Crazy!
You have some of the most interesting ideas on this forum.
I would only have the two boards fighting each other change and the part where the boards don’t wrap around, but not the Panama Canal or national objective rules-just a few questions and recommendations:
So I assume that West India is given back to UK Europe, and Western Canada is given back to UK Pacific-is that right? Thank you!
Is there a capital for the Soviet Far Eastern territories?
You might need to make a new map, as the proportions on the map do not allow for your idea to work effectively, unless they are already explained before playing, but that might be tough, especially with the sea zones.
For national objectives, change all references for the respective powers from Allies or Axis to the respective map alliance (of course, this means Japan get all their national objectives, but it also means that Italy and Germany get most of their national objectives as well).
Finally, all Soviet national objectives should be given to the Europe side (how the Soviets will get their Berlin national objective is if they liberate it, there is still the first time rule), and all Pacific related national objectives should go to the US Pacific, and all Europe related national objectives should go to Europe US. This assumes that all national objectives are for the global version. The 10 IPCs for the US control Eastern, Central, and Western United States is split evenly between US Europe and Pacific





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












