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Overview
Paths of Glory is a corps/army game covering all of
WWI in Europe and the Near East from August 1914
to the winter of 1918-19. Turns cards to his deck. a single army) anywhere within
generally represent three months. The friendly territory. SR also allows for
game uses a point-to-point style map Each Strategy Card may be used in the movement of corps into and out
and card driven play sequence. To one of four ways each Action Round: of a player's Reserve Box, and
give some feel for the game's me- Operations, Strategic Redeployment, between ports for sea movement. A
chanics, an expanded sequence of Replacements or as an Event. Use of a player may not perform SR two
play is presented below. card as an Event will usually cause its Rounds in a row in a single turn.
removal from the game.
A. Mandated Offensive Phase Replacements are accumulated
Both players roll on the Mandated Operations consist of activating 2-to-5 during a turn through card play, and
Offensive Table on the appropriate spaces (depending on the card's OPS used to rebuild reduced or eliminated
Allied or Central Powers line to rating) for movement or combat. units at the end of the turn. Unused
determine which nation they control, Generally combat units cannot both replacements are lost-they may not be
if any, must perform a Mandated move and attack in a single Round. saved from one turn to the next. As
Offensive. Place the appropriate MO with SR, a player may not perform 2
marker on the Turn Record Track as a Combat in Paths of Glory involves Replacement Actions in a row in the
reminder. A player may choose not to the use of fire tables, with armies same Turn.
perform a Mandated Offensive at the firing on a better table than corps.
cost of a Victory Point. Attacker and defender fire is gener- If a player chooses not to play a card
ally simultaneous, though the he can take an automatic 1 OPS. The
B. Action Phase attacker may attempt to gain first fire player who is currently ahead can
Each Action Phase is divided into six through a Flank Attack under certain also offer Peace Terms, generally in
identical Action Rounds. Each conditions. A failed Flank Attack the hope of picking up a cheap
Round allows both players to take gives the defender first fire. Trenches propaganda VP. But he must be wary
one action. The Central Powers prevent flank attacks and provide - if he is too far ahead the other
player takes his action first in each other combat benefits to the defender. player may accept his terms, ending
Round. Each player Action consists the game in a draw.
of a Card Play, a Peace Offer, or the All corps and armies are two step
automatic activation of a single units. You do not build up or C. Attrition Phase
friendly stack for movement or breakdown between corps and Eliminate all OOS Corps and Armies.
combat. armies in Paths of Glory. However if Eliminated OOS Corps are placed in
an army is eliminated it combat it is the deadpile. Eliminated OOS Armies
Each player has his own deck of 55 replaced by a corps from that side's are permanently removed from the
Strategy Cards. These decks are in Reserve Box, and if no such corps is game. Supply is traced through any
turn divided into Mobilization, in Reserve the army is permanently friendly controlled spaces to a supply
Limited War, and Total War cards. eliminated. Balancing the need for source.
Each player starts with 14 Mobiliza- corps on the map and in Reserve is a
tion cards. The play of certain Events key element of the game. D. Siege Phase
gradually increases a player's War Forts are printed on the map and may
Status, adding first 20 Limited War Strategic Redeployment allows for be besieged when an enemy force
and later 21 additional Total War the movement of corps (or sometimes enters that space. During this phase,
players roll a die for each besieged
fort to determine if it surrenders.
Place a DBS Marker on each fort,
which surrenders.
I had no desire, however, simply to My first thought was that WtP would A lot of thought (and trial and error)
shrink Great War down to a corps / work very well for the American went into the creation of the PoG
army level design, as some players Civil War. Unfortunately for me - if map. The result, I believe, is a game
urged. I've always preferred to not happily for the rest of you - Mark map that by itself presents consider-
explore different game mechanics had already determined to do a WtP- able insight into the course of WWI.
in my designs because I've never style game on that subject (For the From the importance of Sedan in
believed there is only one "right People (TAHGC, 1998 ). And so, still supplying a German occupation of
way" to do a topic. So Great War somewhat reluctantly, I turned my northern France, to the ability of T.E.
Lite had no appeal. If I was going mind back to WWI, and began work Lawrence's Arab Northern Army
back into the trenches, I needed a on Paths of Glory. to capture Aqaba and cut off the
new design concept to go with the Turkish garrison of Medina, simply
new scale. My reluctance was based on my studying the game geography will tell
concern that the WtP system, with its you a great deal about the strategic
emphasis on non-linear campaigns options of 1914-18.
With the map question settled, the breadth. Too many corps in the design engine - the cards. In WtP a
next major issue was unit scale. My Reserve Box and you are not making card had been either an Event or an
intention, from the first, had been to effective use of your manpower. Operations (OPS) card (used to
use a mix of corps and armies. But Too few corps and you are stretching activate units for movement/
how? Would the basic unit be corps, your nation's resources dangerously combat). Since most events were
with a few armies adding additional thin. A balance must be kept between only playable by one side or the
punch? Or vice versa? And how the needs of the fighting front now, other, this meant it was possible to
would corps and armies relate? and the needs of the future. Stripping get a completely useless hand.
