Pursuit of Glory

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Pursuit of Glory

Overview

Pursuit of Glory is a two-player card-driven wargame simulating World War I in the Near East (1914-1918), covering the Ottoman Empire’s campaigns. One player controls the Central Powers (Ottoman Empire + allies), the other the Allied Powers (British, Russian, ANZAC, and associated forces). The game uses the same core system as Paths of Glory. Players play cards for operations, strategic redeployment, or events to control territory, conduct offensives, and meet victory conditions.

Components

Game board (Near East map), strategy cards (Central Powers and Allied decks), combat units (corps/army markers), control markers, VP markers, replacement point tracks, turn track, and various status markers.

Setup

Follow the detailed setup charts placing units in historical starting positions. Each side receives their starting hand of strategy cards. The Central Powers player goes first in Turn 1.

Turn Structure

Each game turn represents approximately 3 months. A turn consists of:

  1. Mandatory Events Phase – resolve any scheduled events.
  2. Action Rounds – alternating card plays (typically 6-7 rounds per turn).
  3. Attrition Phase – check supply and remove unsupplied units.
  4. Replacement Phase – receive and place replacement points.
  5. War Status Phase – check for war entry, armistice, etc.

Actions

On each action round, the active player plays one card for one of these uses:

Combat

Combat involves comparing attack and defense strengths, modified by terrain, flanking, and card play. Losses are applied to combat factors. Retreats and advances follow combat results.

Supply

Units must trace a supply line to a friendly supply source. Unsupplied units suffer attrition.

Scoring / Victory Conditions

Victory is determined by Victory Points from controlling key cities and regions. The Central Powers win by controlling enough VP locations or forcing a political collapse of enemy will. The Allies win by capturing Constantinople, controlling enough Ottoman territory, or reaching automatic victory thresholds at game’s end.

Special Rules & Edge Cases

Player Reference

Card Use Effect
Operations Activate units for movement/combat
Strategic Redeployment Rail/sea movement of units
Event Execute the card’s historical event
Replacements Rebuild depleted combat units