analiza por puntos estas reglas de juego: ""As the year 1900 comes around, Europe is in the middle of the Belle Époque. Everybody is full of enthusiasm for the future.
Warfare in Europe is considered to have become obsolete, most popularly by such writers as Jan Block in his book “Is War
Now Impossible?”
Science and progress, economic prosperity, and cultural innovations are the words of the day. The Arts flourish.
However, dark clouds gather, as Kaiser Wilhelm II
ascends to the Throne of Imperial Germany and “drops
his pilot” the experienced chancellor Otto von Bismarck.
Henceforth, Germany will be on a collision course with
Great Britain, characterized mostly in the Naval Arms
Race, eventually culminating in the H.M.S. Dreadnought
and her successors.
In Europe in Turmoil: Prelude to the Great War, players
will recreate the touch-and-go dynamic between the
Authoritarian and Liberal streaks in European politics.
In France, where the average government lifetime is
less than a year during this period, and Russia, in dire
need of reform, huge swings in political power can and
will occur. In fact, Imperial Germany may prove the only
stable Authoritarian country - if Wilhelm II does not cave
to Liberal demands. And at the edge of the gameboard,
the unstable Balkans region faces Constantinople, the
capital of the “Sick Man of Europe”, the tottering Ottoman
Empire.
2.0 Components
Europe in Turmoil: Prelude to the Great
War contains the following:
• 2 counter sheets
• This rules booklet
• 22” x 34” map
• 1 Player Aid
• 1 Naval Arms Race Chart
• 110 Strategy cards
• 20 Stability Check cards
• 35 Mobilization cards
• 4 transparent disks
• 1 blue six-sided die
• 1 yellow six-sided die
9.0 Stability ......................................................12
10.0 Scoring ....................................................13
11.0 Designer Notes ........................................14
12.0 Card Notes ..............................................16
13.0 Example of Play.......................................23
14.0 Errata ......................................................31
15.0 Clarifications ............................................32

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2.1 Game Map
2.1.1 The map is divided into 5 scoring regions (France, Russia, Germany, Austria-Hungary, and The Balkans) and several
Independent countries which are not part of a scoring region (e.g. Belgium, Spain/Portugal, Morocco…). The spaces that
belong to a scoring region share the same background colour. All spaces that do not belong to a scoring region share the
same colour.
2.1.2 Each space on the map represents either a country
(e.g. Belgium), a major city, or a sub-group of people within
a country (e.g. the French Catholic Church, the French
Bourgeoisie, ...).
2.1.3 Each space has a stability number representing that
space’s overall stability, independence, and power. This
number determines how much Support is necessary to
control the space and also represents the space’s resistance
to Support Checks (see 6.2). Each space on the map is either
uncontrolled or controlled by the ideology whose Support
Points exceed his opponent’s Support Points in that space by
at least the space’s Stability Number.
2.1.4 Lines Spaces are connected to one another via lines on
the map; a space is considered adjacent to all other spaces to
which it is connected.
2.1.5 Socio-Economic Icons
Each space has (at least) one icon representing various
socio-economic segments of society.
2.1.6 Battleground Spaces have a yellow/blue stripe along the
top. All other spaces are normal spaces.
Normal space in the German Scoring Region
Battleground space in the German Scoring Region

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2.2 Strategy Cards
2.2.1 There are 110 Strategy cards used in the game. Each
card contains an Operations Point value, an Event Title and
an Event Description. Some cards are labeled SCORING,
which must be played sometime during the turn they are
drawn. There are five Scoring Cards, one for each region.
When played they generate Victory Points. See 10.0.
2.2.2 Strategy cards have a banner near the top of the card
that represents a time period. There are three era banners:
a blue banner for the Victorian Era, a blue and yellow
banner for the Edwardian Era, and a yellow banner for the
Georgian Era.
2.2.3 Each card has a symbol to indicate which ideology is
associated with its Event, as follows:
• Cards with a Yellow Crown are associated with the
Authoritarian ideology
• Cards with a Blue Star are associated with the Liberal
ideology
• Cards with a Circle are not associated with either side.
See 5.2 for the effect of playing cards whose Events are
associated with your opponent’s ideology.
2.2.4 Cards may be played in one of two ways, as Events
or Operations.
2.2.5 Many cards have an asterisk * following their Event
title. When these cards are played as Events, they are
removed permanently from the game.
2.2.6 Cards that have their Event title underlined are
displayed face-up on the side of the game board until they
are canceled (or the game ends). The corresponding event
marker is placed on the board as indicated by the card text.
2.2.7 Cards that have their Event title written in red are
prerequisite cards for follow-up Cards. They are also
always underlined, to clarify their ongoing effect.
2.2.8 Cards that are discarded (not permanently removed
from the game) are placed in a face up pile adjacent to the
draw pile.
2.3 Stability Cards
2.3.1 There are 2 decks of 10 stability cards each used in
the game. They are used when a scoring card is played.
See 9.0 Stability for their use.
2.3.2 Blue Stability Cards are used by the Liberal player.
Dark yellow Stability Cards are used by the Authoritarian
player.

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2.4 Mobilization Cards
2.4.1 There are 35 Mobilization cards used in the game.
They are used for the Optional Rule regarding the Great
War. See 8.4.4.
2.5 Markers
2.5.1 Support Markers: The struggle for power across
the board is tracked by Support markers. The number on
a Support marker denotes the number of Support Points
(SPs) it represents.
• Support markers are treated like cash, in the sense that
players may ‘break’ a large denomination into smaller
denominations at any time. Additionally, the number of
Support markers in the game is not an absolute limit. Small
poker chips, coins, or wooden blocks can be utilized to
substitute in the event of a marker shortage.
• If a player controls a space, his Support Markers should
be placed darker side face up to denote this. If not, place
the lighter side face up.
2.5.2 The game includes various other markers to assist
play:
The Action Round Marker is used to track the current round
within the turn and the Turn Marker is used to track the
current turn.
The VP Marker is used to track
the current VP total. The Tension
Marker is used to track the current
Tension.
The Naval Arms Race Markers
are used to track each player’s
progress on the Naval Arms Race
Track.
War status markers are used to track the current alliances
and other effects that influence Great War resolution. Next
to the War Status track is a legend to indicate participants
to the Great War.
Event markers are placed on the board as indicated by
their Strategy Card event text.
Markers: Cardboard vs. Plastic
Both counter sheet markers and clear transparent
plastic disks have been provided to keep track of
the information on the Turn Track, Action Track,
Tension Track, and Victory Point Track. Either
may be used dependent on player preference.
When using the disks, simply place the disk on
the applicable space of the track.
When using the counters, simply cover the
applicable space with the counter. The Tension
marker is an exception. When using the Tension
marker, the counter should be placed in such a
way that the black triangle on the marker points
towards the applicable Tension Track space.

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4.0 Game Sequence
4.1 Europe in Turmoil is played in ten turns. Each turn represents between one and two years, and will involve
seven normal card plays by each player (starting from turn 4, each player will have eight normal card plays). At the beginning
of the game, each player receives eight cards from the Victorian Era deck. At the beginning of turn 4, the Edwardian Era
deck is shuffled into the draw pile and players receive nine cards from the deck from now on. At the beginning of turn 8, the
Georgian Era deck is shuffled into the draw pile.
3.0 Game Setup
3.1 Shuffle the Victorian Era cards and deal each player 8 cards. The players are allowed to examine their cards prior to
deploying their discretionary Support Points (see 3.4). If either player is currently holding two or more “Scoring” cards, they
may reveal them (see note below).
3.3 The Liberal player places Support Points in the following
spaces: 1 in Netherlands, 2 in Greece, 1 in Trieste, 2 in
Russian Bourgeoisie, 2 in Siberia, 2 in Bavaria, 2 in French
Writers, 1 in Beau-Monde, 2 in Picardy, 1 in Switzerland, 1
in Romania and 1 in Paris.
The Liberal Support Squares on the game board that start
with Support Points have star icons.
3.4 Then each player places an additional 6 discretionary Support Points in the following order:
1. Authoritarian places 2
2. Liberal places 2
3. Authoritarian places 3
4. Liberal places 3
5. Authoritarian places 1
6. Liberal places 1
NOTE: These Support Points may be placed in any space(s) that do not have opponent’s SPs at the time of placement.
If a player revealed two or more scoring cards in 3.1, whenever they receive Support Points in the above schedule, they
get one additional Support Point.
3.5 Place the British and German Navy markers on the pre-Dreadnought Fleet space of the Naval Arms Race track. Place
the Turn Marker on the first space of the Turn Record Track. Place the Action Round marker on the first space of the Action
Round track. Place the Tension marker indicating the “0” space of the Tension track. Place the Three Emperor League
marker on its space on the Great War track, then place all other Event and Great War markers in the Marker Pool on the
board. Place the German Navy High Water Mark in the Marker Pool. Finally, place the VP marker on the Victory Points
Track on the zero space.
4.3.1 Deal all cards remaining in the draw deck before
reshuffling, except in turns 4 and 7. See 4.4.
4.4 When moving from the Victorian Era deck to Edwardian
Era, or from Edwardian Era to Georgian Era, do not add in
the discards to the deck—instead add the Edwardian Era
or Georgian Era cards (as appropriate) to the existing deck
and reshuffle. The ignored discards remain in the discard
pile for now, but will be reshuffled into the deck in the next
reshuffle.
3.2 The Authoritarian places Support Points in the following
spaces: 4 in French Catholic Church, 1 in French Armed
Forces, 1 in Colonials, 1 in Belgium, 1 in Prussia, 5 in
Wilhelm II, 3 in Imperial Army, 1 in Jugendstil, 4 in Nicolas
II, 1 in Dual Monarchy, 1 in Bulgaria, 1 in Algeria, and 1 in
Saxony.
The Authoritarian Support Squares on the game board that
start with Support Points have crown icons.
4.2 The Phasing Player is the player whose Action Round
is currently being played.
4.3 When there are no cards remaining in the draw deck,
reshuffle all discards to form a new draw deck. Note that
cards played as Events with an asterisk (*) are removed
from the game when they are played, and are not shuffled
into the new draw deck.
BALANCE: Optional Rule for 3.2 / 3.3
To balance the game (in case of skill or experience discrepancies),
adding starting support for either side in Switzerland is a good
measure. Making Switzerland start with e.g. 3 (instead of 1)
Liberal Support goes a long way to balance a game against a
more experienced Authoritarian player.

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4.5 The Turn Sequence
A turn in Europe in Turmoil has the following sequence:
1. Deal Strategy Cards
2. Play Action Rounds
3. Verify Held Cards
4. The Great War (if triggered during Phase 2)
5. Advance Turn Marker
6. Calculate Final Scoring (after turn 10)
4.5.1 Deal Strategy Cards: The players receive enough Strategy cards to bring their total hand size to eight. The first card
is dealt to the Authoritarian player, and then the deal should alternate back and forth between the players until both have
received their full hand size. Starting from the Edwardian Era (turn 4), players draw up to nine cards per turn.
4.5.2 Action Rounds: This is the main phase of the turn. Each player receives seven Action Rounds. Players alternate Action
Rounds, playing one Strategy card per Round. The Authoritarian player always takes his Action Round first, followed by the
Liberal player. Starting on turn 4, each player receives eight Action Rounds.
All actions required by each card must be resolved before the next player starts his Action Round by playing a card.
The player taking his Action Round is called the “Phasing Player.”
• Ordinarily a player will have a card left over after the completion of all Action Rounds. This card is considered “held,” and
may be played in subsequent rounds. Scoring cards may never be held.
• If for any reason a player has no cards in his hand to play at the start of an Action Round, he must forfeit that Action Round
and take no action.
4.5.3 Verify Held Cards: Scoring cards may never be held from one turn to the next. If a player is holding a scoring card
at this stage in the turn, that player loses the game. Scoring cards are unique and color coded to their nation so that non-
scoring cards can be identified by only revealing the card’s edge.
4.5.4 The Great War: If a crisis has resulted in an Outbreak of War, the
game is over and a winner is determined. See 8.4.
4.5.5 Advance Turn Marker: Move the Turn Marker to the next turn. If
it is the end of turn 3, shuffle the Edwardian cards into the draw deck.
If it is the end of Turn 7, shuffle the Georgian cards into the draw deck.
See 4.4.
4.5.6 Final Scoring: If it is the end of Turn 10, and the game’s winner
has not yet been determined, perform Final Scoring as described in
the Scoring rules. See 10.4.2.
Norwegian Independence
When Europe in Turmoil begins, Norway and Sweden were known as the
United Kingdoms of Sweden and Norway. Norway achieved independence
on the 13th of August, 1905.
Until the event on card #51 Norway Independence occurs, support points
may not be placed in the Norway space.

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5.0 Card Play
NOTE: The play of Scoring cards is covered in section
9.0 and the scoring itself is covered in section 10.0.
5.1 Cards may be played in one of two ways: as Operations
(see 6.0) or Events (see 7.0). Typically, players will hold
one card in their hand at the end of the turn. All other cards
will be used for events or operations. Players may not forgo
their turn by declining to play a card, or by discarding a card
from their hand.
5.2 Events Associated With Your Opponent: If a player
plays a card as an Operation, and the card’s Event is
associated only with his opponent, the Event still occurs
(and the card, if it has an asterisk after the Event title, is
removed). Exception: cards used for Naval Arms Race
attempts. See 6.3.
NOTE: When playing a card for Operations and it
triggers your opponent’s event, your opponent implements
the event text as if they had played the card themselves.
• The phasing player always decides whether the event is
to take place before or after the Operations are conducted.
• If a card play triggers an opponent’s Event, but that Event
cannot occur because a prerequisite card has not been
played, or a condition expressed in the Event has not been
met, the Event does not occur. In this instance, cards with
an asterisk Event (marked *) are returned to the discard
pile, not removed from the game.
• If a card play triggers an opponent’s Event, but play of that
event has been prohibited by a superseding Event card,
then the Event does not occur, and the card remains in play
for Operations only.
• If a card play triggers an opponent’s Event, but the event
results in no effect, the Event is still considered played, and
would still be removed if it has an asterisk.
5.3 When a card played as an Event requires the play or
discard of another card of a specific value, a higher valued
card will always satisfy the requirement.
5.4 When an event forces a player to discard a card, the
Event on the discarded card is not implemented. This rule
also applies to Scoring cards.
5.5 Card text that contradicts the written rules supersedes
the written rules.
6.0 Operations
When a non-Scoring card is played as an Operations card,
the player must choose to use all of the card’s Operations
Points on one of the following Options: Support Point
Placement, Support Checks or a Naval Arms attempt.
6.1 Placing Support Markers
6.1.1 The rules in this section only apply to Support Points
(SPs) that are placed with Operations Points (OPs). Support
points placed by Events can be placed anywhere (ignoring
adjacency and control).
6.1.2 SPs are placed one at a time. However, all SP
markers must be placed with, or adjacent to, friendly SP
markers that were in place before the first SP was placed.
6.1.3 It costs one OP to place an SP in a space that is
friendly-controlled or uncontrolled. It costs two OPs to place
an SP in an opponent-controlled space. If a space’s control
status changes while placing SPs, additional points placed
during that Action Round are placed at the lower cost.

