From: BrandySta@aol.com Subject: Paths of Glory Card Manifest Alan, Attached is a *.TXT file that is a card manifest of each card appearing in GMT's "Paths of Glory." The information is presented exactly as it appears on the card. This can be useful for PBEM gaming. Please feel free to post this on Web Grognards. Keep up the good work, Rob Winslow Allied Mobilization: 1.) 4/4 BRITISH REINFORCEMENTS * (1) (A:1 BR:2 FR:2 IT:1 RU:3) 2nd Army, 1 corps 2.) 4/4 BLOCKADE * (2) (A:1 BR:2 FR:2 IT:1 RU:3) Subtract 1 VP during the War Status Phase of each Winter turn. 3.) 3/4 RUSSIAN REINFORCEMENTS * (BR:1 FR:1 IT:1 RU:2) 11th Army, 1 corps 4.) 2/2 PLEVE * CC (BR:1 FR:1 RU:1) A RU attack or defense adds a +1 drm. 5.) 2/2 PUTNIK CC (BR:1 FR:1 RU:1) A SB attack or defense adds a +1 drm. 6.) 2/2 WITHDRAWAL * CC (BR:1 FR:1 RU:1) Defending units negate one required Corps step loss and instead retreat 1 space. This also cancels any retreat caused by losing the combat. If no Corps step(s) lost, an Army step loss may be negated. 7.) 2/2 SEVERE WEATHER CC (BR:1 FR:1 RU:1) Defending units in a mountain space in Fall/Winter or a swamp space in Spring/Fall get a +2 drm. 8.) 2/2 RUSSIAN REINFORCEMENTS * (BR:1 FR:1 RU:1) 2 corps 9.) 3/4 MOLTKE * (BR:1 FR:1 IT:1 RU:2) May only be played in August or September 1914. CP Activation in Belgium or France costs 1 OPS per unit (not space) until the "Falkenhayn" card is played. 10.) 3/4 FRENCH REINFORCEMENTS * (BR:1 FR:1 IT:1 RU:2) 10th Army 11.) 3/4 RUSSIAN REINFORCEMENTS * (BR:1 FR:1 IT:1 RU:2) 9th Army, 10th Army 12.) 3/4 ENTRENCH * (BR:1 FR:1 IT:1 RU:2) Place a Level 1 Trench in any space occupied by a supplied friendly Army. Both players may now entrench. 13.) 4/4 RAPE OF BELGIUM * (2) (A:1 BR:2 FR:2 IT:1 RU:3) May only be played if CP played "Guns of August." Subtract 1 VP 14.) 4/4 BRITISH REINFORCEMENTS * (1) (A:1 BR:2 FR:2 IT:1 RU:3) 1st Army, 1 corps Allied Limited War: 15.) 3/4 BRITISH REINFORCEMENTS * (BR:1 FR:1 IT:1 RU:2) 4th Army, 1 corps 16.) 5/5 ROMANIA * (1) (A:1 BR:3 FR:3 IT:2 RU:4) May not be played after "Fall of the Tsar." Romania joins the Allies. 17.) 5/5 ITALY * (2) (A:1 BR:3 FR:3 RU:4) Italy joins the Allies. Add 1 VP during the War Status Phase of each turn if unplayed after the Allied War Commitment Level is Total War. 18.) 2/2 HURRICANE BARRAGE CC (BR:1 FR:1 RU:1) A BR attack adds a +1 drm. 19.) 2/2 AIR SUPERIORITY CC (BR:1 FR:1 RU:1) A BR or FR attack adds +1 drm. 20.) 2/2 BRITISH REINFORCEMENTS * (BR:1 FR:1 RU:1) AUS Corps, CND Corps 21.) 2/2 PHOSGENE GAS * CC (BR:1 FR:1 RU:1) A FR attack adds a +1 drm. 22.) 3/4 ITALIAN REINFORCEMENTS * (BR:1 FR:1 IT:1 RU:2) May only be played after ITALY joins the Allies. 5th Army 23.) 2/2 CLOAK AND DAGGER * (BR:1 FR:1 RU:1) Allied player may examine all cards in the CP player's hand and then conduct Operations using this card. 24.) 3/4 FRENCH REINFORCEMENTS * (BR:1 FR:1 IT:1 RU:2) 7th Army 25.) 