this AP card may
fulfill the required CP MO, if appropriate (e.g., if the Turks are
required to attack RU units).
• Enver to Constantinople: Cancels an Enver Offensive (i.e., an
MO marked by the "Enver to the Front" Marker).
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Pursuit of Glory—The Great War in the Near East
8.0 Action Phase
9.1.2 Uses of Strategy Cards
Each Strategy Card can be used in one of four ways:
8.1 General Rules
8.1.1 Action Rounds
Each Action Phase has six Action Rounds, during which each player
takes one action, the AP Player going first each time. The players
continue to alternate taking actions until each player has taken six.
This constitutes six Action Rounds and completes the Action Phase
of the turn. All Activations (for Movement or Combat), SRs, recording of RPs, and Events occur during Action Rounds.
8.1.2 Possible Actions
During his half of the Action Round, each player must make one
of five possible actions:
•
•
•
•
•
13
Play a Strategy Card as an Operations (OPS) card.
Play a Strategy Card as a Strategic Redeployment (SR) card.
Play a Strategy Card as a Replacement (RP) card.
Play a Strategy Card as an Event card.
Make an “Automatic Operation” with an OPS Value of 1. Note:
This is done without playing a Strategy Card.
8.1.3 Action Markers
A player places the numbered Action Marker for this Action Round
on the corresponding box on his Action Chart to record the type of
action he has taken. Some actions, as indicated on the Action Chart,
may occur only once per turn per player or only once per turn for
both players (e.g., Neutral Entry).
9.0 Strategy Cards
•
•
•
•
Operations (OPS),
Strategic Redeployment (SR),
Replacement Points (RP), or
an Event (including Combat Cards [CCs], which may be played
as Events only during Combat).
When played, the player chooses to use the Strategy Card in only
one of these four ways. Exception: Some cards played as an Event
are simultaneously used for OPS. Such cards include words such
as “Use for OPS” (use the full OPS value of the card in addition to
the Event) or “Activate one space” (regardless of how much such
an Activation would normally cost) and have a yellow box in the
upper left corner.
9.2 Operation Points (OPS)
When a Strategy Card is played for Operation Points (OPS),
the player receives a number of OPS equal to the OPS number on the
card (the large number in the upper left corner). OPS are normally
used to Activate spaces, not units. The units in that space may then be
used for Movement or Combat during the current Action Round.
9.2.1 Cost of Activation
The cost to Activate a space (for Movement or Combat) is equal to the number of friendly nationalities
having units (excluding Forts) in that space. The cost
to activate a multinational space applies even if units of one or more
of the nations will neither move nor attack (i.e., a player may not
withhold units to lower the Activation cost).
►9.2.2 Activation Exceptions
9.1 General Rules
The Strategy Cards are the heart of the game. The players initiate
almost all actions, including Movement and Combat, by playing
Strategy Cards. Exception: Automatic Operation (see 8.1.2).
9.1.1 The Three Sub-Decks
Each player has a deck of Strategy Cards composed of three subdecks: Mobilization, Limited War, and Total War.
a. Each player begins the 1914 (Campaign and Limited War) scenarios using his Mobilization cards only, adding other sub-decks
during the War Status Phase when his War Commitment Level
increases (see 16.1).
b. Each player begins the 1916 (Total War) Scenario with his Total
War deck, combined with some Mobilization and Limited War cards
marked with “1916” in the upper right corner. Also, the Jafar Pasha
card is on the table in front of the AP Player, and the No Prisoners
card is on the table in front of the CP Player (see the Total War
scenario set-up card.)
The following exceptions apply:
a. Irregular units and tribes do not count as a nationality for
Activation—the cost for Activation is determined by the number
of nations with regular combat units in that space. If there are no
regular combat units in the space, it costs 1 OPS to Activate regardless of the diversity of irregular units and tribes in it.
b. TU and TU-A units count as one nationality for Activation (these
are all Ottoman Empire units).
c. BR, IN, and ANZ units count as one nationality for Activation
(these are all British Empire units).
d. The first GE Yildirim unit in a stack does not count against
stacking limits nor as a nationality for Activation.
e. A unit with dual nationality is treated as belonging to one nation
(not two) when calculating Activation costs. The owning player
chooses which nation the unit represents at the moment of Activation. For example, the BU/AH Combined Division may itself be
treated as either BU or AH for Activation. If it is stacked with an
AH unit, the space would cost 1 OPS to Activate. But if the BU/AH
unit were stacked with both a BU unit and an AH unit, there would
still be two nationalities in the space (because of the other SCUs,
not because of the BU/AH dual nationality unit), and it would cost
2 OPS to Activate the space.
f. The GE Georgian Protectorate unit (which was composed of
GE troops in opposition to Turkey) may not be Activated by either
player. Note: Once placed, this unit may not be moved, except when
it retreats after Combat.
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Pursuit of Glory—The Great War in the Near East
g. All CP units stacked with or adjacent to the Mackensen
and/or Falkenhayn HQs may be treated as one nationality for Activation purposes.
h. All AP units stacked with or adjacent to the D’Esperey HQ may
be treated as one nationality for Activation purposes if D’Esperey
is stacked with a FR unit.
i. If the “No British Attacks” MO is rolled, BR units may be ignored
when calculating the Activation cost for a space, unless BR units
are being Activated for the +1 VP penalty (see 7.3).
9.2.3 Movement OR Combat
A space can be Activated for either Movement or Combat, but not
for both, in a given Action Round. Specific attacks and moves do
not need to be designated at this time.
OR
Unoccupied spaces and spaces containing
only friendly Forts cannot be Activated.
9.2.4 Order of Activation
After all Activated spaces are marked, the player may move some
or all of his units marked with a Move Marker. After all Movement
is completed, the player conducts any
Combat(s) from spaces marked with an
Attack Marker.
9.2.5 Balkans Activation Limitation
Both the AP and CP Players are restricted on the number of attacks
they can make in the Balkans each turn (see 18.4). This restriction
is lifted for the AP by D’Esperey and for the CP by Robertson.
►9.2.6 Activation in Regions
Regions are not Activated. Rather, units in a Region must be
Activated stack by stack, according to normal stacking rules (see
10.0), as if each stack were a separate space. This is true whether
Activation is for Movement or Combat. The player may Activate
as few units in the Region as he wishes, ignoring the rest. He may
Activate more than one stack in the Region simultaneously, so long
as he pays the OPS cost. Normal rules for multinational Activation
and Combat apply.
Example: The CP Player
has the following units
in the Eastern Persia
Region—2 TU, 1 PE (a
Persian irregular unit),
1 GE, 1 tribe. The player
Activates a stack containing the 2 TU and 1 GE
for 1 OPS (since the GE
Yildirim unit does not
count as a nation). He could instead Activate a stack containing 2
TU and 1 PE units for 1 OPS (since the PE unit does not count as
a nation for Activation). He could activate all the units (stacked,
for example, as 2 TU with 1 PE in the first stack and 1 GE and 1
tribe in the second stack) for the cost of 2 OPS total for both stacks
(1 OPS for the TU stack, with the PE unit being free, and 1 OPS
for the GE/tribal stack.
9.3 Strategic Redeployment (SR) (see 13.0)
9.3.1 SR Points
If a Strategy Card is played for Strategic Redeployment (SR), the
player may use Strategic Redeployment to relocate LCUs and/or
SCUs. The player receives a number of SR Points equal to the SR
Value of the card (the smaller number in the upper left corner). Units
with a 0 Movement Factor can never SR.
• It costs 4 SR Points to redeploy an LCU (full-strength or reduced).
• It costs 1 SR Point to redeploy an SCU (full-strength or reduced).
9.3.2 SR Card Limitation
A player may not play a Strategy Card as an SR Card if he played
an SR Card in the previous Action Round this turn. A player may
play an SR Card in the last Action Round of one turn and in the first
Action Round of the next turn. Exception: Some Events allow the
player to SR units—such SRs are not recorded as SRs on the Action
Round Chart (unless the Event so indicates).
9.4 Replacement Points (RPs) (see 17.0)
9.4.1 Recording RPs
If a Strategy Card is played for Replacement Points (RPs), the
player records on the General Records Track the number of Replacement Points listed along the bottom of the Strategy Card. The
“CP-A” and “AP-A” RPs on the cards are minor ally RPs and are
used for any non-specified allied nations controlled by the player
(e.g., ANZAC, Bulgaria, Serbia, Greece). The player conducts no
other actions besides recording the RPs during this Action Round.
Such RPs are not actually used until the Replacement Phase at the
end of the turn.
►a. Some Events grant Bonus RPs that are recorded or can be
used at once.
b. Rather than record RPs, some players prefer to stick their RP
cards partially under the map near their Eliminated/Replaceable
Units Box. This is a very quick way of noting RPs and is recommended. However, players must remember to check for additional
RPs (such as the +1 BR RP per turn after play of the Lloyd George
Takes Command Event).
9.4.2 RP Card Limitation
A player may not play a Strategy Card as an RP Card if he played
an RP Card in his previous Action Round of this turn. A player may
play an RP card in the last Action Round of one turn and in the first
Action Round of the next turn.
The Action Round Charts are designed to assist in
remembering the limitation on play of SR and RP cards.
►9.4.3 Negative RPs
Due to Events such as Turkish War Weariness, RPs recorded on
the General Records Track may be negative (see 17.1.17).
• If RPs are below 0, the player must “degrade” (reduce or eliminate) units during the Replacement Phase. The ‘cost’ of degrading
© 2008 GMT Games, LLC
Pursuit of Glory—The Great War in the Near East
a unit is the same as the cost to repair or rebuild it (see the RP
Costs on the Player Aid Card), but the effect is the opposite—the
unit becomes weaker or is eliminated. The owning player chooses
which units to degrade.
• Each TU RP used to offset a negative TU RP shifts the Max TU
RP Marker –1.
• The CP Player may, per normal rules, convert GE RPs to use as TU
RPs, and these do not cause the Max TU RP Marker to shift.
Example: At the end of the turn, the TU RP is ‑1. The CP Player
must (a) reduce an LCU one step (replacing it with an SCU from the
Reserve Box if the LCU is eliminated); (b) eliminate a full-strength
SCU; or (c) reduce two SCUs one step each. If the CP Player had
played 1 RP to offset the –1 RP (to bring the net RPs up to 0), he
would not have been required to damage one of his own units.
However, he would need to shift the MAX TU RP Marker –1 (say,
from 19 to 18).
9.5 Events
9.5.1 General Rules
a. If a Strategy Card is played as an Event, the instructions on the
card must be followed.
b. Some Events have pre-requisites listed on the card. No card may
be played as an Event unless the pre-requisite is met.
Sample Pre-Req: 2 conditions.
Sample Pre-Req: 3 conditions—this
card also has a date limitation.
15
Sample "Use for Ops" Card—
this card goes a step further,
specifying what two of the 4 Ops
must be used for. The card is also
an asterisked card and is thus
removed after being played for
its Event.
►9.5.2 Neutral Entry Events
a. Only one Neutral Entry card may be played per turn (not one
Neutral Entry per player).
b. Three countries (Bulgaria, Serbia, and
Romania) enter the war only through Events,
and Greece may do so. When a Neutral Entry
Event is played, immediately set up the units
on the map as indicated on the Set-up Chart.
Exceptions: 1) The Greece Event does not
bring on any extra units; 2) If the CP Player
plays the King Constantine Event immediately
after the Greece Event, Greece does not
enter the war as an AP ally that turn, and
the Greece Event is placed in the regular discard pile (and counts
as the one allowed Neutral Entry Event for that turn). Note: The
King Constantine Event does not count as a Neutral Entry if Greece
becomes a CP ally.
c. See 18.8 for specifics on each neutral country.
►9.5.3 Reinforcement Events
c. A Strategy Card with an asterisk (*) is removed from the game
when played as an Event. Note: When played as a non-Event (for
OPS, SR, or RPs), it is put into the regular discard pile.
Sample Asterisk Card—this card's
event also makes it a Combat Card.
d. Many Strategy cards contain a War Status number in parentheses, to the right of the Event name. When such an Event is played,
increase the player’s War Status Marker and the Combined War
Status Marker on the General Records Track by the amount of the
War Status number on the card. Note: The Combined War Status
Marker never moves higher than 40.
Sample War Status Card—this
card is also an asterisked card
and is thus removed after play as
an Event.
9.5.3.1 New units enter play due to Events. Some enter due to
general Events, but others enter due to specific Reinforcement
cards (clearly labeled as such). Each player may play only one card
labeled “Reinforcement” per turn per nation, marking this in the
Action Record box.
Notes: 1) An Event card which gives the player new units but is not
labeled “Reinforcement,” is marked in the Action Record Box as
“Other Event” and does not preclude additional Reinforcements for
that country this Action Phase; 2) For players familiar with original Paths of Glory, it is permissible to play Reinforcement Events
on Turn 1; 3) The AP Player may play one BR and one IN or ANZ
Reinforcement per turn; 4) The CP Player can only play one TU
Reinforcement per turn, regardless of whether the units are TU or
TU-A or a mix of the two.
Sample Reinforcement Event
Card—note that one of the units
must be placed in the Corps
Asset box—this card is also
an asterisked card and is thus
removed after play as an Event.
e. A card may be played as an Event, even if the effects of the card
are now out of date or no longer of any effect (i.e., you may play an
obsolete Event in order to increase War Status or cull the deck).
►f. If the event says “Use for OPS” (the cards with the yellow
boxes in the upper left corner), first carry out every possible action
listed on the card, including placing new units, and then use the
OPS to Activate spaces for Combat or Movement. This may include
Activation of any newly placed units.
9.5.3.2 In general, new units are placed in the unit’s national capital
or any friendly, controlled Supply Sources in that nation or labelled
as belonging to that nation (see 14.2). Exceptions and clarifications
are listed below:
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Pursuit of Glory—The Great War in the Near East
a. The Event may specify a location where the new units must be
placed.
b. Units may not be placed in (or next to) a Supply Source that is
a besieged Fort.
c. If a Supply Source or capital is fully stacked with units, new units
may be placed in space(s) adjacent to that Supply Source or capital,
priority being given to the space(s) farthest from enemy units (if
equidistant, the player placing the units decides).
d. Ottoman Empire Reinforcements. TU-Arab (TU-A) units may
be placed only in Baghdad, Damascus, or the Reserve Box. NonArab TU reinforcements may be placed only in Constantinople,
Erzincan, Kayseri, or the Reserve Box. Note: Units were recruited
and trained regionally and ethnically.
e. Other CP Reinforcements. In addition to normal placement rules
or specific instructions, the following is allowed:
• GE and AH units are placed in Galicia. Exception: Yildirim
Event.
• CP PE units are placed in any vacant or CP-controlled space in
Persia.
f. British Empire Reinforcements. BR, IN, and ANZ units may
be placed at any BR Supply Source, even if enemy-controlled, or at
any AP-controlled port (excluding Aqaba, Jiddah, and ports in the
Black Sea and Caspian Sea). Note: A Beachhead is a port.
g. Other AP Reinforcements. In addition to normal placement rules
or specific instructions, the following is allowed:
• RU units may be placed at an AP-controlled RU Supply Source
(including captured Trabzon). Two special RU SCUs (the 1/2
Special Division and the Yugoslav Division) may be placed at
Lemnos or an AP-controlled port in Greece.
• FR and IT units may be placed at any friendly-controlled port
bordering the E. Mediterranean or Aegean Seas.
• The GR CND unit may be placed Lemnos or at neutral Salonika,
immediately converting the space to AP-control without violating
Greek neutrality.
• AP PE units are placed in any vacant or AP-controlled space in
Persia.
• Arab Revolt irregular units are placed in The Hejaz. When the
Allenby Event is played, the Arab Northern Army (ANA) unit
appears at Aqaba (if Aqaba is not AP-controlled, place ANA in
the Eliminated/Replaceable Units box, from whence it may then
be built using AP-A RPs, appearing in any AP-controlled port in
Syria/Palestine).
h. If an Event designates an LCU as “Corps Assets Box,” it must
be placed in the Corps Assets Box, from whence it may later be
‘organized’ onto the map (see 18.3). If not so designated, an LCU
must be placed directly onto the map (in accordance with 17.1.8).
i. SCUs designated “Res” or “Res Box” must be placed in the Reserve Box. Those designated “Map” must be placed directly on the
map, using the same rules as for other Reinforcements. If neither is
specified, the SCU may be placed either in the Reserve Box or on the
map. If there is more than one SCU entering without a designated
placement location, the player may put some in the Reserve Box
and some on the map (in one or more spaces).
j. Units entering as part of a single Event do not have to enter at the
same space, unless so designated. Exception: Units which are part
of the same invasion must (if they are being placed onto an Island
Base) be placed at one Island Base.
k. A player may not play a Reinforcement Event for a nation if
he cannot legally place all the reinforcements on the map (e.g., if
placement would violate stacking limits).
l. A captured enemy Supply Source can never serve as a friendly
Supply Source, with one exception: if RU controls Trabzon, it is a
RU Supply Source for all purposes, including placing units.
Design Note: Historically, Russia’s capture of Trabzon greatly
shortened Russian supply lines across the Black Sea, allowing the
Russians to operate from a new center of gravity. Trabzon was never
a CP Supply Source.
m. Rather than conducting the historical invasion named on an
Invasion Event (e.g., Gallipoli), the AP Player may place the listed
units on any one AP-controlled Island Base. This flexibility allows
the AP Player to exercise the historical reach of the Royal Navy
and reduces predictability.
n. Alternatively, the AP Player may use an Invasion Card as a BR
Reinforcement Card, forfeiting any Beachhead Markers listed on
the card (see 18.6.5). In this case the Event can be played during
Winter and Churchill Prevails is not a prerequisite.
o. For the sake of clarity, Petrovsk, Odessa, Tiflis, and Central Asia
are RU Supply Sources, as is Trabzon after its capture. All other AP
Supply Sources are BR Supply Sources (including Cyprus after the
play of the Egyptian Coup Event).
p. AP Supply Sources in CP-controlled Regions may be used to place
AP units normally (e.g., a BR LCU may be placed in CP-controlled
Sudan). Again, this is due to the reach of the Royal Navy.
9.5.4 Combat Cards (CCs)
Sample Combat Card—starred
Sample Combat Card—unstarred
9.5.4.1. Combat Cards (CCs) are played at the appropriate time
during a Combat (usually prior to Combat). The Attacker plays his
CCs before the Defender. CCs are the only cards that can be played
during an opponent’s Action Round. A player may play more than
one CC in a single Combat.
9.5.4.2. If a player wins a Combat (has a higher Loss Number than
his opponent), he retains any of his non-starred (*) CCs used during
that Combat, placing them face up on the table. He may then reuse
those cards as CCs in later Action Rounds during the same turn.
• If a player uses a CC and does not win the Combat (i.e., he loses
or ties), he must discard the CC.
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Pursuit of Glory—The Great War in the Near East
17
• A CC can only be used in one combat per Action Round. Thus,
a player may reuse a retained CC as either Attacker or Defender
in a single Action Round, but not as both.
• At the end of each turn, all retained CCs are discarded, with the
exception of Jafar Pasha and No Prisoners, which operate according to 9.5.4.3.
10.4 Unintentional Overstacking
9.5.4.3 The Jafar Pasha and No Prisoners CCs do not operate as
normal CCs. They pass from player to player as specified on the
cards, and are not therefore retained as normal CCs after winning a
Combat nor discarded after a loss or tie. Each of these cards is first
played from a player’s hand (per usual) and is thereafter retained
on the table face up, available for use during any Combat meeting
the criteria specified on the card. They are not discarded at the end
of a turn, but are retained until used, not counting as a card in the
seven-card hand.
Players may not intentionally overstack and then eliminate excess
units.
9.5.4.4 Some CCs cancel a Combat (e.g., Sandstorm and Mosquitoes). When this occurs, the OPS used for Activation are lost.
Any CCs committed to the attack, except the one which cancelled
the Combat (and any CC which has already had an effect during
this Combat) may either be returned to the owning player’s hand
or be discarded. A cancelled attack does fulfill an MO—the effort
was made.
9.5.4.5 At the end of the turn, a player may discard any CCs he still
holds in his hand, putting them in the Discard Pile before drawing
new cards or reshuffling his deck. CCs are the only cards which
may be discarded.
►10.0 Stacking
10.5 Intentional Overstacking
10.6 Stacking of Opposing Units
Units of opposing sides may never stack together. Important reminders: 1) Enemy units may coexist in a Region (but do not stack
together); 2) Forts and Uprising Markers are not units and may be
in spaces with enemy units.
10.7 Stacking in Regions
For purposes of Activation, units in a Region or on an Island Base
must be grouped into stack(s) which conform to the above rules
(see 9.26, 11.4, 12.8, and 18.6), but these stacks may be freely rearranged prior to Activation at no OPS or SR cost—the player simply
rearranges his units as he sees fit.
11.0 Movement
11.1 General Rules
Reminder: HQs and Heavy Artillery pieces are units and are bound
by the following rules. Uprising Markers are not units and cannot
move.
11.1.1 Activating for Movement
A maximum of three combat units (including irregulars and tribes)
may stack in a space, including a Beachhead space. Important exception: Any number of units may be in a Region or on an Island
Base—there are no stacking limits in Regions and Island Bases.
10.1 Do Not Count Against Stacking Limits
Forts, HQs, Heavy Artillery, and Uprising Markers do not count
toward stacking limits. However, only one HQ may be in a space.
Example: An HQ and the Heavy Artillery unit may stack together
in a Fort space with three combat units.
10.2 Stacking Units of Multiple Nations
Units of allied nations may always stack together, but there is usually a higher cost to Activate a space with more than one nationality
(see 9.2.1).
• RU units (including RU-PE units) cannot stack with BR, IN, or
ANZ units (see 18.9). Exception: Two RU units which remain
after the Russian Revolution may stack with BR, IN, and ANZ
units (see 16.4.5).
