The Kaiser’s War: World War I, 1918-19
The Kaiser’s War (KW), is an intermediate-complexity, strategic-level
simulation of the last year of World War I in Europe, including an
optional what-if extension into 1919. As 1918’s campaign season opened,
the Central Powers had defeated the Russian Empire and dominated much
of Europe, yet less than a year later the Western Allies were
triumphant.
The concept of “victory points” (VP) is central to play of game.
Players begin each scenario with a designated number of VP. They may
expend them to gain reinforcements and carry out certain actions. They
gain new VP as a result of achieving objectives; they lose VP when they
lose units in combat. To win the game you must have more VP than your
opponent; so play is a balancing act between expending VP and attaining
objectives.
This is a two-player game: one player controls the Central Powers; the
other player controls the Allies. Each hex on the map represents 62
miles (100 km) from side to opposite side. The map shows all of Europe
from London to Moscow and south to Italy and Greece. Each game turn
represents two months. Units of maneuver are mostly armies, along with
certain elite and specialized corps. There are 17,500 words in the
rules. Two experienced players can finish the shorter (historical)
scenario in about four hours. Designed by Joseph Miranda.
The rules cover such things as: mobilization, replacements, unit
conversions, trenches, fortified zones, fog of war, railroads,
headquarters, air bases, naval bombardment, seasons, neutrals,
Bolshevik and nationalist forces, critical cities, psychological
warfare, morale, stand-fast orders, shock troops, proto-mechanized
warfare, the Poles, the Allied Blockade, alpine units, the USMC,
guerillas, the Arab Legion, and much more.
The sequence of play is as
follows:
1) Central Powers Player (CP) Turn
a) Central Powers Mobilization Phase
b) Central Powers Movement Phase
c) Central Powers First Combat Phase
d) Central Powers Second Combat Phase
e) Central Powers Supply Attrition Phase
2) Allied Player Turn
a) Allied Mobilization Phase
b) Allied Movement Phase
c) Allied First Combat Phase
d) Allied Second Combat Phase
e) Allied Supply Attrition Phase
3) End Phase
a) Victory Point Segment
b) Victory Check Segment
c) Turn Advance Segment