A GREAT WAR ENDING
for History Of The World
by Gary W. Graber
from THE GENERAL, 30, #5, p 46.

     It is the final turn of a rousing game of HISTORY OF THE WORLD (HDW). Five of the six players have already moved in this the seventh Epoch of the game, and the only person yet to take his turn is sitting pretty. Yes, he has drawn Germany, and since there is no one else that will move after him, he is assured of enjoying the artificial safety that moving last provides. There are several audible groans from around the table as everyone realizes he is within striking distance of winning. They know that this opponent can -- and will -- methodically plan and carry out his move with full knowledge of exactly how many victory points are needed to win. It does not matter if he stretches himself out ridiculously thin in the quest for points, because nobody will be able to take advantage of it. Sure enough, he squeaks out just enough points to claim victory by the tiniest of margins over his helpless adversaries.
     Veteran HWD players will recognize the above situation. The end of Epoch VII provides the person who draws the last Empire to be played the tremendous security of knowing that it does not matter if his forces are vulnerably spread out or not, since there is no Epoch VIII. If the fortunate player is within reach of winning, all that matters is the final -- and some times quite calculated -- dash for victory points. This is especially true in games with less than a full complement of gamers and Britain is the final Empire to be played.
     This end-game situation is not a factor in every game of HWD that is played, but when it does occur it can be distasteful. This variant addresses the situation by introducing a special "mini-Epoch" -- representing events surrounding the outbreak of the Great War in 1914. This sub-epoch occurs after the last player has taken his turn in Epoch VII. It introduces a degree of doubt into the game. Players must keep in mind that now additional actions will occur after the final Epoch, and must plan and move accordingly.
     Unless otherwise specified, all regular rules are in effect. My previous HWD variant and optional rules (see "Shortening History," in Vol. 29, No. 1) are also compatible with what follows. The Great War Sub-Epoch variant may be used no matter how many people are playing.

THE GREAT WAR SUB-EPOCH
     As far as the historical context is concerned, the events as described in the table below take place at the very beginning of World War I hostilities, which, in turn, occurs immediately after the end of Epoch VII. The game ends after this sub-epoch is completed.
     To implement this variant, observe the following procedures. Every Empire controlled by a player during Epoch VII will have a turn during the sub-epoch, as described in the Great War Table. The table will indicate the number of armies or fleets available to the Empire, the place or places the pieces start, and the Victory Points that may be gained from expansion. During each player's turn in the sub-epoch, these pieces may expand as usual. Victory points, however, are awarded differently, as indicated by the table. Victory point accumulation and loss only applies to those Lands/Seas actually conquered by pieces conducting the sub-epoch the regular accumulation of victory points does not occur. You will notice that France, Britain and Germany stand to gain or lose additional victory points at the very end of the sub-epoch as well, as indicated by the table.
     The order of play during the sub-epoch is randomly generated by placing army counters from each player in a cup, and blindly drawing one at a time. The draw is weighted as follows: one German, two American, three British, four French, five Dutch, six Manchu and seven Russian army counters are placed in the cup. (If an Empire was not played in Epoch VII, do not place counters in the cup for that Empire.) The drawn counter will indicate the first player to take his turn and adjust victory points as necessary. After he is finished, ignore subsequent draws of that player's armies from the cup and draw another counter from the cup to determine who goes next. In this way, each player will have one turn during the sub-epoch. Once all players have taken their move, play is finished, victory points for end-of-sub-epoch position are totaled (see Britain, France and Germany in the table below) and a winner is declared.
     While victory point levels will not be dramatically changed when using this variant, the threat generated does introduce uncertainty into the picture. Gamers must take this into account when moving. The variant should make for a more defensive and strategic Epoch VII, and keep interest and excitement high until the very end. The draw is weighted to provide a framework suggestive of the unfolding of World War I, but, of course, anything can happen once the counters start coming out of the cup. A wise player will be acquainted with all eventualities.
     EXAMPLE OF PLAY: Let's say Epoch VII of a five-player game has just been completed. Faction counters from each of the five players are put into a cup, and one is drawn. In this example, the faction that played Russia is drawn. A quick look at the Great War Table shows what happens. The person who played Russia in Epoch VII gets to place three armies in one of the Lands indicated. He may expand with them as usual, and gains two victory points for each Land he conquers, as well as causing victory point losses for factions losing Lands. In the case of Russia, the most victory points that the player could generate during his Great War turn is six. After the Russian player is finished, another counter is drawn from the cup, the next player takes a Great War turn, and play continues on through the end of the sub-epoch.

GREAT WAR TABLE

Russia: MOBILIZATION. Three armies are available in either Dnieper, Caucasus, Western Steppe, or Northern European Plain (your choice as long as the land is controlled by your color) The three armies may expand as usual. You gain -- and the player losing the Land loses -- two victory points per Land conquered.
Manchu Dynasty: MANCHU REBELLION. To rebel armies are placed in Manchurian Plain (MAN). If this Land is occupied by the owning player’s unit(s), the two armies may expand as usual. If MAN is occupied by another player, it must be attacked and conquered before any other expansion is attempted. You gain -- and the player losing the Land loses -- two victory points per Land conquered. If MAN and all adjacent Lands are occupied by the owning player, no expansion is possible, but you gain four victory points.
Netherlands: TRADE EXPANSION. One army is placed in each of two separate Lands of your choice, as long as each is controlled by your color. The two armies may expand as usual. You gain -- and the player losing the Land loses -- three victory points (if a Resource) or two victory points (if not a Resource) per Land conquered.
France: MOBILIZATION. Three armies are available in Western Gaul (WGa), Northern Gaul, and/or Central Massif (your choice as long as the Land(s) is controlled by your Empire VII unit). The three armies may expand as usual. You gain -- and the player losing the Land loses -- two victory points per Land conquered. In addition, you lose an additional four victory points if WGa is not under your control at the end of the sub-epoch.
Britain: MOBILIZATION. Two fleets may be placed in any Sea (or Seas) on the board already not under your control. Usual combat occurs if Sea is occupied by an enemy fleet. You gain -- and the player losing the Sea (if applicable) loses -- one victory points per Sea conquered. Also one fort (or upgrade to fortress) is placed in Albion, Highlands, or Northern Gaul, if controlled by the British Empire or may be given to the French player to be placed in any Northern European Land that is under the French Empire’s control. In addition, if any one player (other than Britain) controls over one-half the Northern European Lands at the end of the sub-epoch, you lose an additional four victory points at the end of the sub-epoch.
United States: JOINS THE WAR. Place two armies on the Atlantic Ocean. You may use the fleets of any ally willing to transport these armies through adjacent seas to attack Lands in Northern Europe. If no ally can be found, these armies may attack any land adjacent to the Atlantic Ocean. You gain -- and the player losing the Land loses -- two victory points per Land conquered.
Germany: CENTRAL POWERS EXPANSION. Four armies are placed in Baltic Seaboard, Lower Rhine, Central Europe, and/or Northern Gaul (your choice as long as the Land(s) is under your control, and no more than two start in any one Land). The four armies may expand as usual. You gain -- and the player losing the Land loses -- two victory points per Land conquered. in addition (1) if you control both Western Gaul and North European Plain at the sub-epoch, you get an additional four victory points and (2) if you control less than Northern European Lands at the end of the sub-epoch, you lose an additional four victory points.

Updated 14 Jan 08.

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