GREAT WAR - ADVANCED TOURNAMENT OPTIONALS These are intended to provide added historical depth and realism for the advanced gamers. Note that these are separate rules. Players may use some, all or none, at their own discretion. 1. Also consider as narrow seas (a) the English Channel passage between Kent & Artois. (b) the Gulf of Finland region north of Estonia leading to St Petersburgh. (c) the Gulf of Corinth between Thessaly & the Pelopenesse to Attica. 2. Channel Ferry: For ground movement purposes, as long as the Allied player controls or contests both sides of the English Channel (Kent & Artois), he may move ground units from any controlled English Channel area (Kent, Wessex, or Devon) to any controlled French Channel area (Artois, Picaride, Normandy, or Brittany) without using sea transport. Instead, movement is done using the narrow seas rule under ground movement. 3. Amphibious assaults are permitted in the Baltic in 1914. 4. Kuwait, Khuzistan, Brandenburg, Scotland, Brabent, Luxembourg, and Flanders should have increase NRC markers in them. 5. Starting in Situation Game 3 and continuing for all succeeding Situation Games, Persian neutrality is violated at the start of play. 6. Situation Games 2 & 3 - add to setup one Turkish 3-4 in Kut and one British 3-4 in Bosra. Deduct these from their respective mobilization pools. 7. Situation Games 4 & 5: For both games, add an Italian 3-4 in Albania. In Game 4, add one Austrian 3-4 each to Albania & Epirus: move the Serbian 3-4 to Epirus; add one French 3-4 to South Macedonia. In Situation Game 5, add one Austrian 6-4 at Salonika Front and add one French 3-4 to Salonika Front. Delete all additions from the respective mobilization pools. (The Salonika Front was one of the great strategic sideshows of the war. This optional more fully reflects the drain it represented on the strategic options of both sides. The cost of the added realism is a slightly slower playing game.) 8. Campaign Game (a) Separate Peace - rule should be 1/2 national territory, not all as listed. (b) If US enters before 1917, you take the US NRC growth month by month so that the first month is 1, the second, 2, etc., until 68 is reached. After that, it is 68 per turn. 9. T/I attacks - The great powers came in descending levels. Even when the technology threshold was crossed for a side, some of its component power would be unable to take advantage of the T/I possibility owing to poor doctrine, organization, equipment, etc. Thus, Austria cannot use T/I attacks in Situations 6, 7, 8. Italy, in Situation 6. Russia, in 5, 6, 7, 8. In Situations 4 & 5, Italy and Austria cannot make T/I attacks unless. used in conjunction with German, French, or British units. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)