Multi-Player Variant for “Illusions of Glory”

When I first suggested that “Illusions of Glory” be published as a game for two to four players, I also proposed additional strategy cards.  The powers-that-be objected that it would increase the game’s production costs.  After the game went into production, I arrived at a solution that doesn’t require more strategy cards. Now, here is my variant for up to two players on a side:

When the Allied Powers (AP) have two players, one AP player controls Russian (RU) combat units.  The other AP Player controls Serbian (SB), Montenegrin (MN), Italian (IT), British (BR), French (FR), and Romanian (RO) combat units—also Greek (GR) units if Greece becomes an AP ally.

The AP player who controls RU units also controls placement of GE Uprising Units, and the other AP Player controls placement of AH Uprising Units.

To start the game (either the full Campaign Game or the shorter scenarios), the AP player who controls RU units creates a Draw Pile from the designated AP Strategy Cards.  If playing the Campaign Game or the shorter “Mobilization to Limited War” scenario, he makes a Draw Pile from the AP Mobilization cards.

If the game begins with the Summer 1914 Turn (Turn 1), the AP player controlling RU units next takes Drive on East Prussia or Galicia Offensive from the Draw Pile for himself.

If playing “Brusilov Offensive and Beyond”, he makes a Draw Pile from AP Strategy Card Nos. 3, 5, 9, 16, 19, 26, 31, and 36-55.  Then, he takes The Brusilov Offensive from the Draw Pile for himself.

After that, he shuffles the cards and deals himself 3 more from the Draw Pile.  He deals 4 cards from the Draw Pile to the other AP player.

Each of these cards gives the AP player OPS points to use for activating spaces, activating units in regions, or for strategic redeployment.  Each card can also be used for its Replacement Points or for its Event.

In each Action Phase, the AP player controlling RU units plays a card (or chooses to make a cardless 1 OPS point play) in Action Rounds 1, 3, and 5.  The other AP Player plays a card (or chooses to make a cardless 1 OPS point play) in Action Rounds 2, 4, and 6.  In each Action Round, an AP player may choose to play a Strategy Card from his own hand or the other AP player’s hand, simulating the friction in AP decision-making and allowing some “interesting” and “exciting” table talk.

Each AP player controls Movement, Combat, Advance or Retreat After Combat, and Strategic Redeployment for his units, and chooses which of his units absorb damage from Combat.  Also, each AP player controls the accumulation of Replacement Points from the cards that he holds.

The AP player controlling RU combat units controls the use of Replacement Points for his units.  The other AP player, controlling IT and AP-Allied combat units, controls the use of Replacement Points for those units.

The AP player controlling RU combat units also controls RO units stacked with his, until those RO units are moved off the stack by either AP player.  (Only RO combat units can stack with RU units.)  This simulates the dominant Russian relationship with Romania.

The AP player controlling RU units also controls the use of RU RPs.  The other AP player controls the use of IT and AP-A RPs.

After Treaty of Brest-Litovsk is played, the AP player controlling RU units decides each following turn, when cards are dealt, whether to play his cards or allow his cards to be played by the other AP player.

When the Central Powers (CP) have two players, one CP player controls Austro-Hungarian (AH) combat units.  The other CP player controls German (GE), Turkish (TU), and Bulgarian (BU) combat units—also Greek (GR) units if Greece becomes a CP ally.

The CP Player who controls AH units also controls placement of RU Uprising Units.

To start the game (either the full Campaign Game or the shorter scenarios), the CP player who controls AH units creates a Draw Pile from the indicated CP Strategy Cards.  If playing the Campaign Game or the shorter “Mobilization to Limited War” scenario, he makes a Draw Pile from the CP Mobilization cards.  Then, he takes a 4 OPS Mobilization card from the Draw Pile for himself.

If playing “Brusilov Offensive and Beyond”, he makes a Draw Pile from CP Strategy Card Nos. 6, 11, 17, 26, 28, and 34-55.  Then, he takes a 4 OPS Point card from the Draw Pile for himself.

After that, he shuffles the cards and deals himself 3 more from the Draw Pile.  He deals 4 cards from the Draw Pile to the other CP player.

Each of these cards gives the CP player OPS points to use for activating spaces, activating units in regions, or for strategic redeployment.  Each card can also be used for its Replacement Points or for its Event.

In each Action Phase, the CP player controlling AH units plays a card (or chooses to make a cardless 1 OPS Point play) in Action Rounds 1, 3, and 5.  The other CP Player plays a card (or chooses to make a cardless 1 OPS Point play) in Action Rounds 2, 4, and 6.  In each Action Round, a CP player may choose to play a Strategy Card from his own hand or the other CP player’s hand (excluding his partner’s command card), simulating the friction in Central Powers decision-making and allowing some “interesting” and “exciting” table talk.

Each CP player controls Movement, Combat, Advance, Retreat, and Strategic Redeployment for his units, and chooses the units that absorb damage from Combat.  Also, each CP player controls the accumulation of Replacement Points from the cards that he holds.

The CP player controlling AH combat units controls the use of Replacement Points for his units.  The other CP player, controlling GE and CP-Allied combat units, controls the use of Replacement Points for those units.

The CP Player controlling German combat units also controls AH units stacked with his, until the other CP player moves those AH units off the stack.  This simulates the friction caused by German dominance in CP decision-making on the Eastern Front.

The CP player controlling AH units also controls the use of AH RPs.  The other CP player controls the use of GE and CP-A RPs.

If Austria-Hungary collapses, then the CP player controlling GE units plays the other CP player’s cards in addition to his own.

