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This post begins a series in which I will touch on the rules and the ideas I had when writing them.  If anyone happens by and would like to read the complete rule set, just leave me a comment (I think I fixed the blog so that comments can be left without logging in etc.).  You can also find me over at CSW Social and BGG as p38_Lightning.

First, the sequence of play for a game turn:

  1. Production Phase (simultaneous)
  2. Action Phase 1
  3. Action Phase 2
  4. Strategic Reorganization Phase (simultaneous)

Production is the first phase of a turn.  Note that 2 action phases follow meaning that 2 turns of movement, combat, etc. will occur before you nation can produce again.  Better get it right.

My draft rule book to playtesters has notes called “The Idea” at the beginning of each section so that as they critique, they have an idea of what I was aiming for.  This is the idea behind the economics.

The Idea:  Production is a simple system where powers get a very limited number of economic points represented by cubes to allocate among various war efforts each being tracked on a chart with most or all in a perpetual state of decline.  This means that at least one cube must be allocated to the area just to maintain status quo. 

Here is the player mat used to track assets and technologies

Note the charts under Artillery, Air Recon and Supply Capacity. To begin production ALL of these decrease by one or two depending on your location on the table.

For artillery and air recon, those number represent the maximum amount of each that a power may use in the current turn. So let’s say the Central Powers have produced 15 points worth of artillery (as represented by the numbers on the chits) BUT their max artillery on the chart is only 12. That means 3 points cannot be used. An abstraction for the fact they couldn’t get all of their heavy artillery into position, couldn’t supply enough shells, etc. Similar concept for air units. Had the planes, didn’t have the spare parts to keep them all flying.

Supply, is as far as my game experience tells me, unique in SP. The number on the table is the number of hexes, regardless of location that receive full supply. Just being in your home country no longer equals being in supply. Neither does simply being able to trace to a “supply source” as is the default for many games. As you manage your economy you must sometimes decide between shells for the guns (Max Artillery), or bullets for the troops (Supply Capacity).

There are also technologies that did not exist in 1914 but are symbols of the conflict. None are automatic. You must expend resources to develop poison gas, put machine guns in your aircraft or have tanks to cross trenches.

Finally, economic points must also be spent on the war in the East (Central Powers), and the war at sea (both sides).  Points are very limited and the naval war reduces them even farther.  More on that in a future post.