• The first GE Yildirim unit in a space does not count against
stacking or Activation costs. Additional Yildirim units in a space
count as normal.
10.3 When Stacking is in Effect
Should a player unintentionally overstack a space, his opponent
permanently eliminates sufficient combat unit(s) in that space to
meet the stacking limit. Note: In this situation, an eliminated LCU
is not replaced by an SCU from the Reserve Box.
Stacking limits are in effect at all times, except during SR, Movement, and retreats. Stacking limits may be exceeded during those
times, but must be met by the end of the Action Round.
Units may move only if their space is Activated for
Movement—i.e., if it bears a Move marker. Reminder:
A Region is not Activated as a single space. Rather, units
in a Region must be Activated by stacks (see 9.2.6 and
10.7).
a. The Movement of all units in one space must be completed before
units in another space may move.
b. A unit must complete its Movement before another unit moves.
c. Stacks of units are not required to move together. Units in a stack
may move to different destinations or by different routes to the same
destination. Some units in a stack may move while others in that
stack remain in place.
d. All Movement must be completed before Combat begins.
e. The player is not required to actually move any unit marked with
a Move Marker, but unused OPS are lost.
►11.1.2 Movement Restrictions
Movement is always from space to space along a connection (line).
Spaces may not be skipped.
a. Movement from one space to another generally costs 1 Movement
Point (MP) regardless of the terrain or the type of the connector.
However, if the connection is a green line, a unit must spend its
entire MF in order to cross that green line. Note: Units with a 0
MF cannot move across a green connection. Exception: The BR
Dunsterforce special unit only spends 4 MPs (half its Movement
Factor) to cross green lines.
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b. A unit may never move more spaces than its Movement Factor
(MF) in a single Action Round. Note: This limit does not apply to
Strategic Redeployment (SR), since SR is not Movement.
c. Unused MPs cannot be accumulated for future Action Rounds or
transferred to other units. Unused MPs are lost.
11.1.4 Movement through and into Activated Spaces
Units may move through but not end their Movement in a space
containing an Attack Marker. Units may end their Movement in a
space containing another Movement Marker, but no unit may move
twice in the same Action Round.
d. LCUs moving into or out of a desert space must move along a
railroad that can trace back to a friendly, controlled Supply Source
or (in the case of AP LCUs) to a controlled, supplied port. (See 18.2
for information on incomplete railroads.)
►11.1.5 Movement and Enemy Units
e. Incomplete railroads can be used for normal movement (with
the exception of movement of LCUs between desert spaces, per
the above).
a. The Catastrophic Attack Event allows CP units to move through
a space containing AP units.
f. TU/TU-A LCUs and BU LCUs may never move into a swamp (or
be organized in a swamp), but may attack into swamps.
►11.1.3 Colored Railroads
Colored railroads are labelled to indicate that only the units of certain
nations (indicated on the map) may move (or SR) across those lines.
There is no restriction on attacks across these lines—units may attack into areas where they cannot move (but cannot Advance After
Combat). Example: No SB units may move between Belgrade and
Galicia, but SB units may attack into Galicia.
a. Friendly units are allowed to trace supply across friendly colored
railroads to an allowed Supply Source (see 14.2).
b. Also, friendly spaces are allowed to trace supply during the Attrition Phase across colored railroads to any friendly Supply Source.
Example: A space in Russia could remain AP-controlled by tracing
supply to a BR Supply Source.
Units may not enter a space containing an enemy unit of any sort,
but may enter Regions containing enemy units. There are three
exceptions:
b. A friendly combat unit may enter a space with an enemy HQ and/
or Heavy Artillery unit that is unaccompanied by enemy combat
units, thereby eliminating the HQ and/or Heavy Artillery permanently. Note: A friendly HQ or Heavy Artillery unit cannot destroy
an enemy HQ or Heavy Artillery unit in this manner.
c. Friendly units may enter a space containing an enemy Uprising Marker at no extra Movement cost (and with no effect on the
Uprising), but must end their Movement in that space. Reminder:
Uprising Markers are not units and cannot block friendly supply
routes—but they do interfere with supply (see 3.2.4 on “The Playing
Pieces” Player Aid Card).
11.1.6 Movement and Enemy Forts
Units may enter a space containing an intact enemy Fort only in
two situations: (1) if they will be able to besiege it by the end of
the Action Round (alone or in conjunction with other units that will
Possible Movement Paths of the Indian 1-1-5 Cavalry SCU: The unit may travel 5 spaces along any of the triple lines, and it may stop anywhere along the paths
except at Kut because of the Attack marker (the circle denotes that it may not stop)—although it may move through that space. It may not go past the thick black
bars. It may not move into the Southern Persia Region box (it takes all of a unit's MPs to do so), nor into the space with enemy (TU-A) unit.
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move into that space during the same Action Round); or (2) if the
Fort is already besieged (see 15.2). Note: Friendly units may also
move through a space containing a besieged enemy Fort.
sian Revolution begins (see 16.4). Note: If a RU unit recaptures a
VP space that was originally AP-owned, it counts as a RU VP space,
even if it was not originally Russian (e.g. Bucharest).
►11.1.7 Movement and Neutral Nations
11.2.1 Full Control
In general, units may not enter a space in a neutral nation until
it enters the war. Exceptions: 1) Units may always enter neutral
Greece; 2) Units may always enter Neutral Persia after either the
Persian Push or Secret Treaties Event is played (see 18.8.5); 3) CP
SCUs can always enter neutral Afghanistan (see 18.8.6).
►11.1.8 Movement and Tribes
Tribes may not move beyond their Movement Range (i.e., one full
move from a space with a dot of the tribe’s color, counted as though
enemy units were not present). See 3.2.1.3 on “The Playing Pieces”
Player Aid Card.
►11.1.9 Movement and Beachheads
Units may only enter a Beachhead space if it contains a Beachhead
Marker. If a Beachhead space does not contain a Beachhead Marker,
units cannot move into that space unless a Beachhead Marker is in
the Reserve Box and an invasion is conducted (see 18.6).
a. When a regular combat unit moves into an enemy-controlled VP
space, the moving player seizes control of the space and its VP(s) immediately. The VP Marker is adjusted in that player’s favor (positive
for the CP Player; negative for the AP Player) a number of spaces
equal to the VP value of the space. Note: Most VP spaces are worth
1 VP, but some are marked as 2 VPs (e.g., Constantinople).
b. Likewise, when a regular combat unit moves into an enemycontrolled Jihad City, the Jihad Level Marker is adjusted (-1 if the
AP captures a Jihad City, and +1 if the CP captures a Jihad City).
c. A player gains control of a contested enemy-controlled Region
as soon as all enemy units in that Region either leave the Region
or are eliminated.
d. Control of a space can also change when a besieged Fort is destroyed (see 15.3) or during the Attrition Phase (if the space cannot
trace supply to any friendly Supply Source).
a. If a Beachhead space contains a Beachhead Marker placed during
a previous Action Round, AP units may move through the Beachhead space and advance ashore (if the on shore space contains no
enemy units) using normal Movement and treating the Beachhead
space as though it were a normal space.
e. Players retain control of a space when their regular combat units
leave it. However, irregular units and tribes operating without a
regular combat unit cannot permanently take control of a space that
is color-coded on the map as enemy-controlled or neutral. Instead,
they exert Partial Control (see 11.2.2).
b. If a CP unit enters a Beachhead space containing a Beachhead
Marker, the Beachhead Marker is destroyed, the Jihad Level increases +1 or +2, and the CP unit is immediately returned (for no
MP) to the adjacent space from which it moved, thereby ending its
move or Advance After Combat (see 16.3.1). Note: CP units can
never move onto Island Bases.
11.2.2 Partial Control
c. AP units moving from the mainland or Beachhead space back
to an Island Base must stop their move on the Island Base. They
cannot continue movement through the Island Base and out into
another Beachhead space.
►11.1.10 Bulgarian Unit Limitation
BU units cannot voluntarily enter Turkey. They may only do so as
the result of a retreat. Once inside Turkey, if Activated for Movement, BU units can only move toward Greece or Bulgaria (they may
Activate normally for Combat). TU units may enter Bulgaria.
Design Note: Bulgaria and Turkey fought a bitter war in 1912-1913,
which included the Bulgarian capture of Adrianople. Intriguingly,
the Bulgarians did allow Turkish troops to enter Bulgaria for operations against Romania.
►11.2 Control of Spaces
Players gain control of each space and
vacant Region immediately when they
move a combat unit into or through it,
unless the space contains an undestroyed
enemy Fort (even if that Fort is besieged). Note: HQs or Heavy
Artillery units moving without a combat unit cannot take control
of an enemy space.
When taking control of an enemy space, especially a VP space, it is
helpful if a player either marks it with one of his Control Markers or
removes the enemy’s Control Marker. This is especially important
when RU units capture VP spaces, since this affects when the Rus-
Note: The intent of this rule is simple, but it is extremely hard to write
in an elegant, uncomplicated fashion. Players are encouraged to
follow the spirit of this rule rather than the precise letter, if a strict
interpretation of the letter ever violates the spirit.
This rule simulates the simple fact that irregular units and tribes
1) cannot permanently take control of a space, and 2) cannot cut
enemy units out of supply. The first concept is termed Disruption;
the second concept is termed Limited Supply.
11.2.2.1 Disruption: When irregular units and/or tribes (unaccompanied by a regular combat unit) cease movement in an enemycontrolled or truly neutral space (e.g., Hamadan or Athens), they
Disrupt that space so long as they occupy it. Note: A space is never
Disrupted if a regular combat unit is present—it is under the owning player’s Full Control.
a. If the Disrupted space is a VP space or Jihad City, the VP Marker
or Jihad Level is shifted in the moving player’s favor.
b. If the space was enemy-controlled but is colored as friendly
or neutral on the map, place an enemy Control Marker under the
irregular units or tribes to indicate that the enemy retains Partial
Control of the space.
c. If a friendly regular combat unit enters a Disrupted space, the
player takes Full Control of the space (i.e., the space is no longer
Disrupted, but is fully controlled). Any enemy Control Marker is
removed.
d. If a Disrupted space is vacated, it reverts to enemy control (if so
marked). If the space is a VP space or Jihad City, the VP Marker or
Jihad Level is adjusted in favor of the enemy player.
e. A unit tracing supply through an Uprising Marker’s space is in
Limited Supply, but the Uprising Marker has no effect on control
of the space.
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11.2.2.2 Limited Supply: Disruption does not cut enemy supply
lines, but does interfere with them.
11.3 Building Trenches
a. Enemy units that can remain in supply only by tracing supply
through (or out of) a Disrupted space are in Limited Supply. The
space they occupy costs +1 OPS to Activate, and units in Limited
Supply pay +1 SR point to SR and pay double RPs to repair, just as
if tracing supply through an Uprising Marker (see 14.1.7). There is
no additional penalty for being forced to trace supply through more
than one Disrupted space.
Regular combat units of any nationality in a clear space (but not in
a Region) that is Activated for Movement may attempt
to build a trench instead of moving. Only one trench
building attempt may be made per space in an Action
Round, regardless of the number of units present.
b. Units can trace full supply through a space Disrupted by friendly
units.
c. During the Attrition Phase, friendly units in Limited Supply are
not eliminated, for they are not Out of Supply. Likewise, friendly
spaces which can only trace supply through a Disrupted space are
not Out of Supply and do not switch to enemy control.
Examples:
1) A Kurdish tribe moves into neutral Hamadan in Neutral Persia,
thereby Disrupting the space. The CP player moves the VP Marker
+1. If the Kurdish tribe vacates Hamadan, move the VP Marker –1,
for Hamadan is again neutral.
2) A Kurdish tribe moves into Hamadan when it is marked with a
RU VP Marker. Move the VP total +1 and leave the RU VP Marker
under the tribe (to indicate that the space was RU-controlled when
the tribe entered). If the Kurdish tribe vacates Hamadan, move the
VP total –1. The RU VP Marker designates that the city reverts to
AP control, not to neutrality. Note that this would also move the
“Long Live the Czar!” Marker –1 and +1.
3) A Marsh Arab tribe appears in AP-controlled Qurna. An AP
Control Marker should be placed under that tribe to indicate that
the space is Disrupted. So long as the tribe remains there, AP units
tracing supply solely through Qurna will suffer Limited Supply. If
the tribe vacates, Qurna reverts to AP control.
4) A Kurdish tribe moves from Eleskirt to Kagizman to Erevan. The
VP Marker shifts +1. Erevan is now under CP Partial Control.
Eleskirt remains under CP Full Control, and Kagizman remains
under AP Full Control. As soon as the Kurdish tribe vacates Erevan, Erevan will revert to AP Full Control, and the VP Marker will
shift –1 (the AP Player does not need to reoccupy Erevan in order
to make this happen). While the Kurdish tribe is in Erevan, any AP
units forced to trace supply through that space will suffer Limited
Supply. Note that AP units may trace supply through Kagizman normally, even though the Kurdish unit moved through that space—the
CP had Partial Control of that space only while the Kurdish tribe
was in it. Kagizman reverted to AP Full Control the moment the
Kurdish tribe moved into Erevan.
5) The AP Armenian Revolt irregular unit captures Van (which was
CP-controlled) and adjusts the VP Marker -1. Place a CP Control
Marker under the unit. If the ARM unit leaves Van, Van immediately
returns to CP control, and the VP Marker is adjusted +1.
6) A Marsh Arab tribe moves into AP-controlled Basra, shifting the
VP Marker +1. An AP Control Marker is placed under the tribe.
If the tribe leaves Basra, Basra reverts to AP control and the VP
Marker shifts –1.
►11.3.1 Trench Construction
Roll a die:
• If there is an LCU in the space, the trench is built on a roll of
1–3. On a roll of 4–6, the attempt fails. Note: Having more than
one unit in the space does not improve the odds of building the
trench when an LCU is present.
• If only SCUs are in the space, a roll equal to or less than the number of regular combat SCUs indicates that the trench was built.
However, the attempt always fails on a roll of 4-6. Example: A
TU Inf Div, a TU Cav Div, and a Kurdish tribe attempt to build
a trench. The attempt will succeed on a roll of 1 or 2 (not 3—the
Kurdish tribe is not a regular combat unit, so does not contribute
towards trench building).
• It does not matter whether the trench-building units are fullstrength or reduced.
a. To clarify—SCUs (with or without an LCU) can build trenches.
Note: This is stressed because it is a significant change from the
original Paths of Glory rules.
b. Irregular units and tribes do not count toward trench-building
efforts (but do receive the Combat benefits from a completed
trench).
c. Terrain affects the ability to build trenches. Trenches can never
be built in Deserts. Trenches can be built in Mountains or Swamps
only if a BR, IN, ANZ, GE, or AH unit is in the space. Exception:
Trenches received as the result of card events may be placed in
any terrain.
d. In a space Activated for Movement, some units may build a trench
while other units in the space move away. Only non-moving regular
combat units count towards building a trench.
e. Units may move into a space where a trench will be built, but do
not count towards building the trench.
►11.3.2 Trench Levels
When units successfully entrench, place a Level 1 Trench Marker
of the player’s color in that space.
• A space may never contain more than one Trench Marker.
• A player can never build Level 2 trenches. Note: This
is a change from original Paths of Glory rules. The
Level 2 Trench preset at Doiran in the 1914 scenario,
is the only Level 2 Trench in the game. Note: The vast
trench systems on the West Front did not exist in this theater.
11.3.3 Removing Trench Markers
Even if no friendly units are present, a trench remains in a space
until an enemy unit enters it. When an enemy unit enters a Level
1 Trench, it is removed. When an enemy enters a Level 2 Trench,
replace it with a Level 1 Trench Marker of the enemy’s color. Exception: Treachery at Ft. Rupel allows the CP to capture the Level
2 Trench intact. An enemy unit may capture or destroy a Trench
even if it continues moving.
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Pursuit of Glory—The Great War in the Near East
11.3.4 Out of Supply Trenches
If a space with a Level 1 Trench suffers Out of Supply attrition, the
Trench Marker is removed. If a space with a Level 2 Trench Marker
suffers attrition, the Trench Marker is replaced with an enemy Level
1 Trench Marker. Exception: Trench Markers in an intact Fort space
do not suffer attrition.
11.3.5 Trenches and Besieging Units
Units besieging a Fort may entrench.
11.3.6 Trenches and Defending Forts
A Fort on its own never benefits from a Trench in its space. However, if friendly units are defending in the Fort’s space, the trench
benefit is applied to the entire defending Combat strength, including the Fort.
►11.3.7 No Trenches in Regions or Island Bases
Trenches cannot be built in Regions or on Island Bases.
►11.3.8 Trench Markers
If players require more Trench Markers than are present in the game,
they may create more. Alternatively, they may also remove one of
their Trench Markers on the map and put it in the newly entrenched
space if no other friendly Trench Markers are available.
►11.4 Gallipoli Map Movement
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11.4.1 MP Costs To and From
It costs 1 MP to move onto or off of the Gallipoli map (e.g., moving
from Rodosto to the Gallipoli map costs 1 MP).
• Units moving from Rodosto, Bandirma, Edremit, or Lemnos
into the small box on the main map labelled “To Gallipoli” shift
immediately to the Gallipoli Map—to Bulair, Chardaz, Ezine, or
a Beachhead space (with a Beachhead Marker) respectively—at
the cost of 1 MP. (The unit may continue movement on the main
map using any remaining MPs.)
• The reverse is also true—leaving the Gallipoli map costs 1 MP
and the unit reappears on the main map in the space corresponding to its exit route from the Gallipoli map.
11.4.2 MP Costs Within
Due to the greatly reduced distances represented on the Gallipoli
map, players may move through any number of spaces on the Gallipoli map not containing enemy units or an intact, unbeseiged
enemy Fort, for the total cost of 1 MP regardless of who controls
the spaces.
11.4.3 Forts on the Gallipoli Map
It costs one additional MP to enter a space containing an intact,
unbesieged enemy-controlled Fort (a besieged enemy Fort does
not cost an extra MP).
11.4.4 Straits and Ferry Lanes on the Gallipoli Map
Straits and Ferry Lanes may be crossed at no extra MP cost if the
player fulfills the criteria for using that Strait (see 3.1.5.2). Don’t
forget to factor in the effect of any intact, enemy-controlled Forts.
Example: A BR unit moving onto the Gallipoli peninsula from
Rodosto and moving to besiege Seddul Bahr would pay 3 MPs (assuming that no enemy units block its way): 1 MP to move onto the
Gallipoli map, 1 MP to move any distance within the Gallipoli map,
and 1 MP to move onto the intact, enemy-controlled Fort at Seddul
Bahr. If that unit were to exit the Gallipoli map on its next move, it
would pay 1 MP to move within the Gallipoli map and 1 MP to exit
back to the main map, for a total cost of 2 MPs.
12.0 Combat
12.1 General
Combat is initiated by units in an Activated space marked with an
Attack Marker.
a. Combat is fully voluntary—all, some, or none of the units in an
Activated space may actually participate in the attack. A player need
not announce which units (if any) are attacking which spaces until
the Combat actually occurs.
b. Units in an Activated space are not required to participate in the
same Combat—they may attack different spaces adjacent to the
Activated space, each Combat being resolved separately (or no
space at all). However, each unit may conduct only one attack per
Action Round, and a unit’s Combat Factor (CF) cannot be divided
between multiple attacks.
c. The player controlling the Activated space (Fully or Partially) is,
for purposes of this Combat, the Attacker, regardless of the overall
strategic situation.
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►d. Units CAN attack into areas where they are not allowed to
move, but cannot Advance After Combat. Examples:This includes
attacks by TU/TU-A or BU LCUs into swamps; attacks across
railroads restricted by nationality; attacks by units with a 0 MF.
Note: Units cannot Advance After Combat into an area where they
are not allowed or would be Out of Supply.
12.1.1 Defending Spaces
Each Combat can involve only one defending space.
• Units in any number of Activated spaces adjacent to the defending
space may join in a combined attack against that space.
• ►However, only one stack of units involved in a multi-space
attack can attack across a green line.
Note: Attacks across green lines will involve a Region (see 12.10.2)
or crossing the Caspian Sea. The command and control systems of
that day would have been unable to coordinate combats involving
more than one such line of attack.
12.2 Combat Sequence
Each Combat is resolved using the following steps in the order
given:
1. Designate the Combat.
2. Announce Flank Attack (if any).
3. Severe Weather Check (if any).
4. Determine Combat Strengths.
5. Play Combat Cards (if playable prior to Combat, with the Attacker announcing first—some CCs are played later).
6. Announce Turkish Withdrawal.
7. Attempt Flank Attack.
8. Combat Resolution
a.Determine DRMs, Fire Table and Fire Column
b.Roll Dice and Determine Results
c. Determine Combat Winner
d.Apply Losses (Defender first)
9. Determine Retreat and Advance After Combat
12.1.2 Multiple Unit Combat
12.2.1 Designate the Combat
All units participating in a single Combat add their Combat Factors (CFs) together to find an overall Combat Strength for the
Attacker.
The active player designates which units in spaces Activated for
Attack are participating in this Combat and which space they are
attacking.
• Only attacking units participating in the same Combat may take
losses or advance after Combat. Other attacking units in the same
space which are not participating in this Combat (i.e., are attacking
a different space or not attacking at all) are not allowed to absorb
losses or Advance After Combat.
• Units with a CF of 0 may attack or defend (even if alone). When
in a stack, they add nothing to the overall Combat Strength, but
can absorb losses.
►12.2.2 Announce Flank Attack
12.1.3 One Attack per Defending Space
A space (or Region) can be attacked only once each Action
Round.
12.1.4 Attacks against Retreating Units
A player may not attack a space solely containing enemy units that
retreated earlier in this Action Round (see 12.7.7).
