@Running-Away Per page 22 of the rulebook, units of another power may be transported only if that power is friendly. Per page 12, the US is not considered to be either friend or enemy to any other power while it remains neutral. Therefore, the US cannot transport units belonging to any other power while it is neutral.
Event Cards
-
Just thinking about these to add some randomness to the game.
Assume a maximum 20 rounds in a game; that is 4 per year staring Autumn 1914 ending May 1919. At the end of the 20th round winner is calculated on income, victory cities or whatever.
Assume turn order is 1 - All Central Powers play, 2 - All Allies play
Each side has its own deck of 52 cars. Start with a hand of 6, each side picks up a new card at the beginning of a round.
Each side can play one card on its turn; then the other side can play one from its own deck, possible a card to counter the one just played.
Possible card types:
1. tactical: covering items such as poison gas, smoke shells, undermining etc. So there’d be a number covering each of these, and a (probably smaller) number covering the counter-measure such as Gas shells - Gas masks.
2. political: introducing events such as revolts and mutinies. Some of these might move a particular country closer to revolution.
3. weather: effecting individual battles; for example “fog” would negate the defensive advantages of the enemy for one battle, not for each battle in the turn.
4. economic: could give a country an IPC boost, reduce the cost of a certain unit for a turn, or bring bonus infantry recruits from a patriotic rush.
I suppose techs could be integrated as part of this, but I’d rather use the old “pay to develop system”.
I prefer techs which can be represented by a physical unit, so the above would cover the more abstract methods of war.
-
Our game made 52 cards to model some events and combat modifiers, etc.
They will be released after the game possibly.
-
This game has something similar:
http://boardgamegeek.com/boardgame/42020/the-war-of-the-empires-1914-1918
One thing here is that some cards can bring neutrals into the war. Problem is some countries would only ever join one side, it depends on if you have a separate deck for each side.
So, evidently, does this:
http://boardgamegeek.com/thread/647906/a-solo-learning-campaign-game-with-photos