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6.2 Support Checks
6.2.1 Support Checks are used to reduce opponent
Support in a country, and possibly to add friendly support if
the Support Check is successful enough.
6.2.2 Each Strategy Card played for Support Checks gives
two Support Checks to the Phasing Player, regardless of
the card’s Operations value. Support checks made using
Operations must be done in different spaces (i.e. no
two consecutive Support Checks in the same space; this
restriction does not apply to Support Checks made through
Events).
6.2.3 To attempt a Support Check in a space, the space
must have at least one opponent SP. The player must
resolve the first Support Check before declaring the next
target.
6.2.4 To resolve a Support Check, multiply the Stability
Number of the target space by two (x2). Then roll a die,
and add the OPS value of the card played to the die roll.
Further modify the die roll by:
• +1 for each adjacent friendly controlled space (counting
UK and Egypt as Liberal controlled and Ottoman Empire as
Authoritarian controlled).
• –1 for each adjacent opponent controlled space (counting
UK and Egypt as Liberal controlled and Ottoman Empire as
Authoritarian controlled).
• SPs in the target space itself do not modify the die roll in
any way.
6.2.5 If the modified die roll is greater than the doubled
Stability Number, the Support Check succeeds, and
the phasing player removes opposing SPs equal to the
difference from the target space. If there are insufficient
opposing SPs to remove, he adds friendly SPs to make up
the difference (but never more than necessary for control).
6.3 Naval Arms Race
6.3.1 The Naval Arms Race track contains two Navy markers (one per player, the British Navy belonging to the Liberal
player and the German Navy belonging to the Authoritarian player). These are initially placed on the pre-Dreadnought
space. Operations Points may be spent to attempt to advance a player’s marker to the next box on the track. To do so, roll
a die and add the Operations value of the card to the total.
Modify this total by:
• +1 if the card played is the player’s own Event.
• +1 if this is the second or subsequent attempt to advance to the box (i.e.
the Navy marker is on its +1 side)
* +1 if Liberal player and Admiral Fisher in effect
6.3.2 If the total matches or exceeds the number required to advance to
next box (printed in the box), the player moves his Navy marker forward
to the new box (unless attempt was made by the Authoritarian player and
both Navy markers are still in the pre-Dreadnought space), flipping it back
from its “+1” side if necessary. Otherwise (if not already there) flip the
Navy marker to its “+1” side to indicate the +1 modifier (see 6.3.1, 2nd
bullet point).
NOTE: If an event moves a Navy marker, it remains on its current side.
6.3.3 A player may only make one regular Naval Arms Race Attempt per
turn, although he can be allowed additional attempts (due to the Helgoland
Class space on the Naval Arms Race track, the Two Power Standard or
Bethmann-Hollweg strategy cards or the Naval Law Amendment Stability
card). When, according to the Two Power Standard event a player has
to make multiple consecutive attempts, this is across turns if not enough
Action Rounds remain in this turn, however attempts made by Two
Power Standard do count against the limit for the purpose of deciding if
a subsequent attempt may be made (i.e. after all the mandatory consecutive attempts have been made, no further regular
attempts may be made during that turn).
6.3.4 Several Events on strategy cards (Naval Bill / Fleet Law, Admiral Tirpitz, Lord Fisher, Franco-British Naval Cooperation)
allow a player to advance his Navy marker forward on the Naval Arms Race track. Such cards may be played for the Event
in addition to any Naval Arms Race attempt(s) on a given turn.
6.3.5 When a player’s naval marker advances to the next box on the Naval Arms Race Track, the player follows the
instructions in the Ship Class box just entered (exception 6.3.8).

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6.3.6 Regardless of the text on the card, the Event of a card
played as a Naval Arms Race attempt is not implemented.
The card is placed in the discard pile.
6.3.7 If a Navy marker reaches the final box of the Naval
Arms Race Track, that player may no longer make Naval
Arms Race attempts.
6.3.8 Certain strategy cards (Copenhagenization and Mittel
Europa) can move the German Navy marker back on the
Naval Arms Race track. If this occurs and the “German
Navy High Water Mark” is not yet on the Naval Arms Race
track, put it on the track in the current space of the German
Navy prior to the event.
Return the German Navy High Water Mark to the marker
pool when the German Navy marker advances beyond it
on the Naval Arms Race track. While the German Navy
High Water Mark is on the Naval Arms Race track, treat it
as the German Navy marker for the purpose of awarding
effects of spaces (e.g. If the German Navy marker enters
a space that awards VPs, the Authoritarian player would
not receive these VPs. If the British Navy enters a non-
VP space, the Liberal player would not receive its special
ability if the German Navy High Water Mark marker is in or
beyond that space.
6.3.9 The OPS reduction/increase from Strategy cards
such as Absolutism, March of History or Stymied happens
before any OPS reduction from spaces on the Naval Arms
Race track.
7.0 Events
7.1 General Rule: If a card has a playable Event associated
with either the Phasing Player or both players, it may be
played as an Event instead of Operations. If so, the card’s
Event takes effect as directed by the card’s text.
7.2 Lasting Events: Some Event cards remain in effect
until canceled by a later Event. Some Events last for the
duration of the game. When such cards are played as
Events, place them to the side of the map, and move their
markers from the Marker Pool to the appropriate space on
the Map, as a reminder of their ongoing effects. Lasting
events have their Event title underlined.
7.3 Events that Modify OPs Values
7.3.1 Some Event cards modify the Operations value of
cards that follow. These modifiers should be applied in
aggregate.
7.3.2 Regardless of modifiers, a non-Scoring card always
has a minimum Operations Value of 1.
7.3.3 Events modifying the Operations value of a card only
apply to one player, and do so for all purposes.
7.4 Events That Play Like OPs Cards: If an Event
specifies that a player may conduct Operations, place
Support, or make Support Checks as if he played a card of
a certain operations value, those additional Operations are
treated as if a card had been played for its Operations Point
Value. Therefore, those Operations are subject to all rules
for placing Support Markers (see 6.1) and other Events
limiting their value or use.
7.5 Unplayable Events: If an Event becomes unplayable
due to its cancellation or restriction by another Event
card, the unplayable Event card may still be used for its
Operations value.
8.0 Tension & the Great War
“The lamps are going out all over Europe, we shall not
see them lit again in our life-time”
- Sir Edward Grey
8.1 Tension Track
8.1.1 Tension measures the willingness of the countries of
Europe to go to war. The Tension level begins the game at
its minimum of 0. It can go up and back down due to events.
8.1.2 Tension may never go below 0, nor may it go higher
than 6 (Higher than 3 if Franz Ferdinand in effect and both
Vienna and Budapest are under Authoritarian control).
Whenever a card effect would make it go below 0 or higher
than 6 (3 if Franz Ferdinand in effect), the player whose
event altered the Tension instead respectively gains or
loses 1 VP per unresolved point of Tension.
8.2 Great War Status Track
8.2.1 Great War status measures the different alliances
formed during this period, which will eventually cause the
assassination of Franz Ferdinand and the local conflict
between Austria-Hungary and Serbia to escalate into World
War I.
8.2.2 At the beginning of the game, the Three Emperor
League marker is on the Great War Status Track. Place it
in the leftmost space of the track.
8.2.3 Whenever a new marker is to be placed on the
Great War track, place it in the leftmost open position.
8.2.4 The Great War Status modifier is the number in the
leftmost open position of the Great War track (if all spaces
are filled, it is 0), potentially modified by -2 if the Three
Emperor League marker has not been flipped to its Franco-
Russian Alliance side or by +1 if the Balkan War marker
has been placed on the track.

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8.3 Crisis
8.3.1 Whenever a player is instructed to make a “Crisis”
roll, the following procedure should be executed prior
to executing the remainder of the event and/or the OPS
expenditure. Always execute all text prior to the Crisis Roll
instruction before making the Crisis Roll
Roll a die, with the following modifiers:
•
+1 for each point of Tension.
•
+X for the total Great War Status modifier (usually
negative).
If the result is higher than 6, the Great War breaks out.
Immediately end the Action Phase, skip the Verify Held
Cards phase and go to The Great War Phase (8.4).
Otherwise, continue the execution of the event and the
game progresses as normal.
8.3.2 At the end of each Scoring (as written on the scoring
cards), make a Crisis roll (as defined in 8.3.1).
8.4 The Great War
The Great War will always be a conflict between two
sides, the Entente and the Central Powers. If decisions
need to be taken for either of these sides, they are taken
respectively by the Liberal and the Authoritarian player.
8.4.1 Determine Participants: Depending on the Alliance
markers on the Great War track (and other events), certain
powers participate in The Great War belonging to a certain
side:
•
Germany always belongs to the Central Powers.
•
France always belongs to the Entente.
•
Britain belongs to the Entente if Entente Cordiale and/
or Schlieffen Plan Adopted is in effect, and belongs to
neither side if Splendid Isolation is in effect.
•
Austria-Hungary belongs to the Central Powers if Three
Emperor League or Dual Alliance is in effect.
•
Russia belongs to the Central Powers if Three Emperor
League is in effect, to the Entente if Franco-Russian
Alliance is in effect and belongs to neither side if
Russian Collapse is in effect.
•
The Balkans belong to the same side as Russia
(Entente if Russia does not belong to either side) if
Balkan Wars or Balkan Civil War is in effect.
8.4.2 War Resolution
The ‘winner’ of the Great War (not the game) is resolved.
Determine each player’s War Resolution Modifier. This is
done by checking the markers on the Great War Status
Track and any markers on the four event spaces above the
track. Markers with a black circle in their upper left corner
contain a number which is a War Resolution Modifier
for either the Authoritarian player (yellow number) or the
Liberal player (blue number).
Each player calculates their War Resolution Modifier
(Authoritarian player sums the yellow numbers, Liberal
player sums the blue numbers).
Each player rolls a die, applying the following modifiers:
•
+ player’s War Resolution Modifier
•
+1 if currently ahead on the Naval Arms Race track.
•
+1 if currently controlling the Constantinople and/or
Italy space(s).
Highest roller wins the Great War and gains 4 VP. In case of
ties, treat both players as loser of the Great War.
8.4.3 War Losses
If the Entente lost the Great War, execute the following
procedure for each scoring region belonging to either of the
participating sides:
•
If the scoring region belonged to the Entente, Liberal
player rolls a D6, then removes SPs from spaces in
the scoring region (or independent spaces adjacent to
the scoring region) equal to the result. Subsequently,
the Authoritarian player rolls a D6 and does likewise.
Finally, the Liberal player rolls a D6 and does likewise.
•
If the scoring region belonged to the Central Powers,
Authoritarian player rolls a D6 and gains that many
OPs to place SPs in spaces in the scoring region (or
independent spaces adjacent to the scoring region).
Subsequently, the Liberal player rolls a D6, then
removes SPs from spaces in the scoring region (or
independent spaces adjacent to the scoring region)
equal to the result.
•
Place enough support in the Constantinople and Italy
spaces for Authoritarian control.
If the Central Powers lost the Great War, execute the
following procedure for each scoring region belonging to
either of the participating sides:
•
If the scoring region belonged to the Central Powers,
Authoritarian player rolls a D6, then removes SPs from
spaces in the scoring region (or independent spaces
adjacent to the scoring region) equal to the result.
Subsequently, the Liberal and then the Authoritarian
player repeat once.
•
If the scoring region belonged to the Entente, Liberal
player rolls a D6 and gains that many OPs to place
SPs in spaces in the scoring region (or independent
spaces adjacent to the scoring region) equal to the
result. Subsequently, the Authoritarian player rolls
a D6, then removes SPs from spaces in the scoring
region (or independent spaces adjacent to the scoring
region) equal to the result.
•
Place enough support in the Constantinople and Italy
spaces for Liberal control.
If both sides lost the Great War, only execute the first bullet
point of the above two paragraphs. Once War Losses are
resolved, go to Final Scoring (8.4.5).
The order in which regions are scored is determined by the
Great War winner. If both sides lost, the Entente chooses
the first region affected, then players alternate choosing.

Europe in Turmoil
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© 2018 Compass Games, LLC
9.0 Stability
Whenever a country’s Scoring card is played, a Stability
Check in that country is immediately conducted.
Important: Scoring cards must be played on the turn
in which they are dealt. If a player is
left with a Scoring card in his hand at
the end of the final Action Round of a
turn, he loses the game.
Each player has his own deck of ten
Stability cards. These cards are open
knowledge and each player can at
any time (except during the following
sequence) inspect the other player’s
stability deck.
A Stability Check is resolved by
following this sequence:
1.
Choose
Cards:
Each
player
chooses a card from his available
Stability Cards. Certain cards and
effects allow additional cards to be
chosen. This can happen during a
Stability Check if a player is allowed
to select multiple cards. Once a player
has only 1 Stability card remaining,
all unavailable Stability cards of that
player become available again.
2. Play Cards: The non-active player first reveals his
Stability card and executes its effect. Subsequently, the
active player reveals his Stability card and executes its
effect. If either player selected more
than one Stability card in Step 1,
players take turns playing Stability
cards until all selected cards have
been played. Once a Stability card
has been played, it is unavailable for
use until that player’s Stability cards
are refreshed (by semi-exhaustion of
the deck, see step 1, or by the play
of the US Interventionism or US Non-
Interventionism strategy cards).
3. Scoring: Finally, the country is
scored according to the rules in
section 10, with the VP marker
moving accordingly.
4. Make a Crisis Roll. See 8.3.
NOTE: all steps of a Scoring must
be completed before checking the VP
marker for auto-victory.
8.4.4 (Optional) War Mobilization
Instead of executing steps 8.4.2 and 8.4.3, players can at the beginning of the game decide to use the optional “War
Mobilization” rules.
NOTE: this is an additional “mini-game” on top of the normal rules, and it is advised not to use these rules unless both
players are comfortable with the general rules.
Additional participants:
• If Russia is a participant, the Ottoman Empire will participate (belonging to the opposing side).
• If Triple Alliance or Perfidious Italy is in effect, Italy belongs to the Central Powers or Entente respectively.
Each player simultaneously selects one Mobilization card (exception: U-Boat War) for each nation participating on their side.
In order of ascending priority (from 0 to 8), reveal Mobilization cards and execute all valid Mobilization effects, checking the
validity at the time of execution (e.g. a selected Mobilization card can become invalid by the execution of a Mobilization card
with lower priority). Cards with equal priority are executed simultaneously.
Once all Mobilization cards are executed, go to Final Scoring (8.4.5).
EXAMPLE: Players have decided to use the War Mobilization rules to determine the result of the Great War. The
following nations are participants: Germany and Austria-Hungary on the Central Powers side and France, the Balkans
and Italy on the Entente side. Schlieffen Plan Adopted is in effect. The Authoritarian player selects Mobilization cards for
Germany and Austria-Hungary and the Liberal player does likewise for France, the Balkans and Italy. Authoritarian player
selects Guns of August [3] and Isonzo Campaign [6]. Liberal player selects Plan XV [1], War of Liberation (Austria-Hungary)
[3] and Neutrality [1]. When ready, Liberal player reveals Plan XV and Neutrality, executing their effects. Subsequently,
after skipping [2] as both players confirm they have no card with Priority 3, the players reveal Guns of August and War of
Liberation (Austria-Hungary) respectively, executing their effects. Finally, Authoritarian player reveals Isonzo Campaign and
resolves its effect.
8.4.5 Final Scoring
Score all Scoring Regions that participated in the Great War, then end the game and determine a winner based on whose
side of the Victory track the VP marker currently is positioned. If tied, the player whose side won the Great War wins. If still a
tie, both players lose. When using the optional War Mobilization rules (8.4.4), there is no war winner determination. Players
using 8.4.4 who tie after final Scoring (8.4.5) both lose.