►12.1.5 Units in a Besieged Fort
A player may Activate units in a besieged enemy Fort space for
Combat.
• Only the units above those required to besiege the Fort may attack adjacent spaces.
• However, all units in the besieged Fort’s space may attack the
Fort.
• If during Movement, all friendly units exit a space containing an
enemy Fort, the non-besieged Fort may be attacked by units in
adjacent spaces Activated for Combat.
12.1.6 Multinational Coordinated Attacks
Units of different nations in multiple spaces may coordinate for a
combined attack on the same space if at least one stack of attackers
includes a unit from each nation in the attack. Reminder: Usually,
Activation of a multinational space costs 1 OPS per nation having
regular combat units in that space (do not count irregular units or
tribes). Also, some HQs negate this requirement.
If certain requirements are met, the Attacker may declare and
determine the success of a Flank Attack (see 12.4). Note: Once
announced, this decision cannot be cancelled.
►12.2.3 Severe Weather Check
This rule applies to Mountains in Winter and to Desert and Swamps
in Summer. The Attacker rolls to determine whether full-strength
regular combat units attacking from or into hostile terrain during
inclement seasons will be reduced one step prior to Combat Resolution in Step 8 (see 12.5). Only one check is made, even if both the
attacker’s and defender’s spaces contain hostile terrain.
12.2.4 Determine Combat Strengths
Each player totals the Combat Factors (CFs) of his units involved in
the Combat to determine his total Combat Strength. The Defender
also adds the strength of any Fort in the defending space to his
Combat Strength. Note: This step is conducted simultaneously.
12.2.5 Combat Cards
The Attacker may play any number of CCs (so long as the conditions listed on each CC are met by this Combat), including CCs
that were retained in front of him from use in a Combat in a prior
Action Round this turn (or the special Jafar Pasha or No Prisoners CCs). After the Attacker plays his CCs, the Defender also plays
any eligible CCs that he wishes. (Some CCs indicate that they are
played later during combat.)
►12.2.6 Announce Turkish Withdrawal
The CP Player announces whether any TU/TU-A SCUs in the Combat will withdraw at the conclusion of the Combat (see 12.8).
12.2.7 Attempt Flank Attack
If a Flank Attack was announced in Step 2, the Combat in Step 8
will be resolved sequentially instead of simultaneously. Note: For
the method of conducting a Flank Attack, see 12.4.
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Pursuit of Glory—The Great War in the Near East
►12.2.8 Combat Resolution
a. Determine Die Roll Modifiers (DRMs)
Each player examines the CCs played and other factors listed below
to determine his total DRM for this Combat. The number rolled can
never be reduced to less than 1 or increased to greater than 6.
Advantage/Disadvantage
DRM
Cavalry, Camels, Armoured Cars—if you
have at least one in this Combat and
your opponent has none (except attacks from or to a Beachhead space)
+1
Heavy Artillery (may participate only if
attacking)
+1 or 2
Alpenkorps (GE Mountain Infantry)—if
attacking into mountains or defending
in mountains
+1
HQ (a defending HQ must participate; an
attacking HQ may participate)
+0, 1, or 2
Design Note: Cavalry was used in the Near East much more widely
and wisely than in Europe, including effective use of entire cavalry
corps. Allenby’s breakthrough in Palestine was in large measure due
to effective use of cavalry, including a massed charge, and Russian
successes in Persia were in large measure due to Baratov’s cavalry
corps. Most frequently, cavalry was used for reconnaissance and for
threatening the enemy’s flanks—hence, the +1 DRM if your enemy
is unable to counter your mobile forces. Camel corps were used for
similar ends. British armoured cars brought firepower and speed
to bear and were effectively used on numerous occasions, most
notably in Persia and western Egypt (the Brits also sent armoured
car units to Romania!)
b. Determine Fire Table and Fire Column
Each player determines which Fire Table he must use. If the player’s
units contain one or more LCUs (even if reduced), he fires on the
Heavy Fire Table; otherwise, he uses the Light Fire Table. Each
player finds his Combat Strength on the appropriate Fire Table
and determines his Fire Column, shifting columns as required by
Trenches and Terrain Effects (terrain and trench effects are cumulative; see 12.3 and the Terrain Effects Chart on the Player Aid Card).
Column shifts cannot cause the Fire Column to shift off the table.
Excess column shifts are ignored.
c. Roll Dice and Determine Results
Each player rolls a die, modifies it by his DRM, and cross-references
the result with his Fire Column to determine his Loss Number (the
potential damage he could inflict on the enemy). This step is conducted simultaneously unless a Flank Attack was attempted or all
attacks were through Water Crossings.
d. Determine Combat Winner
The player who rolled the higher Loss Number wins the Combat
(modify for Turkish Withdrawal, if any). The winner may retain
any CCs played in this Combat that do not have an asterisk (*). All
other CCs used in this Combat are discarded. (If both players’ Loss
Numbers are the same, there is no winner and both players must
discard any CCs used.) Exception: Follow the special rules on the
Jafar Pasha and No Prisoners CCs.
e. Apply Losses
If possible, a player’s units must absorb the damage indicated by
the enemy’s Loss Number.
23
• If this is a Flank Attack or involves a Water Crossing, damage will
be rolled for and absorbed sequentially, not simultaneously.
• Note: The actual losses taken do not alter the Loss Numbers rolled
(i.e., do not alter the actual winner of the Combat)—it is possible
that the winner will take more actual damage than the loser.
12.2.9 Retreat and Withdrawal (see 12.7 and 12.8)
If the Attacker wins the Combat and still has at least one full-strength
attacking unit, all surviving Defenders must retreat. The Defender
may have the option to cancel the retreat by taking an additional
step loss in mountains, swamps, forests, and Water Crossings. Also,
if the CP Defender committed to a Turkish Withdrawal, he is obligated to retreat all TU and TU-A SCUs (involved in that Combat)
one space (even if there are no full-strength Attackers); any other
CP units may withdraw.
►12.2.10 Advance After Combat (see 12.9)
If the Defender retreated or was completely eliminated, the Attacker may advance any surviving full-strength units. If the CP
Defender utilized Turkish Withdrawal and all CP units retreated or
were eliminated, then all AP attacking units may advance, even if
reduced strength and even if the AP units lost the battle. Units cannot Advance After Combat into an area where they are not allowed
or would be Out of Supply.
12.3 Terrain and Trench Effects
Various types of terrain will reduce the Attacker’s effectiveness
in Combat. Note: Forests do not affect the Fire Column during
Combat; they do affect retreats and advances.
12.3.1 Mountains
If the Defender is in a mountain, the Attacker’s Combat
column shifts one left. Note: Mountain spaces in Syria/
Palestine also indicate badly broken terrain (e.g., ragged
hill country or extensive cactus hedges) that gave Defenders a
substantial advantage.
►12.3.2 Swamps
If the Defender is in a swamp, the Attacker’s Combat column shifts one left. Note: TU and BU LCUs may attack
into a Swamp, but cannot Advance After Combat. If forced
to retreat into a swamp, a TU/TU-A or BU LCU is permanently
eliminated and replaced by an SCU from the Reserve Box.
Design Note: Historically, TU and BU LCUs avoided swamps, not
wishing to expose their troops to malaria. This restriction also prevents ahistorical play in Mesopotamia and Greece, and is therefore
an important part of the design’s balance—the Turks simply could
not support large bodies of troops in swamps.
►12.3.3 Deserts
If the Defender and/or Attacker is in a desert space, the
Attacker’s Combat column shifts one left.
• If the Attacker is in a desert space, and the Defender’s space is also
desert, there is only one column shift. However, if the Defender’s
space is a swamp or mountain, there would be a 2-column shift
for terrain.
• An LCU can attack from or into a desert space only across a
friendly-supplied railroad.
• Also, a Retreat or an Advance After Combat into or out of a
desert space can occur only across a friendly-supplied railroad.
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Pursuit of Glory—The Great War in the Near East
An LCU which cannot retreat in accordance with this restriction
is permanently eliminated (and replaced by an SCU from the
Reserve Box).
12.4.3 Flank Attack Resolution
The attacking player rolls one die to determine the success of the
Flank Attack, adjusted by the DRM.
►12.3.4 Water Crossings
a. If the modified die roll is 4 or higher, the Flank Attack succeeds
and the Attacker will resolve step 8 before the Defender, including
inflicting losses. (Thus, if the Flank Attack succeeds, the Defender’s
strength would be reduced by any losses he suffers, before he fires
back at the Attacker.)
• A Water Crossing has no effect if the Defenders are attacked
through a non-Water Crossing side of the space (e.g., if the Defenders at the Suez Canal are attacked from the east and from the
west simultaneously).
• The effects of Water Crossings and other terrain or trenches in the
space are cumulative, but the Defender receives only one column
shift for Water Crossings, no matter how many Water Crossings
are involved in a combat.
b. If the modified die roll is 3 or lower, the Flank Attack fails and the
Defender resolves step 8 before the Attacker, including application
of losses. (Thus, in the case of a failed Flank Attack, the Attacker’s
strength would be reduced by any losses he suffers, before he fires
back at the Defender.)
Defenders that are attacked solely across Water Crossings
receive a defensive advantage. The Attacker’s Combat column shifts one left. Additionally, the Defender fires first and
inflicts any damage on the Attacker before the Attacker fires back.
12.3.5 Trench Effects
If units defend in a Level 1 Trench, the Attacker’s Fire Column shifts
1 to the left, and the Defender’s shifts 1 to the right. If units defend
in a Level 2 Trench, the Attacker’s Fire Column shifts 2 to the left,
but the Defender’s still shifts only 1 to the right. These effects are
in addition to any shifts for terrain. Reminder: Forts in a space with
a Trench, but with no friendly units, do not benefit from a Trench.
Also, a Trench in the Attacker’s space never affects Combat.
c. During a failed Flank Attack, the Attacker’s CCs are still used
when he finally rolls the results of his Combat, even if the conditions for their use can no longer be met. Example: If RU and RO
units using the Armenian Druzhiny CC failed a Flank Attack, the
CC would still be used even if no RU units survived the Defender’s
preemptive fire.
12.4 Flank Attacks
►12.4.1 Conditions for Flank Attack
The Attacker may announce a Flank Attack if: 1) he has units in two
or more spaces joining together for an attack against one defending
space; and 2) at least one of the attacking units is an LCU. Also,
the defender's space:
•
•
•
•
cannot be attacked solely through Water Crossings;
cannot be a Swamp or Mountain;
cannot contain a Trench Marker;
cannot contain an undefended Fort (Note: A Flank Attack may be
made against a space that has an enemy Fort and unentrenched
enemy units—see 15.1.4);
• cannot be a Region.
12.4.2 Pinning Spaces and Flank Attack DRMs
When attempting a Flank Attack, the Attacker must designate one
attacking space as the “frontal assault” or “pinning” space. For
each additional attacking space (other than the “pinning” space)
that is not connected to an enemy-occupied space (other than the
defenders’ space), the Attacker receives a +1 DRM for the Flank
Attack Attempt die roll.
• Spaces which contain only an enemy Fort are not considered
enemy-occupied.
• ►Enemy-occupied spaces connected to friendly attacking units
only by colored railroads or green lines are not considered enemyoccupied for this purpose.
Note: The Flank Attack DRM is checked at the moment of the attack.
Thus, the sequencing of Combats may alter the number of enemyoccupied spaces, due to Retreats or Withdrawals.
12.4.4 Example of a Flank Attack
RU units defending in the Kars Fort are attacked from Ardahan,
Sarikamis, and Kagizman. RU units are also in Akhalkaln and
Erevan. The CP Player announces that the pinning space is Ardahan. Thus, CP units in Sarikamis and Kagizman could potentially
be used to add a +2 DRM to the Flank Attack Attempt die roll
if there are no RU units adjacent to these spaces (not counting
those in the Defender’s space). In this case, non-Defender RU
units are adjacent to the TU units in Kagizman, but not Sarikamis.
Thus, the CP Player receives a +1 DRM. He rolls 3 and adds
the +1 DRM, for a result of 4. The Flank Attack succeeds! The
Attacker will roll for damage and the Defender must absorb that
damage immediately. If any Defenders remain, they then fire
back at the Attackers, using their remaining combat strength.
If the Attacker had rolled a 1 or 2, the Flank Attack would fail,
and the Defenders would fire at and damage the Attackers first,
before the Attackers fire back. If the Attacker had used Sarikamis
as his “pinning space,” he would have received no DRM, since
RU units not involved in the Combat were adjacent to Ardahan
and Kagizman.
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Pursuit of Glory—The Great War in the Near East
►12.5 Severe Weather Check
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12.6.4 Loss Number Mechanics
All full-strength regular combat units may suffer one step loss when
attacking from or into hostile terrain during an inclement season
(swamp and desert spaces in Summer, or mountain spaces in Winter).
Exception—Mountains in Palestine/Syria do not have this effect.
12.5.1 Severe Weather Check Resolution
a. Roll one die for each space containing attacking units. If the
number rolled is equal to or greater than the current Action Round
number, then attacking full-strength regular combat units in that
space (and participating in this Combat) are reduced. Note: Attacks
later in the season (e.g., March and September—Action Rounds
5 and 6 of the Winter and Summer turns) have little likelihood of
causing damage due to Severe Weather, whereas Action Round 1
causes automatic damage due to Severe Weather.
b. Units which are already reduced suffer no penalty.
c. Units in the Attacker’s space(s) not engaged in this Combat (e.g.,
units that are not attacking or are attacking a different space) are
unaffected.
d. Irregular units, tribes, HQs, and Heavy Artillery are never affected
by Severe Weather Checks.
e. Severe Weather Checks are made prior to Combat Resolution,
and any damage is applied immediately, before determining Combat
Strength.
f. Certain cards exempt units from Severe Weather Checks.
Note: Optional Rule 19.4 allows players to adjust the Severe Weather
Check die roll.
12.6 Taking Losses
12.6.1 Loss Numbers
The result of each player’s die roll on the Fire Table determines the
amount of damage that he can potentially inflict on his opponent’s
units (the Loss Number). The opponent’s units must, if possible,
absorb all the damage represented by this Loss Number.
12.6.2 Absorbing Damage
Damage is absorbed by reducing or eliminating combat units actually involved in this Combat or by eliminating defending Forts in
the Combat space.
12.6.3 Loss Factors and Damage
Each “step” removed from a combat unit contributes that unit’s Loss
Factor (LF) towards meeting the total possible damage (the Loss
Number) inflicted by the enemy.
• A full-strength unit is damaged (“reduced”) by flipping it to its
reverse, lower-strength side.
• A unit which is already reduced and takes damage is eliminated.
• If a supplied LCU is eliminated, it is replaced by an SCU from
the Reserve Box (whenever possible), and this SCU may then
also be reduced or eliminated (see 12.6.5).
• Destroyed units are placed in the Eliminated/Replaceable Units
box (although those marked with a black dot or triangle are
permanently removed from the game). However, see effects of
being eliminated while OOS (see 12.6.7).
• Forts can never take damage so long as a friendly combat unit
survives the Combat (see 12.6.6).
Each player must absorb as much of the Loss Number as possible.
However, the player may never take more damage than the Loss
Number, nor take fewer losses than required if it is possible to take
the exact Loss Number. This may mean, in some cases, that the
enemy units absorb the blow without taking any damage (if the
Loss Number is less than the units’ smallest Loss Factor). In such
a case, the enemy units have absorbed the blow without a reduction
in their Combat effectiveness.
Example 1: A full-strength TU LCU with a Loss Factor (LF) of 3
must (if possible) absorb a 5 Loss Number. First, the LCU is reduced
(flipped), thereby absorbing 3 points of damage (since its LF is 3).
2 points of damage remain, but the LCU is not further damaged,
since its Loss Factor is higher than the remaining damage—the
remaining 2 points of damage are absorbed by the unit without any
further reduction in its Combat effectiveness.
Example 2: A full strength TU LCU with an LF of 3 and a reduced
strength TU LCU (LF of 3) must (if possible) absorb a 5 Loss Number. At first glance, it may appear that these units cannot absorb
the full damage, since the Loss Factors on both units is 3. However,
these units can indeed absorb the full damage, and must do so. The
CP Player must first eliminate the reduced strength LCU (this represents 3 points of LF towards meeting the 5 points required by the
Loss Number). The eliminated LCU is replaced with an SCU (LF
of 1) from the Reserve Box. The CP Player must still absorb 2 more
points of damage (if possible). The remaining LCU has an LF of 3,
and so cannot be weakened by the remaining 2 points of damage.
The newly placed SCU, however, can (and must) take two step losses
and be eliminated in order to meet the total required Loss Number
of 5 (3 points for the eliminated LCU, plus 1 point for each side of
the eliminated SCU, for a total of 5 points of damage). Note that
the CP Player is not allowed to eliminate one LCU and reduce the
other (thereby leaving a reduced LCU and full-strength SCU in the
space), for this would constitute 6 points of damage, and a player
can never take more damage than the Loss Number rolled by his
opponent, even if he desires to do so.
►12.6.5 Replacing Eliminated LCUs
An eliminated LCU must be replaced immediately in its current
space by an SCU from the Reserve Box which is of the same nationality. If possible, the SCU should also be of the same type as
the LCU (e.g., elite infantry).
• If an SCU of the same nationality is not available, the LCU is
permanently eliminated (may not be rebuilt). Exceptions: 1) TU
or TU-A units may be used for all Turkish LCUs; 2) In the case
of a BR, IN, or ANZ LCU, if an SCU of the same nationality is
not in the Reserve Box, an SCU of any of these British Empire
nationalities may be used.
• If an SCU of the same type (e.g., TU-A infantry) as the LCU is
not available, any regular SCU of the same nationality/empire
may be used. (Special and irregular SCUs may not be used.) If
the LCU itself is “special,” use any regular infantry SCU (normal
or elite) of the proper nation/empire.
• If no suitable SCU is in the Reserve Box, the LCU is permanently
eliminated (is removed from the game and cannot be rebuilt).
• There are a few units in the game which are dual nationality:
a. A dual nationality LCU can be replaced by an SCU of either
nationality.
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Pursuit of Glory—The Great War in the Near East
26
b. A dual nationality SCU can be used to replace an LCU of either
nationality.
• If more than one SCU meets the criteria, the owning player
chooses which to use.
• Some unusual situations may occur. If a space with only two
full-strength 3 LF LCUs suffers a 7 Loss Number result, or a
space with only two full-strength 2 LF LCUs suffers a 5 result,
and if in either case there are no SCUs in the Reserve Box, then
both LCUs cannot be reduced by one step each, since this would
fail to meet the required Loss Number. Instead, one of the LCUs
must take two steps of loss and then be permanently eliminated
(due to failure to replace the destroyed LCU with an SCU from
the Reserve Box).
does not determine the winner. Example: The CP rolls a 2 LN, but
the Loss Factor on the defending AP Corps is 3, so 0 damage is
actually done. The AP rolls a 1 LN, and an attacking CP reduced
Inf Div absorbs that damage, being eliminated. In this case, the
AP clearly inflicted more damage than the CP, but the CP won the
combat – he rolled the highest Loss Number.
b. Turkish Withdrawal reduces the Attacker’s LN by 1 (see 12.8)
and may thereby change the winner of the battle (or convert it to
a tie).
c. A Defender never retreats if no Attacker is full-strength after
damage is absorbed (but any TU Withdrawl must still occur).
d. Defenders in a Region never Retreat.
12.7.2 Length of Retreat
12.6.6 Damage to Forts
When a space containing a Fort and defending combat units is attacked, the Fort may be damaged only if all defending combat units
in the Fort’s space are destroyed (including any SCUs that replaced
destroyed LCUs). Any Loss Numbers in excess of those required
to destroy the defending combat units may be used to destroy the
Fort immediately ‑- if the excess Loss Number equals or exceeds
the Fort’s printed strength. Note: Forts controlled by the Attacker
cannot absorb losses during Combat.
a. If a Fort is attacked when no defending combat units are in the
space, the Fort is destroyed if the Attacker’s Loss Number equals
or exceeds the Fort’s printed strength.
b. Forts never take partial damage. They are either fully intact or
completely destroyed.
c. Destroyed Forts can never be repaired. They should be marked
with a Destroyed Marker.
12.6.7 Permanent Elimination of Units
A unit is permanently eliminated (may not be rebuilt) due to damage
taken during Combat in three cases:
a. An LCU is permanently eliminated if it is destroyed during Combat and no replacement SCU appropriate to that LCU (see 12.6.5)
is in the Reserve Box.
b. A unit is destroyed while Out of Supply during Combat. Note: In
the case of an eliminated Out of Supply LCU, a replacement SCU
is not eliminated or placed onto the map.
c. A unit marked with a black dot or triangle is permanently removed
from the game when eliminated.
►12.6.8 Eliminating HQs and Heavy Artillery
If all defending combat units are eliminated, any HQ and/or Heavy
Artillery in that space is permanently eliminated.
12.7 Retreats
►12.7.1 Who Must Retreat
All surviving defenders must retreat if 1) the Attacker wins the
Combat and 2) after absorbing Combat damage at least one attacking
unit is full-strength. This is true even if the Attacker chooses not to
advance or cannot advance (e.g., the attacking units lack sufficient
strength to advance and besiege an intact Fort in the defending
space [see 15.2]).
a. The winner of the Combat is the player that rolled the highest
Loss Number on the Fire Tables. The actual damage done to units
Generally, the Defender must retreat two spaces. However, if the
Attacker’s LN is only one greater than the Defender’s LN, the
Defender retreats only one space.
12.7.3 Retreat Cancellation
Defenders in Trenches, Forests, Deserts, Mountains, or Swamps may
cancel a retreat by taking one additional step loss. This additional
step loss cancels the entire retreat.
• The sole remaining Defender cannot be eliminated in order to
cancel a retreat.
