Boardgames

Paths of Glory

Experience the tension and strategy of World War I in Paths of Glory. Use card-driven gameplay to navigate the battles, politics, and events of the Great War.

480
minutes

2 - 2
player(s)

Medium Heavy

About the game

Paths of Glory, designed by Ted Raicer, is a captivating and immersive board game that transports players into the volatile landscape of World War I. This board game is not merely about moving pieces on a board, but also about strategic planning, alliance-building, and understanding the historical context of the Great War.

The game is set during World War I (1914-1918), a time when the world was engulfed in a devastating conflict that saw the end of empires and the birth of nations. Players take control of either the Central Powers (Germany, Austria-Hungary, Bulgaria, and the Ottoman Empire) or the Entente Powers (the Allies, including France, the United Kingdom, Russia, and Italy).

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Setup and rules summary

Game components Unboxing the fun!

Paths of Glory is a complex and engaging strategy board game that comes with a variety of components, each of which plays a crucial role in the game’s system. Below is a detailed description of each component included in the game.

1. Game Board

The game board is a map that represents the various regions of Europe, the Middle East, and North America involved in World War I. It’s divided into different areas and sea zones that players can move their units into and control. The game board also has tracks for keeping score and other game states.

2. Rule Book

The rule book provides detailed instructions on how to set up and play the game. It includes explanations of the game’s mechanics, the functions of the different components, and the ways in which players can interact with each other and the game board.

3. Two Decks of Strategy Cards

There are two decks of strategy cards, one for the Allies and one for the Central Powers. These cards are used by the players to execute various actions such as moving units, engaging in combat, and triggering historical events. The cards also determine the turn order.

4. Counters/Markers

These are variously shaped and colored pieces that represent the military units (armies, corps, and fleets) of the different nations involved in the war. Players move these counters around the game board to represent the movement and combat of their forces. There are also markers to represent game states like victory points, turn number, and so on.

5. Dice

The game includes two six-sided dice used to resolve combat and other random events. The color of the dice often corresponds to the player using them.

6. Player Aid Cards

These cards provide a summary of the game rules and a reference for the players. They can be particularly helpful for new players trying to learn the game.

Each of these components interacts with the others to create a dynamic and challenging game experience. For example, a player might play a strategy card to move their armies (represented by counters) into a new region on the game board. They would then use the dice to resolve combat in that region. The results of that combat could then affect the game state markers on the game board. All the while, the players would be consulting the rule book and player aid cards to ensure they’re playing correctly.

Game setup Lay it out, line it up, let’s go

Paths of Glory is a strategic war game set during World War I in which players assume the roles of the Central Powers (Germany and Austria-Hungary) or the Allies (France, United Kingdom, and Russia). Here is a step-by-step guide on how to set up the game.

Player Roles:

  • One player represents the Central Powers. This player will control the armies of Germany and Austria-Hungary.
  • The other player represents the Allies. This player will control the forces of France, the United Kingdom, and Russia.

Board Placement:

  • Place the game board in the center of the play area. The board is a map of Europe and is divided into spaces. These spaces represent different areas and fronts of the war.
  • Each player sits on the side of the board representing their alliance. The Central Powers player sits on the side with the German and Austro-Hungarian spaces, and the Allies player sits on the side with the French, British, and Russian spaces.

Initial Resources:

  • Each player receives a set amount of resource points at the start of the game to build their armies and conduct operations. The exact number of resource points for each player is indicated in the game rules.
  • Each player also receives a set of strategy cards. These cards represent historical events and operations that can influence the course of the game.

Random Elements:

  • The game includes a set of dice that are used to resolve combat and other random events. Each player will need to have access to these dice during the game.
  • The order of play is determined by a randomly drawn chit at the start of each game turn. This chit will indicate whether the Central Powers or the Allies player goes first that turn.

After the initial setup, the game proceeds in turns, with each player using their resources and strategy cards to influence the course of the war. The winner is the player who controls the most victory points at the end of the game.