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© 2018 Compass Games, LLC
10.0 Scoring
The object of the game is to score Victory Points (VPs).
Regional Victory Points are scored through support within
the five scoring Regions and their periphery and colonies.
VPs can also be received through the play of certain
Events. Each region has its own ‘scoring card’. Playing
a scoring card causes Victory Points to be scored, based
both on how much support your ideology has in that region
and its periphery and how stable that region is at the time
the card is played.
Scoring takes place in a region at the following times:
1. During the last step of a Stability Check in a region
2. During End Game Victory (10.4.2) for ALL regions
3. During the “Great War” (8.4.5) for all PARTICIPATING
regions
10.1 SCORING Cards
10.1.1 The following terms are used during Regional
Scoring:
Presence: An Ideology has Presence in a Region if it
Controls at least one space in that Region.
Domination: An Ideology achieves Domination of
a Region if it Controls more spaces in that Region than
its opponent, and it Controls more Battleground spaces in
that Region than its opponent. An ideology must Control at
least one non-Battleground and one Battleground space in
a Region in order to achieve Domination of that Region.
Control: An ideology has Control of a Region if it
Controls more spaces in that Region than its opponent, and
Controls all of the Battleground spaces in that Region.
10.1.2 If a player has achieved Presence, Domination, or
Control, he scores VPs equal to the number shown on the
country’s Scoring Card for the highest of the three levels
he has achieved.
10.1.3 Each player scores 1 additional VP for each
Battleground space that he controls in the region.
10.1.4 Each player scores 1 additional VP for each
independent country he controls which is adjacent to the
Region
10.1.5 Each player totals up his VPs, and the net difference
between the two scores is marked on the Victory Point
Track.
10.2 Non-Scoring Event Cards
Playing certain card Events may result in Victory Points
being scored.
10.3 The Victory Point Track
10.3.1 The Victory Point Track shows a range of scoring
possibilities from Liberal 20 (Liberal
Automatic Victory) to Authoritarian-20
(Authoritarian Automatic Victory). At
the start of the game, place the VP
marker in the center of the chart, on
the box marked 0. This box represents
zero points, or total equilibrium of the
two sides. This box should be counted
as a space when players’ scores are
adjusted.
10.3.2 Wherever a card states that
the player ‘gains’ a Victory Point, this
means that the VP marker is moved
that many spaces in that player’s
favor, i.e., if the VP marker is on the
10 space (Liberal winning) and the
Authoritarian player gains 2 VP, the marker is moved to the
8 space on the VP track.
10.3.3 If both players earn Victory Points from the same
card or Event play, apply only the difference in Victory
Points awarded.
10.3.4 At the end of Scoring, make a crisis roll (8.3)
10.4 VICTORY
10.4.1 Automatic Victory. There are several ways
to achieve an automatic victory in Europe in
Turmoil:
• The instant one player reaches a score of 20 VP, the game
is over and that player is the winner. NOTE: All VP awards
(for both players) that are scored during an event or scoring
card must be applied prior to determining automatic victory.
• If the Liberal player Controls Germany, he wins when the
Germany Scoring card is played.
• The Great War. (see 8.4)
• Illegal Held Card: if a player has a scoring card in his hand
in the Verify Held Cards step of a turn, that player loses and
his opponent is declared the winner. If both players hold
scoring cards, the game is considered a draw
10.4.2 End Game Victory. If neither side has achieved
victory of any kind by the end of turn 10, then every Region
is scored as if its regional scoring card had just been played
(these new VPs are added to the current score). No Stability
checks are conducted or crisis rolls. Every Region’s score
must be calculated before final victory is determined.
Reaching 20 VPs does not result in Automatic Victory during
scoring at the end of turn 10; however, Control of Germany
does grant automatic victory to the Liberal, regardless of
scoring elsewhere. Once all regions have been scored,
victory goes to the player who has accrued most VPs. If the
VP marker is on a positive number, the Liberal wins; if the
VP marker is on a negative number, the Authoritarian wins.
If the VP marker is on zero, the game ends in a draw.

Europe in Turmoil
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© 2018 Compass Games, LLC
11.0 Designer Notes
Europe in Turmoil thanks its genesis to my wife.
After finishing yet another game of 1989: Dawn of Freedom
she said: “I liked it, but are there other games like this?”. I
had to confess to her that I didn’t know a game exactly like
it beyond 1960 and Twilight Struggle. I took it upon me to
design “a game like that”.
I put myself to thinking about periods in time like these
– not a military conflict per se, but with conflict massing
at the horizon. I briefly considered doing a game on the
Peloponnesian War when I caught onto the Belle Époque,
more specifically the first one-and-a-half decade of the 20th
century.
A rough starting date for the historical period being simulated
in this game is about 1900, although this is a “flexible”
date. The game starts in the winding down of the Victorian
Era. Queen Victoria is either already dead or soon-to-be.
The Boer War is over (or at least has started already).
Wilhelm II is Kaiser and has “dropped the pilot”. While the
Three Emperor-League is technically no longer in effect,
the Franco-Russian Alliance (and certainly the Entente
Cordiale) are not yet functional military alliances, although
the Anglo-French tensions with regards to Northern Africa
(and the Fashoda incident) are already behind us. Russia
is soon to be at war with Japan. Key events from this era
are Entente Cordiale, Revolution of 1905, Russo-Japanese
War, Admiral Fisher etc. Beyond this, the game will enter
two more eras, each named after another British Monarch.
The Edwardian Era takes places roughly during the first
decade of the 20th Century and features such cards as
Viscount Grey, Winston Churchill, Enver Pasha, Second
Duma Disbanded, Schlieffen Plan Adopted, etc. The final
era, the Georgian one, is often not reached (during games in
which the Great War erupts early) and contains events from
the second decade of the 20th Century but also includes
“alternate history” events in case no (or a late) Great War
would break out. Historical cards from the Georgian Era are
cards such as Gavrilo Princip, Balkan Wars, German Army
Expansion, Stolypin Land Reform, while the ahistorical
ones are cards like Yugoslavia, Russian Collapse,
Preventive War etc. While these British monarchs did not
embody the era they ruled in, in my opinion they certainly
mark three different periods. Obviously their death didn’t
have enormous significance, but their deaths correspond
to the end of significant eras of this period. The last years
of the Victorian Era mark the beginning of the Wilhelmite
rule over Germany and the end of Bismarckian Realpolitik.
The Edwardian Era has the start of the Dreadnought race
and a worsening of relations between Germany and Britain
and some “rapprochement” between England, France
and Russia (with Russia suffering a Revolution and some
Democratization of the tsarist Regime in between). And
with the passing of Edward VII (not without reason the
subject of the opening chapter of Barbara Tuchman’s Guns
of August) the pace seems to start rising a bit in Europe
with the Balkan Wars, the Moroccan crises, ...
That these periods of time nicely correspond with 3-4-3
turns within the scope of my game is obviously either a
nice coincidence or some planning on my side, but there is
*some* historical reasoning behind this choice.
When playing Europe in Turmoil, players embody
ideologies, not nation states, and the gameplay focuses
on divisions within nations themselves. I have often heard
“Surely this should be a seven player game. No way you
can do a two player game on that age of European politics,
it was too divided.” And they are right – in fact, even these
seven factions are not monolithic enough. It is hard to
put the Catholic French army officers skipped over for
promotions due to the affaire des fiches in the same faction
as the anti-clerical War minister who passed them over, or
putting Archduke Franz Ferdinand in the same faction as
the regimental officers he censured for speaking Hungarian
amongst each other, when that was the official regimental
language. Following this logic, surely you’d need 40+
players for a good political game on pre-WWI Europe if
you want to represent all these groups faithfully. Instead,
in Europe in Turmoil, I tried to design by effect a two player
game where the event of the era play out faithfully even
though the players themselves represent no single actor.
An oft-heard criticism about wargames is that it is often
unclear WHO the players are. In a WWII game, are
you Hitler? OKW? OKH? Army group command? Army
command? Corps? Often, it is a mix of all-of-the-above,
without the game (trying to) communicating this to the
players. Not so in Europe in Turmoil. What you are is clear
– the players represent ideologies. To WHO exactly these
ideologies map might occasionally be muddled, and of
course players aren’t monolithic. That’s not needed. The
action of YOU, the player, will cause events to unfold in
a more-or-less historical way. YOU, the player, represents
factions and divisions in each of the nations of Europe, rifts
running straight in the middle of the countries on the map.
In France, you represent the rift between Clerical and Anti-
clerical, Monarchist versus Republican, Bonapartist versus
Pacifist, Colonial versus anti-colonial, Antisemite versus
Dreyfusard.
In Germany, you represent Militarism, Prussianism, Pan-
Germanism versus Liberalism, Parliamentarism, …
In Austria-Hungary the rift is more physical: you represent
the Habsburg center versus Nationalism, especially
Hungary but also Slavs in the southern crown lands.
In the Balkans, it is centrifugal versus centripetal forces,
YUGO-slav versus independence versus Ottoman rule,
Orthodox versus Catholic versus Muslim.
In Russia, it is Tsarism versus Social-revolutionaries,
Empire versus Nationalism.
While it is true that Social-revolutionaries in Russia might
have little to do with Bosnians in Austria-Hungary striving
for independence, having their actions controlled by the
same player allows for a historical account of the time (or
at least for a historical simulation of the epoch).
How does it play out in the game? Players attempt to
control the five scoring regions (France, Germany, Austria-
Hungary, Russia and The Balkans) with their Ideology. The

15
Prelude to the Great War
© 2018 Compass Games, LLC
play of scoring cards will affect the score, which in the end
gives an idea on which Ideology was most successful in
“spreading the word” throughout Europe.
When the Great War breaks out, however, it will turn out
these ideologies are indeed not the deciding factors for
who fights on which side (as they indeed did not historically,
much to the surprise of those workers who expected the
pan-European general strikes envisaged by the Second
International to erupt and halt mobilization drives). This
problem (how to have two player sides in each country
while having an end game pitting countries against each
other) was a major headache during the design, but I
believe that the end is a realistic, historical approach. The
board itself reflects the fact that players are ideologies by
using a hybrid system of point-to-point connections. While
most of the spaces on the board have a geographical
connection, the system used is more a philosophical
and political one rather than a “men-on-the-map” one.
Adjacency on the map indicates the spaces involved
were “fellow-travelers” or at least that there was influence
between the two spaces. Adjacency has two effects in the
game, first your influence can only grow adjacent to places
where you are already present and second when you try to
do a “support check” (e.g. a large protest, perhaps a small
war in the Balkans, or a huge event like the Dreyfus Affair),
one space is affected but the control over its adjacent
spaces is used as a modifier. As an example, let’s take
a look at the French Scoring Region on the board. While
many of the French spaces are geographical places, some
of the less geographical and more sociologically present
boxes are the three interconnected spaces called “French
Writers”, “French Armed Forces” and “French Catholic
Church”. Having the Church space connected to both
other spaces named signifies the significant influence the
Catholic Church had over both the intelligentsia (through
censorship or social mores) and the Army. Something
happening to the French Catholic Church (e.g. secularism
as expressed in the 1905 French law on the Separation of
the Churches and the State) will remove this influence, and
so those spaces become somewhat easier to influence for
the Liberal player. A similar example is the Russia scoring
region, where the main connection to the Balkans scoring
region leads through the Orthodox Church space. Similar
belief systems in addition to the Tsarist hope to conquer
Constantinople and found “Third Rome” are expressed as
connections between these Scoring Regions. Of course
simple geographical connections were also thought out.
The “French Armed Forces” space connects to the German
“Imperial Army” because that’s what forty years of trauma
after the Franco-Prussian war and the loss of Alsace-
Lorraine had led to. The “French Colonials” are situated
somewhere around Marseille because that makes most
sense when relating to Tunisia, Morocco, Algeria, etc.
Presumably people in Nice (pre-Italian Unification a part
of Piedmont-Sardinia) were more “connected” to Italy
than people in Paris. France having become extremely
centralized under the Third Republic, each French space
being connected to Paris just makes sense from a political
point of view. Same for Wilhelm II in Germany (and the
Tsar’s somewhat isolation in Russia, being accessible only
through the Government and Army spaces).
The Naval Arms race, while based on Twilight Struggle’s
space race, is quite different for the centre space in the game
it holds. It is a true race in that players cannot really afford to
fall behind, with especially the Nassau and Colossus space
on the track give back-breaking advantages to the player
holding it. Historically, the Naval Arms race was the biggest
wedge between the United Kingdom and Germany and
a symbol for Wilhelmite Germany’s drive to take Britain’s
place in the sun. While mechanically still serving as a
way to get rid of enemy strategy cards, it is more than an
escape valve – sometimes you have to make real sacrifices
to ensure Naval parity.
The Great War mechanic is somewhat based on the
Wargames card from Twilight Struggle, a card with which I
have a love-hate relationship. I like the idea of a kill-switch
within the game and certainly prefer uncertain game endings
over “last turn” apocalyptic gameplay. The Wargames card
itself is far too deterministic for my taste, though. Given the
political climate of the time, I preferred a mechanic focusing
on the many crises of the age, allowing the Great War to
break out over Morocco as well as the Balkans, internal
struggles within Russia as well as the Naval Arms race.
With unrest (both within nations and between nations)
limited and the central European Empires allied to each
other, the chances of the Great War breaking out during
the early stages of the game are limited. The more Europe
divides into two “blocs”, however, the more players have
to decide whether increasing unrest or forcing crisis rolls
is in their best interests. Once the Great War does break
out, the focus moves from “ideologies” to alliance blocs.
Nationalism in the end prevailed over ideologies; while
the socialist Internationale had planned massive, pan-
European strikes in the occasion of a war breaking out,
these plans fizzled out once patriotic workers mobilized
rather than protested.
I hope you all enjoy this simulation and remember Bismarck’s
saying: “The next great European war will probably come
out of some damned foolish thing in the Balkans.”
Kris
Leuven, Belgium March 2018