• Defenders that retreat from Clear terrain into a Trench, Forest,
Desert, Mountain, or Swamp space cannot take an additional step
loss in order to cancel a second space of retreat.
12.7.4 Retreat and Permanent Elimination
A unit is permanently eliminated if unable to complete a retreat:
• if forced to retreat into a space that would result in that space
being overstacked; or
• if unable to retreat and also unable to cancel the retreat by taking
an extra step loss.
In either case, if an LCU is destroyed, no SCU is taken from the
Reserve Box to replace the LCU.
Note: If an LCU was destroyed in Combat and replaced by an appropriate SCU which is required to retreat but cannot or which must
retreat into an overstacked situation (and which cannot cancel the
retreat), both the LCU and SCU are permanently eliminated.
►12.7.5 Retreat to Regions or Island Bases
Defenders may retreat across a green line connection into a Region
as the first or second space of retreat. However, when a unit retreats
into a Region as the first space of a two-space retreat, it never retreats
a second space—retreat into a Region constitutes the full retreat.
Likewise, units retreating onto an Island Base as the first space of
a two-space retreat, must stop their retreat on the Island Base—the
second space of the retreat is negated.
12.7.6 Other Retreat Considerations
Units which retreat must observe these rules:
a. Defenders may retreat to different spaces.
b. Defenders may not enter a space containing an enemy unit or
an unbeseiged enemy Fort (even if the retreating units could otherwise besiege the Fort), but may retreat into an enemy-occupied
Region.
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Pursuit of Glory—The Great War in the Near East
c. Defenders may not end their retreat overstacked, but may retreat
in violation of stacking limits through the first space of a two space
retreat (i.e., may retreat through spaces containing friendly units).
In cases where the Defender has no other route, he chooses which
retreating units to stack within limits and then permanently eliminates the excess retreating units. Note: If an LCU is eliminated in
this manner, it is not replaced by an SCU from the Reserve Box.
d. In general, defenders must retreat into friendly-controlled spaces
if possible (even if Out of Supply), but may retreat into empty
enemy-controlled spaces if necessary. However, retreating units
must not overstack if there is another option. If a unit has a choice
of spaces to which it can retreat without overstacking, the following priorities apply:
1) Into a friendly space in supply.
2) Into a friendly space Out of Supply.
3) Into an enemy space that would result in the retreating unit
being in supply.
4) Into an enemy space that that would result in the retreating
unit being Out of Supply.
e. For two space retreats, follow the retreat priority for the first
space and then consult the priority again when retreating from the
first space to the second.
f. For a two space retreat, defenders may not retreat back into the
original defending space.
g. Defenders required to make a two-space retreat may end their
retreat(s) adjacent to the original defending space, so long as the
units retreat two spaces.
h. Defenders retreating two spaces do not gain control of an enemycontrolled space they retreat through, but do gain control of an
enemy-controlled space(s) in which their retreat ends.
i. Defenders cannot retreat across a colored railroad that they would
be unable to use for Movement.
12.7.7 Retreated Units and Further Attacks
If Defenders retreat into a space that is subsequently attacked in the
same Action Round, the retreated units do not participate in the next
battle (do not add their Combat Factors to the Defenders’ Combat
strength)—see 12.1.4. Also, if the Attacker achieves a Loss Number
of at least 1, the retreated units are immediately destroyed and do
not count towards fulfilling the Loss Number for that subsequent
battle. Note: In this case, a destroyed LCU is not replaced by an
SCU from the Reserve Box and may be rebuilt per normal rules
(assuming it was destroyed in supply).
12.7.8 Attacking Units and Retreat
Attacking units never retreat after losing a Combat. Exception: The
Catastrophic Attack Event requires the losing attackers to retreat.
12.7.9 Retreat and Space Control
Retreating from a space does not cause control of that space to
automatically change to the other player. Control of the space
changes only if at least one attacking unit actually advances into
the space after Combat (see 12.9) or if the space was only under
Partial Control.
27
►12.7.10 Retreats from a Beachhead
If AP units are required to retreat from or through a Beachhead,
they must stop their retreat on the adjacent Island Base (and this
completes the required retreat).
• If a CP unit Advances After Combat onto a Beachhead, the Beachhead Marker is removed, the Jihad Level increases by 2, and the
CP unit(s) is immediately returned to the space from which it
entered the Beachhead space (see 16.3.1.1).
• If a CP unit does not advance onto the Beachhead Marker, the
Beachhead remains in play.
• For each AP LCU (or three AP SCUs) which retreated from or
through a Beachhead space, add 1 Bonus TU RP to the General
Records Track without adjusting the Max TU RP Marker (due to
Turkish use of abandoned AP materiel).
►12.7.11 Retreats by Sea
Units cannot retreat by sea. Exception: BR, IN, and ANZ SCUs, and
the RU Black Sea Division, can retreat by sea to a friendly port (on
the same sea) if they were defending in a port.
• LCUs cannot retreat by sea. However, if a BR/IN/ANZ LCU defending in a port is eliminated, the replacement BR/IN/ANZ SCU
from the Reserve Box can (if retreat is required) retreat by sea.
• For each AP LCU which cannot retreat by sea (or for every
three AP SCUs which do) add 1 Bonus TU RP to the General
Records Track without adjusting the Max TU RP Marker (for
AP materiel).
• If the last AP unit(s) supplied solely through a given port in the
Ottoman Empire is required to retreat by sea (even if it cannot),
the Jihad Level rises +2 (see 16.3.1.1).
• No SCUs may retreat by sea during Winter in the East Mediterranean and Aegean Seas, and units required to do so are permanently eliminated.
►12.8 Turkish Withdrawal
When an attack is announced against a space with a defensive
advantage (e.g., trench, Fort, mountain, swamp, desert, or attacks
solely through Water Crossing space sides), the CP Player may announce the withdrawal of any TU and TU-A SCUs in that space.
Important: This rule does not apply if a CP LCU is in the space.
Prior to the withdrawal, Combat occurs normally, but the Attacker’s
Loss Number (the potential damage inflicted on the Defender) is
reduced by 1. This may change the outcome of the battle (alter the
winner/loser).
• Regardless of who won, if Turkish Withdrawal was announced,
surviving TU and TU-A SCUs must retreat exactly one space.
• If the AP Player won the Combat, all surviving CP SCUs must
also retreat one space.
• If the CP won or tied, only the TU/TU-A SCUs are required to
retreat (although other CP units in the space—including tribes—
may retreat one space at the CP Player’s option).
• In either case (even if the AP lost the Combat), if all Defenders
retreated or were eliminated, then any attacking units (even reduced units) may advance.
Design Note: The Turks were masters at fading away during the
night. These were planned withdrawals designed to preserve precious military resources, trading space for time, materiel, men.
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Pursuit of Glory—The Great War in the Near East
12.9 Advance After Combat
►12.9.8 Control of Spaces after Advance
►12.9.1 Which Units May Advance
After all damage is allocated, up to three full-strength attacking units
may advance if all defending units retreated or were eliminated.
• If the defender was attacked from more than one space, the advancing units may come from more than one of those spaces, but
no more than three units total may advance.
• Units cannot Advance After Combat into an area where they are
not allowed or would be Out of Supply.
• Units with a 0 MF cannot Advance After Combat.
Exceptions: 1) HQs and Heavy Artillery may advance, even if
flipped, when accompanied by another combat unit eligible to advance and do not count towards the three unit limit; 2) Reduced AP
units may advance after a Turkish Withdrawal (see 12.8); 3) One GE
Yildirim unit may be a fourth unit that Advances After Combat.
Advancing regular combat units immediately gain control of any
space/Region they enter, unless the space contains an undestroyed
enemy Fort or the Region contains enemy units. Note: Irregulars
or tribes advancing without regular combat units only gain Partial
Control (see 11.2.2).
►12.10 Combat in Regions
12.10.1 Activating Units in a Region for Combat
A Region is not Activated for Combat—the attacking units in that
Region must first be grouped into stacks which are then Activated
stack by stack, as if each stack were a space (see 9.2.6). The player
need not Activate all his units in a Region, but may choose to
Activate as few or many as he wishes, so long as he can pay the
OPS cost.
If defending units are eliminated due to inability to retreat, the
advancing units may advance into the last space occupied by the
defending units.
Example: In Galicia, there are 3 GE units and 3 AH units. If the CP
Player wishes to Activate them all for a combined two-stack Combat
vs. Belgrade, he must use 4 OPS, for the stacks must be of mixed
nationality in order to cooperate during the attack, and would thus
cost 2 OPS to Activate each GE-AH multinational stack. Instead,
the player could Activate only one stack containing 3 GE units for
1 OPS, ignoring the AH units. He
could also Activate the AH units
for Combat for one additional
OPS, but they could not attack the
same Defenders as the GE units
(could not make a multinational
attack, since neither stack includes units from both nations). Of
course, a stack of GE units could
be Activated on one Action Round,
and then a stack of AH units could
be Activated on the next Action
Round (in other words, the player
is free to Activate as few units in
the Region as he wishes—even just
1 GE unit.)
12.9.5 Advance and Forts
12.10.2 Attack within and into/out of Regions
12.9.2 Advance after Defender Elimination
If all defending combat units are eliminated, advancing units must
stop their advance in the Combat space.
Design Note: This rule may seem odd, but historically World War
One rarely produced successful breakthrough exploitations on a
grand scale (such as Allenby’s great cavalry breakthrough in Palestine). If the enemy was destroyed, the victors focused on rounding
up prisoners and looting enemy supplies, especially later in the war.
Also, the massive artillery fire that often accompanied victory left
the terrain largely impassible to the victorious army.
►12.9.3 Two-Space Retreats
In cases of a two-space retreat, advancing units may advance into
any space(s) which the retreating units passed through or vacated.
However, advancing units must stop if they enter Desert, Forest,
Mountains, or Swamp. or cross a Water Crossing.
12.9.4 Defenders Unable to Retreat
If the Combat space contains an enemy Fort, the Attacker cannot
advance unless (1) the Fort is destroyed or (2) the attacking units
are able to besiege the Fort (see 15.2).
• In the case of a two-space retreat, advancing units in excess of
those required to besiege the Fort may continue to advance beyond
the Fort’s space.
• Also, in the case of a two-space retreat, advancing units may
advance into a space containing a Fort that was not part of the
Combat if the advancing units are able to besiege the Fort.
►12.9.6 Advance and Regions
Advancing units may never enter a space containing enemy units,
but may advance into a Region containing enemy units. Reminder:
Uprising Markers are not enemy units.
12.9.7 Defending Units Never Advance
Defending units never advance after winning a Combat. Exception:
The CP Catastrophic Attack Event allows Defenders to advance
after Combat.
Combat may occur between friendly and enemy units within a
contested Region. Attacks may also be made from one Region
to an adjacent Region or space, or from a space into an adjacent
Region.
• However, a multi-stack attack into a Region cannot be made across
more than one green line (see 12.1.1). Note: Communications of
that day would not allow a widespread coordinated assault.
• An attack into a Region may combine with an attack by friendly
units already within the Region, observing the normal rules for
multinational combat (see 12.1.6).
• More than one stack of Attackers in a Region may attack within
or out of that Region (even in combination against the same
target).
12.10.3 Defending in a Region
When defending in a Region, the Defender may only defend with
one stack of units—he must choose three units to act as the Defenders in this Combat (assuming he has more than three units in the
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29
12.11 Example of
Combat
It is the Winter 1915 turn, during the 5th
Action Round. The TU IX Corps (full
strength, 3-2-3) is at Koprukoy, and
the TU X Corps (reduced, 2-2-3) with
a cavalry SCU (full strength, 1-1-5)
are at Malazgirt. They attack the RU
I Caucasian Corp (reduced strength,
2-3-4) and the RU IV Caucasian
Corps (reduced strength, 2-3-4) in the
Eleskirt space.
Since the Turks are attacking from
two different spaces, the CP Player
decides to announce an attempted
flank attack.
Since it is a Winter turn, the Turkish player must roll a Severe Weather Check for both spaces
with attacking units. He rolls first for Koprukoy, rolling a 4. Since this is less than the Action
Round number (5), the unit avoids any damage due to weather. He next rolls for Malazgirt, rolling
a 3. Again, the units are safe. Note: If he had rolled a 5 or 6, the cavalry unit would have been
reduced, but the TU LCU would not have taken damage (since it was already reduced).
The CP Player declares that he will use the “German High Command” CC which he has face up
in front of him from a successful defense in a previous Action Round. The AP Player decides to play the “Armenian Druzhiny” CC.
Next, the Turks attempt their flank attack. They designate the IX Corps space as the pinning space. They roll a 3 which is modified by
+1 since the Corps is not adjacent to any enemy unit other than the defending unit. The flank attack succeeds, so the Turks will fire
first with a strength of 6, rolling on the 6-8 column of the Heavy Fire Table.
In Combat, the Turks receive a +1 DRM since they have cavalry and the Russians do not, and also receive a +1 DRM for the CC.
The Turks roll a 3 and add the +2 DRM, for a net result of 5. This results in a Loss Number of 5 (5 points of damage to apply to the
Russians). Since this is a flank attack, the Russians must absorb this damage immediately. Both Russian LCUs have a LF of 3, so
the RU player can reduce either unit 1 step loss to satisfy the first 3 points of damage. He eliminates the I Caucasian Corps (which is
already reduced) and replaces it with a RU Infantry SCU (full-strength, 2-1-4) from the Reserve Box. Since 2 points of damage still
need to be absorbed, the RU SCU (which has a LF of 1) must also lose 2 steps and is eliminated.
Note: The AP Player could not reduce the full-strength IV Caucasian Corps instead of eliminating the SCU, since this would result
in an additional point of damage (would equal 6 points of damage, instead of the required 5).
The Russians now fire back with combined strength of 2, using the Heavy Fire Table, rolling on the 2 column of the Heavy Fire Table.
The AP Player rolls a 4, which is increased to 5 by the +1 DRM for the CC. This indicates a Loss Number of 3. The Turkish player
chooses to reduce the X Corps, eliminating it and replacing it with an TU elite infantry SCU from the Reserve Box. This satisfies 3 of the
4 LF of required damage. He then flips the cavalry unit (which has a LF of 1), thereby satisfying the remaining point of damage.
Since the Turks’ Loss Number (5) was higher than the Russians’ Loss Number (3), the Turks win. Since the Turks still have a fullstrength unit, the surviving Russians must retreat. Since the difference between the two Loss Numbers is greater than 1, the Russians
retreat 2 spaces. The AP Player chooses to retreat his LCU to Erevan. The CP Player then decides to advance two of his full-strength
units (IX Corps and the infantry SCU) to Kagizman. The TU cavalry cannot advance, since it is reduced.
Note: If for some reason, the Russian units had not been able to absorb the full 4 points of damage, perhaps absorbing only 2 points,
for example, while the Turks absorbed the full 3 points of damage inflicted on them, the Turks would still have won the Combat. The
Loss Numbers are compared to determine the victor (5 v. 3), not the damage absorbed (3 v. 2).
Since the AP Player lost the Combat, he must discard his CC, even though it does not have an asterisk. And since the Turkish player
won, he may again retain his CC face up in front of him for use in another Action Round. If either CC had an asterisk, it would have
to be discarded regardless of who won.
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Pursuit of Glory—The Great War in the Near East
Region). This is the defending stack. The Defender’s other units in
the Region (in excess of three) do not participate in this Combat and
cannot be used to absorb Combat losses, even if the attack causes
more damage than the defending stack can absorb.
12.10.4 Regions and Terrain
If a Region contains terrain, the normal terrain effects apply during
Combat. However, there can never be a Trench in a Region.
12.10.5 Regions and Retreat
If the defending stack in a Region loses the Combat, it never retreats.
In effect, it is retreating within the Region.
12.10.6 Regions and Advance
If the Attacker wins the Combat, all full-strength attacking units
outside the Region may advance into the Region (but no further).
12.10.7 Control of Regions after Combat
Destroying the defending stack in a Region does not cause control
of the Region to switch automatically to the Attacker, unless at the
end of the Combat (including any Advance After Combat) there is at
least one attacking unit in the Region and no enemy units (including
enemy units not involved in the Combat).
13.0 Strategic Redeployment (SR)
►13.1 SR is used to transfer units long distances through friendlycontrolled territory or to transfer SCUs to or from the Reserve
Box.
• It costs 1 SR Point to SR an SCU (full-strength or reduced), HQ,
or Heavy Artillery.
• It costs 4 SR Points to SR one LCU (full-strength or reduced).
• Units with a Movement Factor (MF) of 0 can never SR.
• Irregular units and tribes may not SR.
• Colored railroads indicate that only the units of certain nations
(indicated on the map) may SR across those connectors.
• An LCU must trace its SR solely along railroads (not using any
incomplete railroads for SR).
• TU/TU-A LCUs and BU LCUs cannot end an SR in a swamp.
Reminder: Uprising Markers are not units and cannot SR.
13.2 Strategy Cards may not be played for SR Points in two sequential Action Rounds in the same turn—at least one Action Round must
intervene between play of Strategy Cards for SR Points. (However,
a player may perform an SR on the last Action Round of a turn and
again on the first Action Round of the next turn.)
13.3 No unit may SR more than once in an Action Round.
13.4 SR Points may be split up among different nationalities and
spaces as a player sees fit. A player may SR some units from a space
and not others without any penalty.
13.5 Units must be in supply or in the Reserve Box in order to use
SR.
►13.6 A unit may SR from its space to any other friendly, supplied
space via solid lines (including green lines) or colored railroads
listing the unit’s nation.
• The route may only enter friendly-controlled spaces, but any of
the spaces may be adjacent to enemy units or Forts.
• Units may SR into, out of, or through a space that contains a
besieged enemy Fort, so long as the Fort remains besieged when
the player completes his half of the Action Round.
• Units may SR into, out of, or through a space under Partial Control
of a friendly irregular unit or tribe.
• RU units may SR overland between Odessa, Petrovsk, and Central
Asia, even though there are no lines connecting these Regions.
►13.7 SCUs and HQs may SR by sea from one friendly-controlled
port to another friendly-controlled port. Units that SR by sea may
not combine this with SR overland—in other words, such units must
start and end in a friendly port. Restrictions apply:
• LCUs and Heavy Artillery may never SR by sea.
• After the Blockade Event is played, CP units may not SR outside
the Black Sea or Caspian Sea (and must, of course, restrict their
SR between two ports on the same sea).
• BR, IN, ANZ, and RU units can SR by sea between ports in the
Black Sea and ports outside the Black Sea if the AP controls the
Bosphorus Forts and all Straits/Ferry Lanes. Exception: The RU
2/4 Special Division and the RU Yugoslav Division may SR from
the Reserve Box to an AP-controlled port in the Aegean Sea and
vice versa.
• Also see Suez Canal restrictions in 18.10.
Design Note: Historically, these RU units were part of the Salonika
campaign in Greece, journeying the long way around through
northern waters, railing through France, and reembarking at
Marseilles.
13.8 SCUs and HQs can SR into the Reserve Box if able to trace
supply to their nation’s capital. They may SR out of the Reserve
Box as follows:
• Into any space containing a supplied unit of the same nationality
(within stacking limits). Note: BR/IN/ANZ units are treated as one
nationality for SR. The same is true for TU/TU-A units.
• Into the friendly-controlled, supplied capital of that SCU's nation
or into a friendly, controlled Supply Source.
• ►BR, IN, and ANZ SCUs may SR from the Reserve Box to a
friendly-controlled port in the East Mediterranean, Red Sea, or
Persian Gulf, even if no units of those nations are in that port.
13.8.1 If the enemy controls or besieges a nation’s capital, no SCUs
or HQs of that nation may SR to or from the Reserve Box.
►13.8.2 LCUs may never SR out of or into the Reserve Box or the
Corps Assets Box (see 18.3).
►13.9 Units may SR into or out of a contested Region, but not
through a contested enemy-controlled Region.
• Units may always SR into, out of, or through a friendly-controlled
Region, even if it is contested.
• BR, IN, and ANZ SCUs can SR by sea into or out of a CPcontrolled Region that contains a port—even if the Region is not
contested!
►13.10 A unit SRing out of a space in Limited Supply (including a space containing an enemy Uprising Marker) must pay one
additional SR point. If a unit’s SR route enters a space with an
enemy Uprising Marker, it must stop in that space. Note: There is
no additional penalty if the route is traced through more than one
Uprising Marker.
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Pursuit of Glory—The Great War in the Near East
13.11 Players may sequence the order of their SRs as they wish. For
example, Unit “A” can SR from the Reserve Box onto Unit “B”.
Unit “B” can SR into a different space. Unit “C” could then SR from
the Reserve Box onto Unit “B” in the new space.
►13.12 SR and Railroads
13.12.1 An LCU must redeploy from space to space along a completed railroad connection. The railroad must be able to trace back
to a friendly, controlled Supply Source or (in the case of the AP) to
an AP-controlled port. This restriction does not apply to SCUs.
Game Situation:
Persia is still Neutral.
31
Out of Supply
Note: Ottoman railroads are broken by two unfinished tunnels near
Adana and Aleppo until the Berlin-Baghdad Railway Event is played.
Also, the Sinai Railroad is not built until after the Murray Takes Command Event. Until they are completed, these railroads may be used
as normal road connectors, but LCUs may not SR across them.
13.12.2 SCUs using SR must halt when they enter a desert space,
unless they can continue movement out of that desert space along
a friendly-supplied railroad.
Example: In 1914, the CP player wishes to SR a division to the
Sinai. An elite TU division in Ankara SRs to Beersheba. It cannot
continue on to Kossaima, since the unit is already in a desert space
and there is not a railroad from Beersheba to Kossaima. The same
unit could have gone through Gaza (which is not desert) to El Arish (which is desert), but must end its SR there (since there is no
completed railroad leading further into the Sinai desert).