Game flow Round and round we go

Paths of Glory is a complex and strategic board game that simulates World War I. The game is divided into several rounds, each consisting of a series of phases. The rounds are essentially turn-based, where each player takes turns to perform a series of actions determined by the phase they are in. Here is a detailed explanation:

1. Draw Strategy Cards Phase:

  • Each player begins their turn by drawing a set number of strategy cards. These cards represent historical events or strategic decisions that can be made during the game, providing players with resources and options for their actions in the subsequent phases.

2. Action Phase:

  • After drawing strategy cards, each player then enters the Action Phase. During this phase, players can perform one of several actions using their strategy cards, including moving units, launching attacks, replacing lost units and triggering events on the cards.

3. Combat Phase:

  • Following the Action Phase is the Combat Phase. Any battles initiated during the action phase are resolved at this time. Players compare the combat values of their engaged units and may play strategy cards to influence the outcome. Battles can result in units being eliminated, retreating, or advancing.

4. Replacement Phase:

  • During the Replacement Phase, players can spend replacement points to bring back eliminated units or to upgrade existing ones. The number of replacement points available depends on the strategy cards played during the Action Phase.

5. Draw Strategy Cards Phase (again):

  • The round finishes by returning to the Draw Strategy Cards Phase, setting up the next round of play. The game continues in this cyclic manner until one player meets their victory conditions, or until a predetermined number of rounds have been completed.

Each phase in Paths of Glory offers a different set of strategic decisions and challenges, making the game a dynamic and engaging simulation of World War I warfare.

Players'turn One turn to rule them all

In ‘Paths of Glory’, a player’s turn is filled with strategic choices and potential actions that can significantly impact the overall gameplay. Here’s a detailed breakdown:

1. Action Phase

During this phase, players can take several actions depending on the cards in their hand:

  • Operations: Players can move and attack with their armies. The number of armies a player can move depends on the Operations value of the card played. This action can significantly influence the control over the map.
  • Strategic Redeployment: Players may choose to strategically relocate their units. The number of units that can be moved is determined by the Strategic Redeployment value on the card played.
  • Replacement Points: Players can use their card to gain replacement points, which can be used to replace lost units. The number of points gained depends on the Replacement Points value on the card.
  • Event: Some cards trigger historical events which can have different impacts on the game, such as changing the alignment of neutral countries, adding or removing units, or affecting victory points.

2. Discard Phase

Once all actions have been taken, the player must discard a card if they have more than seven in their hand. This can be a challenging decision as every card is valuable and discarding one might forfeit a key opportunity later in the game.

3. Draw Phase

Finally, the player refills their hand to seven cards. Selecting which cards to draw can be a strategic decision as it can potentially set up powerful combinations for future turns.

The player’s turn then ends, and the next player begins their Action Phase. The game continues in this cycle, with players making decisions that will affect not only their current turn but also future turns. As such, planning and strategy are crucial in ‘Paths of Glory’.

End of the game All good games must come to an end

Paths of Glory is a complex and strategic board game set during World War I. The game ends after the completion of the last game turn or when one player fulfills certain victory conditions.

Game End through Game Turns: The game is divided into 20 game turns. Each game turn represents a set period during the war. When the 20th game turn ends, the game concludes, and the players proceed to final scoring.

Victory Conditions: Aside from the normal game turns, the game could also end prematurely if certain victory conditions are met by either player. These conditions are:

  • Automatic Victory: An automatic victory is achieved if a player controls all the enemy capitals at the end of a turn. The capitals for the Central Powers are Berlin and Vienna, while for the Allies, they are Paris and London.
  • Instant Victory: An instant victory can be achieved at any time if a player controls all his enemy’s capitals and the enemy has a Total War score of 30 or more.

Before moving on to final scoring, players must ensure that all actions, movements, and combat for the last turn are fully resolved. This includes resolving any pending siege assaults and attrition rolls.