Europe in Turmoil
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© 2018 Compass Games, LLC
12.0 Card Notes
Admiral von Tirpitz (#1): The architect of the German
Dreadnought fleet, Alfred von Tirpitz was the driving force behind
the German naval expansion in the late nineteenth and early
twentieth century. Focused on creating a “fleet in being” to put
Germany on the international scene, von Tirpitz expected the
British Royal Navy to decline risking naval dominance to stop
the German burgeoning fleet. While the Naval expansion plans
were designed to appeal to Kaiser Wilhelm, rather than forcing the
British into unwilling cooperation they instead turned them against
Germany, forcing the British Admiralty to increase its fleet at a cost
previously thought unacceptable to the government and making
the British Foreign Office extend feelers to the other great powers
for alliances, ending the very isolation the Naval Expansion plans
were supposed to exploit on the World Scale.
State Secularism in France (#2): The French
law on the Separation of the State and Church (1905) enacted
by the leftist Combes’ administration established
state secularism in France and ensured Neutrality
of the State, Freedom of Religious Exercise and
removed public powers related to the church,
breaking the power of the Catholic Church over
much of France’s Society.
Second
International
(#3):
An
organization
of Socialist and Labour parties dedicated to the worldwide
struggle of the Worker Class. Based in Brussels, some of their
achievements and lasting legacies are the International Worker’s
Day (celebrated on May the 1st) and International Woman’s Day
(celebrated on March the 8th). Expecting to prevent war between
nations by international Worker strikes, the Second International
dissolved in 1916 when Patriotism / Nationalism (#85) and
Militarism proved the stronger forces.
Franz Ferdinand (#4): The heir presumptive to the
Austro-Hungarian throne after his cousin Rudolf’s suicide and a
leading member of the Austrian Peace party. While opposed to
Hungarian nationalism, he advocated greater autonomy for the
Slavic peoples in the south of Austria-Hungary and warned for
a conflict in the Balkans, fearing its potential to pit the House of
Habsburg against the Russian Empire to the determent of both
Empires. His assassination by Gavrilo Princip (#83) precipitated
Austria-Hungary’s declaration of war against Serbia and sparked
the Great War.
Dreyfus Affair (#5): This political scandal divided the
Third French Republic during the last decade of the 19th century
and the first decade of the 20th century into the anticlerical, pro-
Republic “Dreyfusards” and the pro-Army, Catholic, anti-Semitic
and conservative “Anti-Dreyfusards”. A French, Jewish army officer,
Alfred Dreyfus was accused and
convicted of treason and sentenced
to life imprisonment for sharing
French military secrets to Germany.
Evidence for his innocence and
the guilt of Ferdinand Esterházy
(#37) was first suppressed by high-
ranking members of the military
but eventually caused a trial of
that French Major, unanimously
acquitting him through the use
of
falsified
documents
while
causing the French Army to lay
additional charges against Dreyfus.
Subsequent activism by a part of
the French Intelligentsia (Stability #5) such as Emile Zola in his
open letter “J’accuse” led the French government to reopen the
case and return Dreyfus from imprisonment on Devil’s Island to
France for a retrial, which resulted in another conviction, although
Dreyfus was subsequently pardoned and Rehabilitated (#41).
France Scoring (#6): Isolated in Europe after the fall
of the Second Empire, the Third French Republic recovered its
international position following the dismissal of von Bismarck
as Chancellor of Prussia. Although the Fashoda Affair shows
some French rivalry with the UK for African colonies, eventually
France will be at the heart of the Entente, the military block further
composed of UK and Russia.
Austria-Hungary Scoring (#7): At the turn of
the Century, the Dual Monarchy of Austria and Hungary was
hopelessly divided. Governed by two different governments and
maintaining two separate parliaments, only certain responsibilities
such as finance, military and foreign policy were jointly exercised.
Relations between the two parts of the dual monarchy worsened
every ten years at the renegotiation of the Austro-Hungarian
Compromise settling external tariff arrangements and financial
contributions to the common treasury. Furthermore, language
issues related to education, the ongoing process of Magyarization
(#12) and the language used to command Hungarian military
units led to the advent to power of Hungarian nationalists in 1906.
Russia Scoring (#8): Following the death of Alexander
III, Russia was ruled by Nicolas II, whose sole ambition was to
preserve intact the absolute monarchy he had inherited from his
father. Unsuited for rulership and uneducated in statecraft, Nicolas
failed to rise to the domestic and foreign challenges facing Russia
and which would eventually lead to the 1917 revolutions.
Russo-Japanese War (#9): Fought between the
Russian and Japanese empires between 1904 and 1905 for
domination of Manchuria and Liaodong, this war resulted in a
defeat for Russia, transforming the balance of power in East Asia.
As Tsar Nicolas II had backed the adventure, it was a great loss of
prestige for the Imperial Romanov house, the Russian military and
its government, fanning the sparks of dissent into the Revolution
of 1905 (#78).
Entente Cordiale (#10): France, feeling threatened
by German military might, full of desire for avenging 1870 and
repairing the loss of Alsace-Lorraine and Britain, feeling threatened
by German naval might, combine forces into a Franco-British
alliance, burying the memories of a thousand years of infighting.
Foreign Investments (#11): By the end of the 19th
Century, Central and Eastern European nations made it
easier for foreigners – mostly from France, Germany and
Britain - to invest in Industrial ventures, public works, and
infrastructure programs by removing existing barriers and
offering incentives to investments.
Magyarization (#12): Despite the Hungarian Nationalities
Law of 1868 guaranteeing all citizens of Hungary that there
would be no differentiation between them as they constituted a
“single … indivisible Hungarian” nation, by the beginning of the
20th Century the entire state apparatus, business, and social life
was Hungarian in language. Urbanization and industrialization,
especially in central Hungary, led to this Magyarization, the
process by which non-Hungarians adopted the Hungarian culture
and language, coerced by Nationalism manifesting as linguistic
and cultural assimilation.

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Prelude to the Great War
© 2018 Compass Games, LLC
Traditionalism (#13): Universal voting rights attained
through urban liberal and social progressive movements ironically
allow traditionalist rural populations to use their votes to sustain
Bourgeoisie Status Quo (#31) and allowing Traditionalists to
Gain Power (#54).
Radical Party Founded (#14): Still existing today,
the Radical Party is the oldest active political party in France.
Originally founded in 1901 on the left-wing of the political spectrum,
the Radicals shifted towards the political center after the Worker’s
International (SFIO) was founded in 1905. In the earlier years,
associated in a “Left-Wing Block” coalition, they supported Emile
Combes in his anti-clericalism, culminating in State Secularism in
France (#2). Radical Party member Georges Clemenceau (#76)
led the cabinet introducing the income tax and workers’ pensions,
and would eventually lead the cabinet that won the Great War and
represent France during the subsequent Peace Talks.
Lord Fisher (#15): The main innovator of the British Royal
Navy during the first decades of the 20th century, Lord Fisher in
his role as First Sea Lord ordered the construction of the HMS
Dreadnought, kicking off the Naval Arms race with Germany.
Retired from the Admiralty in 1911, he would return as First Sea
Lord in November 1914.
Stymied (#16): When splinter parties tear away from their
mother parties out of reasons of principle, elections will more
and more turn out ungovernable results, obstructing the political
process.
Eight Nation Alliance (#17) While
increasingly divided in Europe over various
European and African matters, the major world
powers succeeded in cooperating long enough
to quell the Boxed Rebellion in Qing China
once the international legations in Beijing were
endangered. The eight nations involved were
Japan, Russia, Britain, France, US, Germany,
Italy and Austria-Hungary.
Bernhard von Bülow (#18): Chancellor of the
German Empire and Prime minister of Prussia from 1900 to 1909.
Defended German foreign policy and fought what he called the
“encirclement” of Germany. Resigned after failing to obtain finance
for ship construction and retired to his villa in Rome. Replaced as
chancellor by Theobald Von Bethmann-Hollweg (#74), whose
attempts to come to an agreement with Britain were hamstrung
by Admiral Von Tirpitz’s opposition. Remained chancellor until
1917, although by then in power greatly eclipsed by the military
duumvirate of Hindenburg-Ludendorff.
Union of Liberation (#19): The first major liberal
political group in Russia. Founded in St. Petersburg in 1904
to transform Russia into a constitutional monarchy, its initial
predominantly noble membership was soon eclipsed by middle-
class members. While the Union never achieved its three-point
strategy, its example was soon followed by other liberal political
groups demanding a constitution, their demands paving the way
to the constitution of 1906.
Bonapartism/Monarchism (#20): The twin dreads
of the Third Republic. The increasingly weak Republic forever
feared a military coup from popular generals such as the
Revanchist Boulanger or a return of the Monarchy, in the form
of the Orléanist pretender Philippe, Duke of Orléans.
Optional Rule:
Restoring the French Monarchy
If due to the Support Check caused by
the event text of the above Bonapartism/
Monarchism Strategy card the Paris space
became Authoritarian-controlled, for the rest
of the game treat Paris as a Monarch space
(instead of a Government space, not in addition to that
type). Place the Monarchy Restored marker to cover the
government icon on the Paris space. When you use this
rule, the Absolutist Rule Stability card does not count
Paris unless it is a Monarch space.
Prussian Spirit (#21): The largest and most powerful
of the many principalities and kingdoms forming the German
Empire founded in 1870, Prussia dominated the German state,
with its Prime Minister also serving as Chancellor of the Empire.
Socialist Movements (#22): With the ideas of Marx
and Engels taking root, all over Europe and in the United States
socialist movements pop up such as the Bakunist anarchists,
Proudhonist syndicalists, the English Fabian Society and the
Reformists in Germany, eventually resulting in attempts to
globalize their influence in such projects as the First and Second
International. Pictured is Karl Liebknecht, one of the leaders of
the failed 1919 Spartacist Uprising in Germany.
Third Department/Okhrana (#23): The secret
police of Tsarist Russia and the precursor of the NKVD, KGB and
FSB. After the assassination of Tsar Alexander II in 1881, one of
their main objectives was preventing another such calamity by
relentlessly pursuing anarchists such as Pjotr Kropotkin, Vera
Figner, German Lopatin, and others.
Tsarist Repression (#24): An Autocratic ruler
convinced of his divine duty to reign over his people, Nicolas II
did not shy away from exiling large numbers of his subjects to
far-away outposts of his immense realm.

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Legacy of Bismarck (#25): After securing the creation
of a German Empire following the 1870 Franco-Prussian War,
Chancellor von Bismarck created a system of alliances to
prevent future war in an attempt to isolate France and prevent
revanchism towards the lost provinces of Alsace-Lorraine
(#77). The first of these alliances was the Dual Alliance (#27),
a defensive alliance between German and Austria-Hungary,
originally negotiated as security against Russian aggression. To
prevent Balkan entanglements to cause a war in Central Europe,
Bismarck negotiates Russia joining the two Empires, forming
the Dreikaiserbund (Three Emperor League). In 1882, after
failing to secure a Tunisian colony, Italy joined the Dual Alliance,
leading to the formation of the Triple Alliance (#68). When in
1887 the League collapsed due to competing interests in the
Balkans between Austria and Russia, von Bismarck negotiated a
Reinsurance treaty to preserve German-Russian relations. After
the German government under Wilhelm II allowed the renewal
of this treaty to lapse, Russia had no other choice but to seek
for rapprochement with France, resulting in the Franco-Russian
Alliance (#26). When in 1914 war breaks out, Perfidious Italy
(#94) will refuse to join the Central Powers and eventually side
with the Entente.
Franco-Russian Alliance (#26): See card #25.
Dual Alliance (#27): See card #25.
Scramble for Africa (#28): During the period of New
Imperialism (1881-1914), the European powers divided amongst
themselves those parts of Africa yet uncolonized, by the start
of the Great War leaving only Abyssinia, the dervish State and
Liberia independent.
Two-power Standard (#29): After 1815 until the last
decades of the 19th Century, no Great Power truly challenged
British Naval dominance over the globe’s oceans. Once old rival
France and newcomers Imperial Germany and Japan started
increasing their Naval strength, the UK reacted by formally
adopting the “two-power standard”. The Naval Defense Act
of 1889 initiated a large new ship-building program to create a
Royal Navy equally strong as the world’s next two largest navies
combined.
Military Tradition (#30): While political office or
private employment trumped military service for the elites of
the Western democracies of England and France, the military
traditions of the Prussian, Austrian and Russian elites still held
true at the beginning of the 20th Century
Status Quo (#31): See card #13.
Copenhagenization
(#32): Apprehensive of the
developing German Navy and its growing capabilities to challenge
the Royal Navy superiority, Admiral Fisher proposed several
times to destroy the Kiel fleet in a surprise attack. Named after
the preemptive attack launched by Admiral Gambier against the
Danish Navy in 1807.
Modernism (#33): Artists began experimental art in
opposition to Kaiser Wilhelm’s support for traditional, Government-
sponsored Art (#34), prompting Wilhelm to respond that “art
which transgresses the laws and limits laid down by me can no
longer be called art”.
Government-sponsored Art (#34):See card #13.
Absolutism (#35): At the turn of the century, three
of Europe’s greatest Powers still lived under Absolutist rule:
Germany, the dual Monarchy of Austria-Hungary and Tsarist
Russia. Central Authority (#73), concentrated on the Monarch in
these nations and on Paris in the French Third Republic ensured
government control even over outlying territories.
March of History (#36): While Marx himself claimed
his theories on Historical Materialism were not tools to predict the
future but rather concrete studies of contemporary Europe, many
of his followers still saw it as a prophecy for the eventual victory of
Communism over Capitalism and acted accordingly.
Ferdinand Esterházy (#37): See card #5.
Kulturkampf (#38): As upcoming Liberalism clashed
with the reactionary Catholic Church over the place of religion
in modern politics, secularization campaigns, and politicizing
of religion leads to the foundation of conservative Christian-
democratic parties eventually dominating European politics for
large stretches of the 20th Century.
Spiritism and Mysticism (#39): As a defense
mechanism against the growing rationalization of European
society, spiritualists, and mystics were welcome guests in the
great salons of the High society. Following the atrocities of the
Great War, the European obsession with mysticism would fade
away. Pictured is Grigori Rasputin, who wielded much power at
the Russian Court thanks to his influence with the Tsarina and the
Tsarevitch.
Indecisiveness (#40): Under absolutist rule, the decision
on war and peace appears to lie with just one person – the
monarch – whose indecisiveness might alter the course of history.
In reality, the scheduling nightmare and bureaucracy of rail-based
mobilization could forestall a monarch’s decision, as illustrated
by the successful protests of German Chief of General Staff von
Moltke against the Kaiser’s request to limit the August 1914 attack
to Russia based on British offers guaranteeing French neutrality.
Rehabilitated (#41): See card #5.
The Kaiser Intervenes (#42): Kaiser Wilhelm II was
one of the most powerful men in the Europe of his age, having a
free hand to rule in a Germany populated with loyal generals and
subservient politicians. However, boastful and weak, the Kaiser’s
interventions in foreign policy tended to damage Germany’s
international position, as seen in the tactless “Daily Telegraph”
affair and the never-as-welcome-as-assumed letters from “Cousin
Willie” to “Cousin Nicky” (Wilhelm’s nickname for his cousin and
fellow monarch, Tsar Nicolas II).
Balkans Scoring (#43): Having emerged from the
Ottoman rule one way or another during the previous century,
the patchwork countries of the Balkans all jockeyed for position
in the region, especially centrally where Serbia hoped to become
the Heartland of Yugoslavia (#96). In the late 17th century the
visionary concept of a state for all south (or Yugo-) Slavs was
mentioned first, with unification in a single, strong state permitting
regaining lost freedoms and offering protection them from nearby
empires. Eventually, once certain Slav states in the Balkan
became independent of the Ottoman Empire, this dream came
closer to reality, with only the Austro-Hungarian Empire blocking a
large Yugoslav state formed around the Kingdom of Serbia. After
the Great War, a Yugoslav kingdom would be created, after World
War II turning into a (federalized) republic and eventually falling
apart in a brutal war during the 1990s.