For this variant, the following rules are added or modified in the “Illusions of Glory” Rules of Play:

4.4        MORE THAN TWO PLAYERS

This game can be played with two AP players opposing one CP player, two CP players opposing one AP player, or two AP players opposing two CP players.

4.4.1     Two AP Players

A. If there are two AP Players:

  1. One AP Player controls RU combat units. The other AP Player controls SB, MN, IT, BR, FR, and RO combat units—also GR units if Greece becomes an AP ally.
  2. The AP player who controls RU units also controls placement of GE Uprising Units, and the other AP Player controls placement of AH Uprising Units.
  3. To start the game (either the full Campaign Game or the shorter scenarios), the AP player controlling RU units creates a Draw Pile from the designated AP Strategy Cards. If playing the Campaign Game or the shorter “Mobilization to Limited War” scenario, he makes a Draw Pile from the AP Mobilization cards.
  4. If the game begins with the Summer 1914 Turn (Turn 1), the AP player controlling RU units next takes Drive on East Prussia or Galicia Offensive from the Draw Pile for himself.
  5. If playing “Brusilov Offensive and Beyond”, he makes a Draw Pile from AP Strategy Card Nos. 3, 5, 9, 16, 19, 26, 31, and 36-55. Then, he takes The Brusilov Offensive from the Draw Pile for himself.
  6. After that, he shuffles the cards and deals himself 3 more from the Draw Pile.  He deals 4 cards from the Draw Pile to the other AP player.
  7. Each of these cards give the player OPS points to use for activating spaces, activating units in regions, or for strategic redeployment. Each card can also be used for its Replacement Points or for its Event.
  8. In each Action Phase, the AP player controlling RU units plays a card (or chooses to make a cardless 1 OPS Point play) in AP Action Rounds 1, 3, and 5. The other AP player plays a card (or chooses to make a cardless 1 OPS Point play) in AP Action Rounds 2, 4, and 6.
  9. In each Action Round, an AP player may choose to play a card from his own or the other AP player’s hand (simulating the friction of allied decision-making). 
  10. Each AP player controls Movement, Combat, Advance or Retreat After Combat, and SR for his units, and chooses which of his units absorb damage from Combat.  Also, each AP player controls the accumulation of Replacement Points from the cards that he holds.
  11. The AP player controlling RU combat units also controls RO units stacked with his, until the other AP player moves those RO units off the stack. (Only RO combat units can stack with RU units.)  This includes Movement, Combat, Advance or Retreat After Combat, choosing the units that absorb damage, and SR.  It simulates the dominant Russian relationship with Romania.
  12. The AP player controlling RU units also controls use of RU RPs. The other AP player controls the use of IT and AP-A RPs.
  13. After Treaty of Brest-Litovsk is played, the AP player controlling RU units decides each following turn, when cards are dealt, whether to play his cards or allow his cards to be played by the other AP player.

4.4.2     Two CP Players

A. If there are two CP Players:

  1. One CP Player controls AH units, and the other CP Player controls GE, TU, and BU units—also GR units if Greece becomes a CP ally.
  2. The CP Player who controls AH units also controls placement of RU Uprising Units.
  3. To start the game (either the full Campaign Game or the shorter scenarios), the CP player who controls AH units creates a Draw Pile from the designated CP Strategy Cards. If playing the Campaign Game or the shorter “Mobilization to Limited War” scenario, he makes a Draw Pile from the CP Mobilization cards.
  4. If the game begins with the Summer 1914 Turn (Turn 1), the CP player controlling AH units next takes a 4 OPS Mobilization card of his choice from the Draw Pile for himself.
  5. If playing “Brusilov Offensive and Beyond”, he makes a Draw Pile from CP Strategy Card Nos. 6, 11, 17, 26, 28, and 34-55. Then, he takes 4 OPS Point card of his choice from the Draw Pile for himself.
  6. After that, he shuffles the cards and deals himself 3 more from the Draw Pile.  He deals 4 cards from the Draw Pile to the other CP player.
  7. Each of these cards give the player OPS points to use for activating spaces, activating units in regions, or for strategic redeployment. Each card can also be used for their Replacement Points or for their Events.
  8. In each Action Phase, the CP player controlling AH units plays a card (or chooses to make a cardless 1 OPS Point play) in CP Action Rounds 1, 3, and 5. The other CP player plays a card (or chooses to make a cardless 1 OPS Point play) in CP Action Rounds 2, 4, and 6.
  9. In each Action Round, a CP player may choose to play a card from his own or the other CP player’s hand (simulating the friction of allied decision-making).
  10. Each CP player controls Movement, Combat, Advance or Retreat After Combat, and SR for his units, and chooses which of his units absorb damage from Combat.  Also, each CP player controls the accumulation of Replacement Points from the cards that he holds.
  11. The CP player controlling GE combat units also controls AH units stacked with his, until the other CP player moves those AH units off the stack. This includes Movement, Combat, Advance or Retreat After Combat, choosing the units that absorb damage, and SR.  It simulates German domination of CP decision-making on the Eastern Front.
  12. The CP player controlling AH units also controls the use of AH RPs. The other CP player controls the use of GE and CP-A RPs.
  13. If Austria-Hungary collapses, then the CP player controlling GE units plays the other CP player’s cards in addition to his own.

Perry Silverman
Author: Perry Silverman

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One thought on “Multi-Player Variant for “Illusions of Glory”

  1. Please add to article: If there are 2 AP players or 2 CP players, 4 cards are dealt to each player during the Strategy Card Draw Phase. If 1 AP player is opposed by 2 CP players, the AP player deals himself 8 cards during the Strategy Card Draw Phase. If 1 CP player is opposed by 2 AP players, the CP player deals himself 8 cards during the Strategy Card Draw Phase.