14.0 Supply and Attrition
14.1 General Rules
►14.1.4 Tracing Supply through Ports
Units may trace supply to a friendly-controlled port and then to
a friendly Supply Source, perhaps through a chain of friendlycontrolled ports. Note the following:
a. AP units in a contested CP-controlled Region can use a port in
that Region to trace supply. Note: This is due to the influence of
the Royal Navy.
b. The CP Player can never use ports to trace supply by sea after the
Blockade Event is played, except in the Black and Caspian Seas.
c. The AP Player can use Constantinople to trace supply by sea
only if he controls the Bosphorus Forts space (if tracing supply
to Russia) or all Straits/Ferry Lanes (if tracing to non-Russian AP
Supply Sources).
14.1.5 Forts and Supply
14.1.1 Overall
Units must be in supply to perform most actions. Out of Supply
(OOS) units suffer many penalties (see 14.3). For Combat resolution purposes, the supply status of units is checked at the start of
each Combat. (Advances or retreats caused by earlier Combats in
the Action Round might cut off units’ supply, disallowing the play
of CCs).
►14.1.2 Tracing Supply
To be in supply, units must trace supply to a friendly-controlled
Supply Source appropriate to that unit’s nation.
a. A supply line may be any length.
b. Normally a supply line is traced only through spaces under the
player’s Full Control. However, a supply line can also be traced
through spaces under the Partial Control of either player (see 11.2.2)
—this is the only time a player can trace supply through enemy
units. A player may also trace supply through an enemy fort that is
besieged (since his units are in that space).
►14.1.3 Supply Tracing Limitations
Units can never trace supply through a space under the enemy’s
Full Control, through a neutral space, or through (or to) a space
containing a friendly besieged Fort (since that space contains enemy
regular combat units).
Example: A BR unit at Shushter, if cut off by a TU regular combat
unit at Ahwaz, could not trace supply through uncontrolled spaces in
Neutral Persia and would be destroyed during the Attrition Phase.
Also, Shushter would become a CP-controlled space, since it would
be unable to trace supply to any AP Supply Source.
Forts do not need supply and are not harmed by being OOS. Spaces
containing Forts remain under friendly-control (unless the Fort is
besieged), even if that space would otherwise be OOS. Units within
such spaces still receive normal supply.
►14.1.6 Isolated Supply Sources
Supply Sources cut off from the rest of the country still operate fully
as Supply Sources. Example: A successful AP invasion at Adana
might cut Damascus off from Constantinople, but Damascus would
still be a viable Supply Source.
►14.1.7 Limited Supply (see 11.2.2.2)
Remember that Irregular units, tribes, and Uprising Markers do not
cause an enemy unit to be OOS, but they do Disrupt the space they
are in. This causes enemy units to suffer from Limited Supply if they
can trace supply only through (or out of) a Disrupted space.
• A space containing enemy units suffering Limited Supply costs
+1 OPS to Activate.
• An enemy unit suffering Limited Supply must pay a + 1 SR point
and double RPs to repair.
• Limited Supply still applies if an Uprising Marker is in the same
space as the enemy unit.
►14.1.8 Tracing Supply through Regions
Supply may be traced through friendly-controlled Regions to a
friendly Supply Source, even if the Region is “contested” (friendly
and enemy units are both present in the Region). Units may trace
supply out of a contested enemy-controlled Region, but not through
such a Region. This includes AP units’ ability to trace supply using
a port in an enemy-controlled contested Region.
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Pursuit of Glory—The Great War in the Near East
►14.2 Supply Sources
14.2.8 Persian Supply Sources
14.2.1 Central Powers Supply Sources
The Supply Sources for CP units are Galicia, Sofia (when CP-allied),
Constantinople, Kayseri, Erzincan, Damascus, and Baghdad.
• Neutral Afghanistan, CP-allied Central Asia, Medina, and Maan
function as Limited Supply Sources—meaning that CP units
tracing supply only to that space are not eliminated for being
OOS. Units tracing only to a Limited Supply Source can Activate
for Movement, but cannot SR, Activate for Combat, or take RPs.
Units can not be built on Limited Supply Sources.
• If Afghanistan is a CP ally and CP-controlled, it operates as a
full CP Supply Source. However, only Afghan CP units can be
placed or built there.
• In addition to the above restrictions, CP units tracing supply
solely to a Supply Source outside their home nations may Activate for Movement and Combat, but cannot SR or take RPs.
This includes:
a.GE
and AH units tracing supply solely to Sofia or Turkey;
b.TU
units tracing supply solely to Sofia or Galicia;
c.BU
units tracing supply to any Supply Source other than
Sofia.
14.2.2 Russian Supply Sources
RU Supply Sources are Odessa, Tiflis, and Petrovsk. If marked
with a RU VP Marker, Trabzon is also a RU Supply Source. See
9.5.3.2(1) and 9.5.3.2(o).
• RU, SB, and RO units may trace supply by sea through the Black
Sea.
• RU units tracing supply solely to BR Supply Sources may Activate for Movement, but cannot Activate for Combat and cannot
SR or take RPs.
• Exception: Two RU units may use non-Russian Supply Sources
—the 2/4 Special Division and the Yugoslav Division, both of
which fought in Greece and were supplied by the British Royal
Navy.
14.2.3 British Supply Sources
BR Supply Sources are Sudan, India, and AP-controlled Island
Bases. IN and ANZ units use BR Supply Sources. BR/IN/ANZ
units tracing supply solely to RU Supply Sources may activate for
Movement, but cannot Activate for Combat, SR, or take RPs.
14.2.4 Serbian Supply Sources
SB units are always in supply anywhere in Serbia prior to Serbian
collapse. They may also trace supply to any friendly-controlled BR
or RU Supply Source, including by sea.
14.2.5 Romanian Supply Sources
RO units trace supply by land or via a port to any RU Supply
Source.
14.2.6 Greek Supply Sources
GR units are always in supply anywhere in Greece. They may also
trace supply to any controlled, friendly Supply Source, including
(if an AP ally) through AP-controlled Athens.
PE units are in supply anywhere in Persia, including Azerbaijan
and Arabistan.
14.2.9 Spaces and OOS
Spaces (not units) may trace supply to any friendly Supply Source
controlled by the player when checking for OOS status during the
Attrition Phase. Example: Russian spaces can trace supply to a BR
Supply Source.
14.2.10 Tribes and Supply
Tribes are always in supply if within their Movement Range—one
full move from a space with that Tribe’s symbol, ignoring enemy
units for purposes of determining this distance.
14.2.11 Irregular Units and Supply
Supply for irregular units is determined according to 3.2.1.2 on “The
Playing Pieces” Player Aid Card.
14.3 Out of Supply Effects
For optional OOS rules, see 19.1 in the Play Book.
14.3.1 Limitations on OOS Units
OOS units can:
• Not be Activated (e.g., may not move or attack).
• Not SR.
• Not build trenches (but do receive the benefits of existing
trenches).
• Not receive the benefit of any CCs (Combat Cards).
• Not receive RPs (including Bonus RPs).
These restrictions do not apply to units in Limited Supply (they
are not OOS).
14.3.2 Supply and the Attrition Phase
►14.3.2.1 Units: Any unit (LCU or SCU) that is OOS during the
Attrition Phase is permanently eliminated. Note: Both players’
OOS units are removed simultaneously. Therefore, the elimination
of an OOS enemy unit cannot open a supply line to any friendly
OOS units.
14.3.2.2 Spaces: During the Attrition Phase, any friendly-controlled
space which does not contain an undestroyed friendly Fort, and
which if it were a friendly combat unit would be eliminated for being
OOS, becomes enemy-controlled (including VP spaces). Spaces are
checked for attrition simultaneously. Note: Spaces become enemycontrolled during the Attrition Phase because of lack of friendly
supply, not due to the presence of enemy supply. A friendly OOS
space does not need to trace to enemy Supply Sources in order to
change control.
14.3.3 Combat Effects on OOS Defenders
a. A unit is permanently eliminated (may not be rebuilt) when it is
destroyed while Out of Supply during Combat. In the case of an
eliminated LCU, a replacement SCU is not eliminated or placed
onto the map. (See 12.6.7.b.)
b. When OOS, units must still retreat as required by the normal
rules of Combat.
14.2.7 Arab AP Supply Sources
The Arab Northern Army and Arab Revolt units may trace supply to
any controlled BR Supply Source. Note: These units may also treat
The Hejaz as a full Supply Source, even if CP-controlled.
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Pursuit of Glory—The Great War in the Near East
15.0 Forts
33
Example: To besiege Erzerum (a Fort with 3 strength), either a RU
Corps (full-strength or reduced) or three RU SCUs (full-strength
or reduced) are required.
15.1 General Rules
15.1.1 Forts Overall
Units may not enter a space containing an unbeseiged
enemy Fort, during Movement or Combat, unless they
can besiege the Fort. Units which enter a space containing an unbeseiged enemy Fort may not move or advance
further that Action Round.
15.1.2 Destroying a Fort before a Successful Siege
Forts do not have to be besieged to be eliminated. Unbeseiged Forts
may be attacked from an adjacent space and are destroyed if the Attacker’s Loss Number is equal to or greater than the Fort’s strength.
A besieged Fort may be attacked only by units in its space.
15.1.3 Fort Combat Strength
Forts add their Combat Factor (CF) to the Combat strength of
friendly units defending in their space, but Forts never participate
in attacks.
15.1.4 Flank Attacks and Trenches in Fort
A Fort with no friendly units in its space can never be targeted by a
Flank Attack or benefit from a trench in its space. A Flank Attack may
be made against a space that has an enemy Fort and unentrenched
enemy units. Friendly units in a Fort’s space benefit from a trench
in that space (and include the Fort’s CF when defending).
15.1.5 Forts and Loss Numbers
Loss Numbers are applied to defending Forts if (1) there are no
defending combat units in the space or (2) sufficient Loss Numbers
remain to match or exceed the Fort’s strength after all defending
units have been eliminated (including any SCUs that replaced
eliminated LCUs). Defending Forts are not affected by unsatisfied
Loss Numbers if any defending combat units survive the Combat
(even if they have retreated from the Fort’s space).
15.1.6 Destroying a Fort
Defending Forts are not affected by Combat unless the damage
equals or exceeds the Fort’s strength, in which case the Fort is Destroyed. Forts are never reduced—they never take partial damage.
15.1.7 Forts and Repair
Forts may not be repaired. Once destroyed, they remain so for the
remainder of the game.
15.1.8 Control of Fort Spaces
A space cannot be controlled by the enemy (and its VP cannot be
claimed) so long as an undestroyed friendly Fort is in the space, even
if the Fort is besieged. The besieging player's units can, however,
trace supply through the Fort's space.
Exception: When conducting an amphibious assault, the RU Marine
Division is counted as 3 SCUs—it may land at the Bosphorus Forts
or Batum (if unoccupied) and besiege the Fort (see 18.6.6).
15.2.2 Effects of Siege
So long as an enemy Fort remains besieged, the besieger’s units may
ignore the Fort for all purposes, including tracing supply. However,
the besieging player does not gain Full Control over a besieged
Fort’s space (does not gain its VP(s) or Jihad Point).
15.2.3 Besieging Units Attacking Adjacent Spaces
A player may Activate units in a besieged enemy Fort space for
Combat. However, only the units above those required to besiege
the Fort may attack adjacent spaces. All units in the besieged Fort’s
space may attack the Fort itself (including any irregular units or
tribes which are not part of the besieging force).
15.2.4 Moving Units off Besieged Forts
A player may not move units off a besieged enemy Fort if this would
mean that, by the end of the Action Round, friendly units will remain
in the Fort’s space but be unable to besiege the Fort.
15.2.5 Losses to Besieging Units
If the units besieging a Fort are attacked and take losses that reduce
them below the minimum required to besiege the Fort, those units
need not retreat, but the Fort is no longer besieged.
• There is no requirement to move these units away. They may
remain in the Fort’s space.
• No surrender die roll is made during the Siege Phase.
• Supply cannot be traced through the Fort’s space. However, units
in the space may still trace supply out of it.
• If additional friendly units enter the space, the Fort must again
be besieged by the end of the Action Round or the move is not
legal.
►15.2.6 Siege by Tribes and Irregulars
Tribes cannot besiege Forts, but irregular units can do so.
15.3 Siege Resolution
Each turn during the Siege Phase, check if any besieged Forts surrender.
15.3.1 Surrender Check
15.2 Besieging
A die is rolled for each besieged Fort. If the number rolled is greater
than the besieged Fort’s strength (Loss Factor), the Fort is eliminated. Mark the Fort with a Destroyed Marker and transfer control
of the space to the victorious player. If the die roll is equal to or less
than the Fort’s strength, there is no effect.
15.2.1 How to Besiege
►15.3.2 Sieges and Severe Weather Checks
To besiege an enemy Fort, either (1) at least one LCU
or (2) a number of SCUs (regulars and/or irregulars)
equal to the Fort’s strength, must enter the Fort’s space
via Movement or Advance After Combat during a
single Action Round. If moving, the besieging units
must end their Movement in the Fort’s space, but excess units not
required for besieging the Fort may continue Movement through
that space. Place a besieged Fort Marker on the space.
Units may besiege Forts and conduct Siege Resolution without
making a Severe Weather Check (i.e., a Siege Resolution is not a
Combat).
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Pursuit of Glory—The Great War in the Near East
16.0 War Status, Jihad, and Revolution
16.1 War Commitment Level
There are three levels of War Commitment: Mobilization, Limited
War, and Total War.
16.1.1 War Commitment at Game Start
Both players begin the 1914 (Campaign and Limited War) scenarios at Mobilization. Both players begin the 1916 scenario at
Total War.
16.1.2 Checking for War Commitment Level Change
Beginning on the Winter 1915 turn (turn 2) in the 1914 and Campaign scenarios, both players check their War Commitment Level
during the War Status Phase. There is no need to check War Commitment Levels during the 1916 Total War scenario.
16.1.3 From Mobilization to Limited War
If a player’s current War Commitment Level is “Mobilization” and
his War Status is 4 or higher during the War Status phase, his War
Commitment Level rises to “Limited War”. The player adds his
Limited War cards to his Draw Pile and then shuffles his Draw Pile
and Discard Pile together (excluding any cards which have been
permanently removed) to form a new Draw Pile.
16.1.4 From Limited War to Total War
If a player’s War Commitment Level is “Limited War” and his War
Status is 11 or higher during the War Status phase, his War Commitment Level rises to “Total War”. The player adds his Total War
cards to his Draw Pile and then shuffles his Draw Pile and Discard
Pile together (excluding any cards which have been permanently
removed) to form a new Draw Pile.
16.1.5 Decrease in War Commitment
A player’s War Status never decreases. Therefore, a player’s War
Commitment Level can never decrease.
16.1.6 Removing War Commitment Markers
►16.3 Jihad!
16.3.1 Jihad Level
The Jihad Level is increased or decreased by Events
and player actions. For many CP cards, the Jihad
Level must reach a certain level before the Event can
be played. Note: It is hard to reduce the Jihad Level
once it has increased. Thus, the AP Player should strive
to keep the Jihad Level as low as possible, or the jihad may greatly hinder AP efforts.
16.3.1.1 How to Increase the Jihad Level:
• Event Cards
• Capture Beachhead Marker due to CP Advance After Combat
(+2 Jihad)
• Capture Beachhead Marker due to CP Movement (+1 Jihad)
• Destroy in Combat (or force to retreat by sea) the last AP unit
drawing supply solely from a specific port inside the Ottoman
Empire (+2 Jihad)—see 12.7.11
• Place AP units Out of Supply by capturing a port inside the Ottoman Empire through which those units were tracing their sole
line of supply. Note: This is in addition to any Jihad benefit for
destroying AP units Out of Supply (+1 Jihad)
• AP Player voluntarily withdraws the last unit drawing supply
solely through either a particular Beachhead or from a specific
port in Ottoman Empire (+1 Jihad)
• CP Player captures a Jihad City (+1 Jihad per Jihad City regardless of the City’s VP value). Note: The holy city of Qum is not
a VP city.
• Eliminate a RU, BR, IN, or ANZ regular combat unit Out of
Supply during Attrition Phase outside of the Balkans (+1 Jihad
per turn that this happens, regardless of how many units are
eliminated OOS that turn)
• Successful Jihad Revolt (+1 or +2 Jihad, per 16.3.3.5)
Once a player’s War Commitment Level has risen to
Total War, his War Status Marker may be removed from
play. Any other Events with a War Status number which
he plays will continue to increase the Combined War
Status and that Marker should be moved.
16.3.1.2 How to Subtract Jihad Points:
►16.2 Ending the War
• The Jihad Cities initially under CP Player control in 1914 are
Constantinople, Damascus, Jerusalem, Baghdad, Mecca, and
Medina.
• The Jihad City initially under AP Player control in 1914 is
Cairo.
• The Jihad City of Qum is originally neutral in 1914 (and is worth
no VP).
• Event Cards
• AP captures a Jihad City (-1 Jihad per Jihad City)
16.3.1.3 List of Jihad Cities:
The game must always end either in an Automatic Victory
or an Armistice (see 5.0). During the War Status Phase,
check to see if either has occurred.
• An Automatic Victory occurs if (1) the VP total is either
20 or greater, or 0 or less; or (2) the VP Marker is in the
same space as (or a higher space than) the CP Automatic
Victory Marker on the General Records Track.
• An Armistice occurs either (1) when the Turn Marker
and Armistice Marker are in the same space on the Turn
Track; or (2) on the last turn of the game if there has been
no Automatic Victory.
16.3.2 Tribes
For each point the Jihad Level increases, the CP Player
may immediately (prior to any further action by either
player) take a tribe from the Tribal Warfare Key and place
it on the map (regardless of whether he currently has a
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number of tribes on the map greater than, equal to, or less than the
new Jihad Level).
16.3.3.5 Successful Jihad Revolts: If a country or Region revolts,
implement the following results:
a) The tribe may be placed in any space with a symbol matching
the tribe’s color and not containing an enemy unit (even a vacant
enemy-controlled VP space).
• Central Asian Rebellion: Add +1 to the Jihad Level. Place the
Central Asian Rebellion unit in Central Asia. Central Asia receives
1 RP for the Central Asian unit each turn. The unit may be rebuilt
in Central Asia, even if AP units are present or Central Asia is APcontrolled. Central Asia becomes a limited CP Supply Source.
• Afghanistan Alliance: Add +1 to the Jihad Level. Place the three
Afghan units in Afghanistan. These units are always in supply in
Afghanistan. Afghanistan receives 1 RP for Afghan units each turn
(the units may be rebuilt in Afghanistan only, even if AP units are
present or if Afghanistan is AP-controlled). Afghanistan (which
is normally a CP Limited Supply Source) may now be used to
supply CP units, including Activation for Movement or Combat.
However, no non-Afghan units tracing supply solely to Afghanistan can SR or take RPs, and no non-Afghan units can be placed
or rebuilt there. Both players’ units may now enter Afghanistan.
• Egyptian Rebellion: Add +2 to the Jihad Level. Place the three
Egyptian units in any vacant or CP-controlled space(s) in Egypt
or Sudan. These units are in supply anywhere in Egypt and Sudan
and must remain in those areas. Egypt receives 1 RP for Egyptian
units each turn (the units may be rebuilt in any space in Egypt or
Sudan not occupied by an AP unit, even if AP-controlled).
• Indian Mutiny: Add +2 to the Jihad Level. Roll a die for every IN
unit on the map or in the Reserve Box, permanently eliminating
the unit on a roll of 1 or 2. Any IN units in the Eliminated/Replaceable Units Box are permanently eliminated. Place the three
Indian Mutiny units in India. These units are always in supply in
India. India receives 1 RP for Indian Mutiny units each turn. The
units may be rebuilt in India, even if AP-controlled. Note: Future
IN units enter fully under AP control.
Note: If any of the units listed above are forced to retreat out of
the areas, spaces, or Regions in which they are supplied, they are
eliminated.
b) When the Jihad Level decreases, excess tribes are not immediately removed.
c) During the Revolution Phase, the number of tribes on the map is
compared to the Jihad Level—if there are more tribes on the map
than the Jihad Level, return the excess tribes to the Tribal Warfare
Key (CP Player’s choice); if fewer tribes are on the map, the CP
Player takes enough additional tribes from the Tribal Warfare Key
and places them on the map, bringing the number of tribes on the
map up to the Jihad Level. Note: If there are not enough tribes on
the Tribal Warfare Key to do this, eliminated tribes cannot be used
to make up the difference.
16.3.3 Jihad Revolts
16.3.3.1 Prerequisites
No Jihad Revolt may occur until after the Pan-Turkism Event is
played. Each Jihad Revolt also has an additional prerequisite:
Country/ Region
Prerequisite Event
Egypt
Liberate Suez
India
Indian Uprising
Afghanistan and C. Asia
Mission to Afghanistan
16.3.3.2 Jihad Revolt Ratings: Two Jihad numbers are listed in
each country or Region prone to a Jihad Revolt (example: 8/19 in
Central Asia). The first number is used if a CP regular combat unit
is present in that country (irregular units and tribes do not meet this
requirement). The second number is used if there is no CP regular
combat unit in that country. Note: CP units in Egypt must be west of
the Suez Canal in order to count as “in Egypt” for this purpose.
16.3.3.3 Immediate Jihad Revolt Roll: When a CP regular combat
unit first enters a country susceptible to rebellion, the CP Player gets
a free immediate Jihad Revolt roll, assuming that the pre-requisite
Events (including Pan-Turkism) have been played. In this case,
since a CP regular combat unit is in the country, use the first Jihad
number.