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Prelude to the Great War
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Second Hague Conference (#44): Both in 1899
(when proposed by Nicolas II) and in 1907 (called for by Theodore
Roosevelt, then US president), international peace conferences
where held at The Hague. While many conventions were discussed
and signed at the conferences, many delegations participated in a
cynical way attempting to limit other nations from reaching parity
in certain fields and eventually many of the rules laid down at
the Conventions were violated during the Great War. A third one
was scheduled for 1914 but never occurred, although the Hague
Conferences were an inspiration that led to the Geneva Protocol
of 1925.
Belgian Rule in Congo (#45): King Leopold II of the
Belgians had at the Berlin Conference gained control over a large
portion of the then-unclaimed Congo River basin to organize as
the Congo Free State. After reports of the ruthless exploitation of
the indigenous population, the Belgian parliament voted in 1908
to annex the Congo as a Belgian colony, with a majority of the
socialists and radicals opposing this act of colonialism.
Liberals gain Power in UK (#46): The 1906 UK
general election led to a Landslide Electoral Victory (#67) for
the Liberals led by Campbell-Bannerman following a split in the
Conservative party over free trade. While the C-B ministry would
be dissolved in 1908, its successor led by Asquith would be in
power until the early stages of the Great War.
The Young Turk Revolution (#47): restored the
Ottoman constitution of 1876, ending the constitutional monarchy
established by sultan Abdul Hamid II and ushering in multi-party
politics. Amongst the parties established were the Freedom and
Accord Party (#92) and the “Committee of Union and Progress”.
Amongst the members of the latter was one Enver Pasha (#48),
who would become one of the Ottoman Empire’s main military
leaders and one of the instigators of the Raid on the Sublime
Porte (#93), the 1913 Ottoman coup d’état.
Enver Pasha (#48): See card #(47).
Austria Annexes Bosnia (#49): In September
1908, the foreign ministers of Russia and Austria-Hungary met
in Buchlau to discuss reciprocal
changes to the 1878 Treaty
of
Berlin,
mainly
regarding
the opening of the Straits of
Constantinople
to
Russian
warships and the annexation
of Bosnia-Herzegovina by the
Austrian Empire. The Austro-
Hungarian
foreign
minister
Aehrenthal left the meeting
convinced that Russia would not
protest such an annexation. The
annexation, timed to coincide
with the Bulgarian Declaration
of Independence (#59) was
however
met
with
a
pan-
European outrage at the Treaty’s
violation. Compensations were
demanded, equally by Russia
who were left empty-handed
after UK opposition to amend the Treaty with regards to the
Straits. Although Russia and Serbia eventually backed down, they
were determined not to let Austria-Hungary get away with another
diplomatic victory like this, hardening their stance during the July
1914 crisis while modernizing their armies.
Schlieffen Plan Adopted (#50): with the Franco-
Russian Alliance and the Entente Cordiale in effect, the German
civil and military leadership reluctantly realized any future
European war would entail a two-front war. The Schlieffen plan
was designed to overcome stalemate on both fronts by performing
a major effort to knock France out of any such war early.
Norwegian Independence (#51): Following a
plebiscite, in 1905 the Norwegian Parliament dissolved the
Union between Sweden and Norway, establishing Norwegian
Independence.
Conrad von Hotzendorf (#52): Chief of the General
Staff of the Austro-Hungarian Army during the early years of the
20th Century. Argued for preventive war against Serbia to halt Slav
independence movements within the Empire he served. Being
originally sponsored and later after the death of his successor
recalled to the position by heir to the throne Franz Ferdinand, he
was the first proponent of war against Serbia after the Archduke’s
assassination.
Germany Scoring (#53) Germany at the turn of the
century is the youngest of the Great Powers and the most bellicose
one since the dismissal of Chancellor Bismarck by Wilhelm II.
Its chance at a more liberal course gone with the early death of
the second German Hohenzollern Emperor, Frederick, Wilhelm
refused to behave as a constitutional figurehead. German foreign
and internal policy was muddled, with the Army, Navy, and the
Government often at loggerheads and the new chancellors
having difficulty performing their multiple roles, especially that of
Prime Minister of Prussia also assigned to them in the German
constitution.
Traditionalists Gain Power (#54): See card #13.
Viscount Grey (#55): An adherent of “New Liberalism”
who served as foreign secretary of the UK from 1905 to 1916.
One of the main sponsors of the Anglo-Russian entente of 1907.
Famous for the following remark expressed on the eve of British
entry into the First World War; “The lamps are going out all over
Europe, we shall not see them lit again in our life-time.”

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Control of the Channel (#56): While the overall
goal of the Naval Arms race was either challenging global British
Naval dominance or retaining it, the first objective was securing
control over the Channel. The widening of Germany’s Kiel Canal
was countered by the move of the Grand Fleet to Scapa Flow,
enabling that fleet to control the entrances to the North Sea.
Naval Bill/Fleet Law (#57): The Tirpitz-era enlarging
of the Imperial German Navy was accomplished through the
supplementary laws of 1906 and 1908. The competing British
naval construction program received massive public support,
such as evidenced in the slogan “We want eight and we won’t
wait”, referring to the amount of Dreadnoughts deemed necessary
to counter German naval expansion.
US Interventionism (#58) and US Non-
interventionism (#88): Although still a sleeping giant,
the United States formed a major trump card for whichever
European faction succeeded in seducing the great American
power. Subsequent US administrations were either internationalist
or isolationist in nature, casting their shadows on European
calculations.
Declaration of Independence (#59): See card
#49.
Legacy of 1848 (#60): In 1848, a series of political
upheavals shook Europe, aiming at removing feudal structures
and creating nation-states. Spreading from Sicily over France to
Germany and others, eventually over fifty countries were affected
by uncoordinated revolutions, serving as inspiration for later-
generation would-be revolutionaries.
Russian Collapse (#61): After the Revolution eventually
came to Russia and the Tsarist state toppled in February 1917, the
Kerensky government was weakened from within and without and
was eventually replaced by the Bolsheviks, collapsing both the
front (leading to the treaty of Brest-Litovsk) and internal stability
through Civil War between Whites and Reds. This card explores
the possibility that a similar collapse might have occurred even
in peacetime had the Tsarist absolutist state been replaced by a
moderate democratic government.
Jozef Pilsudski (#62): Leader of the Polish Socialist
Party and driver of the Polish independence movement, he formed
the Polish Legions and fought on the Austrian side against Russia
during World War I. After the Great War and Polish Independence,
he would be Poland’s Chief of State and commander of her armies
in six border wars, including the 1920 Polish-Soviet War.
October Manifesto (#63): Document promising basic
civil rights and the creation of the Duma, an elected parliament.
Reluctantly issued by Nicolas II in response to the Russian
Revolution of 1905 to serve as a precursor to the Empire’s first
constitution.
Diagonal Politics (#64): Bethmann-Hollweg’s policy
of the diagonal endeavoured to maneuver between the Socialist
and Liberal left and the Nationalist right but only succeeded in
alienating the entire German political establishment.
Second Duma Disbanded (#65): After the dissolution
of the First Duma and the arrest of many members of the quite
moderate Kadet party for their liberalism, the Second Duma election
returned even more radical representatives of the Socialist parties
who had decided to no longer boycott the elections. Eventually,
after demands that the Duma exclude some of its members and
even strip some of their immunity were refused, the Second Duma
was dissolved per imperial decree. The growing pains of Russia
adapting to constitutional monarchy were clear.
Henry Wilson (#66): Francophile general who started
informal general staff talks between French and UK armed
forces without prior approval of his government, leading to raised
expectations in French political and military circles of UK military
intervention in the case of German aggression.
Landslide Electoral Victory (#67): See card
#48.
Triple Alliance (#68): See card #25.
Prince Heinrich (#69): The younger brother of the
Kaiser. Career naval officer, eventually rising to command of the
Hochseeflotte between 1906 and 1909, the rank of Grand Admiral
and a successful wartime command of the Baltic fleet.
Winston Churchill (#70): An MP who had seen action
in India and both Anglo-Sudan and Second Boer wars, he became
First Lord of the Admiralty in 1911 until his resignation after the
Gallipoli fiasco. Emphasized modernization and presided over
the replacement of coal-powered ships by oil-powered. When
during his stint as home secretary the general public clamoured
for increased spending on Dreadnoughts as a result of the Naval
Arms race with Germany, he noted “The Admiralty’s analysis said
six; The Treasury said four; We settled on eight.”
Local Uprising (#71): Despite propaganda meant for
the homefront casting colonization as a humanitarian mission,
the “white man’s burden” was rather a burden on the native
population. When given a chance, disgruntled locals would rise
up to fight the European oppressors. Oppressed populations such
as the Polish, Finnish and Slavic living in respectively Russia and
Austria-Hungary were no less dissatisfied with their lot.
Military Parade (#72): The army being central to the
state has to be displayed regularly to inspire the populace and
deter dissidents.
Central Authority (#73): See card #35.
Von Bethmann-Hollweg (#74): See card #18.
Jean Jaures (#75): Dreyfusard and leading figure of the
Political Left in France, Jaurès was an anti-militarist who favoured
diplomatic means to diffuse the tensions between France and
German over the lost provinces of Alsace-Lorraine. Assassinated
by the Nationalist Raoul Villain (#81) during the July Crisis while
attempting to organize international peace talks and general
strikes to prevent mobilization.
Clemenceau (#76): See card #101.
Alsace-Lorraine (#77): See card #25.
Revolution of 1905 (#78): See card #9.
Victor Chernov (#79): Radicalized as a student in
Saratov, Chernov was involved in revolutionary activity by the end
of the 1880s. He co-founded the Socialist-Revolutionary Party
while exiled in Zurich and, after returning to Russia following the
1905 Revolution, was elected to the Second Duma. Served as
Minister of Agriculture in the Kerensky Government.

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Prelude to the Great War
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Tangier Crisis (#80): Kaiser Wilhelm II visited Tangier
in Morocco in 1905, declaring his support for the sovereignty of
the Sultan, a challenge to French influence, leading to the Sultan
rejecting French encroachments. At the following Algeciras
Conference called to defuse Franco-German tensions, France
was supported by a majority of participating nations, forcing
Germany to accept a face-saving compromise ensuring French
control over Moroccan political affairs. Rather than harming
France, it proved the strength of the Entente Cordiale and paved
the way for the Anglo-Russian Entente. In 1911, following the
deployment of French troops to the Moroccan interior to quell a
rebellion against the Sultan, Germany sent the gunboat Panther to
Agadir in the hopes of gaining compensation, sparking the Agadir
Crisis (#82). While France and Germany swiftly compromised
on territorial concessions for Germany in the Congo, the threat
of Agadir being turned into a German Naval base drove the
UK further into the arms of the Entente Cordiale, harming
German future prospects and led to the Franco-British Naval
Cooperation (#99). Enhanced naval cooperation between the
Entente allies enabled for a concentration of Royal Navy forces in
the North Sea (also guarding French Atlantic ports) while grouping
the Brest and Toulon Fleets in the French Toulon base protecting
Allied interests in the Mediterranean.
Raoul Villain (#81): See card #75.
Agadir Crisis (#82): See card #80.
Gavrilo Princip (#83): See card #4.
Balkan Federation (#84): As a response to the
Ottoman Collapse in the Balkans in the early Twentieth Century
and as an alternative to nation-states, the concept of a Balkan
Federation was broached by the Balkan left, unifying the Balkan
Peninsula into a federal republic based on socialism and economic
equality. Pictured is Christian Rakoversusky, the 1915 leader of
the Revolutionary Balkan Social Democratic Labour Federation.
Patriotism / Nationalism (#85): See card #3.
Parliament Act of 1911 (#86): Following two
subsequent House of Lords vetoes to their budget proposals, the
House of Commons with the backing of the Monarch threatening
the creation of sufficient Liberal peers to create a Liberal majority,
succeeded in limiting the veto rights from the Lords, forever
breaking the power of the House of Lords.
War in the Balkans (#87): After Bosnia was annexed
by Austria-Hungary, the Balkan states looked for expansion
to the South. In 1912 the Balkan League, composed of the
former Ottoman territories of Bulgaria, Greece, Montenegro and
Serbia, attacked the Ottoman Empire and conquered most of
the remaining Ottoman possessions in Europe. Unhappy with
the division of the spoils, Bulgaria waged war on its former allies
in what could be called a Balkan Civil War (#90), in which it
eventually was defeated once Rumania and the Ottoman Empire
joined the fighting, costing Bulgaria most of its gains from the first
Balkan War.
US Non-interventionism (#88): See card #58.
Stolypin Land Reforms (#89): In an attempt to reduce
social unrest amongst the Russian peasantry, an agrarian reform
was introduced by Prime Minister Stolypin focusing on individual
landownership and entrepreneurship over the existing “commons”
approach to agriculture.
Balkan Civil War (#90): See card #87.
Funeral of Edward VII (#91): “So gorgeous was the
spectacle on the May morning of 1910 when nine kings rode in the
funeral of Edward VII of England that the crowd, waiting in hushed
and black-clad awe, could not keep back gasps of admiration.
In scarlet and blue and green and purple, three by three the
sovereigns rode through the palace gates, with plumed helmets,
crimson sashes, and jeweled orders flashing in the sun. After them
came five heirs apparent, forty more imperial or royal highnesses,
seven queens–four dowager and three regnant–and a scattering
of special ambassadors from uncrowned countries. Together they
represented seventy nations in the greatest assemblage of royalty
and rank ever gathered in one place and, of its kind, the last. The
muffled tongue of Big Ben tolled nine by the clock as the cortege
left the palace, but on history’s clock it was sunset, and the sun of
the old world was setting in a dying blaze of splendor never to be
seen again.” – Barbara Tuchman, Guns of August
Freedom and Accord Party (#92): See card #47.
Raid on the Sublime Porte (#93): See card #47.
Perfidious Italy (#94): See card #25.
Splendid Isolation (#95): Throughout the nineteenth
century (and arguably before), it has been the foreign policy of
the United Kingdom to maintain the mainland Europe “Balance of
Power” whilst protecting its overseas dominions. To do so, the UK
was reluctant to enter alliances with other Great Powers. It was
a Canadian politician, George E. Foster, who coined the term in
his saying “the great Mother Empire stands splendidly isolated
in Europe.” The policy was abandoned at the turn of the century
when Europe turned into two power blocs, forcing Britain to either
join one of the alliances or to stand alone. Closer collaboration
with the US and Japan was followed by deeper involvement in
Europe, resulting in the Entente Cordiale. This was by no means
unanimous: calls for a return to isolation were legio, with many
reluctant to promise military aid while the small professional
British army was already committed throughout the empire. This
card explores the ahistorical possibility that UK either never joined
the Entente or decided to return to the sidelines.
Heartland of Yugoslavia (#96): See card #43.
Exiles Escape / Return (#97): Rather than the
lifelong sentences of exile or Siberian forced labour handed down
by his predecessors, victims of Tsarist repression under Nicolas
II often were free to return to their former lives after serving their
sentence, usually with ideology intact and doubly resolved to end
his autocratic rule over Russia.
Reinhold von Sydow (#98): Chancellor of the German
Reich Treasury who (amongst others) enabled the German Naval
Expansion by providing the necessary budget.
Franco-British Naval Cooperation (#99): See
card #80.
Arms Traders / Industry (#100): With great Powers
and smaller nations alike re-arming and modernizing their armies,
the early 20th century was a golden age for arms sellers and war
profiteers. Pictured is Basil Zaharoff, merely the most famous of
this era’s arms sellers, famous for his cameo appearance in Tintin
as Basil Bazarov.

