Highlights
Grand arc across seven decades — war is possible, not inevitable.
Card-driven statecraft — choose between flexible command points and powerful historic events.
Flashpoints, not borders — dominate key regions and global Power Projection to accelerate your tempo.
Sea lanes as policy — ports, bases, Suez and the Dardanelles reshape movement and strategy.
Living diplomacy — shifting influence and crisis resolution can realign the whole table.
Distinct wartime mode — fixed CP budgets, trenches, interceptions, and punishing attrition.
Game Information
Players: 1–6 (designed for six; supports smaller counts and solitaire)
Structure: 7 decade turns (1850–1920) plus up to 6 Great War turns if war occurs
Core Systems: card-driven actions/events, flashpoint domination, naval projection & chokepoints, dynamic alliances & crises, wartime/Great War cadence, hidden National Goals
What’s in the Box
Map of the late-19th/early-20th-century world with flashpoints and naval boxes • Action Card decks • counters and markers for powers, fleets, armies and control • player aids and reference sheets • rulebook and playbook.