Would you build armies out of your corps from the Reserve Box may Hannibal (TAHGC), the next game
corps and break down corps from help you weather a current crisis or in the series, solved this problem by
armies? The answers I chose were indulge a fleeting opportunity, but making all cards both OPS and
somewhat radical, and tied directly at the risk of eating your military events, so you could always use the
into the development of the game's seed corn. card as an OPS even if the event
combat system. didn't apply to you. But it was still
As an example of how the corps and possible to see all the Roman events
In PoG, armies are the basic unit for army units combine with the Reserve going to the Carthaginians and vice
most nations. The exceptions are Box to recreate history, consider the versa.
those nations which lacked the Austrian Army in the summer of 1916
weapons, training and equipment to as simulated by PoG. In order to My solution was to split the cards
field effective modern armed forces: launch an offensive in Italy (with its between the two sides. Now the
Bulgaria, Romania, Greece, many tempting Victory Point spaces) Central Powers and the Allies would
Montenegro, and to a large extent the Austrian commander Conrad each have their own deck, and every
Turkey. (The sole exception to this is pulls corps from the Reserve Box to card would present a choice of
Serbia, whose armies made up in reinforce and add punch to his Operations or Events. Having given
ferocity and generalship what they army at Trent. But with many corps the player two choices per card, I
lacked in arms and organization.) currently in the deadpile or tied up quickly doubled that number to four
Corps would thus represent not just on garrison duty in the Balkans, by adding in Strategic Redeployment
a smaller but a different kind of Conrad has only two corps left in (SR) and Replacements (RPS). SR
military organization - one lacking Reserve to back up his armies in the solved the problem of how to portray
the artillery and logistical support of east. When the Brusilov Offensive rail and sea movement, while
an army. The Combat system would strikes, three Austrian armies are providing a simple method to move
reflect this by using separate Fire eliminated. With only two corps corps into and out of the Reserve Box.
Tables for combats involving armies available, one army is lost for good, By tying Replacements to the cards I
or only corps. inflicting permanent damage on gave the players some control over
Austria's war effort. their war economy.
To emphasize the difference I
decided not to use a build up/break Only after the map, Orders of Battle, Then to twist the knife, I made the
down system; you could not simply and combat system were worked out best cards for OPS, SR and RPS the
create an army by exchanging a did I turn my attention back to the best for Events as well - and then
certain number of corps, turning made it so playing them as events
oranges into apples. Corps would be would remove the card from the
used to represent small armies game. Which is worth more to you -
fighting in secondary theaters, that 5 OPS card with its hefty
garrisons holding quiet sectors of the replacements or the Bolshevik
front, or act as reinforcements for Revolution? Let Lenin loose in
armies engaged in major offensive or Petrograd and pay the price of
defensive campaigns. increased Communist agitation at
home in the shape of the loss of that
When an army is eliminated with a card? Or refuse Lenin passage in that
corps available in the reserve box, it famous sealed train, keep the card -
has suffered losses in men, but its and keep fighting in Russia as well?
organizational and logistical structure There are six potential card plays a
has survived - it can be rebuilt. But turn, 24 agonizing choices, in which
when no such corps exists the army the best choice is often just the lesser
has been used up. Even if its designa- of four evils.
tion may linger on, a hole has been
torn in the military fabric that cannot With the OB, map, combat system
be entirely repaired; in game terms and cards set, one last major issue
the army has been permanently remained: victory conditions. Now
eliminated. Players are thus con- that the players could move and fight
fronted with issues of depth as well as across the battlefields of WWI
Europe, what were they fighting for? he may just accept your terms, But even on the western front the
I also needed to consider the question winning you less than your people possibility of breakthrough beckons.
of play balance; getting a 50/50 split expect, causing unrest at home, and Perhaps the use of this event card
in Allied and CP wins might not be most importantly ending the game in will provide the key to unlocking the
possible, or even desirable, but both a draw. western front. Perhaps sheer attrition
sides had to feel that had a reasonable will wear him down until the front
chance of victory. Better still if the At this point the basic design work cracks. You can wreck your army
winner couldn't be determined until was complete, but the next two years trying to shatter the deadlock in
the very end. would be spent rounding off the France - only to give up just as your
edges (with Andy Lewis giving a opponent was certain he could hold
Fortunately my experience with final vital polish at GMT Games). no longer. Or you can win the war on
Great War in Europe helped me OPS were used to activate command- the more mobile battlefields of Russia
come up with victory conditions ers in We the People, but WWI was and the Near East.
pretty quickly. Using the historical not noted for great captains, so OPS
Allied victory in 1918 as my baseline, would activate individual spaces With every card play decisions must
I decided how much better the instead. How to keep the attacker be made, the chance of triumph in
Central Powers would have to do to from massing his forces and blitzing one theater must be balanced against
claim victory, and how much worse sections of the enemy front in WWII the possibility of tragedy in another.
the Allies would have to do to accept style? Separate movement from Unlike World War II, which for all its
a draw. combat. What to do to when a player operational dynamism was for much
lacked the cards to fill his hand, or of its length essentially a one-front
During the war a separate propa- wished to save a vital Event card for war (west in 1940, east in 1941-43),
ganda war was waged both to the following turn? Give him the World War I is a multi-front struggle
influence neutrals and justify to the option of taking an automatic 1 OPS. from the start. Arguably then the
home front the war's ever-increasing Great War is a greater test of a
cost. From this was born the game's How to keep players from instantly gamer's strategic ability.
rules for offering Peace Terms. Only filling every space with 1918 style
the side that feels it is in a position of entrenchments? Tie the ability to
advantage (ahead in victory points) build trenches to an army's Loss
can offer terms, not to end the war Factor (a sort of general measure of
but to score a propaganda victory quality) and the results of a die roll.
(gain a VP) with a show of reason. But Effective trench systems will show up
Note: See Ted's insights and hints for
propaganda can backfire (lose a VP) in the west by mid-1915, but else-
where - as historically - trench lines the Central Powers player (p.27) and
and as the war becomes Total,
positions harden and the Peace Table will be hard to establish and always Allied Powers player (p.36) on the best
becomes less effective. Finally, if you be incomplete. course of action to take in GMT's Paths
offer peace to an enemy on the ropes, of Glory - Ed.