16.3.3.4 Jihad Revolt Check: One Jihad Revolt check may be made
per turn during the Revolution Phase if the prerequisite Events have
been played. The CP Player selects one country or Region in which a
Jihad Revolt is allowed (Egypt, India, Afghanistan, or Central Asia)
and rolls a die, adding the current Jihad Level to the die roll.
• If the result is greater than or equal to the second Jihad number
listed for that country, the country rebels.
• If less than the second Jihad number listed for that country, but is
greater than or equal to the first Jihad number, the country rebels
if the CP Player has a regular combat unit in the country.
• Otherwise, the revolt fails. There is no penalty for failure.
►16.4 Russian Revolution
16.4.1 RU Control Markers
Throughout the game, RU Control Markers must consistently be used to flag any VP spaces captured by RU
units, in order to calculate the timing of the Russian Revolution.
Note: The RU/PE unit and the Armenian Uprising unit
qualify as RU for this purpose.
16.4.2 The RU VP Marker
The RU VP Marker must be moved to reflect the net
number of RU VPs gained or lost. This may be a negative number
if the AP Player has lost more RU VP spaces than RU units have
captured.
• Adjust the RU VP Marker ahead one space each time a RU unit
captures a non-AP VP space (i.e., a space color-coded on the
map as originally neutral or CP-owned)—or—liberates an AP
VP space (even non-Russian).
• Adjust the RU VP Marker back one space each time a RU VP
space or a space flagged with a RU Control Marker is captured (or
liberated) by CP units. This number can be negative. Remember:
VP spaces in Azerbaijan are RU VP spaces and count against the
RU VP total if under CP control.
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Pursuit of Glory—The Great War in the Near East
16.4.3 Timing of Russian Revolution
The Russian Revolution cannot occur until the Parvus to Berlin
Event is played. Once played, three Markers are added to the Turn
Track:
Very Important Exception: The Russian Revolution cannot begin (or
if it has begun, cannot advance Stages) so long as Russia controls
Constantinople during the Revolution Phase. If this occurs after
the Revolution has already begun, BR RPs may again be converted
to RU RPs and used, although RU RPs themselves may not be
recorded or used.
16.4.5 Stages of the Revolution
a. Place the Parvus Marker on the current turn and place the Revolution Marker four turns ahead. These two Markers never move. Note:
The Parvus to Berlin Event represents German-backed agitation
in Russia—the wheels of revolution begin to spin. The Revolution
Marker indicates the earliest turn on which the Revolution may occur, regardless of the number of RU VPs indicated on the General
Records Track—this four turn delay represents a grace period for
the AP Player (the incubation of revolution).
b. Place the Long Live the Czar! Marker ahead or behind of the
Parvus Marker a number of turns equal to the net number of RU
VPs already gained/lost (which should be recorded using the RU
VP Marker on the General Records Track). This Marker is moved
forward or back one turn each time a RU VP is gained or lost. Note:
If the net RU VPs is 0, put the Long Live the Czar! Marker in the
same space as the Parvus Marker.
Example: If the Parvus to Berlin Event is played on Turn 3, place
the Parvus Marker in the Turn 3 box and the Revolution Marker
in the Turn 7 box. If the AP Player has already gained 4 RU VPs
and lost 1 RU VP (for a net gain of 3 RU VPs), the Long Live the
Czar! Marker would initially be placed in the Turn 6 box (three
turns ahead of the Parvus Marker). Note that in this example the
Revolution could not begin prior to Turn 7, no matter how badly the
AP Player is doing. Note too that Turn 7 is the earliest the Revolution can ever begin (in any game session), since the Parvus Event
is never available for play prior to Turn 3, and the Revolution can
never begin sooner than four turns after Parvus is played.
c. Once the Turn Marker reaches the space containing the Revolution
Marker, players must (for the remainder of the game) check each
turn during the Revolution Phase to see if the Russian Revolution
begins. The Revolution begins if the Long Live the Czar! Marker
is in the same space as the Turn Marker (or a lower numbered turn)
during the Revolution Phase.
Example: Continuing the previous example, on Turn 7 players would
begin to check whether the Russian Revolution begins. If during the
Revolution Phase of Turn 7 the Long Live the Czar! Marker is in the
Turn 7 box or a lower numbered box, the Revolution begins. If not,
the check is repeated each turn until the Russian Revolution does
begin. In this example, if the AP Player had gained 7 RU VPs and
lost one (a net gain of 6 RU VPs), the Russian Revolution would
begin during the Revolution Phase of Turn 9 (six turns after the
Parvus Marker).
16.4.4 Start of the Revolution
When the Russian Revolution begins, move the Revolution Marker
to Stage 1 of the Russian Revolution Track.
• Remove the Parvus and the Long Live the Czar! Markers.
• During the Revolution Phase at the end of each turn after the
Russian Revolution begins, advance the Revolution Marker to
the next Stage of revolution.
As the Revolution enters each Stage, the following occurs:
Stage 1: For the remainder of the game:
• Do not record any RU RPs or convert any BR RPs to RU RPs.
Note: Any RU RPs already recorded this turn may be used this
turn, but no BR RPs may be converted.
• Activation of a space containing a RU unit is +1 OPS for Combat.
There is no penalty for Movement.
• If Romania is neutral, adjust the VP total +2 (due to CP control
of Romanian oil and agriculture) – the Romania card may never
be played as an Event.
• BR/IN/ANZ units can now enter Neutral Persia and Azerbaijan
without any VP penalty.
Stage 2: The following rules apply:
• Reduce all full-strength RU units one step (including RU SCUs
in the Reserve Box).
• Eliminate any RU LCUs in the Corps Assets Box.
• During Stages 2 and 3 of the Revolution, any new RU units enter
reduced.
Stage 3: The following rule applies:
• RU units may conduct only one Attack during the entire next turn
(but this may include RU units attacking from multiple spaces in
a combined attack on a single space).
Stage 4: The following rules apply:
• Permanently eliminate all RU and RU/PE units. Also, no new RU
units may enter the game (RU Reinforcement cards may not be
played as Events). Exceptions: One RU cavalry division (of the
AP Player’s choice) and the RU Yugoslav Division remain in the
game (using BR or AP-Allied RPs).
• The AP Player may place the GE Georgian Protectorate unit in
unoccupied Batum or Tiflis. If the space is AP-controlled, the CP
does not receive a VP; if it is CP-controlled, the CP loses a VP.
No units may stack with this unit. Only TU/TU-A units may
attack this unit. If the CP player chooses to attack it, all
GE units outside the Balkans are removed from the
game, and GE RPs can never again be converted to TU
RPs.
• Place the five Transcaucasian Federation units (ARM
and GEO) in any AP-controlled spaces in Russia and/
or Caucasia, observing stacking limits (see 3.2.1.1 on
“The Playing Pieces” Player Aid Card).
• Place the three Soviet Uprising Markers in the spaces indicated
on those Markers (see 3.2.4 on “The Playing Pieces” Player Aid
Card). They are enemies of both players.
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►17.1.1.2 Irregular Units and Tribes
• Permanently eliminate the GE XI Army—it may be replaced with
one GE Infantry SCU from the Reserve Box (or an unused GE
SCU in the game box).
Note: RU/PE units are affected by all of the above.
16.5 War Status VP Effects
16.5.1 Turks in Galicia
Each Summer, during the War Status Phase, if a TU Corps is in
Galicia, the CP Player gains +1 VP (see 18.5 for details). Notes:
1) A TU SCU in Galicia does not meet this requirement; 2) A TU
unit can only enter Galicia once per game as a result of the EnverFalkenhayn Summit Event.
16.5.2 Royal Navy Blockade
Each Winter during the War Status Phase, if the Royal Navy
Blockade Event has been played, there is a –1 VP adjustment. This
continues until two things are simultaneously true:
• The CP War Commitment Level is Total War.
• Constantinople is linked to Galicia by CP-controlled railroads.
Once these two things are both true, the ‑1 VP adjustment never
occurs again, even should the rail link subsequently be cut. Note:
If the CP player were ready to reach Total War during the Winter
turn and the rail link between Constantinople and Galicia were
open, there would still be a –1 VP adjustment that turn, since War
Commitment Levels change after VP adjustments occur.
16.6 National Collapse
During this phase, check to see if Bulgaria has collapsed (see
18.8.2.3). Also, if Serbia or Romania collapsed this turn, follow
the procedures outlined in 18.8.3.3 and 18.8.4.3. Reminder: Greece
never collapses.
17.0 Replacements
During the Replacement Phase, players may use any friendly RPs
to repair or rebuild irregular units and tribes at the regular cost of
an SCU:
• Irregular units are rebuilt on any vacant or friendly-controlled
space in their supply area (see 3.2.1.2 on “The Playing Pieces”
Player Aid Card). Note: Arab Revolt irregulars are not tribes (only
the CP Player has tribes) and those units can only be rebuilt in
The Hejaz, Aqaba, or Jiddah (see 17.1.8).
• Tribes—and this is very important to note—can only be rebuilt
or repaired if the CP Player can trace a supply line from one of
those tribe’s colored spaces on a map to either 1) a friendly Supply Source, 2) a friendly port (on any sea), or 3) an unoccupied
AP-controlled port (also on any sea). Rebuilt tribes are returned
to the Tribal Warfare Key, not to the map or Reserve Box.
Design Note: (1) The Turks were able to smuggle funds and weapons
to the Senussi in western Egypt (under Jafar Pasha’s leadership),
avoiding the Royal Navy blockade. (2) Elimination does not mean
a tribe was destroyed—it was pacified, either through Combat or
‘inducements’ (bribes). Sometimes pro-CP tribes ended up working
for the British. For example, the Bawi tribe, after cutting the oil
pipeline at Ahwaz and being defeated by the Indian Army, was paid
to guard workers repairing the pipeline–and did so!
17.1.2 Unspent RPs
RPs not spent during the Replacement Phase (including any ½ RP
remaining) are lost—they may not be saved for a future turn. However, unused TU RPs can move the Max TU RP Marker higher.
17.1.3 RPs and Enemy Control of Capitals
If the enemy controls or besieges a nation’s capital space (Constantinople only, not Ankara, in the case of Turkey), no RPs may be
spent by (or for) that nation. Exceptions: 1) SB and GR units are not
affected by this restriction. GR units may be placed in any vacant
or friendly-controlled space in Greece, even if Athens is enemyoccupied; 2) SB units may still be built at Lemnos or AP-controlled
Salonika if Belgrade and Nis are enemy-controlled.
►17.1.4 RPs and Tracing Supply
Units which cannot trace supply to their capital or a Supply Source
under their nation’s control, face some restrictions on using RPs.
17.1 General Rules
17.1.1 Replacements Overall
During the Replacement Phase, players may spend the number of
replacement points (RPs) recorded by their nations’ RP Markers on
the General Records Track. The costs for repairing or rebuilding
units may be found on the Player Aid Card.
►17.1.1.1 Minor Allies:
• Only AP-Allied (AP-A) RPs may be spent for FR, RO, SB,
ARM, and GEO units. These units may be replaced only with
AP-Allied RPs.
• ANZ, AP-Allied GR, the GR-BR CND unit, and Arab Revolt
units, including the ANA (Arab Northern Army), may use BR
or AP-A RPs.
• CP-Allied (CP-A) RPs may be spent for BU, CP-Allied GR, and
AH units. These units may also use GE RPs (but see 17.2.1.2).
• GE and AH units tracing supply solely to Sofia or any Supply
Source in Turkey cannot use RPs.
• TU units tracing supply solely to Sofia or Galicia cannot use
RPs.
• BU units tracing supply solely to Galicia or any Supply Source
in Turkey cannot use RPs.
• RU units tracing supply solely to BR Supply Sources, or BR/
IN/ANZ units tracing supply solely to RU Supply Sources, may
not use RPs.
• Units using Central Asia or Afghanistan as a Limited CP Supply
Source cannot take RPs or be rebuilt in those spaces.
17.1.5 Units Unable to Take RPs at Any Time (●)
Some units can never take RPs (may never be repaired and are
permanently removed when eliminated)—these units are marked
with a dot in the upper right corner.
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Pursuit of Glory—The Great War in the Near East
►17.1.6 Units Unable to Take RPs Once Eliminated (▲)
Some units may take RPs (be repaired) so long as they remain on
the map, but are permanently removed if eliminated—these units
are marked with a triangle in the upper right corner. However, TU/
TU-A units so marked can never take RPs (even for on-map repairs)
after the Turkish War Weariness Event is played.
►17.1.7 Negative RPs
For some countries, RPs may become negative. Negative RPs require the player to reduce or remove units from the map during the
Replacement Phase (see 9.4.3).
• For each negative RP recorded for a nation, the owning player
must reduce or eliminate that nation’s units. Use the same Replacement Costs as would be used to calculate an increase in
that unit’s strength. Example: –1 TU RP would mean that the CP
player must either reduce one TU (or TU-A) LCU; eliminate one
TU/TU-A SCU; or reduce two TU (or TU-A) SCUs.
• Units eliminated in this manner are placed in the Eliminated/Replaceable Units Box (if they are capable of taking RPs). Note: If
an LCU is eliminated in this manner, the normal rules for replacing the LCU with an SCU from the Reserve Box apply, including
permanent elimination of the LCU if no such SCU is available.
►17.1.8 Placement of Rebuilt Units
Rebuilt LCUs and SCUs are placed as if they were reinforcements
(see 9.5.3.2).
a. Rebuilt LCUs are never put in the Reserve Box or Corps Assets
Box. They must be placed on the map.
b. Rebuilt SCUs may be placed either in the Reserve Box (if regular
units) or on the map (in accordance with 9.5.3.2). However:
• SB units are governed by 18.8.3.1, according to whether or not
Serbia has collapsed.
• PE units (CP and AP) may be rebuilt in any space or Region in
Neutral Persia, Azerbaijan, or Arabistan that is friendly-controlled.
(RU/PE and BR/PE units cannot be rebuilt in the other empire’s
zone, meaning Arabistan or Azerbaijan, respectively.)
• Eliminated FR units may be rebuilt at any AP-controlled port on
the Aegean or E. Mediterranean.
• Eliminated BR, IN, and ANZ LCUs may be rebuilt only at APcontrolled BR Supply Sources or AP-controlled ports on the E.
Mediterranean Sea, Aegean Sea, or Persian Gulf.
• Eliminated RU LCUs may be rebuilt only on AP-controlled RU
Supply Sources (including a Russian-controlled Trabzon).
• Eliminated RO units may be rebuilt in Bucharest or Odessa prior
to Romanian Collapse.
• Eliminated GE and AH units may be rebuilt only in Galicia.
• Eliminated BU units may be rebuilt only in CP-controlled Sofia.
• Eliminated GR units may be rebuilt in any vacant or friendlycontrolled space in Greece. Exception: The GR-BR CND unit is
rebuilt at Lemnos or any AP-controlled port in Greece.
• Eliminated Arab Revolt irregular units may be rebuilt either in
The Hejaz (even if CP-controlled) or at Aqaba or Jiddah (if APcontrolled). The ANA (Arab Northern Army) may be rebuilt at
any AP-controlled port in Syria/Palestine or Sinai.
Design Note: Aqaba was the sole port through which the British
could supply the Arab Revolt’s advance. Not until Aqaba was conquered could the Arab Northern Army (ANA) be constituted and
regularly supplied. Many members of the ANA were Ottoman Arab
POWs captured by the British, including Jafar Pasha.
• Rebuilt tribes are returned to the Tribal Warfare Key, not to the
map.
• Rebuilt Jihad Revolt units must be returned to the map (never to
the Reserve Box).
• In the case of rebuilt Afghan, Indian, and Central Asian Jihad
Revolt units, they are placed in their proper Regions even if AP
units are present or the Region is AP-controlled.
• In the case of Egyptian Jihad Revolt units, they must be placed
in any space in Egypt or Sudan not occupied by an AP unit,
even if AP-controlled.
►17.2 Converting RPs
17.2.1 Conversion of CP RPs
17.2.1.1 Turko-German Alliance: Turkey was greatly dependent on
a flow of materiel from Germany. The ability for Germany to send
supplies to Turkey must be determined each Replacement Phase.
• Once Bulgaria becomes a CP ally, if a supply line can be traced
overland from Constantinople to Galicia, the CP Player may
convert any available GE RPs into TU RPs.
• Otherwise, only 1 GE RP per turn may be converted into a TU
RP.
17.2.1.2 GE RPs may be used by AH units tracing supply to Galicia,
by BU units if supply can be traced from Sofia to Galicia, and by CPAllied GR units (even if no supply line can be traced to Galicia).
17.2.2 Conversion of AP RPs
Britain was responsible for much of Russia’s armament after the
war began.
• At the beginning of the game, no BR RPs may be converted into
RU RPs.
• The Kitchener Event allows 1 BR RP per turn to be converted
into a RU RP for the remainder of the game
• The Asquith / Lloyd George Coalition Event allows the AP to
convert any or all BR RPs into RU RPs for the remainder of the
game.
Design Note: Kitchener was a major player in initiating the flow of
munitions to Russia. When Asquith and Lloyd George ended Britain’s
munitions shortage, the flow of armaments to Russia accelerated.
►17.3 Blockade and Maximum Turkish
RPs
17.3.1 Royal Navy Blockade Event
When the Royal Navy Blockade event is played, put the Max TU
RP Marker on the 25 space on the General Records Track. For the
remainder of the game, for each TU RP recorded by play of a strategy
card for RPs, lower the Max TU RP Marker by one.
• Do not shift the Max TU RP Marker as a result of Bonus TU RPs
on Event cards, RPs received as a result of failed invasions, or
RPs converted from GE RPs.
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Pursuit of Glory—The Great War in the Near East
• The CP Player may decline to use non-converted TU RPs to which
he is entitled and move the Max TU RP back up by the number
of unused TU RPs.
17.3.2 Effects of Blockade
Due to this strangulation of the Turkish economy, the VP is adjusted
–1 each Winter during the War Status Phase until the CP goes to
Total War (a war economy) and the railroad between Constantinople
and Galicia is open, allowing German aid to reach Turkey, offsetting somewhat the effects of the blockade. If the CP goes to Total
War in the Winter turn (and the railroad is open), the VP adjustment
occurs prior to the CP shift to Total War. Once the VP penalty for
the Blockade event is ended, it never resumes, even if the railroad
is again blocked.
Play Note: Historically, the Allied blockade put a stranglehold on
Turkey. When the blockade is coupled with Arab Desertion and
Turkish War Weariness, the CP Player can find himself in a real
bind by 1918, if he squanders his manpower in 1915 and 1916. If the
CP Player anticipates a long game, he should use TU RPs frugally
and rely on GE RPs. This makes it essential for the CP Player to
open and protect the Bulgarian-Serbian railroad. Likewise, the AP
Player must retain or recapture it.
►18.0 Other Rules
18.1 Restricted Areas
The poor infrastructure in five parts of the Near East severely
constrained the Movement and supply of large bodies of troops
(LCUs). These Restricted Areas are: 1) Syria/Palestine (including
the Sinai); 2) Mesopotamia; 3) Azerbaijan; 4) Arabistan; and 5)
Neutral Persia.
39
18.2 Incomplete Railroads
Some stretches of railroad on the map are not yet constructed.
These connections may still be used for normal Movement and SR
of SCUs, but they cannot be used as railroads until certain Events
are played. Thus, prior to those Events, these connections cannot
be used for SR by an LCU; for Movement of an LCU through a
desert space (see 11.1.2.d); for LCUs fighting or organizing in desert
spaces (see 12.3.3 and 18.3.1.a); for SCUs SRing through deserts
(see 13.12.2).
18.2.1 Sinai Railroad
At the beginning of the game, the Sinai Railroad (the
connections between Ismailia and Gaza/Beersheba) is
not yet built. When the Murray Takes Command Event
is played, place the Sinai Railroad Marker ("Being
Built" side up) three turns ahead on the Turn Track. At
the beginning of that turn, the Sinai Railroad is completed for use by the AP player only. Place the Sinai
Railroad Marker ("Completed" side up) on the map next
to the railroad. For the remainder of the game, the AP Player can
use the railroad for organizing LCUs, for SR, and for Movement
and Combat in desert spaces.
Design Note: The Turks could never supply LCUs in the Sinai desert
even if the railroad were captured, for the British also built a fresh
water pipeline accompanying the railroad. It pumped the waters of
the Nile across the Sinai. This water was the real reason AP LCUs
could now function in the desert—and the British would have turned
the water off if the pipeline were captured by the Turks.
18.2.2 Berlin-Baghdad Railroad
18.1.1 LCU Organization
This Event has three effects.
• The incomplete railroad tunnels adjacent to Adana and Aleppo are
immediately completed and function fully as railroads.
• +1 VP.
• Up to 3 TU LCUs may now operate in each Restricted Area.
18.1.2 Limited Number of LCUs
18.3 Organizing LCUs
LCUs may be organized (see 18.3) in Restricted Areas, but only in
spaces connected by railroad to a friendly, controlled Supply Source
or (for the AP only) to a friendly, supplied port.
a. There is a maximum number of LCUs each player can supply in
each Restricted Area, according to the player’s War Commitment
Level as indicated on this chart (although during Total War, the CP
must also play the Berlin-Baghdad Railroad Event before he may
have three LCUs in a Restricted Area).
Maximum # of LCUs
per Restricted Area
(per player):
MOB
LW
1
2
TW
3—The CP must first play
the Berlin-Baghdad Railroad Event (18.2.2)
b. This limitation is per Restricted Area per player. Example: During
Total War, the AP and CP Players may each have 3 LCUs in Syria/
Palestine/Sinai, 3 LCUs in Mesopotamia, and 3 in Neutral Persia.
This limitation includes LCUs on Beachheads leading to a space
in one of these areas.
c. If a player ever has more LCUs in a Restricted Area than allowed
(even if due to a retreat), he must permanently eliminate all excess
LCUs as if they were Out of Supply. The owning player chooses
which LCUs to permanently eliminate.
