Timeline:
NOTE: All phrases in timeline in italics are an optional event to change the course of the game.
In timeline events, if a nation is underlined, that means that it is their choice to carry it out. EXAMPLE: Germany and Russia change status to war, Germany is underlined meaning it is their choice to declare war on Russia, not Russia's choice. All choices must be made public in the newspaper each day that they are needed. These will usually only be found in optional events.
Every Day = 1 Month. Here is a list of the months, and what events occur during them:
YEAR 1914:
Day 1 = July 1914: Yugoslavia (Austria-Hungary) and Russia change status with each other to war.
Day 2 = August 1914: Germany and Russia change status to war. Should Germany declare war on Russia, the Turkish Empire declares war on all Entente powers except the USA. Germany and France change status to war. Germany invades Belgium, UK and Germany change status to war
Day 3 = September 1914: N/A
Day 4 = October 1914: N/A
Day 5 = November 1914: N/A
Day 6 = December 1914: All nations halt combat for this "month" due to the unofficial "Christmas Truce."
YEAR 1915:
Day 7 = January 1915: All combat resumes.
Day 8 = February 1915: If Germany did not declare war on Russia and Belgium, the UK and Turkey now enters the war for their appropriate powers.
Day 9 = March 1915: N/A
Day 10 = April 1915: Interceptors may now be researched and used in battle. Poison gas is first used by the Germans. No other nations can use it until Germany does. (Effect TBD)
Day 11 = May 1915: The Lusitania is sunk, and war points with America goes up by 1.
Day 12 = June 1915: N/A
Day 13 = July 1915: N/A
Day 14 = August 1915: N/A
Day 15 = September 1915: Tsar Nicholas the Second take personal command of the Russian Armies. Russia may now use Gold in the game.
Day 16 = October 1915: N/A
Day 17 = November 1915: N/A
Day 18 = December 1915: All combat halts for this "month".
YEAR 1916:
Day 19 = January 1916: All combat resumes.
Day 20 = February 1916: N/A
Day 21 = March 1916: Tactical bomber Level 1 can now be researched and used.
Day 22 = April 1916: N/A
Day 23 = May 1916: N/A
Day 24 = June 1916: N/A
Day 25 = July 1916: Light tanks may now be researched and used.
Day 26 = August 1916: N/A
Day 27 = September 1916: N/A
Day 28 = October 1916: N/A
Day 29 = November 1916: N/A
Day 30 = December 1916: All nations stop fighting this "month."
YEAR 1917:
Day 31 = January 1917: All combat resumes. Germany sends a message to Mexico trying to convince them to join the Central Powers, should Germany use this card, there is a 50% chance that is intercepted by the Entente, if it is, America's war points increase by 7, if it is not, there is about an 85% chance that Mexico joins the Central Powers. (Effects TBD)
Day 32 = February 1917: N/A
Day 33 = March 1917: Rebellion breaks out in Russia. If Russia does not have 5 LAND units in Moscow and 1 Land unit in all other of their Core Regions, they are removed from the game and change their stance to Peace with all factions. Russia cannot use Gold anymore.
Day 34 = April 1917: The United States changes its status with all Central Powers to War regardless of War Points.
Day 35 = May 1917: N/A
Day 36 = June 1917: N/A
Day 37 = July 1917: N/A
Day 38 = August 1917: N/A
Day 39 = September 1917: N/A
Day 40 = October 1917: N/A
Day 41 = November 1917: N/A
Day 42 = December 1917: All nations stop fighting this "month."
YEAR 1918:
Day 42 = January 1918: All fighting resumes. Woodrow Wilson issues his Fourteen Points to peace.
Day 43 = February 1918: N/A
Day 44 = March 1918: N/A
Day 45 = April 1918: The Red Baron is shot down.
Day 46 = May 1918: N/A
Day 47 = June 1918: N/A
Day 48 = July 1918: N/A
Day 49 = August 1918: N/A
Day 50 = September 1918: N/A
Day 51 = October 1918: N/A
Day 52 = November 1918: Victory count begins. All combat ends, and both the Central Powers and Entente figure out how many enemy capitals they took (each one matters.) If Germany took Paris, the French moved their capital to Marseilles, and then lost that too, that counts as two capitals for the Central Powers. If the number of capitals taken for each nation is equal, then another "year" is fought. This continues until an alliance has more capitals than the other at the beginning of January of the nest year. Once an alliance loses, all of their players must go inactive, and the remaining alliance may finish the war without attacking each other by retiring or invading neutral territories. NOTE: Neutral nation capitals do not count towards the final score.
POLITICAL EVENTS:
Each alliance has a special selection of political events, and each nation can do one a month, but not of the same card. They do have their downsides though, so be careful, and use them as a team!
Entente:
Diplomacy: Using this card gives you the right to open up negotiations with a Central Power.
Political Rallies: Using this card allows your to use Gold to increase the morale of two regions max with Gold.
Central Powers:
Diplomacy: Using this card gives you the right to open up negotiations with a Central Power.
Political Rallies: Using this card allows your to use Gold to increase the morale of two regions max with Gold.
Unrestricted Submarine Warfare: Using this card increases the war points of America by 1 per usage by each nation, but makes it that the UK and France needs to pay Your faction a random amount of a random resource.
(TO EFFECT FRANCE WITH THIS CARD YOU MUST HAVE AT LEAST 5 SUBMARINES IN THE BAY OF BISCAY)
(TO EFFECT THE UNITED KINGDOM WITH THIS CARD YOU MUST HAVE AT LEAST 5 SUBMARINES IN THE CELTIC SEA)
(TO EFFECT BOTH FRANCE AND UNITED KINGDOM WITH THIS CARD YOU MUST HAVE AT LEAST 5 SUBMARINES IN THE ENGLISH CHANNEL)
Calculations are doubled if 5 Submarines are in the English Channel as well as in the Bay of Biscay and/or Celtic Sea.
Gifts to America: Using this card makes the nation who used it pay 5,000 dollars to America, but brings down their war points by 1.
I HOPE THESE RULES SEEM INTERESTING TO YOU! PLEASE JOIN, AND IF YOU HAVE AN MORE RULES OR POLITICAL ACTIONS I SHOULD ADD, PLEASE LET ME KNOW!