3/4 RUSSIAN REINFORCEMENTS * (BR:1 FR:1 IT:1 RU:2) 6th Army, 7th Army, 2 corps 26.) 3/4 LUSITANIA * (2) (BR:1 FR:1 IT:1 RU:2) May only be played after "Blockade" and before "Zimmerman Telegraph." Subtract 1 VP. 27.) 3/4 GREAT RETREAT * (1) (BR:1 FR:1 IT:1 RU:2) All RU units attacked this turn may retreat before combat. This must be announced before the die is rolled for each combat. No combat resolution takes place. The RU unit(s) must retreat 1 space. Full strength CP units may advance. 28.) 4/4 LANDSHIPS * (A:1 BR:2 FR:2 IT:1 RU:3) Allows play of "Royal Tank Corps." 29.) 4/4 YUDENITCH* (A:1 BR:2 FR:2 IT:1 RU:3) (RU REINFORCEMENTS) Place the Russian CAU Army in any supplied space in Russia on the Near East map. 30,) 4/4 SALONIKA * (1) (A:1 BR:2 FR:2 IT:1 RU:3) May SR up to 3 BR/FR Corps (from the map and/or Reserve) to Salonika. This card counts as a SR card play. 31.) 4/4 MEF * (1) (A:1 BR:2 FR:2 IT:1 RU:3) (BR REINFORCEMENTS) May only be played if Turkey is at war and before "Salonika." Place the MEF Army at any MEF space. See 9.5.3.5. 32.) 2/2 RUSSIAN REINFORCEMENTS * (BR:1 FR:1 RU:1) 12th Army 33.) 2/2 GRAND FLEET * (BR:1 FR:1 RU:1) If played in the Allied Action Round immediately following the "High Seas Fleet," cancel that card. 34.) 3/4 BRITISH REINFORCEMENTS * (BR:1 FR:1 IT:1 RU:2) 3rd Army, 2 corps Allied Total War: 35.) 4/4 YANKS AND TANKS * (A:1 BR:2 FR:2 IT:1 RU:3) Allied player conducts operations using this card and all Combats involving a US unit during this Action Round get a +2 drm. 36.) 2/2 MINE ATTACK CC (BR:1 FR:1 RU:1) A BR attack vs. An entrenched Defender adds a +1 drm. May only be used in one Combat per turn. 37.) 2/2 INDEPENDANT AIR FORCE * (1) (BR:1 FR:1 RU:1) Cancel or prevent Rathenau Event bonus GE RP. 38.) 2/2 USA REINFORCEMENTS * (BR:1 FR:1 RU:1) May only be played after "Over There." 1 corps 39.) 2/2 THEY SHALL NOT PASS CC (BR:1 FR:1 RU:1) Cancels any retreat for losing a combat if defending in a FR fort space. 40.) 2/2 14 POINTS * (BR:1 FR:1 RU:1) May only be played after "Zimmerman Telegram." Only the Allied player may offer Peace terms for the rest of the game. Subtract 1 VP. 41.) 3/4 ARAB NORTHERN ARMY * (BR:1 FR:1 IT:1 RU:2) (BR REINFORCEMENTS) May only be played if Turkey is at war. Place the British ANA corps in the Arabia space. 42.) 3/4 BRITISH REINFORCEMENTS * (BR:1 FR:1 IT:1 RU:2) 5th Army, 1 corps, PT Corps 43.) 3/4 USA REINFORCEMENTS * (BR:1 FR:1 IT:1 RU:2) May only be played after "Over There." 1st Army, 2 corps 44.) 3/4 GREECE * (1) (BR:1 FR:1 IT:1 RU:2) Greece joins the Allies. 45.) 3/4 KERENSKY OFFENSIVE* CC (BR:1 FR:1 IT:1 RU:2) May only be played after "Fall of Tsar" and before the "Bolshevik Revolution." Allied player conducts Operations using this card and one RU attack vs. A space with any AH, BU, or TU units adds a +2 drm. 46.) 