Europe in Turmoil
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Aristide Briand (#101): French Socialist and eleven-
time Prime Minister of France who served as Minister of Justice
under Clemenceau (#76) before succeeding him as Prime
Minister in 1909. Principle author of the law of Separation
of Church and State (#2), under his administration pension,
compulsory sickness and old-age insurance bills were introduced
for rural and urban workers.
German Army Expansion (#102): French General
Staff planners, used to only count regular divisions as front-line
troops in their own plans, were almost fatally surprised by the
German use of reserve divisions in line alongside regular divisions,
a German exigency to generate the critical mass needed for the
Schlieffen plan and the outflanking of the French Army deployed
near Lorraine.
Black Hand (#103): a Serbian secret society also known
as “Unification or Death”, aiming at uniting all territories with
predominately Slavic population into the Kingdom of Serbia (or
“Yugoslavia”). Led by “Apis”, captain Dragutin Dimitrijevic, the
members of the society were responsible for the assassination
in 1903 of the Serbian royal couple and were connected to those
members of the “Young Bosnia” movement who assassinated
Archduke Franz Ferdinand.
Attempted Neutrality (#104): While the Great
Powers of Europe were forming “alliance blocs” during the first
decades of the 20th century, the smaller powers either sought
protection under the wings of their larger neighbours or frantically
attempted to defend their neutrality. Countries such as the
Netherlands and Spain succeeded in holding on to neutrality,
while others such as Portugal would eventually participate in the
war on the side of ancient allies. Yet others such as Luxembourg
and Belgium would soon find out that it takes only one side to
start a war. This card has a Liberal-aligned event and should have
been printed with a star & blue background rather than a crown
and blue background.
Rosa Luxemburg (#105): Polish socialist, revolutionary
and anti-war activist. Moved to Germany where she taught
Marxism and became the socialist representative to the 1912
European Socialist congress where she argued with Jean Jaures
(#75) for internationally-coordinated strikes to sabotage war
mobilizations. Co-founded the anti-war Spartakusbund during
the World War. One of the leaders of the failed 1919 Spartacist
uprising. Captured and executed by the paramilitary Freikorps.
Preventive War (#106): During the early 20th Century,
the great Nations of Europe were several times poised to start
wars, drawing back from it often just at the brink. This card
simulates what would have happened if such a smaller-scale
war would have broken out without the alliance system turning
it into a World War, relieving some tensions while not turning into
an apocalyptic Gotterdämmerung. Examples of such smaller
wars might have been a short Franco-German war with regards
to Morocco, a Russo-German war as a result of Britain holding
back French support for Russia or an Austro-Serbian war ending
Slavish efforts to undermine Austrian rule in Croatia and Bosnia.
Mitteleuropa (#107): A policy rivalling with colonial
expansion requiring naval expansion, the Mitteleuropa concept
focused on economic exploitation of Central Europe by
Germany, combined with dominating local politics, annexation
of economically interesting regions, settlement by Germans, and
expulsion of non-Germans. This focus on European influence at
the cost of a colonial Empire was already Bismarck’s objective,
as evidenced by his saying: [M]y map of Africa lies in Europa.
Adopted during the War, the influence of this policy can be seen in
the German war aims and the terms of the Treaty of Brest-Litovsk.
Weltpolitik (#108): Breaking with the Realpolitik as
employed by von Bismarck, Weltpolitik is the name for the
foreign policy adopted during the reign of Wilhelm II, aiming at
transforming Germany from a Continental power to a Global
power through aggressive diplomacy, acquisition of colonies and
the naval expansion necessary for both.
Leopold von Berchtold (#109): Foreign minister of
Austria-Hungary following the death of Aehrenthal, von Berchtold
failed to prevent the expansion of Russian influence in the Balkan
during the Balkan Wars. Determined to show more strength in
a further crisis, von Berchtold was one of the hardliners during
the July Crisis, forcing the outbreak of war with Serbia when he
crafted an ultimatum so harsh that for Serbia to accept it would be
sacrificing her independence.
Istvan Tisza (#110): Hungarian politician who was in
his second term as Prime Minister at the start of the Great War.
Throughout his career he opposed land and suffrage reforms,
while supporting Hungarian partnership with Austria. Warned
against a war with Serbia both from a military point of view and
because he feared, in case of victory, that the addition of more
Slavic people in the Empire would upset her ethnic balance.
Mobilization Cards: The deck of mobilization cards, used
in the optional Mobilization rule for resolving the Outbreak of the
Great War, represents the possible mobilization orders that could
have been given in “a” First World War, depending on the exact
alliance constellations and general staff / head of government
decisions. Obviously some of these are more esoteric than
others, but I invite all people to experiment with some of the more
ahistorical options.

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Prelude to the Great War
© 2018 Compass Games, LLC
13.0 Example of Play
Below is an example of the opening two turns of a game of Europe in Turmoil played by Kris (the Authoritarian player) and
Tâm (the Liberal player).
Opening Hand
After the initial setup (see 3.2 and 3.3), both players draw their opening hand of eight Victorian Era cards.
Tâm, the Liberal player, draws the following cards:
•
#06 France Scoring
•
#16 Stymied
•
#09 Russo-Japanese War
•
#33 Modernism
•
#01 Admiral von Tirpitz
•
#04 Franz Ferdinand
•
#24 Tsarist Repression
•
#28 Scramble for Africa
Tâm also has some choices to make. Presumably Admiral
Von Tirpitz will end up as a Naval Arms Race card, but
then the Liberal attention will still have to be split between
France, Russia and Austria-Hungary.
Kris, the Authoritarian player, draws the following cards:
•
#07 Austria-Hungary Scoring
•
#02 Second International
•
#14 Radical Party Founded
•
#15 Lord Fisher
•
#23 Third Department/Okhrana
•
#25 Legacy of Bismarck
•
#31 Status Quo
•
#38 Kulturkampf
Kris has several strong Liberal events. If the Liberal player
does not “open” the Naval Arms Race (remember that the
German Navy marker cannot move from its starting position
prior to the British Navy marker doing so), it will probably be
best to play Lord Fisher and following it up by a Naval Arms
Race attempt discarding either Radical Party Founded or
the Second International. Due to the A-H Scoring card,
an effort should be put into controlling the Scoring Region
by taking control over Vienna, Budapest and at least one
non-battleground space.
Discretionary Player SP Placement (see 3.3)
•
Kris places 1 SP in Vienna (0,1) and 1 SP in Budapest (0,1), locking up the two Austria-Hungarian battlegrounds for the
time being (during setup, support can only be placed in spaces not already containing opponent’s support).
•
•
•
Tâm counters by placing 1 SP in Poland (1,0) and 1 SP in Saint Petersburg (1,0).
•
•
•
Kris places 1 SP in Moscow (0,1), 1 SP in Alsace-Lorraine (0,1), and 1 SP in Russian Orthodox Church (0,1).
•
•
Notation Used in Example of Play
Yellow Text is used for the name of Authoritarian cards.
Blue Text is used for the name of Liberal cards.
Green Text is used for Neutral / Scoring cards.
Rounds are shown as Round #.# where the left number is the
turn and the right number is the round.
The amount of support in a space is shown as (#, #) where the
left number is the amount of Liberal SP in the space and the right
number is the amount of Authoritarian SP in the space.
If one player controls the space, the SP number appears
followed by an asterisk (*).
•
Tâm places 1 SP in Italy (1,0), 1 SP in Nice (1,0), and
1 SP in Kiel (1,0).
•
•
•
Kris places 1 SP in Budapest (0,2*).
•
•
•
Tâm places 1 SP in French Writers (3*,0).
A fairly standard setup by the Authoritarian player prevents
the Liberal player to easily access A-H battlegrounds. In the
following setup turns the players divide the remaining open
battlegrounds in Russia and other important spaces such
as Italy and German battlegrounds (Germany is not scored
in the First Era, but it is unwise to completely ignore it).
Tâm puts support in Trieste in an attempt to reach Presence
in the A-H scoring region.

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© 2018 Compass Games, LLC
Turn 1
Both players will alternate playing cards during the seven
rounds until each has had seven opportunities to play a
card.
Round 1.1
- Kris’ play -
-Tâm’s play -
Authoritarian: Kris plays Third Department/Okhrana for
3 OPs, placing 2 SP in Vienna (0,3*) and 1 SP on the Dual
Monarchy (0,2*).
Liberal: Tâm plays Stymied for 4 OPs, placing 1 SP in
Trieste (2,0), 1 SP in Paris (2*,0), and 2 SP on the Beau-
Monde (3*,0) space.
Round 1.2
- Kris’ play -
-Tâm’s play -
Authoritarian: Rather than playing the Austria-Hungary
Scoring card which could be soft-countered by the Stability
card Workers Unite, Kris plays Kulturkampf, electing to
have the event occur first.
Because of the triggered event, Tâm may make 2 Support
Checks in Intellectual or Church spaces - and as she gains
them through an event text rather than OPs, they can
potentially be in the same space.
The only eligible spaces are the French Catholic Church
and the Orthodox Church in Russia.
She elects to have the first check made in the Orthodox
Church space, rolling a 3 modified by +3 (3 OPs of
Kulturkampf) and subtracting 6 (twice the stability of the
Church space) yielding 0 resulting in no change.
The second check she decides to make in the French
Catholic Church space, rolling a 4 modified by +2 (for
adjacent control of Paris and French Writers), +3 (3 OPs
card), and subtracting 8 (4 OPs of French Catholic Church
space) yielding 1 resulting in a loss of 1 Authoritarian SP.
The French Catholic Church is now (0,3). Kris has lost
control of the space.
Subsequently, Kris receives 3 OPs, of which he uses 1 SP
to place support in the French Catholic Church (0,4*) space
regaining control and nullifying Tâm’s last Support Check,
1 SP to take control over the Viennese Secession (0,1*),
and 1 SP in Algeria (0,2).
Liberal: Having a plan to counter what she thinks is the
likely Authoritarian Stability card play, Tâm decides to play
France Scoring.
Stability must be checked (see 9.0, steps 1 and 2) within
the French Scoring Region. Both players select a single
Stability card from their pool of ten available stability cards.
Stability Check
- Kris’ play -
-Tâm’s play -
Kris checks his cards and notices he could play Most
Favoured Nation (which would allow him to take control of
Algeria, which as an independent space adjacent to France
would gain him a VP this scoring) or Ecclesial Influence
(which he can use placing 2 support in Picardy to break
Liberal control in the only Liberal non-battleground space
and thus breaking Tâm’s current Domination in the French
Scoring Region). He chooses to play Ecclesial Influence,
doubting his ability to control many Church spaces during
the game and thus using it now while he can.
Tâm looks through her playable Stability cards. She could
play Workers Unite, which could counter the effect of
Ecclesial Influence in Picardy and would gain the Liberal
control over Dijon. However, she would prefer to use
this strong card in Austria or Germany later in the game.
Similarly, she would like to save Anarchist Attack for
play during the Russia, Austria or Germany scorings. She
also declines to play Left-Wing Governments or Silent

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Prelude to the Great War
© 2018 Compass Games, LLC
Majority, another strong card but right now domination
of France needs to be ensured over beneficial effects in
other scoring regions. While Most Favoured Nation would
be a valid play, she is not in a position to profit from it.
Intelligentsia is not a good play as there is currently no
2-OPS card in the discard. Instead she opts to play Farmer
Collectives, a card which should ensure Domination over
France.
Both players reveal their selections. Tam smiles. This was
exactly the play she expected Kris to make when she
decided to play French Scoring.
Kris uses Ecclesial Influence to add 2 SP in Picardy (2,2).
Tâm subsequently reveals and uses Farmer Collectives
to place 1 SP in Nice (2,0) and 1 SP in Bordeaux (1,0). Both
Stability Cards are set aside and are currently not available
for use during a subsequent scoring.
Now players execute Scoring: Tâm dominates France while
Kris is merely present, resulting in a net of 3 VP (in favour
of the Liberal player). Additionally, Tâm controls 2 more
battlegrounds (another 2 VP). No independent nations
adjacent to France are controlled so no further VP gain or
loss. The VP marked is moved to +5 (see 9.0, step 3 and
10.1).
A Crisis roll is to be made, modified by -6 (due to the Great
War status track) and +0 (from the Tension track). A 5 is
rolled, resulting in a total of -1 (which is not higher than 6).
No Great War erupts (see 9.0, step 4 and 8.3).
Round 1.3
- Kris’ play -
-Tâm’s play -
Authoritarian: With no possible Stability card play from the
Liberal able to stop a profitable Austria scoring, Kris plays
Austria-Hungary Scoring.
Kris chooses to play the Absolutist Rule stability card
while Tâm has the choice between Most Favoured Nation
(investing in Italy and Switzerland for future turns) or
Workers Unite to pressure Vienna. She chooses the latter,
gaining control over Bohemia (2*,0) and Moravia (2*,0)
while Kris gains 2 VP for Absolutist Rule. The VP marker
is moved down to +3.
Scoring results in -6 VP for Kris (-6 VP for Authoritarian
control, an additional -2 VP for 2 more battlegrounds than
Stability Check
- Kris’ play -
-Tâm’s play -
Tâm, and +2 for Liberal presence), with no independent
spaces controlled. VP goes to -3. Crisis roll is again
ineffective.
With A-H and France scored, only Russia Scoring is still in
play until the reshuffle in turn 3.
Liberal: Tâm plays Franz Ferdinand and elects to go first,
placing 1 SP in Saint Petersburg (2,0) and 1 SP in Croatia
(1,0). Then, Kris places 1 SP in Croatia (1,1), Transylvania
(0,1) and Budapest 0,3*) thanks to the Franz Ferdinand
event. As this is the first card with an asterisk next to its
name being played for its event, it is the first card removed
from play rather than being placed in the discard pile, it
remains in front of the Authoritarian player reminding Kris
of the special text while Budapest and Vienna are both
Authoritarian controlled (see 2.2.5 and 2.2.6).
Round 1.4
- Kris’ play -
-Tâm’s play -
Authoritarian: Kris plays Status Quo for 2 SP in the
Russian Orthodox Church space (0,3*).
Liberal: Tâm plays Scramble for Africa for 1 SP in Saint
Petersburg (3*,0). Thanks to the event, Kris places 1
Authoritarian SP in Algeria (0,3*) and 2 SP in Tunisia (0,2*).

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© 2018 Compass Games, LLC
Round 1.5
- Kris’ play -
-Tâm’s play -
Authoritarian: With 3 Liberal cards remaining in his hand,
Kris is beginning to sweat a little. He would like to keep
his play of Lord Fisher followed by a Naval Arms Race
attempt as his last two action rounds (to limit the options
for Tâm to profit from the effects of Lord Fischer) and
now has to decide between playing Second International
or Legacy of Bismark for his last unplanned moved. He
decides on playing Legacy of Bismark, using it to place
2 SP in Moscow (0,3*). This means he will “carry over” a
Liberal card to the next turn (see 4.5.1).
Liberal: Tâm plays Russo-Japanese War for the OPs.
Since she did not use the event, the card goes to discard.
While it would be nice to play it for the event, forcing Kris to
lose 2 SP from the Moscow and Nicolas II spaces, keeping
the card in the deck is worth more in the long run. She uses
the 3 OPs to place 3 SP in Constantinople (3*,0).
Round 1.6
- Kris’ play -
-Tâm’s play -
Authoritarian: Kris plays Lord Fisher,moving the British
Navy marker to the “HMS Dreadnought” box on the Naval
Arms Race track. Tâm uses the text of that box to place 1
support in Sweden (1,0) and 1 support in Italy (2,0). Kris
uses the 3 OPs to place 3 SP in the Tsarist Army space
(0,3*). The Lord Fisher card is placed in front of Tâm, the
Liberal player, as a reminder of its permanent effect.
Liberal: Tâm uses Admiral von Tirpitz as a Naval Arms
Race attempt, rolling a 3 modified by +1 (for Lord Fisher)
and +4 (card OPs) for a total of 8, easily beating the 5
needed to move to the “Nassau-class” box. For now on
until the German Navy reaches the “Nassau-class” box, all
3+ OPs cards from the Authoritarian are worth -1 OPs. The
Admiral von Tirpitz card is put in the discard pile and not
removed from play as it was used on the Naval Arms Race.
Round 1.7
- Kris’ play -
-Tâm’s play -
Authoritarian: With both cards in his hand effectively worth
2 OPs (due to the “Nassau class” box reducing Radical
Party Founded to 2 OPs), Kris opts to play Second
International on the Naval Arms race track (hoping to
reach the “Nassau-Class” box in time to turn Radical Party
Founded into a 3-OPs card again). He rolls a 4 modified by
2 (card OPs) for a total of 6, enough to reach the first box
(neither receiving a reward nor ending a reward already
gained by the Liberal player).
Liberal: For her final action, Tâm plays Modernism,
placing 1 SP in French Writers (4*,0), 2 SP in Bosnia (2,0)
and 1 SP in the Symbolism space (1*,0).
After verifying neither player’s last remaining card was a
Scoring card, play continues to Turn 2 (see 4.5.3 and 4.5.5).

