This is a preview of the rules:Rules for “The War of the Middle East”
I want to say that this game is simply for alternate future and for entertainment. I do not want to offend anybody, nor do I support the Islamic State. This game is fictional and I hope you enjoy.
Basic Rules: Using one of the 4 Powers; ISIS, The Iraq/ Syrian forces, The U.S.A., and The Republic of Turkey. Each power has originally controlled territories. Each Territory has IPCs, and with those IPCs you can buy units (see What are IPCs?). When capturing a territory you earn the IPCs if you hold the territory until the end of the turn. Then using those units you try to strategically win the game. ISIS has no allies except for Palestine being a aligned neutral. ISIS has 2 moves in one turn.
ISIS has big boost of IPCs because of the oil that they have access to. Each territory that has an oil marker that they control at any point in game they can use it to sell some oil for IPCs. You can save these oil points up to convert to IPCs.Each oil point you receive each turn can then be sold for 2 IPCs. If you sell an oil point on a turn, you must use the IPCs that you earned form the oil the same turn. Oil points on the board are located under each territories IPC count. Only ISIS can make money from oil. Only 15 IPCs can be used per 2 turns from oil. If the number of IPCs that you earn from oil goes over 15 IPCs per 2 turns then oil runs out and you cannot sell oil until the number of IPCs you earn (not from oil) cancels out.
ISIS earns 1 infantry each turn due to “Recruiting”.
You do not need to conduct combat to move into allied territory. Allied troops can defend together but not attack together.







_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.












