My wife and I have played Richard Karpusiewicz’s “Great War” rules for AAE a couple times and thoroughly enjoyed it. We’ve thought of some rule changes that seem to enhance it, and I’ve put together a nice-looking manual for the whole thing (including new marker tokens for the WWI nations). The revised and reformatted rules are available as a PDF; I can’t post links yet, but you can get it here:
docs.google.com/open?id=0B4OjxFZJoutMQmMxOGJ3VzJBYUE
The end of the PDF summarizes most of the changes I’ve made to the rules. I’ve also laid out the new marker tokens for the Avery 4x6" circle labels, product number 5408; the PDF for that is here:
docs.google.com/open?id=0B4OjxFZJoutMX1p5ZTNDNEM2alk
I’ll eventually publish the LibreOffice source documents, SVG files and whatnot as well, in case others want to make further changes. Unfortunately, I haven’t been able to find Richard’s original rules online anymore. I haven’t played this scenario enough times yet to know whether it’s balanced; our first couple of games seemed to tilt slightly in favor of the Allies, which is partly why I shortened the number of turns until the Russian Revolution, and also added a probability of France having mutinies.
I hope my enhancements help to keep this great scenario alive, and I would love to hear feedback from anyone who plays it (either Richard’s original version, or my modified version).





_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.