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© 2018 Compass Games, LLC
Turn 2
Players alternate drawing cards with the Authoritarian
player drawing first. Since Radical Party Founded remains
from Turn 1, Kris will draw seven cards bringing his hand
size to 8. The cards in his hand are:
•
#05 Dreyfus Affair
•
#17 Eight Nation Alliance
•
#11 Foreign Investments
•
#14 Radical Party Founded (from turn 1)
•
#19 Union of Liberation
•
#26 Franco-Russian Alliance
•
#18 Bernhard von Bülow
•
#30 Military Tradition
Round 2.2
- Kris’ play -
-Tâm’s play -
Because of Two Power Standard, Tâm will not be doing
anything constructive during her next 3 actions. Time for
Kris to profit from that.
Authoritarian: Kris plays Union of Liberation and, in
addition, immediately plays Eight Nation Alliance (to
prevent the effect of Union of Liberation). With the
3 OPs he places 3 support in the Kiel (1,3) space. Both
cards are placed in the discard pile. Even though Union
of Liberation has an asterisk after its name, the play of
Eight Nation Alliance prevented it from being removed
from play, as with all events whose play conditions were
not met (see 5.2).
Liberal: For Tâm’s first mandatory Naval Race Attempt
she decides to discard Tsarist Repression. Tâm rolls a
1 modified by +1 (Lord Fisher) and +3 (card OPs) which
is not enough to reach the next space on the Naval Arms
Race track. The British Navy Counter is flipped to +1 side,
providing a +1 modifier for the next Liberal Naval Race
attempt(s).
The Liberal player needs to replenish cards. Since Tsarist
Repression remains from turn 1, Tâm will draw seven
cards bringing her hand size back to 8. The cards in her
hand are:
•
#10 Entente Cordiale
•
#22 Socialist Movements
•
#20 Bonapartism/Monarchism
•
#21 Prussian Spirit
•
#24 Tsarist Repression (from turn 1)
•
#27 Dual Alliance
•
#29 Two-power Standard
•
#35 Absolutism
Round 2.1
- Kris’ play -
-Tâm’s play -
Authoritarian: Without the Russia Scoring card in hand,
Kris realizes that chances are pretty high that Tâm currently
has it. As such, he feels it is imperative to consolidate
Russian control. However, one thing is more important - the
naval status. With the current -1 OPs on all 3+ OPs cards,
fghting for Russia seems hopeless. Therefore Kris plays
Bernhard von Bulow for its event (counting Nicolas II,
Wilhelm II and Dual Monarchy as 3 Authoritarian-controlled
Monarch spaces) to play Admiral von Tirpitz from the
discard. Tension increases to 1. The crisis roll is a 5 but
still modified down to 0 means the Great War does not
occur yet.
Kris removes 2 support from the Wilhelm II (0,3) space to
advance 2 boxes on the Naval Arms Race track, moving
through the “Nassau-class” box (thereby ending its effect)
and then gaining -2 VPs from reaching the “Bellerophon-
class” box, moving the VP marker to -5.
Liberal: Tâm’s hand is horrendous, featuring no fewer than
6 Authoritarian cards. With Russia strongly in the hands
of the Authoritarian player, Tâm suspects Kris would have
used Russia scoring if he had it in his hand. It is probably
still in the deck, so she decides to “take a break” this turn
and jettison some dangerous cards. She plays Two Power
Standard, which will now give her 3 OPs but ensures her
next three actions will be Naval Race attempts. With the
3 OPs she places 2 support in Poland (3*,0) and 1 in Italy
(3*,0).

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© 2018 Compass Games, LLC
Round 2.3
- Kris’ play -
-Tâm’s play -
Authoritarian: Kris uses Radical Party Founded for
3 OPs, placing 1 SP in Kiel (1,4*) and 2 SPs in Alsace-
Lorraine (0,3*). Tâm places 1 SP in Picardy (3,2), 1 SP in
Paris (3*,0), 1 SP in Fauvism (1*,0), and 1 SP in Bordeaux
(1,0) thanks to the strategy card’s event text.
Liberal Tâm’s second mandatory Naval Race attempt
sees her discarding Prussian Spirit and another 1 is
rolled, which is enough thanks to the +1 on the British Navy
marker. Tâm gains 1 VP (VP marker is moved to -4) after
the British Navy marker is moved to the “Bellerophon-class”
box and is flipped back to its front side.
Round 2.4
- Kris’ play -
-Tâm’s play
Authoritarian: Kris plays Foreign Investments for 2 OPs
and decides to have the event occur first. Tâm decides
to move 3 Liberal SP from Picardy (0,2*) moving 2 SP to
Vienna (2,3) and 1 SP to the Orthodox church (1,3). Kris
then uses the 2 OPs to place support in Vienna (2,5*).
Liberal: Finally Tâm’s last mandatory Naval Race attempt
sees Bonapartism/Monarchism discarded. Tâm rolls a
fve modified by +1 (Lord Fisher) and +3 (OPs) for a total
of 9, more than enough to advance to the “Helgoland-class”
box.
Round 2.5
- Kris’ play -
-Tâm’s play -
Authoritarian: Kris plays Military Tradition for 2 OPs,
placing 1 SP in the Orthodox Church (1,4*) and 1 SP in
Crimea (0,1).
Finally after all those Naval Race attempts, Tâm gets to
react again to the new board position.
Liberal: Tâm plays Entente Cordiale, placing its marker
on the leftmost open space of the Great War Status Track
(the -4 space), then places 2 SP in the Colonials (2,1) and
2 SP in the French Armed Forces (2,1).
Great War Status Track after play of Entente Cordiale
Round 2.6
- Kris’ play -
-Tâm’s play -
Authoritarian: Kris plays the Dreyfus Affair for its event
text placing 2 SP in the French Armed Forces (2,3) and
doubling the cost for Tâm to place support in France for
remainder of turn.
Liberal: Socialist Movements is played and its OPs are
used to place 2 support in East Prussia (2,1) .

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Prelude to the Great War
© 2018 Compass Games, LLC
Round 2.7
- Kris’ play -
-Tâm’s play-
-Tâm’s Naval Arms Race Attempt -
Authoritarian: Kris plays Franco-Russian Alliance as a Naval Arms Race attempt, rolling a 3 modified by 2 (for OPs) for
a 5. This is not enough to reach the next box, and the German Navy marker is flipped to its +1 side.
Liberal: Tâm plays Absolutism, gaining 3 OPs which she uses to place 3 support in East Prussia (5*.1). The event goes
into effect (and the card is removed from
the game) but to no avail as Kris has no
card plays remaining.
Thanks to the British Navy being on the
“Helgoland-class” box, Tâm may make
one more Naval Arms Race attempt.
She discards her final card Dual Alliance
and rolls a 4, which is modified by +1
(Lord Fisher), -1 (“Helgoland-class” box)
and +3 (OPs) for a total of 7, advancing
the British Navy marker to the “Colossus-
class” box.
The Authoritarian hand is:
•
#07 Austria-Hungary Scoring
•
#40 Indecisiveness
•
#02 State Secularism in France
•
#03 Second International
•
#38 Kulturkampf
•
#25 Legacy of Bismarck
•
#34 Government-Sponsored Art
•
#37 Ferdinand Esterhazy
The Liberal hand is:
•
#06 France Scoring
•
#08 Russia Scoring
•
#09 Russo-Japanese War
•
#33 Modernism
•
#36 March of History
•
#78 Revolution of 1905
•
#13 Traditionalism
•
#31 Status-Quo
At this point, the position of the Authoritarian player is pretty strong, as Kris is clearly leading in Russia, Germany and
Austria-Hungary while not lagging in Balkans and only really weak in France (where having State Secularism in his hand
rather than in the Liberal hand is an strong asset).
Tâm clearly needs to focus on the Balkans and should make good use of the “Colossus-class” box to regain the initiative,
presumably starting the turn by playing either the Russo-Japanese War or the Revolution of 1905 for both its text and OPs.
The game is on!
Turn 3
Both players have exhausted their entire hands and will draw 8 new cards.
Once each player receive 4 cards, the play deck is exhausted and the play deck is shuffled (minus the cards removed
from play). This means that in addition to the Russia Scoring card (which is definitely in either player’s hand), the France
Scoring and A-H Scoring cards could potentially be drawn again this turn.

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© 2018 Compass Games, LLC
Tâm, who is still ahead on the Naval Arms Race track, has
just played the #57 Naval Bill/Fleet Law strategy event
as her impulse. She increases Tension to 4, then makes
a Crisis roll. She rolls a 5, modified by 4 (Tension) and -2
(current value of the leftmost open position on the Great
War Status track). The -2 modifier from Three Emperor
League is no longer in effect as this marker had previously
been flipped to its Franco-Russian Alliance side. The total
Crisis roll is 7, which exceeds the 6 needed to start the
Great War. The game turn immediately ends (and the
remaining text on the Naval Bill/Fleet Law card is ignored)
and the game proceeds to the Great War (see 8.4).
First, they have to determine who is participating in the
Great War and on which side (see 8.4.1).
•
Kris, championing the Central Powers, will fight
alongside Germany and Austria-Hungary (thanks to
Dual Alliance).
•
Tâm, commanding the Entente, will control France,
Russia (thanks to Franco-Russian Alliance), and
Britain (thanks to Entente Cordiale and Schlieffen Plan
Adopted).
•
The Balkans Scoring Region will not participate as the
Balkan Wars marker is not on the Great War Status
track
Both players now determine their total War Resolution
modifiers (see 8.4.2).
•
Kris will receive a +2 to the Great War roll due to the
Dual Alliance marker, and an additional +1 for Schlieffen
Plan Adopted and +1 for control of Constantinople.
•
Tâm will receive a +4 to the Great War roll due to her
two Alliance markers on the Great War Status track,
and an additional +1 for the British Navy being ahead
on the Naval Arms Race track.
Both players roll.
•
Kris rolls a 5 modified by +4 for a total of 9.
•
Tâm rolls a 2 modified by +5 for a total of 7.
The Central Powers win the Great War and gain 4 VP.
With the Central Powers winning the Great War, War
Losses (see 8.4.3) are determined as follows:
•
In the Scoring Regions that participated on the Entente
side (i.e. Russia and France), Tâm will roll a D6, then
remove SPs from spaces in the scoring region (or
independent spaces adjacent to the scoring region)
equal to the result, after which Kris will do the same.
Finally, Tâm will repeat this process one last time.
•
In the Scoring Regions that participated on the Central
Powers side (i.e Austria-Hungary and Germany), Kris
will roll a D6 and gain that many OPs to place SPs in
spaces in the scoring region (or independent spaces
adjacent to the scoring region), after which Tâm will
roll a D6 and remove SPs from spaces in the scoring
region (or independent spaces adjacent to the scoring
region) equal to the result.
•
Constantinople was already under Authoritarian
Control, but Italy was uncontrolled. As a result of War
Losses, enough Authoritarian SP are placed in Italy for
control.
As the Central Powers won the War, Kris selects the order
of the Scoring Regions for this process.
Finally, after all War Losses have been removed, all
participating Scoring Regions (i.e. all but the Balkans) are
scored again (without using Stability cards, which are only
used when playing a Scoring card!). At this point, the player
with the most VPs will win the game. In case of a tie, Kris,
whose side won the Great War, would win.
The Great War
We rejoin Kris and Tâm’s game after several more turns
have been played. During those turns, the #26 Franco-
Russian Alliance, #27 Dual Alliance cards (adding and
fipping markers on the Great War Status track), and the
#50 Schlieffen Plan Adopted card (adding an event marker
near the Great War Status track) have been played. Tension
in the meantime has risen to 3.
Rules Proofer: Rich Jennings
Playtesting:
Tâm Dang Vu, Severijn De Wilde,
Eddy Sterckx, Bart Van Beurden
Production:
Ken Dingley and Bill Thomas
for Compass Games, LLC.
CREDITS
Game Design: Kris Van Beurden
Graphic Design: Bill Morgal
Compass Logo Banner: Brien Miller

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Prelude to the Great War
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14.0 Errata
March 2019 Changes
Strategy Card
Attempted Neutrality #104
This card has a Liberal-aligned event and should have
been printed with a star & blue background rather than a
crown and blue background.
US Interventionism #58
This card states it only provides a +2 to Entente Great
War Rolls if Entente Cordiale is in effect. It gives this effect
whenever the UK is a participant (i.e. Entente Cordiale or
Schlieffen Plan in effect).
Map Erratum
Switzerland space should be a Bourgeoisie space instead
of a Monarchy space. This means it should be affected
by Status Quo and cannot be targeted by Bernhard Von
Bulow, Second Hague Conference, and Funeral of
Edward VII.
Counter Erratum
On one of the sides of the Balkan Wars marker, there is a
faint -1 in the upper right corner. It has NO game effect.
The rulebook has been updated with the errata. When reading the rulebook, words appearing in red text represent the
changes that have been made to the original rulebook. Below is a list of the errata.
Rules
3.2 (page 6)
The Authoritarian player should also place 1 support point
in Saxony (as indicated on the board).
3.3 (page 6)
The Liberal player should add only 1 support point in
Switzerland (as indicated on the board), not two.
4.3.1 (page 6)
The exceptions are in turns 4 and 8, not 3 and 7.
4.5.1 (page 7)
The final line should be “Starting from the Edwardian Era
(turn 4), players draw up to nine cards per turn.”
6.3.2 (page 9)
This section mentions Authoritarian attempts fail while
the British Navy marker has not left the pre-Dreadnought
space. This contradicts the Naval Arms Race player aid,
which states these attempts fail while both Navy markers
haven’t left the pre-Dreadnought space.
8.4.3 (page 11)
The procedure when the Central Powers lost the Great War
is erroneous. Second bullet, second sentence should read,
“Subsequently, the Authoritarian player rolls a D6. Finally,
the Liberal player rolls a D6 and does likewise”. Fifth bullet,
replace second occurence of Liberal by Authpritarian.
8.4.5 (page 12)
Add: When using the optional War Mobilization rules
(8.4.4), there is no war winner determination.
Players using 8.4.4 who tie after final Scoring (8.4.5) both
lose.
10.0 (page 13)
Point 2 – substitute reference 10.4.2 for 8.4.5
Point 3 – add reference to 8.4.5 after “Great War”.

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15.0 Clarifications
Naval Arms Race
Both fleets have to advance their markers along the track through both colors, with the British Navy and German Navy
markers both passing along the track through British ship classes and German ship classes alike. The track simulated not
merely designing and building those ships, but also adapting fleet composition & tactics to the “enemy’s” capabilities.
While the Authoritarian player’s Naval Arms Race attempts automatically fail as long as both Navy markers are in the Pre-
Dreadnought era (6.3.2 and the Naval Arms Race player aid), this only refers to attempts made with OPs. Events that allow
the German Navy marker to be advanced (i.e. Admiral von Tirpitz) are not affected by this rule.
Scoring cards cannot be used for Naval Arms Race attempts (as they are no OPs cards).
German Navy High Water Mark (6.3.8)
If a player is first to Kaiser Class on the Naval Arms race, they get receive two VP. When, through card play, they would
retreat to a lower spot on the Naval Arms race and then would become the second to reach the box as well, they would not
receive the second player reward. As explained in 6.3.8, the German Navy High Water marker is used to indicate the highest
position the German Navy has ever attained, and the Authoritarian player receives no rewards for the spaces entered below
the position of the High Water marker. The 2 VP reward will not be given anymore if the German Navy already entered it,
and the 1 VP reward is reserved for the British Navy (belonging to the “second player”) if it ever reaches that position.
Helgoland-Class box
The additional action enabled by the Helgoland class box IS in addition to the one allowable naval play for a turn (or more,
in case of von Bethmann-Holwegg or Two Power Standard). All cards or other effects that give additional NARa’s are in
addition to the ONE allowable rulebook limit. A card is still needed to use this additional action (e.g. after play of Eight Nation
Alliance or Ferdinand Esterhazy a player may have no cards remaining during this additional action round) and will not be
able to use this box’s effect. It has to be the LAST action round of a turn (i.e. you do not get to choose in which round you
make this additional Naval Arms Race attempt).
Nassau-Class box
Opponent’s cards as used in the text of this box refer to cards played by a player during his action round, not cards belonging
to a player’s ideology. e.g. If the Liberal player reaches this box first, any 3+ OPs cards played by the Authoritarian player
would receive the penalty regardless of which ideology the events are associated with.
Independent Spaces & Scoring
For the purposes of scoring cards, only independent spaces (colored in yellow, e.g. Constantinople or Belgium) count, not
the boxes (Egypt, UK and Ottoman Empire). Algeria, Tunisia and Morocco count as “independent nations” for VP scoring
of France.
Control of Libya is NEVER worth any VP.
Tension and the Great War
8.4.3 War Losses (page 11)
The first bullets that state “Subsequently, the Authoritarian and then the Liberal Player repeat once” and “Subsequently, the
Liberal and then the Authoritarian player repeat once” – this means: “Liberal rolls, removes losses (from his own SP in that
scoring region). Authoritarian rolls, removes losses. Liberal Rolls again and removes losses.”
Tension and VP clarification
Increasing tension above the maximum COSTS VP, while reducing tension below 0 AWARDS VP.
The following cases can be identified:
• Liberal EVENT occurs which reduces tension below 0 : Liberal player +1 VP
• Liberal EVENT occurs which increases tension higher than the current maximum (6 normally, current tension if 3 or higher
AND if Franz Ferdinand in effect): Liberal player -1 VP
• Authoritarian EVENT occurs which reduces tension below 0 : Authoritarian player +1 VP
• Authoritarian EVENT occurs which increases tension higher than the current maximum (6 normally, current tension if 3 or
higher AND if Franz Ferdinand in effect): Authoritarian player -1 VP
• NEUTRAL EVENT occurs which reduces tension below 0: CARD PLAYER +1 VP
• NEUTRAL EVENT occurs which increases tension above current maximum: CARD PLAYER -1 VP.

