Thank you!
1914 Gen Con Rules
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Hey Guys,
I thought I would post this here as I have had some conversations with youtube creators who are interested in this format.
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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.
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Thats this? This is from Larry Harris?
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@imperious-leader said in 1914 Gen Con Rules:
Thats this? This is from Larry Harris?
I believe this is the end product of the ‘possible 1914 tournament rules’ that is a sticky. I took these screen shots from the Smorey Swamp tournament rules.
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@slip-capone Then this is to be in the smorey swamp section, they are his rules alone
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@imperious-leader said in 1914 Gen Con Rules:
@slip-capone Then this is to be in the smorey swamp section, they are his rules alone
They were used at both Gen Con and Origins.
I am just happy they are on the boards to share.