If a nation has an LCU in the Corps Assets Box, then SCUs of that
nationality which occupy the same space may be ‘combined’ into
an LCU.
Design Note: This simulates adding specialized corps assets (e.g.,
command staff, air, hospitals, communications, artillery, machine
guns, engineers) to the existing SCUs, thereby increasing their
combat cohesion and effectiveness.
18.3.1 Where to Organize LCUs
An LCU may be organized in any supplied, friendly-controlled
space that contains 2 or 3 regular SCUs of the same nationality as
the LCU. There are exceptions:
a. LCUs may organize in desert only if that space is connected
by railroads to a friendly, controlled Supply Source or (for the AP
Player) an AP-controlled, supplied port.
b. TU and BU LCUs may not organize in a swamp space (since
they cannot enter swamps).
c. LCUs cannot organize in a Region that is not connected to the
map by railroad. Thus, LCUs cannot be organized in: Central Asia,
Afghanistan, the three Persian Regions, India, and Baluchistan (the
latter two represent the frontiers of British India).
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Pursuit of Glory—The Great War in the Near East
Design Note: This simulates the lack of infrastructure to readily
support large-scale formations in these Regions. The fact is that
no corps were organized in these areas historically.
18.3.2 Process for Organizing LCUs
SCUs in the Reserve Box (player’s choice), one in the Eliminated/
Replaceable Units Box, and remove the third SCU from the game
(the LCU unit itself represents the manpower of two of those SCUs,
with the third SCU in reserve).
i. When organizing a reduced LCU, take an LCU from the Reserve
Box, remove two SCUs from the same space on the map, and place
the LCU (reduced side face-up) in that space. Next, place one of the
SCUs in the Reserve Box (player’s choice) and remove the other
SCU from the game.
a. A full-strength LCU is organized from 3 regular Combat SCUs
of the same nationality as the LCU.
b. A reduced-strength LCU is organized from 2 regular Combat
SCUs of the same nationality as the LCU.
c. In both cases, the first two SCUs used must be the exact same
type as the LCU (e.g., elite infantry)—but better SCUs may be
substituted. Example: Elite infantry may be used in place of regular
infantry when organizing a regular infantry LCU. However, regular
infantry cannot be used to organize an elite infantry LCU.
• For this purpose, TU infantry divisions are considered better than
TU-A infantry divisions.
• Irregular SCUs and tribes may not be used.
• No special SCUs may be used to organized an LCU (not even
when organizing a special LCU).
• When organizing a special LCU, use regular infantry (including
TU-A infantry) or elite infantry.
• The SCUs used do not have to be full-strength—reduced SCUs
may organize into a full-strength LCU.
d. When organizing a full-strength LCU, the third SCU used may
be of any regular combat unit of the same nationality, even a worse
type, with the above exceptions still applying. Examples: (1) A regular infantry LCU could be organized by using two regular infantry
SCUs and one cavalry SCU; (2) A regular infantry LCU could be
organized from one regular infantry SCU and two elite infantry
SCUs; (3) A reduced TU-A LCU could be organized by using two
TU-A infantry SCUs or by using one TU infantry SCU and one TU
Elite Infantry SCU.
e. When building a full-strength BR, IN, or ANZ LCU, the third
SCU may be of any British Empire nationality (BR, IN, or ANZ) of
the AP Player’s choice. Examples: (1) A full-strength ANZ cavalry
LCU could be organized by using two ANZ cavalry SCUs and one
reduced IN infantry SCU; (2) A full-strength BR infantry LCU could
be organized by using two reduced BR infantry SCUs and one ANZ
cavalry SCU.
f. The SCUs used to organize an LCU must begin the Action Round
in the same space and be activated for Movement. The units organizing into an LCU may not move, but any other unit in that space
may move.
g. Only LCUs which are in the Corps Asset Box may be organized.
LCUs in the Replaceable/Eliminated Units box never return to the
map through organization. They return to the map only by being
rebuilt using RPs during the Replacement Phase.
h. When organizing an LCU at full-strength, take an LCU from the
Corps Asset Box, remove 3 SCUs from the same space on the map,
and place the LCU in that space. Next, place one of the removed
18.4 Balkan Front Restrictions
Design Note: Both sides hesitated to initiate major offensives in the Balkans for several reasons. The Germans
were happy to focus elsewhere and use Bulgarians to
tie down AP troops in a sideshow—therefore, the Germans actually did not want to damage AP units in Greece too
badly, out of fear that they might be withdrawn and shipped to
France. The AP feared that the Greeks might rise up behind them
and cut their supply lines. Many politicians and generals felt that
the Balkans was a complete waste of resources.
18.4.1 AP Restrictions
AP units drawing supply solely through a Greek port may conduct
only one Attack in the Balkans per Action Round. More than one
space may be Activated for Combat, but all attacking units must
attack the same defending space. This restriction is lifted by the
D’Esperey Event. Exception: An AP Balkans MO permits a BR
attack against a different space, should the AP desire. There is no
restriction for Activation for Movement.
18.4.2 CP Restrictions
CP units can also conduct only one Attack in or into Greece per
Action Round. More than one space may be Activated for Combat,
but all attacking units must attack the same defending space. This
restriction is lifted by play of the Robertson Event. Note: Remember
that BU and TU LCUs cannot enter swamps, which may make it
somewhat harder to capture and hold Salonika.
18.4.3 Serbian Restrictions
After Serbia collapses, SB units may only attack into spaces in
Greece and Serbia until Belgrade is recaptured. Once Belgrade is
again AP-controlled, SB units may move or attack anywhere in
the Balkans.
18.4.4 Balkan-Only Units
Units marked as Balkans Only [the “B” indicator] cannot move, attack, SR, or be placed, rebuilt, or organized outside the Balkans.
18.5 The Turk Returns to Austria
The Falkenhayn-Enver Summit Event allows a special set of circumstances to occur if the CP Player uses the card immediately to
SR one TU (or TU-A) LCU to Galicia (observing normal rules for
SR, including railroad usage).
a. Abstractly, the TU LCU in Galicia is involved in heavy fighting
on the Russian front. It must roll for Combat losses each turn during
the Attrition Phase and suffer one step of loss if a number higher
than the LCU’s Loss Factor is rolled on a 6-sided die. If the LCU
is already reduced when required to take a step loss, remove it and
replace it with an SCU, per normal Combat rules. Note: No DRMs
can influence this die roll.
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b. During each Summer turn, if this TU LCU is in Galicia during Design Note: Ottoman spies were aware of AP troops collecting for
the War Status Phase, the CP earns +1 VP. A TU SCU in Galicia invasions at sites such as Lemnos. Once the invasion began, Allied
does not meet this requirement.
units tended to pause on shore, even if there was no real opposition,
c. A TU LCU may never enter or be organized in Galicia except by giving Ottoman troops time to respond.
play of the Falkenhayn-Enver Summit Event. Thus, only one TU b. On subsequent turns, when a Beachhead Marker is already on
LCU per game may be in Galicia.
the Beachhead space, two things may occur:
d. Once the TU LCU is removed from Galicia (by Movement, SR, • Units on the Beachhead may Activate for Movement or Combat,
attrition, or Combat), a TU (or TU-A) LCU can never return to or
per normal rules. They may then either move inland (if unopbe rebuilt in Galicia.
posed) or attack.
•
Units on the adjoining Island Base can either 1) reinforce the
e. Of course, the TU LCU in Galicia may use RPs to remain intact,
units on the Beachhead space (within stacking limits) or 2) move
so long as it can trace a supply route back to Turkey.
through the Beachhead space, treating it as a normal space (i.e.,
Design Note: An excellent TU LCU in Galicia played a vital role
on subsequent turns there is no need for units moving from the
in stopping Russia’s Brusilov Offensive, which attempted to drive
Island Base to pause on the Beachhead).
Austria-Hungary out of the war. This is especially interesting since
the Austrians and Turks were hereditary enemies. Austria beat c. Units on Island Bases must organize into stacks and then be Acthe Turks back from the gates of Vienna in 1683, then drove them tivated by stacks for Movement, with the OPS cost for each stack
from Central Europe, and had an ongoing rivalry with them in the calculated by considering only the units in that stack. This is the
Balkans.
same process used for Activating units in Regions. Example: FR and
BR units are on Lemnos, but the AP Player Activates only one stack
18.6 Invasions by Sea
of BR units for 1 OPS, the presence of FR units having no effect on
the Activation cost. He could also Activate a stack of FR units for
18.6.1 General Rules
The AP Player can play no more than one Invasion Card per non- another OPS. If for purposes of future Combat, he organized two
Winter turn. The Churchill Prevails Event (see 18.11.3) is a mixed stacks of FR and BR units, each stack would cost 2 OPS to
prerequisite. Exception: The Project Alexandria invasion does not Activate, per normal rules governing stacks of mixed nationality.
have a prerequisite, due to its small scale.
18.6.1.2 AP units on shore or on a Beachhead space may move back
• Beachhead Markers listed on an Invasion Card are placed in the to an Island Base in only two cases:
Reserve Box or on the map, as indicated.
• voluntary withdrawal, either “under fire” or “safe withdrawal”
(see 18.6.2);
• New units or units SR’ed as a result of an Invasion Card are placed
either on any one AP-controlled Island Base (Lemnos, Cyprus, or • retreat after Combat.
Bahrain), directly on a Beachhead Marker, or in the Reserve Box
Design Note: Invasions were largely one-way affairs, and withdraw(or Corps Assets Box), as indicated. Remember: Stacking limits
als from Beachheads when under fire were quite difficult—the goal
do not apply on an Island Base.
was to fight one’s way inland and gain control of a port. In short,
• The name of the Invasion Card does not mean that the AP Player there was no going back without a loss of prestige and materiel.
must use the card at the historical location—he may place the
units at any one AP-controlled Island Base or Beachhead, as 18.6.1.3 Stacking limits do not apply on Island Bases but do apply
on Beachhead spaces.
indicated on the card.
• Invasion Cards can be used as normal BR Reinforcements events 18.6.1.4 The limit on Beachhead Markers is absolute. Only Beach(even if Churchill Prevails has not been played—see 18.6.5), head Markers in the Reserve Box may be used to place a Beachhead
on the map. Once removed from the map, a Beachhead Marker is
although any Beachhead Markers on the card are forfeited.
removed from the game. No additional Beachhead Markers should
18.6.1.1 With the exception of Project Alexandria and Kitchener’s be created.
Invasion, the Invasion Card indicates the initial build-up of invasion
forces. The actual invasion begins on a subsequent Action Round 18.6.1.5 Winter Restrictions: During Winter, Invasion Cards may
not be played (unless played as BR Reinforcements), Beachhead
of the AP Player’s choosing as follows:
Markers may not be placed, and voluntary withdrawals may not be
a. If there is a Beachhead Marker in the Reserve Box, a new inva- performed. Existing Beachheads may be Activated for Movement
sion may begin. The AP Player does the following:
or Combat during Winter. Exception: The RU Black Sea Division
• Place the Beachhead Marker on the Beachhead space of his may stage an amphibious assault during Winter (see 18.6.6).
choice.
18.6.1.6 Syrian Politics: Due to French-British rivalry and op• Activate one stack of units for Movement on the Island Base position from Arabs, there is a +1 VP and +1 Jihad Point penalty
adjoining that Beachhead.
the first time a Beachhead Marker is placed adjacent to Syria. Any
• Advance that stack of units onto the vacant Beachhead Marker. subsequent invasion of Syria does not carry this penalty. Note that
This is the initial landing on the beach, and the units may move this does not apply to an invasion from Cyprus to Adana (which is
not in Syria).
no farther this Action Round.
• More than one invasion may begin on the same Action Round,
so long as there are sufficient unused Beachhead Markers in the
Reserve Box.
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Pursuit of Glory—The Great War in the Near East
18.6.2 Voluntary Withdrawals
18.6.2.1 Under Fire: The AP Player may declare the failure of an
invasion. He Activates for Movement all remaining units drawing
supply through a specific Beachhead and adjacent to enemy unit(s),
and moves his units to the Island Base. The player then removes the
Beachhead Marker, and the Jihad Level increases +1.
• This +1 Jihad penalty also occurs if the AP player SRs by sea the
last AP unit drawing supply solely through a port in the Ottoman
Empire, including a Beachhead.
• When withdrawn units move onto the Island Base, they must cease
Movement. Note: In subsequent Action Rounds, those units may
move to or through another Beachhead (including beginning a
new invasion).
• Any LCUs withdrawn under fire are permanently eliminated
and must immediately disorganize—break down into SCUs. A
full-strength LCU is replaced by 3 SCUs, and a reduced LCU
is replaced by 2 SCUs. Note: The optional rules in 19.2 explain
how to break down an LCU and should be used in the case of a
withdrawal.
• Next, all full-strength withdrawn units (including the SCUs used
to break down any LCUs) are immediately reduced. Any already
reduced SCUs do not lose an additional step.
• Finally, for each LCU and for every 3 SCUs withdrawn, add 1
Bonus TU RP to the General Records Track (without adjusting
the Max TU RP Marker) due to abandoned supplies.
Design Note: Allied units at Gallipoli withdrew under fire in December 1915 before the onset of Winter. Three Corps were withdrawn
without loss of life, despite estimates of 50% losses. The withdrawal
cost the Allies prestige, reduced the Combat effectiveness of the
withdrawn units, and encouraged the jihad. The Turks found months
of supplies left behind.
18.6.2.2 Safe Withdrawal: AP units drawing supply solely through
a Beachhead and not adjacent to enemy units may Activate for
Movement and move back to the Island Base, stopping when they
reach the Island Base. In this case, LCUs are not disorganized into
their component SCUs, and units are not reduced. However, if the
last unit drawing supply through that Beachhead leaves, +1 Jihad.
18.6.2.3 SR—A Reminder: Only SCUs in a port can SR by sea.
LCUs can never do so. Beachheads are ports.
18.6.3 Enemy Occupation of an Empty Beachhead
• If a CP unit moves onto an empty Beachhead Marker during
Movement, the Beachhead is destroyed and the Jihad Level
increases +1.
• If a CP unit moves onto an empty Beachhead Marker due to an
Advance After Combat, the Beachhead is destroyed and the Jihad
Level increases by 2. Also, for each LCU and for every 3 SCUs
that were destroyed or retreated during this Combat, add 1 Bonus
TU RP to the General Records Track (without adjusting the Max
TU RP Marker).
• In either case, the CP unit is returned to the space from which it
entered the Beachhead.
18.6.4 Voluntary Removal of a Beachhead Without
Withdrawing Troops
The AP Player can remove an empty Beachhead Marker on his
turn for no penalty and at no cost, so long as this does not involve
withdrawing units to an Island Base and does not place any AP units
OOS (e.g., this might be done if invading AP units have captured a
port). The CP receives no reward.
18.6.5 Invasion Cards as Reinforcements
An invasion card may be played as if it were a BR Reinforcement
Event, even during Winter turns and even if the Churchill Prevails
Event has not yet been played (see 18.11.3). When this occurs, units
listed on the card are placed as if this were a normal BR Reinforcement Event, and it is so marked on the Action Round Chart. The AP
Player forfeits any Beachhead Markers listed on the card.
18.6.6 Russian Amphibious Assault
Once per game, the RU Black Sea Division may stage an
amphibious assault. This unit must Activate for Combat
in any Black Sea port and may then move to occupy any
vacant enemy-controlled Black Sea port, including the Fort at the
Bosphorus or at Trabzon, either of which is then besieged by this
unit alone, in exception to normal siege rules (due to assistance
from the RU Black Sea Fleet). This amphibious assault may occur
during Winter.
• After the Black Sea Division conducts its invasion, flip the RU
Amphibious Assault Marker to indicate that this special ability
may not be used again.
• If besieging one of the Forts, roll for siege results as usual (see
15.2), treating the Black Sea Division as if it were 3 SCUs (in
terms of maintaining the siege).
• While the Fort is besieged, it may be treated as a friendly AP
port, allowing other RU units to SR to or from it (including the
relocation of the Black Sea Division). The CP receives no benefit
for such an SR.
• If forced to retreat from or through a port, the Black Sea Division may always retreat by sea to any AP-controlled port on that
same sea.
Design Note: The Turks greatly feared a RU landing at the Bosphorus, but the actual landing was made behind Turkish lines near
Rize, cutting off the Turks’ retreat and opening the road to Trabzon.
Never again was the Russian Black Sea Fleet willing to cooperate
so fully with the Russian Army.
18.7 Armenian Uprising
When the Armenian Uprising Event occurs, place the irregular Armenian Uprising unit in any blue “A” space that
contains AP units or is empty (the latter could change
control of the space). Place the three Armenian Uprising Markers
in three “A” dot spaces, even if CP units are present (without changing control of the space)—one of the Uprising Markers may be
placed in the same space as the Armenian Uprising unit. Notes: 1)
The Armenian irregular unit may be placed on a VP space with a
blue “A”; 2) Spaces labelled with a blue “A” indicator represent
areas with substantial Armenian populations.
• The Armenian Uprising unit is in supply in any space in Anatolia,
Caucasia, and Russia and may not leave those areas. If forced to
retreat out of those areas, the unit is permanently eliminated.
• A VP space captured by the Armenian Uprising unit counts as a
RU VP space. Remember: An irregular unit only exerts Partial
Control over a space for as long as it remains in that space.
• If the CP Player never plays Pan-Turkism, the Armenian Uprising cannot occur.
© 2008 GMT Games, LLC
Pursuit of Glory—The Great War in the Near East
18.8 Neutral Countries
Players’ units may neither move nor attack into a neutral country.
Once a country enters the war, both players may enter it for the
remainder of the game. Exceptions: See rules below for Greece,
early CP entry into neutral Afghanistan, and for both players’ entry
into Neutral Persia in the 1914 scenarios.
18.8.1 Greece
18.8.1.1 General Rules
a. Even while Greece is neutral, both players may enter the country
freely. GR units begin on the map, but neither player may move them
unless allied with Greece. Exception: The Treachery at Ft. Rupel
Event allows the CP Player to reposition two GR units.
b. GR units are in supply anywhere in Greece and may be rebuilt
in any space in Greece that is not occupied by enemy units (even
if the space is enemy-controlled). GR units may be repaired and
rebuilt using AP-Allied, BR, CP-Allied, or GE RPs.
c. Both players’ units may enter Greece while it is neutral without
violating Greek neutrality, so long as the units do not enter Athens:
• AP units may move through spaces containing GR units (or any
space without an enemy unit) and trace supply through vacant
spaces and/or GR units, but AP units may not end a move in a
space with Greek units.
• The CP does not have this privilege, but CP units may enter Greece
and trace supply through vacant spaces in Greece.
• The players may attack each other in Greece, but an attack on a
Greek unit will immediately cause Greece to ally with the opposing player.
43
b. If Greece allies with a player, all unoccupied spaces in Greece immediately convert to that player’s control. If Athens is not occupied
by an enemy unit, the player gains control of Athens and records its
VP in his favor immediately. He also gains control of all GR units.
Note: The CND unit always belongs to the AP Player.
c. If Greece becomes a CP ally, AP units can no longer trace supply through GR units or CP-controlled spaces in Greece, including
spaces which switched to CP control due to the new alliance. Note:
This can play havoc with AP supply lines.
18.8.1.3 Greek Collapse
Greece never collapses. Even if Athens is occupied, GR units operate normally and may be rebuilt. Note: Since GR units are always
in supply anywhere in Greece and may be rebuilt in any vacant or
friendly-controlled space in Greece, guerilla warfare is a viable
option.
18.8.2 Bulgaria
18.8.2.1 General Rules
• BU units trace supply to any CP Supply Source (but may only
use RPs and SR if tracing supply to Sofia).
• BU units may never SR by sea.
• BU units may never enter Turkey, unless forced to do so by a
retreat—but if so, they may not voluntarily move deeper into
Turkey.
• BU units are rebuilt in CP-controlled Sofia only.
18.8.2.2 Bulgarian Entry into the War
When the Bulgaria Event is played, all the BU, SB, GE, and AH
units listed under "Bulgarian Entry” on the set-up card are placed
on the map.
d. While Greece is neutral, Salonika can become an AP port in
two ways:
Design Note: The Central Powers timed their final attack on Serbia
to correspond with Bulgaria’s entry into the war.
• When first entering play, the AP Greek Corps of National Defense
(CND) may be placed in vacant or AP-controlled Salonika.
• AP units may move into Salonika through a Beachhead Marker
(a peaceful “invasion” of Greece).
• Neither method violates Greek neutrality. In both cases, the Salonika space is then fully controlled by the AP Player.
18.8.2.3 Bulgarian Collapse
Bulgaria collapses if the AP Player controls Sofia during the War
Status Phase. When Bulgaria collapses, remove all BU units, including the GE-BU XI Army LCU, replacing it with a GE Infantry SCU
from the Reserve Box, if available.
18.8.1.2 Greek Entry into the War
a. Greece may ally with either player, depending on circumstances:
• When a player attacks a neutral GR unit or enters neutral Athens
(for any reason), Greece allies with his opponent.
• Greece becomes an AP ally when the Greece Event is played
(unless the CP player counters promptly by playing the King
Constantine Event).
• Neutral Greece becomes a CP ally if the King Constantine Event
is played when (1) a CP unit is at Larissa—and/or—(2) when all
non-Greek VP spaces in the Balkans are CP-controlled or neutral.
Note: Greece also becomes a CP ally if the King Constantine
Event is played to counter the AP Greece Event while the prior
condition(s) exists.
• Once Greece becomes a CP ally, the AP Greece card may never
be played as an Event.
