Paths of Glory

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Overview

Paths of Glory is a card-driven grand strategy wargame covering the entirety of World War I (1914-1918). One player commands the Central Powers (Germany, Austria-Hungary, Ottoman Empire, Bulgaria) and the other the Allied Powers (France, Britain, Russia, Italy, and others). Players use strategy cards for operations, events, replacements, or strategic redeployment, managing both the Western and Eastern Fronts as well as the Near East.

Components

Setup

Follow the Set Up Information for the chosen scenario:

Turn Structure

Each game turn represents approximately 3 months. The sequence of play:

1. Mandated Offensive Phase

Check if either side must conduct a mandated offensive (required attacks during certain turns/conditions).

2. Action Phase

Players alternate playing strategy cards for a number of action rounds (typically 6 per turn). On each action round, the active player plays one card for one of four uses:

3. Attrition Phase

Check supply for all units; unsupplied units suffer attrition.

4. Siege Phase

Resolve sieges of fortified positions.

5. War Status Phase

Adjust war status levels based on events and territorial control.

6. Replacement/Card Draw Phase

Receive replacement points and draw new strategy cards for next turn.

Actions

Operations

Spend OPS points to activate spaces. Units in activated spaces may move and/or attack. Each OPS point activates one space (group of units).

Movement

Combat

  1. Attacker declares all attacking units and the target space.
  2. Both sides may play combat cards for modifiers.
  3. Calculate total attack and defense strengths.
  4. Roll dice and consult the Combat Results Table.
  5. Apply losses, retreats, and advances.

Flank Attacks: If the attacker has units in multiple spaces adjacent to the defender, combat modifiers improve.

Loss types: Step losses (flip units to reduced side or eliminate), retreats (move defending units).

Strategic Redeployment

Move units along connected rail lines. Number of units moved equals the card’s SR value.

Replacements

Spend RP to rebuild eliminated or reduced units. Corps must be rebuilt in supply and at appropriate locations.

Scoring / Victory Conditions

Automatic Victory: Either side wins immediately by controlling a sufficient number of Victory Point spaces (total VP threshold depends on scenario).

End-of-game Victory: If no automatic victory, the side with more VP at game end wins. The Central Powers must achieve their objectives before American forces tip the balance.

Key VP spaces include: Paris, Berlin, Vienna, Constantinople, Warsaw, Brussels, Belgrade, and others.

War Status: Tracks the political will of each nation. Nations can be forced out of the war through events or territorial losses (e.g., Russian Capitulation, US Entry).

Special Rules & Edge Cases

Player Reference

Card Use Effect
OPS Activate spaces for movement/combat
SR Rail movement of units
RP Rebuild units
Event Trigger historical event
Phase Action
1. Mandated Offensive Required attacks
2. Action Rounds Alternate card plays (typically 6 rounds)
3. Attrition Supply check
4. Siege Resolve fort sieges
5. War Status Adjust political tracks
6. Draw Get new cards and replacements