Quartermaster General: 1914 (English Rulebook)

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“THE UNKNOWN IS OVERVIEW THE GOVERNING During a game of Quartermaster General: 1914, you will play one or more powers on either the PRINCIPLE OF WAR.” Powers team or Entente Powers team. — FERDINAND FOCH Central After 17 rounds of play, the team with the most World War I, The Great War, was marked by technological achievement, romance, and the transition to the modern era. It was also remarkable in how success in battle was measured by a brutal calculus that compared the ratio of lives lost by each side. This “War to End All Wars” twisted the ultra-nationalism of the late 19th century into the nihilism of the 20th. After more than four years of human and economic attrition, the war finally ended, more from exhaustion than anything else.

Victory Points wins the game, although the game may end sooner if one team leads by 12 or more points at the end of a Scoring Round. Your teammates are friendly to you; your opponents are enemies to you.

CENTRAL POWERS – Austria-Hungary & Ottoman Empire – Germany

NGARY AUSTRIA-HU E OTTOMAN EMPIR

GERMANY

ENTENTE POWERS

– Russia – France & Italy – United Kingdom & United States (UK & US)

RUSSIA

FRANCE ITALY

OM UNITED KINGD S UNITED STATE


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