18.8.3 Serbia
18.8.3.1 General Rules
a. SB units are in supply anywhere in Serbia. They may also trace
supply to any BR Supply Source or AP-controlled port on the
Aegean Sea.
b. Prior to Serbian Collapse, rebuilt SB units may be placed in APcontrolled Belgrade, Nis, Lemnos, and AP-controlled Salonika.
c. After Serbian Collapse, SB units may not be rebuilt until The
Serbs Return Event is played (and then only in AP-controlled
Salonika or Lemnos, until Belgrade is recaptured, after which SB
units may again be built in Belgrade and Nis).
18.8.3.2 Serbian Entry into the War
Serbia enters the war when the Bulgaria Event is played. Both
players may then enter Serbia for the remainder of the game. For
placement of SB units, see “Bulgarian Entry” on the set-up card.
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Pursuit of Glory—The Great War in the Near East
18.8.3.3 Serbian Collapse (once per game only)
a. Serbia collapses whenever the AP Player wishes to announce Serbian Collapse, OR when (1) Belgrade and Skopje are CP-controlled
and (2) there are no SB LCUs in Serbia.
was played. Also remove the GE Alpenkorps, unless the Bulgaria
event has been played and Serbia has not collapsed. The CP Player
may then (at no cost) SR up to two CP units in the Balkans to any
CP-controlled space(s) in the Balkans.
• During the War Status Phase of that turn, remove from the
game all SB LCUs; any SB SCUs unable to trace supply to an
AP-controlled port; and all GE and AH units that entered due to
the Bulgaria event, except: 11th Army, Mackensen HQ, Heavy
Artillery, and 2 GE Inf SCUs. The CP Player may then (at no
cost) SR up to two CP units in the Balkans to any CP-controlled
space(s) in the Balkans. Note: If the Romania event has been
played and Romania has not yet collapsed, the GE Alpenkorps
also remains.
• Other effects of Serbian Collapse include: (1) +1 VP immediately,
due to loss of AP prestige, if there are no BR units in Greece
or Serbia; (2) SB units cannot use RPs until The Serbs Return
Event is played; (3) SB units may attack spaces only in Greece
and Serbia until Belgrade is recaptured (once Belgrade is again
AP-controlled, SB units may attack anywhere in the Balkans).
18.8.5 Persia
Design Note: The French and Russians strong-armed the British
into intervening at Salonika. Dire consequences were threatened
should the British fail to intervene in Serbia. After Serbia collapsed,
the French and Russians continued to exert strong pressure on the
British to increase their commitment in the Balkans.
b. After The Serbs Return Event is played, SB units may be rebuilt
at Lemnos or AP-controlled Salonika. Once Belgrade is again APcontrolled, SB units may again be rebuilt in Belgrade and Nis (if
AP-controlled).
18.8.4 Romania
18.8.4.1 General Rules
• For placement of RO units, see “Romanian Entry” on the set-up
card.
• If Romania is neutral when the Russian Revolution begins, the
Romania Event may never be played, and the VP Marker is adjusted +2 (due to CP influence over Romanian oil and grain).
• RO units trace supply by land or port to any RU Supply
Source.
• RO units may be rebuilt in Bucharest or Odessa prior to Romanian Collapse.
18.8.4.2 Romanian Entry into the War
When the Romania Event is played, the RO, GE, AH, and RU units
listed under “Romanian Entry” on the set-up card are placed on the
map. Prior to this, neither player may enter Romania. Units whose
entry is delayed by one or two turns are placed on the map at the very
beginning of the turn of entry, prior to the first AP Action Round.
Note: In order to track this delayed entry, simply place the delayed
units one or two turns ahead on the Turn Track.
18.8.4.3 Romanian Collapse (once per game only)
Romania collapses during the War Status Phase if the AP Player
wishes to announce Romanian Collapse, OR (1) Bucharest, Constanza, and Ploesti are CP-controlled; (2) all RO LCUs are eliminated; and (3) no RU LCUs are in Romania. During the War Status
Phase of that turn, remove from the game all RO units, GE Cavalry
Corps, and all AH units that enter the game when the Romania Event
18.8.5.1 Persian Entry into the War
At the beginning of a 1914 scenario, Neutral Persia is off limits—
this includes all spaces in Persia, with the exception of Azerbaijan,
Arabistan, and the three Persian Regions. No AP or CP units (with
the exception of tribes) may move or attack into Neutral Persia
spaces until either the CP Persian Push or AP Secret Treaties
Event is played. Once either Event is played, both players may enter
Neutral Persia for the rest of the game.
• After one of these cards is played as an Event, the other card
remains playable as an Event.
• The CP Player may place tribes in Neutral Persia prior to the play
of Persian Push or Secret Treaties, and these tribes may Activate
for Movement or Combat.
• Neutral Persia never allies with either player. The two Persian
Entry cards—Persian Push and Secret Treaties—allow the
players to violate Persian neutrality.
18.8.5.2 Azerbaijan and Arabistan
Azerbaijan (north Persia) and Arabistan (southwest Persia) are
parts of Persia, but are not part of Neutral Persia per se (in terms
of game play). In 1914, Azerbaijan was controlled by Russia, and
Arabistan was leased to and controlled by Britain. AP and CP units
may enter these areas prior to play of Persian Push or Secret Treaties. However:
• The first time a BR, IN, or ANZ unit enters a space (not Region)
in Neutral Persia or Azerbaijan prior to the Russian Revolution,
there is a +1 VP penalty. Note: This is one penalty for entering
either or both areas, not a separate penalty for each area.
• The first time RU units enter Arabistan, there is a +1 VP penalty.
• RU units may enter the three Persian Regions without penalty.
Design Note: The secret Russo-British treaties made the spaces in
Neutral Persia part of the Russian sphere of influence. Entry by BR,
IN, or ANZ units into that area would have damaged alliance cohesion. Hence, the +1 VP penalty for doing so. The Persian Regions
were supposed to be in a British sphere of influence, but Russian
Cossacks helped man the “Persian cordon” in Eastern Persia, so
Russian entry into the Persian Regions is freely allowed. Arabistan
was leased to the British, and we conjecture that Russian entry
into that area would have caused a great deal of consternation in
Whitehall, due to the presence of oil and the proximity to the Persian
Gulf (the fabled “warm water port.”)
18.8.5.3 PE Uprising Markers
When the German Intrigues in Persia Event is played, put the Persian Uprising unit in any vacant or CP-controlled space in Neutral
Persia (even a VP space). Also, put the Persian Uprising Markers in
any three spaces in Neutral Persia, even one that contains an enemy
unit or is enemy-controlled. Remember: Uprising Markers do not
cause spaces to change control.
© 2008 GMT Games, LLC
Pursuit of Glory—The Great War in the Near East
18.8.6 Neutral Afghanistan
AP units may never enter (but may attack into) Neutral Afghanistan,
and if forced to retreat into Neutral Afghanistan, they are eliminated
as if Out of Supply. CP SCUs (not LCUs) may enter Neutral Afghanistan, but may not Activate for Combat therein.
• CP units may treat neutral Afghanistan as a Limited Supply
Source. In this case, CP units tracing supply solely to Afghanistan may not Activate for Combat, SR, organize, or take RPs,
but may move. CP units cannot be rebuilt or placed in neutral
Afghanistan.
• If Afghanistan becomes a CP ally, both players’ units may freely
enter.
• If Afghanistan is a CP ally and CP-controlled, it operates as a full
CP Supply Source, with the exception that non-Afghan CP units
cannot be built or placed there.
18.9 British-Russian Military Cooperation
18.9.1 RU units may not stack with BR/IN/ANZ units and cannot cooperate with them in combined attacks. Exception: The RU
Yugoslav Division is ethnically a Serbian unit that can cooperate
with BR/IN/ANZ units.
18.9.2 RU units tracing supply solely to BR Supply Sources may
Activate for Movement, but may not Activate for Combat, use RPs,
or SR. The same is true for BR/IN/ANZ units tracing supply solely
to RU Supply Sources. Exception: After the Russian Revolution
begins, the RU Yugoslav Division and one RU Cavalry SCU are
treated as BR units (see 16.4).
18.9.3 RU units may never enter India or Baluchistan and are permanently eliminated if they must retreat into these Regions.
18.9.4 Britain and Russia carved Persia into spheres of influence,
and there is a VP penalty if troops of one empire enter the section(s)
of Persia dominated by the other (see 18.8.5.2).
18.10 Suez Canal
18.10.1 The Canal and Strategic Redeployment
No AP unit may SR directly from India, a Persian Gulf port, or a
Red Sea port (including Sudan/Darfur) to a port in the East Mediterranean or Aegean Seas (and vice versa), if the CP controls any space
on the western shore of the Suez Canal (i.e., Pt. Said, Ismailia, or
Suez). Furthermore, if both Pt. Said and Suez are CP-controlled,
then Ismailia can no longer function as a port.
18.10.2 The Canal and Unit Delays
If the Suez Canal is blocked (per the above rule), AP troops can still
move between ports in the E. Mediterranean and ports in India, the
Persian Gulf, or the Red and Aegean Seas (and vice versa), but their
arrival is delayed one turn. At the time of SR, place the units one
turn ahead on the Turn Track and make a note as to their general
destination (e.g., “the Persian Gulf”). The units may be placed in any
friendly port in the designated arrival area during the Replacement
Phase of the turn of arrival. If no such port is available, they may be
moved to any friendly port but are delayed one further turn.
45
18.11 Churchill and the Dardanelles
18.11.1 The Churchill Prevails Event Procedure
When the Churchill Prevails Event is played, do the following:
a. The AP Player will attempt to destroy as many Forts as possible
along the waterway between the East Mediterranean Sea and the
Black Sea, including the Fort in The Bosphorus space. If the AP
Player ever fails to destroy a Fort, the entire process outlined below
stops immediately—the failure means that the British Royal Navy
abandons the attempt to force its way through to Constantinople
and the Black Sea. Note: Destroying a Fort does not award control
of that space to the AP Player nor damage any CP units stacked
with the Fort.
b. Beginning with the Fort at Kum Kale or Seddul Bahr (AP Player’s
choice), roll a die. If the number is higher than the Fort’s Combat
Factor (CF), mark the Fort as destroyed and roll a die against the
other Fort in this pair. Again, if the number rolled is higher than the
second Fort’s CF, mark the Fort as destroyed.
c. If both the Dardanelles Forts are destroyed, roll to destroy one of
the pair of Forts at The Narrows (Maidos and Canakkale), with the
AP Player deciding which to roll for first. Again, if the roll is higher
than the Fort’s CF, mark it as destroyed and attempt to destroy the
second Fort.
d. If both The Narrows Forts are destroyed, attempt to destroy the
Fort at Gallipoli. If the Gallipoli Fort is destroyed, the Royal Navy
has reached Constantinople.
18.11.2 Reaching Constantinople
If the Royal Navy reaches Constantinople, the following occurs:
a. The AP Player must immediately announce if he is shelling
Constantinople. If he does so, apply –1 VP (for British prestige and
damage to Ottoman national will) and +1 Jihad point.
b. The AP Player immediately receives two Elite BR Infantry Divisions in the Reserve Box or at any AP-controlled port(s) in the
Aegean or E. Mediterranean.
Design Note: Success has caused the Prime Minister and Kitchener
to send troops to the Near East instead of to France. Although this
did not happen historically, such ideas were considered repeatedly
throughout the war as a way for British troops to avoid the bloodbath
on the West Front, but lack of success in the Near East (and French
protests that such ideas were even being considered) usually caused
such projects to be shelved. A shift in British commitment away from
the West Front is also the intent of the Let the French Bleed event,
which did not occur historically, but was considered.
c. The AP Player may attempt to destroy the Fort at The Bosphorus
(on the main map), following the above procedure (he must roll a
4, 5, or 6). If the Bosphorus Fort is destroyed, gain two bonus RU
RPs (add to the General Records Track—these are not for immediate use). Also, each subsequent turn, the AP Player automatically
records +1 RU RP as a bonus each turn until the Subs in the Med
Event is played (a reminder for this is on the reverse side of the RU
RP Marker). Note: If Subs in the Med was played prior to Churchill
Prevails, no extra RU RPs are received.
© 2008 GMT Games, LLC
46
Pursuit of Glory—The Great War in the Near East
18.11.3 Invasion Event Used as Reinforcements
18.12.4 Removed from Where?
18.12 Out of Theater Campaigns
18.12.5 Removal and the Gorlice-Tarnow Event
The play of the Churchill Prevails Event is a prerequisite for
playing any AP invasion card (except Project Alexandria) as an
invasion. Such cards may, however, be played as normal BR Reinforcements (see 18.6.5) without playing this Event.
18.12.1 The Four Events
Four CP events (Gorlice-Tarnow, Verdun, Robertson, and Kaiserschlacht) award the CP Player a VP Bonus. However, each of these
cards allows the AP Player to negate this VP Bonus by removing
troops from the game.
Design Note: Gorlice-Tarnow was a major German/Austro-Hungarian offensive on the East Front, which caused the Russians to withdraw units from the Near East to reinforce their armies nearer home.
Verdun was a major German offensive in France, which caused the
British Empire to withdraw units to support French efforts. The Robertson card represents the possibility that Gen. Robertson (British
Chief of the General Staff) might have prevailed in his private war
to force Prime Minister Lloyd George to redirect efforts away from
the Near East and Balkans to the West Front. The Kaiserschlacht
was the last major German offensive in the war, which caused the
British Empire again to send troops to the West Front.
18.12.2 How to Negate
The Event specifies how many divisions worth of units the AP Player
must remove in order to negate the VP Bonus (in the case of a 2 VP
Bonus, he can negate 1 VP by removing half the specified number
of units). Each infantry SCU removed counts as 1 division. Each
infantry LCU removed counts as 3 divisions. The AP Player may
remove more units than required units if he desires, but they are all
permanently removed from the game (you don't get “change” when
you remove an LCU). Cavalry units and BR special units cannot
be used (IN and RU special infantry units may be used). Example:
The Verdun Event allows the AP Player to cancel 1 VP or 2 VPs by
removing either 2 divisions or 4 divisions worth of units. To negate
1 VP, he could remove either 2 SCUs or 1 LCU (even though the
LCU is worth 3 divisions). To negate 2 VPs, he could remove 1
SCU and 1 LCU, or 4 SCUs, or 2 LCUs (even though the 2 LCUs
are worth 6 divisions).
18.12.3 Requirements for Removal
SCUs may be removed from the map or Reserve Box, but never from
the Eliminated/Replaceable Units Box. LCUs can be removed only
from the map, never from the Corps Assets Box or the Eliminated/
Replaceable Units Box.
The Gorlice-Tarnow event differs from the other events of this
type. The RU LCU is removed only temporarily. It will reenter the
game in 4 turns, going to the Corps Assets Box, from which it can
be rebuilt.
18.12.6 Status of Removed LCUs
With the exception of Gorlice-Tarnow, LCUs which are removed
to satisfy the requirements of these events are totally removed from
the game. They cannot be rebuilt. However, they are not considered
“permanently eliminated” and as such do not count toward the terms
of the Parliamentary Inquiry event or affect the Jihad Level.
CREDITS
Game Design: Brad Stock and Brian Stock
Game Development: Tony Curtis and Neil Randall
Playtesting: Alessandro Raimondo, Ahmet Ilpars, Walter Wintar,
Barry Setser, Michael Gouker, Neil Randall, Brian Stock, Mark
Beninger, Ted Torgenson, Charles Féaux de la Croix, Florent
Coupeau, Richard Hartland, Andy Loakes, Peter Reese, Todd
Surgoine
Map, Counter, and Card Art: Mark Simonitch and Brad
Stock
Art Director: Rodger B. MacGowan
Package Design: Rodger B. MacGowan
Producers: Tony Curtis, Mark Simonitch, Rodger MacGowan,
Gene Billingsley & Andy Lewis
Logo Design: Rodger B. MacGowan
Layout: Neil Randall and Mark Simonitch
Playtest Vassal Module: Mark Beninger
Playtest Cyberboard Gamebox: Barry Setser
Playtest ACTS Module: Alessandro Raimondo
The following requirements apply:
• At least half (rounding up) of the SCUs removed must be elite
or special (unless there are not sufficient elite or special units in
play). The units may be reduced-strength.
• With the Verdun, Robertson and Kaiserschlacht events, at least
half of the SCUs removed must be BR.
It is possible that due to prior elimination of units, the player may
not be able to meet the above requirements (e.g., too many BR
elite units have been eliminated). In this case, the AP Player may
substitute his next best units (e.g., if too many BR units have been
eliminated the AP Player could substitute IN or ANZ elite and/or
special units). Note: This rule prevents the AP Player from removing only his lowest value units. The High Command wants some
of the best units, including British regulars! The player, as theater
commander, has some power to negotiate with the High Command,
but not complete latitude.
Assistance Extraordinaire: Mark Beninger
Subject Experts: Ed Erickson (USA-Ret), Jeff Leser (USA)
Honorable Worthies: Jeff Myers, Jesse Boomer, CABS, Tolga
Corapci, Ken Gutermuth, John Loth, Riku Riekkinen, Mike
Stanley, TABS, Fritz Tichy, Joel Toppen, Bill Edwards, Bobby
Dilenno, Dave Sokolowski, Bill Blackmer, Dennis Bishop
Exceptional thanks to our godfather: Ted Raicer
© 2008 GMT Games, LLC
GMT Games, LLC
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com
Pursuit of Glory—The Great War in the Near East
© 2008 GMT Games, LLC
47
Pursuit of Glory—The Great War in the Near East
48
Sequence of Play
After set-up, each game turn follows the following sequence
of play:
A. Mandated Offensive (MO) Phase (see 7.0)
Each player rolls one six-sided die (d6) and consults his Mandated Offensive Track to determine which (if any) MO he must
perform this turn. Use the MO Marker to record this result on
the Mandated Offensive Track. Note: On Turn 1 (Fall 1914),
both players automatically start with RU MOs.
B. Action Phase (see 8.0)
Each Action Phase is divided into six identical Action Rounds.
Each Action Round allows both players to take one action. The
AP Player takes his action first in each Action Round, either making a free 1 OPS play or playing a card for Operations (OPS),
Strategic Redeployment (SR), Replacement Points (RPs), or
for the Event.
►C. Attrition Phase (see 14.0)
Any Out of Supply units (LCUs and SCUs) are permanently eliminated (may not be rebuilt). Control of OOS spaces also changes.
Roll for damage to any TU LCU in Galicia (see 18.5).
D. Siege Phase (see 15.2 and 15.3)
Roll a die for each besieged Fort. If the number rolled is higher
than the Fort’s Combat Factor, the Fort surrenders and is marked
with a Destroyed Marker.
►E. Revolution Phase
1. Tribal Warfare Check (see 16.3.2)
The number of tribes on the map is increased or reduced to
equal the Jihad Level, either taking tribes from the Tribal
Warfare Key and placing them on the map, or returning tribes
to the Tribal Warfare Key.
2. Jihad Revolts (see 16.3.3)
Each turn, the CP Player may roll for one eligible uprising
or alliance (in addition to any roll(s) he may have made midturn). Note: This assumes that the prerequisite Events have
been played, including “Pan-Turkism.”
3. Russian Revolution (see 16.4)
Four turns after the “Parvus to Berlin” Event is played, the
Russian Revolution will begin if (during this Phase) the
RU VP Marker and Turn Marker are in the same box on the
Turn Track. When the Revolution begins (and on each Turn
thereafter), advance the Revolution Marker one Stage on the
Russian Revolution Track and implement the effects. Note:
The Revolution cannot begin or advance Stages if Russia
controls Constantinople.
F. War Status Phase (see 16.1)
2. Check for Automatic Victory
Determine if either player has won an Automatic Victory (see
5.2.1). If so, the game ends.
3. Check for Armistice
If there is no Automatic Victory, determine if an Armistice
occurs. If so, the game ends and the victor is determined (see
5.2.2). (An Armistice automatically occurs on the Fall 1918
turn if Automatic Victory has not already occurred.)
4. Check War Commitment Levels
If the game has not ended, each player determines whether
his War Commitment Level has increased. Note: This is not
checked on the first turn (Fall 1914). If his War Commitment
has increased, he shuffles the deck of cards received for the
next level of War Commitment (i.e., Limited War or Total War)
together with his Draw Pile, Discard Pile, and any Combat
Cards face up on the table in front of him (with the exception
of “Jafar Pasha” and “No Prisoners”).
5. Check for National Collapse
Check to see if Bulgaria, Serbia, or Romania has collapsed
(see 18.8.2.3, 18.8.3.3, and 18.8.4.3).
G. Replacement Phase (see 17.0)
Each player spends any Replacement Points (RPs) recorded on
the General Records Track. The AP Player takes replacements
before the CP Player. All RP Markers are reduced as the RPs
are used; any unused RPs are lost. Exception: Unused TU RPs
are used to increase the Max TU RP Marker (if in play) by an
amount equal to the number of unused TU RPs.
H. Draw Strategy Card Phase
1. Discard Combat Cards
Before drawing new cards, a player may discard any remaining
Combat Cards (CCs) in his hand. Also, he must discard any
CCs in front of him on the table (with the exception of the
face-up “Jafar Pasha” and “No Prisoners” CCs, which may
be retained until used). CCs are the only cards which may be
discarded. All other cards in a player’s hand must be retained
until played.
2. Draw Cards
Each player then draws cards from his Draw Pile, until he holds
7 cards, including any cards remaining from his previous hand
(not counting “Jafar Pasha” or “No Prisoners”).
3. Reshuffle
If a player’s Draw Pile is exhausted, he reshuffles his discard
pile and draws enough cards to complete his hand.
I. End of Turn
Advance the Turn Marker one space on the Turn Track, and begin
the Sequence of Play again.
1. Check for Extra Victory Points (16.5)
Check the Victory Point Table on the Player Aid Card, and
adjust the VP Marker as indicated in the “War Status Phase”
section of that table (including Turks in Galicia and the Royal
Navy Blockade).
© 2008 GMT Games, LLC
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