That might make sense. Either that, or have contesting the capital as a precondition to checking for them. However, in all three cases, the situation was caused by sneaky moves of troops to places just big enough to cause them to be contested, which is why I suggested giving the country the entirety of its turn to try to correct the situation (like in WWII games of A&A when a capital is captured). As it was, we sent armies on suicide missions right before the turn of the country in question just to trigger the collapse, even though the moves would otherwise NEVER have been made (like sacrificing a considerable army just to have 1-2 units survive, thereby contesting a territory).
1914 Gen Con Rules
I thought I would post this here as I have had some conversations with youtube creators who are interested in this format.
For those interested my play group plays for 6 full rounds instead of the time limit to allow for flexibility.
Below is a helpful quick reference for the tournament movement rules:
Land units leaving a friendly territory, may:
Move 2 into another friendly territory
Move 2 into a contested territory.
Move 1 into a hostile territory.
Move 1 into a neutral territory when moving into that neutral territory for the first time.
Land Units leaving a contested territory, may:
Move 1 into another contested territory which has units belonging to your power.
Move 1 into a friendly territory.
Land Units must end their movement when:
Entering a contested territory.
Entering a hostile territory.
Entering a friendly minor aligned power’s territory for the first time.
Naval units can:
Move into a hostile sea zone and NOT conduct combat.
Move out of a hostile sea zone.
Move 3 sea zones (Cruisers can move 4) if they begin their turn in a sea zone that has a friendly Naval base.
Naval units must:
Stop in a hostile sea zone.
Stop when entering a sea zone mined by the enemy.
@slip-capone The concept of units being allowed to move 2 spaces in non-combat spices this game up a lot, in my opinion. It really gives all sides a lot more options in the early/mid-game.
Thats this? This is from Larry Harris?
@slip-capone Then this is to be in the smorey swamp section, they are his rules alone