Final Scoring: At the end of the game, players count the Victory Points (VPs) they’ve earned during the course of the game. Victory Points can be earned by controlling important cities, winning major battles, and fulfilling specific strategic objectives. The player with the most Victory Points is declared the winner. In the event of a tie, the Central Powers player is the winner.

Scoring Did you outsmart your rivals?

Paths of Glory is a strategic war game where players gain points by capturing specific spaces and fulfilling conditions of event cards. Here’s a comprehensive look at the scoring system:

Victory Points (VPs)

The primary way to score in Paths of Glory is through Victory Points (VPs). Players earn VPs by controlling key spaces on the map and by fulfilling event card conditions.

  • Spaces: Each key space, marked on the map with a VP symbol, is worth a certain number of VPs. The number of VPs gained depends on the space itself. Control of these spaces is determined by the presence of a player’s forces.
  • Event Cards: Some event cards will award VPs when played. These are typically tied to historical events or specific strategic situations.

Automatic Victory Conditions

In certain scenarios, players can achieve an automatic victory. These are typically tied to control of key strategic locations or the achievement of specific event conditions.

  • Control of Spaces: If a player controls certain key spaces simultaneously, they may achieve an automatic victory. The required spaces are outlined in the game rules.
  • Event Conditions: Some event cards outline conditions for an automatic victory. These conditions must be met exactly as described on the card.

End of Game Scoring

If no player has achieved an automatic victory by the end of the game, the player with the most VPs wins. The following are considered:

  • Control of Spaces: Each player adds up the VPs for all key spaces they control.
  • Completed Event Cards: Players add the VPs gained from event cards to their total.

Tie-Breaking Rules

In the event of a tie at the end of the game, the following tie-breaking rules are applied in order:

  1. The Central Powers player wins ties.
  2. If the tie persists, the player who controls the most key spaces wins.
  3. If the tie still persists, the player who has completed the most event cards wins.

Tips and tricks Play smarter, not harder!

Advanced Strategies

  • Use your high ops cards strategically: High ops cards can be very powerful in ‘Paths of Glory’. They are most effective when used to open a new front, to break through a fortified position, or to support a major offensive. Don’t waste these cards on minor maneuvers.

  • Think in terms of initiative: Always consider who will have the initiative after your play. Sometimes it’s worth sacrificing a small advantage now to be able to dictate the course of the game later.

  • Manage your hand: It’s important to maintain a balanced hand. Too many high ops cards can leave you without options, while too many low ops cards can limit your effectiveness.

Beginner Tips

  • Learn the game mechanics: Understanding the mechanics of the game is crucial to your success. Spend time familiarizing yourself with the rules and the different cards.

  • Start with the basic scenarios: The basic scenarios are a great way to learn the game before moving on to the full campaign.

  • Try different strategies: Don’t be afraid to experiment with different strategies. You may find that your initial strategy isn’t working, so be flexible and willing to adapt.

Common Mistakes to Avoid

  1. Misjudging the importance of fronts: All fronts are important, but some are more crucial than others. Misjudging which fronts to focus on can lead to a rapid defeat.

  2. Overcommitting to offensives: Offensives can be costly in terms of resources and cards. Be sure to have a clear objective and a plan for what to do if the offensive fails.

  3. Ignoring the war status track: The war status track is a crucial part of the game. Ignoring it can lead to a sudden and unexpected defeat.

Ways to Optimize Gameplay

If you’re looking to optimize your gameplay, consider these strategies:

  • Balance your force allocation: It’s important to keep a good balance of forces on all fronts. Don’t neglect a front just because it seems quiet or secure.

  • Plan your moves in advance: Try to plan a few moves ahead. This will allow you to anticipate your opponent’s moves and react accordingly.

  • Use your cards wisely: Cards are a limited resource. Make sure to use them wisely, and don’t waste them on ineffective actions.