Suggested Optional Rules
I came across some posts on Boardgamegeek with suggested optional rule that will make the game a bit more historical and more interesting. I list them here for Jim and Joe to take into consideration if they play again.
- Add a German Cruiser and Transport to Zone 24 and a Cruiser to Zone 26.
- An original Major Power territory worth 6+ IPC may mobilize up to 4 new units/turn, limited to infantry and artillery, for that Major Power only.
- Land units that being the turn and remain within their power's original territories may move 2 spaces as long as they do not engage in combat.
- Once per player movement phase a Major Power may move any number of pieces from one single space directly along a path of contiguous controlled spaces to their capital (only). Any sea zone transited must be friendly controlled and have a friendly Transport.
- Submarines (attacking or defending) always fire first and losses are taken before other ships fire. Defending submarines hit on a '1' only. Combat between submarines is simultaneous. They have the option to submerge after any round of combat.
- For each hit during German Unrestricted submarine Warfare an additional die is rolled and the result/2 is the IPC loss. Fractions round up.
- If Switzerland's Neutrality is violated, it mobilizes 6 units. IPC value is still 1.
- If the Russian Revolution occurs, the Central Powers do get credit for the capture of Moscow for Victory considerations.
- Italy is neutral for turn 1, joining the Entente at the start of turn 2.