Updated Rail Depot. House rules below
Rail allows each nation to extend the
movement of their ground units each turn. Each
nation may move up to 2 ground units from one
rail station to another during the non-combat
movement phase. There is no limit to the distance these units may travel, only number of units allowed to use the rail. An uninterrupted line of
controlled territories must connect rail stations.
Only units that have not moved during any other
phase may use rail. Units may not move prior to,
or after using rail. For gaming purposes a nation
may only use rail stations and railroad they
control.
Rail stations may be built in any territory
controlled for at least 1 round. It is not required
for these units to be built in factory locations. As
the non-combat movement phase precedes the
place units phase, newly purchased rail stations
and railroad markers may not be used the same
turn they are purchased.
Rail stations and railroad may be captured by enemy nations. Players must maintain control
of captured rail for one full turn before they are
allowed to use them. Players may destroy their
own rail stations and railroad, however this must
be done during the controlling players turn.
Players may attempt to destroy enemy rail stationswith strategic bombing. Apply same rules for
strategic bombing.
Note: Rail movement may not cross the Suez Can
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_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.