4/4 BRUSILOV OFFENSIVE * (2) (A:1 BR:2 FR:2 IT:1 RU:3) Allied player conducts Operations using this card and adds a +1 drm to ALL RU attacks this Action Round. Also, for 1 RU attack vs. Only non-GE CP units cancel all trench effects. 47.) 4/4 USA REINFORCEMENTS * (A:1 BR:2 FR:2 IT:1 RU:3) May only be played after "Over There." 2nd Army, 1 corps 48.) 4/4 ROYAL TANK CORPS CC (A:1 BR:2 FR:2 IT:1 RU:3) May only be played after "Landships." Cancels trench column shifts for a BR attack against a clear space in France/Belgium. May only be used in 1 Combat per turn. 49.) 4/4 SINAI PIPELINE * (A:1 BR:2 FR:2 IT:1 RU:3) Cancels Sinai -3 drm for Allied units only. Summer turn desert effects remain. Allows play of "Allenby." 50.) 4/4 ALLENBY * (1) (A:1 BR:2 FR:2 IT:1 RU:3) (BR REINFORCEMENTS) May only be played after "Sinai Pipeline." Place the British NE Army in Alexandria. 51.) 4/4 EVERYONE INTO BATTLE * (1) (A:1 BR:2 FR:2 IT:1 RU:3) May only be played after at least one of the following has occurred: "Blucher," Michel," or "Peace Offensive." Allied units in Italy, France, and Belgium are considered one nationality for Activation for the rest of this turn (only). 52.) 4/4 CONVOY * (A:1 BR:2 FR:2 IT:1 RU:3) May only be played after "U-Boats Unleashed." Cancels the effects of that card. Subtract 1 VP. 53.) 5/5 ARMY OF THE ORIENT * (A:1 BR:3 FR:3 IT:2 RU:4) (FR REINFORCEMENTS) Place the French Orient Army in the Salonika space if Allied controlled, subject to stacking limits. 54.) 5/5 ZIMMERMANN TELEGRAM * (2) (A:1 BR:3 FR:3 IT:2 RU:4) May only be played if U.S. Entry marker is in the "Zimmermann Telegram Allowed" box. Subtract 1 VP. US joins the Allies. Allows play of "Over There" on any following turn. 55.) 5/5 OVER THERE * (A:1 BR:3 FR:3 IT:2 RU:4) May only be played after "Zimmermann Telegram." Allows play of "US Reinforcements" on any following turns. ALL Allied RP cards played now include 1 US RP. Central Powers Mobilization: 1.) 3/4 GUNS OF AUGUST * (2) (AH:1 GE:2 TU:1) May only be played in the first Action Round of the August 1914 Turn. The Liege fort is destroyed. Place the GE 1st and 2nd Armies in the Liege space. The Ge 1st, 2nd, and 3rd Armies are activated for combat. 2.) 2/2 WIRELESS INTERCEPTS * CC (GE:1) A GE Flank Attack Attempt vs. A space containing only RU units is automatically successful. 3.) 2/2 VON FRANCIS CC (GE:1) A GE attack vs. RU units adds a +1 drm 4.) 2/2 SEVERE WEATHER CC (GE:1) Defending units in a mountain space in Fall/Winter or a swamp space in Spring/Fall get a +2 drm. 5.) 2/2 LANDWEHR * (GE:1) CP player receives 2 extra RPs to immediately flip reduced strength German units to their full strength side. They may not be spent to replace eliminated units. 6.) 3/4 ENTRENCH * (AH:1 GE:2 TU:1) Place a Level 1 Trench in any space occupied by a supplied friendly Army. Both players may now entrench. 7.) 3/4 GERMAN REINFORCEMENTS * (AH:1 GE:2 TU:1) 9th Army 8.) 3/4 RACE TO THE SEA * (AH:1 GE:2 TU:1) CP units may now end movement in Ostend, Calais, and Amiens. 