AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
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.
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.
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.
Each game turn represents approximately 3 months. A turn consists of:
On each action round, the active player plays one card for one of these uses:
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.
Units must trace a supply line to a friendly supply source. Unsupplied units suffer attrition.
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.
| 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 |