A&A 1914 - Russian Civil War
At the end of the Mobilize New Units phase of any Russian turn starting in round 4, check to see if the conditions for the Bolshevik Revolution have been met. If the conditions are met, then the Bolshevik Revolution takes place immediately and Russia’s Collect Income phase is skipped. After the revolution is complete, Germany may begin their turn.
The Revolution Phase (Steps for setting up the Civil War):
1. All Russian and other Allied forces in Moscow, Karelia, and Kazakhstan are retreated by moving those units one space to any adjacent territory controlled or contested by Russia or a friendly power or onto any friendly transports in an adjacent sea zone. If some units cannot retreat in that manner, then they are removed from the game.
2. Retreat all Central Powers units and control markers from Moscow, Karelia, Tartarstan, and Kazakhstan in the same manner. If some units cannot retreat in that manner, then move them to their respective capitals.
3. Introduce the Soviet Power and assign a Central Powers player to take the responsibility of controlling this new power.
4. Place Soviet units on the board as follows: 3 infantry and 1 artillery in Moscow, 3 infantry and 1 artillery in Karelia, 2 infantry in Kazakhstan, and 1 cruiser in zone 12.
5. Place a Soviet control marker on Moscow, Karelia, and Kazakhstan. Place a Soviet control marker on the national production chart at 9 IPCs and then give 9 IPCs to the Soviets treasury.
6. Imperial Russia keeps any leftover IPCs in its treasury.
The Russian Civil War:
-It is a proxy conflict between the Red/Bolshevik (Soviet) forces supported by the Central Powers and the White/Nationalistic (Imperial) forces supported by the Allies.
-The Civil War begins immediately after the Revolution.
-The goal of Russia and the Allies is to take back Moscow and get Russia back in the war.
-The goal of the Soviets is to control of all of Russia and spread their influence if possible.
The Soviet Russian Republic is a new power. This new power follows the same turn phases as any other power and can purchase units and collect income from territories it controls and national objectives it completes. Soviet Russia’s capital is Moscow. Soviet Russia’s turn occurs at the end of the round after the USA and before Austria-Hungary. Soviet Russia is at war with all the Allied powers. For simplicity, the Soviet units use the red Central Powers chips and Soviet Russia is treated as a member of the Central Powers but with certain limitations regarding the movement of its units.
Per treaty of Brest-Litovsk, the territories that make up “Outer Russia” (Livonia, Poland, Belarus, Ukraine, Finland, and Sevastopol) are ceded to the Central Powers. Soviet Russia must also recognize and respect the sovereignty of Persia and Afghanistan and Soviet land units cannot enter any these territories. The Central Powers also recognize Soviet Russia’s claim over the territories that make up “Inner Russia” (Karelia, Moscow, Tatarstan, and Kazakhstan) and cannot enter these territories. Soviet units can never enter a territory that was originally, or is currently controlled or contested by the Central Powers.
Soviet sea units can move through sea zones with Central Power but are not allowed to end their movement in any sea zone with Central Powers units. Soviet sea units are hostile to Allied units and are subject to the effects of sea mines of any Allied power.
Contested territories: If the Central Powers and Russia contest any territories in Outer Russia when the revolution occurs, the Imperial White forces there remain in combat with the Central Powers. They are allowed to retreat to any adjacent territory still controlled or contested by Imperial Russia on their turn of course per normal combat rules.
Since Moscow becomes the new Soviet capital and was never captured by any power through a combat, it does not count as a victory city for the Central Powers. When Imperial Russia takes back Moscow, this does not count as a victory city for the Allies.
The Revolution only happens once per game. If the Imperials have taken back Moscow, and are losing the war at the end of their turn and the conditions for Revolution are met, then no Revolution would occur.
While Soviets have Moscow, the Allies can capture and collect IPCs for Russian territories that they control, including Romania and Serbia. Once Moscow is back in Imperial hands, then all original Russian territories controlled by the Allies are reverted back to Imperial Russian control, including Romania and Serbia.
In the event of an Imperial victory, the Soviet Power is still in play and any remaining Soviet forces will remain on the board and participate. Imperials will collect any unspent IPCs left in the Soviet bank.
The Soviets do not need to control Moscow for a Central Powers victory in the game.
Design Note:
These rules do not simulate the Russian Republic of 1917, or any of the minor factions such as the independence movements, the Green armies, and the Black Army.