I like the diddy dice. But there needs to be more of them, and in 4 different colours.
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