I have looked for threads that deal with this but they are sort of rambling and don’t quite answer all my questions. If you can point me to a thread or pdf that explains it all, that would be great. Otherwise a response here for these questions/comments will be greatly appreciated. Also, the Notes tab in the game itself does not address most of these. And I am interested in what the Triplea rules are now, not the original game rules. Thanks.
If Japan attacks Dutch islands, UK can declare War on Japan, correct? Does that include Anzac can do the same? Or do one or both automatically go to War with Japan if Dutch are attacked? And does AI handle properly?
If French Indochina is attacked, same question. UK/Anzac can declare war or are they immediately at War? AI handles properly?
For both 1. and 2. above, I assume that if they are at War with Japan automatically, that the US can then declare War on Japan? OR, if UK/Anzac simply can choose now to go to War, then if they attack Japan, the US can not go to War until the proper turn?
Can Anzac and UK declare War on Japan at any time in all cases? If that is the case, then the answer should be that an attack on the Dutch or French IS an act/declaration of war by Japan and that US can then also go to War in their next turn.
With Russia, I have noticed that it is very hard to not have the Mongolians join Russia, even if Russia declares War 1st. But, am I correct in remembering that if Russia attacks Manchuria first, then Mongolians will not join Russia even if Japan takes back Manchuria and attacks Amur?
Thanks!











_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.












