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Procedure : 1. Choose teams & countries 2. Go over rules 3. Read country description sheet, plan strategy 4. Conduct negotiations 5. Spend economic points 6. Declare, Conduct wars & further negotiations as necessary. 7. Next year OR Peace conference/debrief. Hints :
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Procedure: 1. Choose teams & countries 2. Go over rules 3. Read country description sheet, plan strategy 4. Conduct negotiations 5. Spend economic points 6. Declare, Conduct wars & further negotiations as necessary. 7. Next year OR Peace conference/debrief Hints: Annual income = colonies + industries Weak countries can win with the right allies. If a war is declared, commit to a side or remain neutral. Countries may change sides or drop out. Victors dictate terms to losers after a war. Try to follow the best interests of your nation in regards to colonies, fighting wars, etc. The Great Powers Game
You may acquire 1 overseas colony per navy possessed (when you acquire a colony, place a post-it with your country’s name on it on the big world map) In war, 2 navies = 1 army in strength (if you defeat a rival, you may only take their colonies if you have a natural interest in that region). 5 OR MORE EMPIRES FIGHTING = GREAT WAR A WAR MAY LAST MORE THAN ONE YEAR If you defeat a country, you may destroy their industries or leave them intact (if you want them to become a satellite ally, you may want to leave them some or all of their industry so they can rebuild and defend themselves). SOME ENEMIES MAY NOT FIGHT IN A WAR ON THE SAME SIDE: GERMANY-FRANCE AUSTRIA-RUSSIA Colonies are divided into the following regions: Africa Balkans (SE Europe) Middle East & N. Africa South Asia East/SE Asia Pacific Islands Latin America Hints (cont)
WAR (Die roll + Army Strength + .5(Navies))Tie = Stalemate (both sides lose half-strength)Casualties: loser loses % based on die roll; winner loses smaller % based on die roll
Peace Conference • Terms: • Armies – • Navies – • Industry – • Colonies – • Alliances – • Other –