9.) 4/4 REICHSTAG TRUCE * (1) (AH:2 BU:1 GE:3 TU:1) May not be played after CP War Commitment Level is Total War. Add 1 VP. 10.) 3/4 SUD ARMY * (AH:1 GE:2 TU:1) Up to 2 GE corps may stack with any 1 AH unit and be Activated as a single nationality. A different stack may be chosen each Action Round. 11.) 2/2 OBEROST * (1) (GE:1) German units may now attack spaces containing RU forts. (They may always besiege such spaces.) 12.) 4/4 GERMAN REINFORCEMENTS * (AH:2 BU:1 GE:3 TU:1) 10th Army, 2 corps 13.) 4/4 FALKENHAYN * (2) (AH:2 BU:1 GE:3 TU:1) May be played on Aug/Sep 1914 turns only after "Moltke" is played or without restriction beginning in Fall 1914. Cancels the effects of "Moltke." Allows play of "Place of Execution." 14.) 4/4 AUSTRIAN REINFORCEMENTS* (AH:2 BU:1 GE:3 TU:1) 7th Army, 2 corps Central Powers Limited War: 15.) 2/2 CHLORINE GAS * CC (GE:1) A GE attack adds +1 drm. 16.) 2/2 LIMAN VON SANDERS * CC (GE:1) A TU attack or defense adds a +1 drm. 17.) 2/2 MATA HARI * (GE:1) CP player may examine all cards in the Allied player's hand and then conduct Operations using this card. 18.) 2/2 FORTIFIED MACHINE GUNS CC (GE:1) A GE entrenched defender adds a +1 drm. 19.) 2/2 FLAMETHROWERS * CC (GE:1) A GE attack adds a +1 drm. 20.) 3/4 AUSTRIAN REINFORCEMENTS * (AH:1 GE:2 TU:1) 10th Army 21.) 3/4 GERMAN REINFORCEMENTS * (AH:1 GE:2 TU:1) 11th Army, 1 corps 22,) 3/4 GERMAN REINFORCEMENTS * (AH:1 GE:2 TU:1) 12th Army, 1 corps 23.) 3/4 AUSTRIAN REINFORCEMENTS * (AH:1 GE:2 TU:1) 11th Army 24.) 3/4 LYBIAN REVOLT * (AH:1 GE:2 TU:1) May only be played if there are no Allied units in the Lybia space. Place the SN unit in Libya. 25.) 4/4 HIGH SEAS FLEET * (AH:2 BU:1 GE:3 TU:1) High Seas Fleet sorties. Unless the Allied player plays the "Grand Fleet" as his next action, add 1 VP. 26.) 4/4 PLACE OF EXECUTION * CC (1) (AH:2 BU:1 GE:3 TU:1) May only be played after the "Falkenhayn" and before the "H-L Take Command." An attack vs. FR fort space adds a +2 drm. 27.) 4/4 ZEPPELIN RAIDS * (1) (AH:2 BU:1 GE:3 TU:1) Subtract 4 BR RPs (down to 0) during the Replacement Phase of this turn. 28.) 4/4 TSAR TAKES COMMAND * (1) (AH:2 BU:1 GE:3 TU:1) May only be played if the Russian Capitulation marker is in the "Tsar Takes Command Allowed" box. 29.) 2/2 11TH ARMY * (GE:1) The GE 11th Army (only) may freely stack with any CP Corps and be treated as 1 unit for Activation purposes. 30.) 2/2 ALPENKORPS CC (GE:1) A GE attack to or from a mountain space adds +1 drm. 31.) 3/4 KEMAL CC (AH:1 GE:2 TU:1) A TU defender with a combat factor of 1 or more may fire on the Army Table. May only be used in one Combat per turn. 32.) 3/4 WAR IN AFRICA * (1) (AH:1 GE:2 TU:1) Permanently remove 1 BR corps from the game or add 1 VP (Allied choice) 33.) 5/5 WALTER RATHENAU * (2) (AH:3 BU:1 GE:4 TU:2) Add 1 extra GE RP during the Replacement Phase of every turn. 34.) 