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Great War Participants
If none of the following events are in effect (Entente Cordiale, Schlieffen Plan or Splendid Isolation), UK does not participate
in the Great War.
Strategy Card Clarifications
Two-power Standard
Two important clarifications:
The event of this strategy card does not end at the end of the turn but can last across two turns. For example, if the
British Navy marker was behind when this card was played (i.e. three mandatory action rounds for the Liberal to spend on
consecutive Naval Arms Race attempts) but the turn has only two action rounds remaining, the first action round of the next
turn will still be a mandatory Naval Arms Race attempt for the Liberal player.
Scoring Cards counts as “more mandatory” than a mandatory two-power standard Naval Arms Race Attempt. I.e. If two
action rounds are remaining when this card is played and the Liberal player is holding at least one scoring card, the game
will not be a loss but the Liberal player will have to spend the first of the remaining action rounds on a Naval Arms Race
attempt and then have to play his Scoring card on the last action round of the turn (performing his remaining mandatory
naval arms raceattempt(s) at the beginning of the next turn).
Franz Ferdinand
The base case of Franz Ferdinand is easy – if the Authoritarian player controls Budapest and Vienna while the Tension is
3 or lower, the Tension cannot rise above 3 (and any event that tries to increase it above 3 will incur a 1 VP penalty to the
event’s ideology). However, what happens in the edge cases where Franz Ferdinand is played when Tension is higher than
3, or if Tension increases above 3 while the conditions (authoritarian control over Budapest and Vienna) are not fulfilled and
they are fulfilled in a later action round. The Card ONLY refers to Future action rounds – tension cannot RISE higher than
3. If it is already higher, then that is the current new highest limit and Tension can only go down. E.g. if tension is at 5 when
Franz Ferdinand goes into effect, then tension can only go down; tension going up will give the normal VP penalty to the
player whose effect causes it to increase. Once tension goes down, the new level is the new highest limit as long as FF is
ineffect. E.g. if tension goes down to 4, it cannot go up again (and VP penalties are in effect again). Only when tension drops
below 3 can it go up again (or by FF’s effect being suspended due to control over Budapest or Vienna changing).
Eight Nation Alliance (#17)
You cannot play this card during an opponent’s action round. This card is played during your OWN impulse, together with an
event aligned with your opponent’s ideology to stop its effect from occurring, circumventing 7.1, page 10.
For example as a Liberal player, you could play this card + Admiral von Tirpitz as a single card play during your action round
to receive the OPs from the Admiral von Tirpitz card without the Strategy card’s event text to happen, placing both cards in
the discard pile afterwards.
The 1 VP is awarded only when this card is played for its OPs (on its own), never when used for its event (together with
another card to cancel that card’s event).
Bernhard von Bulow (#18), Control over the Channel (#56), Rosa Luxemburg (#105)
Asterisk cards which have already been played once are not in the discard pile but are removed from the game entirely.
These cards do not allow asterisk-cards (that have been played for the event) to happen again.
Absolutism (#35) and March of History (#36)
These cards add to further OPs plays, they do not count themselves. Rule 7.4 does not apply.
Dreyfus Rehabilitated (#41)
The SP removed by the Liberal player have to be Authoritarian SP.
Enver Pasha (#48)
This card only increases the amount of Stability Cards played for the Balkans scoring if the player is already eligible to play
Stability Cards (i.e. after play of the Balkans Scoring card, not during Final Scoring).
Blue/Gold cards
Joint cards can only be played for the event OR the OPs, they are never used for both.

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Dreyfus Affair (#5)
The doubling of the costs to place SP applies ONLY to OPs, not to events (e.g. Franco-Russian Alliance).
Second International (#3) and other card events such as Winston Churchill (#70) etc
The “cannot be played” phrase indicates the Event is unplayable. The OPs of the card are available as normal (and if played
for OPs as the Authoritarian player when Tension is higher than 2, the Liberal player will gain nothing).
Enver Pasha (#48)
The long-term effect (additional Stability card play during the next Balkans scoring) ends even if the scoring itself is cancelled
(due to the Popular Uproar stability card). When the scoring is played again that turn (per the Popular Uproar card’s effect),
the Authoritarian player will be limited again to ONE stability card.
Von Tirpitz (#1)
Authoritarian player receives the benefit from both places advanced into (not just the last).
Ferdinand Esterhazy (#37)
(when selecting a Scoring card) will cause the Scoring card to be discarded without effect.
Viscount Grey (#55)
This card’s event gives OPs and as such its effects are all following the normal rules for using OPs. As such, you will be able
to make TWO support checks with these OPs (in different spaces).
State Secularism in France (#2)
When this card indicates the FCC space and all connections to its are absent for the rest of the game, this means the
CONNECTIONS only are removed, not the spaces connected to it (e.g. Paris, French Writers etc). These spaces remain,
they are simply no longer connected to the (removed) French Catholic Church space.
Great War Resolution (8.4.2, page 11)
The third modifier in the great War resolution is the Minor Major Power modifier. The maximum Minor Major Power modifier
is +1, even if a player controls both spaces, and it can also be 0 (if neither player controls a Minor Major Power or each
player controls one, for a net modifier of 0).
Control over Italy gives a player +1 to the war Resolution roll (although this +1 can be negated by the other ideology’s control
over Constantinople). Additionally, if aligned by the play of the Triple Alliance,the Central Powers get another +2 to the War
Resolution roll.
Here are all the possible cases of Italian support
Table of NET bonus to the central
Triple Alliance
Triple Alliance not in effect (i.e. never played or Powers
War Resolution Roll
in effect
negated by Perfidious Italy)
Italy Liberal Controlled
+1
-1
Italy Authoritarian Controlled
+3
+1
Italy Uncontrolled
+2
+0
These cases simulate the variety of strategic options that were open to Italy at the onset of a European War. If the Triple
Alliance is in effect and Italy is Authoritarian-controlled, you would see a very active Italy coordinating its strategy with
Central Powers, probably joining fleets with Austria-Hungary to challenge Entente control over the Mediterranean based
on the French combined Brest and Toulon fleets while invading Egypt from the Libyan colony. If Liberal-controlled while still
adhering to the treaty, the Italian army would probably limit themselves to some army deployment into the Balkans for their
own strategic desires, while opening diplomatic channels to the UK. If Italy decides to let the Triple Alliance lapse but the
space is still Authoritarian-controlled, you would probably get a similar effect as the previous one (hence the same bonus).
The historical option, where they declared themselves unbound by the Triple Alliance (which was after all a defensive treaty)
and where Italy is Liberal-controlled, Italy would initially remain neutral but eventually join the Entente halfway through the
war.
If one side controls both Constantinople and Italy, the modifier is still only +1.

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Stability cardplay (9.0, page 12)
During step 1 of the Stability Check, players select stability card(s). They are always allowed to choose a Stability card that
would have no effect. Note that the rules state you choose a stability card (any card) and only check whether it is a valid
play afterwards (as the phasing player, even after the effects of the non-phasing player’s stability card which may invalidate
your card! ).
Adding Event SPs
If an Event card says to add (for example) 2SPs to a space, 2SPs are added regardless if the space is controlled by the
opponent.controlled. This is a very good way to enter enemy “territory”. For example Foreign Investments is a good way to
enter spaces such as Nicolas II, Moscow, Vienna if they are Authoritarian-controlled.
War Losses Clarification
When the war winner receives a D6 worth of OPs to place in scoring regions belonging to his “camp”, these OPs follow the
usual rules of placement (double if opponent controls the space, adjacent to other SP from the same ideology).
End of Turn Clarification
At the end of the turn, you hold onto ALL cards still remaining in your hand (drawing one fewer card during the next turn for
each held card, to your maximum hand size of 8 or 9 cards). Reveal the bottom of any held cards
Support Check Clarification
For a space to be eligible for a Support check by a player, the ONLY requirement is that it contains support from the
opponent.
Discretionary Setup Clarification
When revealing two Scoring cards in setup, you receive an additional SP in EACH step of the discretionary setup, i.e. you
will place 3, then 4, then 2 SP (while your opponent will be placing 2, then 3, then 1 SP).
Such SP can be placed in any space on the board, unless already containing opponent’s SP. You are allowed to reinforce
your own spaces, or place in any empty space (no connection to existing SP of your ideology necessary). When placing
these SP, you may place more than 1 SP per space per placement (e.g. when placing 3 SP, they can all 3 be placed in the
same space).
Mobilization Card Clarification
U-Boat Offensive - the German marker is advanced to the same spot as the British Navy marker, but NO VP (or other
effects) are granted for the spaces moved to! The spaces moved into have to be moved into during the game, not during the
Great War Phase to generate VP or effects.
Day 15 Attack - this stability card refers to Tannenberg/Kaiser Wilhelm’s Plan. That Stability card (G6) was later renamed
to just Kaiser Wilhelm’s Plan.
“France First” - Some Mobilization cards refer to “France First” etc. This refers to the small text below the card image. If
this contains exactly the words “France First”, then it is a France First card.
Stability Card clarifications
When discarding a card with the Secret Treaty Clauses stability card, this card CAN be a Scoring card.
Example of play
Round 1.2 (page 25)
In the last paragraph of Round 1.2 a Crisis roll is made, with the Great War status track resulting in a -6 DRM. This -6 DRM
is reached by the -4 (leftmost open spot on the track) increased by the additional -2 modifier from the League of Three
Emperors marker which is in place at game start.

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M A R K E R L E G E N D
Three Emperor League
State Seclarism in France
Entente Cordiale
Franco-Russian Alliance
Dual Alliance
Belgian Rule in Congo
Austria Annexes Bosnia
Schlieffen Plan Adopted
Norwegian Independence
• Placed on leftmost space of the Great War Status track during setup
• Flipped to its reverse side by card #26 Franco-Russian Alliance
• Removed from the Great War Status track by card #61 Russian Collapse
• While marker on the Great War Status track, counts as an additional -2 modifier to Crisis rolls and
Authoritarian player receives +2 to his Great War roll
• Place marker on French Catholic Church space after play of card #2 State Secularism in France
• While on the French Catholic Church space, that space and all connections to it are considered to
be absent
• Place marker on leftmost open space of the Great War Status track after play of card #10 Entente
Cordiale
• Flipped to its reverse side by card #95 Splendid Isolation
• While marker on the Great War Status track, Liberal player receives +2 to his Great War roll
• Flips the Three Emperor League marker to its reverse side after play of card #26 Franco-Russian
Alliance
• Removed from the Great War Status Track by card #61 Russian Collapse
• While marker on the Great War Status track, Liberal player receives +2 to his Great War roll.
• Place marker on leftmost open space of the Great War Status track after play of card #27 Dual Alliance
• While marker on the Great War Status track, Authoritarian player receives +2 to his Great War roll
• Place marker in Congo Annexed box near the Belgium space after play of card #45 Belgian Rule
in Congo
• While in the Congo Annexed box, Belgium is treated as both a Worker and an Annex space
• Place marker in Bosnia Annexed box near the Bosnia space after play of card #49 Austria Annexes
Bosnia
• While in the Bosnia Annexed box, Bosnia is part of the Austria-Hungarian and the Balkan scoring
region
• Place marker in its space above the Great War Status track after play of card #50 Schlieffen Plan
Adopted
• While marker there, Authoritarian player receives +1 to his Great War roll and (unless Splendid
Isolation marker on the Great War Status track) Britain belongs to the Entente during Great War
resolution.
• Place marker in Norwegian Independence box near the Norway space after play of card #51
Norwegian Independence
• Unless marker in the Norwegian Independence box, SP cannot be placed in the Norway space and
Support Checks cannot be made in the Norway space
US Interventionism
• Place marker in its space above the Great War Status track after play of card #58 Us Interventionism
• While marker there, Liberal player receives +2 to his Great War roll
• Removed from its space (or Marker pool) by card #88 US Non-interventionism
Russian Collapse
• Replace the Three Emperor League (or, if flipped, the Franco-Russian Alliance) marker from the
Great War Status track by the Russian Collapse marker after play of card #61 Russian Collapse
Triple Alliance
von Bethmann-Hollweg
Balkan War
Splendid Isolation
Perfidious Italy
Black Hand
• Place marker on leftmost open space of the Great War Status track after play of card #68 Triple
Alliance
• While marker there, Authoritarian player receives +2 to his Great War roll
• Flipped to its reverse side by card #94 Perfidious Italy
• Place marker in its space above the Great War Status track after play of card #74 von Bethmann-
Hollweg
• While marker there, Authoritarian player receives +1 to his Great War roll
• Place marker on leftmost open space of the Great War Status track after play of card #87 War in the
Balkans or card #90 Balkan Civil War
• While marker on the Great War Status track, counts as an additional +1 modifier to Crisis Rolls
• After play of card #94 Perfidious Italy, if the Triple Alliance marker is on the Great War Status track,
flip it to its reverse side. Otherwise, place marker on leftmost open space of the Great War Status
track
• After play of card #95 Splendid Isolation, if the Entente Cordiale marker is on the Great War Status
track, flip it to its reverse side. Otherwise, place marker on leftmost open space of the Great War
Status track
• Place marker in Serbia, Bosnia, Montenegro or Macedonia after play of card #103 The Black Hand
• While marker in one of the above space, no support checks may be made in that space and this
marker counts as 2 Authoritarian SP that may never be removed
MARKER PLACEMENT
8.2.3 Whenever a new marker is to be placed on the Great War track, place it in the leftmost open position.
8.2.4 The Great War Status modifier is the number in the leftmost open position of the Great War track (if all spaces are
filled, it is 0), potentially modified by -2 if the Three Emperor League marker has not been flipped to its Franco-Russian
Alliance side or by +1 if the Balkan War marker has been placed on the track.
8.2.5 Near the Great War Status Track are four Event marker spaces reserved for events affecting Great War resolution.
These are: Schlieffen Plan Adopted, German Army Expansion, Von Bethmann-Hollweg and US Interventionism. After playing
the event, place the appropriate marker in the corresponding box.
NOTE: Play of US Non-Interventionism will remove the US Interventionism marker from the game (whether in its
box or in the marker pool).
Black number in red circle is Crisis Roll Modifier that applies for both players.
Yellow number in black circle is Great War Status modifier for the Authoritarian player.
Blue number in black circle is Great War Status modifier for the Liberal player.
ICONS
German Army Expansion
• Place marker on leftmost open space of the Great War Status track after play of card #102 German
Army Expansion
• Authoritarian player receives +1 to his Great War roll for remainder of the game
""