5/5 BULGARIA * (2) (AH:3 GE:4 TU:2) Bulgaria joins the CP. Central Powers Total War: 35.) 2/2 MUSTARD GAS * CC (GE:1) A GE attack adds a +1 drm. 36.) 2/2 U-BOATS UNLEASHED * (2) (GE:1) May only be played after "H-L Take Command." Subtract 1 BR RP during the Replacement Phase of each turn and prevent play of "US Reinforcements" until "Convoy" is played. 37.) 2/2 HOFFMANN * (1) (GE:1) May only be played after "H-L Take Command." Adds +1 to all future CP Mandated Offensive die rolls. 38.) 2/2 GERMAN REINFORCEMENTS * (GE:1) 2 corps 39.) 2/2 GERMAN REINFORCEMENTS * (GE:1) 2 corps 40.) 3/4 AIR SUPERIORITY CC (AH:1 GE:2 TU:1) A GE attack adds +1 drm. 41.) 3/4 GERMAN REINFORCEMENTS * (AH:1 GE:2 TU:1) 14th Army 42.) 3/4 TURKISH REINFORCEMENTS * (AH:1 GE:2 TU:1) YLD Army 43.) 3/4 VON BELOW * CC (AH:1 GE:2 TU:1) Cancels all trench effects for 1 attack against only IT unit(s). 44.) 3/4 VON HUTIER * CC (AH:1 GE:2 TU:1) Attacker fires first and cancels all trench effects for an attack against RU unit(s). 45.) 4/4 TREATY OF BREST LITOVSK * (1) (AH:2 BU:1 GE:3 TU:1) May only be played after "Bolshevik Revolution." RU units may no longer attack. CP units may not attack RU units except TU units may attack on the Near East map. Also see 5.5.2. 46.) 4/4 GERMAN REINFORCEMENTS * (AH:2 BU:1 GE:3 TU:1) 17th Army, 18th Army 47.) 4/4 FRENCH MUTINY * (1) (AH:2 BU:1 GE:3 TU:1) Effects of Mandated FR Offensives are reversed. If any FR units not stacked with US units attack on a FR MO turn, add 1 VP. 48.) 4/4 TURKISH REINFORCEMENTS * (AH:2 BU:1 GE:3 TU:1) AoI Army 49.) 4/4 MICHEL * CC (1) (AH:2 BU:1 GE:3 TU:1) May only be played after "H-L Take Command." Cancels all trench effects for 1 GE attack and adds a +1 drm for that attack. 50.) 4/4 BLUCHER * CC (AH:2 BU:1 GE:3 TU:1) May only be played after "H-L Take Command." Cancels all trench effects for 1 GE attack. 51.) 4/4 PEACE OFFENSIVE * CC (AH:2 BU:1 GE:3 TU:1) May only be played after "H-L Take Command." Cancels all trench effects for 1 GE attack. If attacker does not advance into the space, subtract 1 VP. 52.) 5/5 FALL OF THE TSAR * (AH:3 BU:1 GE:4 TU:2) May only be played if Russian Capitulation marker is in the "Fall of the Tsar Allowed" box. Add 1 VP plus an additional 2 VP if RO is still neutral. RU Activation costs 1 OPS per unit, not space, for Combat only. 53.) 5/5 BOLSHEVIK REVOLUTION * (AH:3 BU:1 GE:4 TU:2) May only be played if Russian Capitulation marker is in the "Bolshevik Revolution Allowed" box. No more than 1 RU RP may be spent each turn. 54.) 5/5 H-L TAKE COMMAND * (2) (AH:3 BU:1 GE:4 TU:2) Allows play of "Michel," "Blucher," "Peace Offensive," "Hoffmann," and "U- Boats Unleashed." Prevents play of "Place of Execution." 55.) 4/4 LLOYD GEORGE * (AH:2 BU:1 GE:3 TU:1) No BR attacks vs. Level 2 entrenched GE units may be made for the rest of this turn. This effect is canceled by play of MICHEL, BLUCHER, or PEACE OFFENSIVE events.