Integrating Politics into the Military
Game Chorus of Nations creates a consistent
and flexible political system for use in World in Flames: The
Final Edition. Players representing major powers can now influence,
bully and overawe the minor countries of the world to extract
from them economic and military concessions. Designed to be interactive
with the ongoing military game, Chorus of Nations gives
its players new and exciting options while remaining within the
realm of historical possibility. Winning
Hearts and Minds - by Breaking Heads Major Powers gain
and lose influence primarily through the capture of victory cities.
For example, once the Germans march their jackboots into Warsaw,
all the minors in the immediate region have a chance to be impressed,
plus some additional points go into a sort of general fund that
the German player can later allocate towards a particular country.
Influence can also be gained through US Entry Actions and Options,
and a certain amount is gained on a per-turn and per-year basis.
Minors behave in a consistent and believable fashion because the system interacts with the military game. In the previous example the fall of Warsaw had the greatest impact on countries nearest to Poland, such as Hungary and Rumania. Since a power's main political thrust follows its military advances, Chorus of Nations has a natural, intuitive feel. Furthermore, minor countries respond more favorably to the major powers that have the best military reputations. This perception is represented by a number called the Political Standing and affected by the power's current military status. A minor country is far less inclined to aid your power when an enemy army is in your homeland or bombing your cities into rubble. Wringing Out the Concessions
Once a power gains sufficient influence in a country it can "buy"
an accommodation of some sort. The list includes things like:
granting resources, access to the country, use of a port as a
base, military alliance or to negate an accommodation achieved
by another power. This is applicable to any and all minor countries
- and even some major powers - so the system is very flexible.
Japan can foment rebellion in India for example, or Germany could
gain bases for its subs in the French Caribbean. A wide range
of options is available, yet none are so outlandish as to defy
historical possibility. Diplomacy,
Soviet Style When the subtler methods of diplomatic
niceties fail, one can always turn to brute force to get what
you want. Chorus includes rules that allow a major power
to use overwhelming force to compel the surrender of an enemy's
minor countries, or even their realignment to your side. While
it is difficult to achieve, the historical events of Finland
and Rumania in 1944 are modeled. Streamlined, Flexible Rules for Vichy
France Chorus seamlessly integrates Vichy and
Free France into its overall political system. Germany gains
influence over Vichy France both during its military campaign
and by the settlement it achieves afterwards. A unique "Do-it-Yourself
Vichy system" allows the Germans to give up control of French
population and resource centers to Vichy France in return for
influence and accommodations in the colonies. Germany is free to distribute French land, air and naval assets throughout the colonies, balancing the need to use these forces to exert Vichy's political control with the fact that any such force will eventually become Free French. The struggle between Free France and the Vichy regime was a strange dance of the political and military, and this is modeled by the compellance rules. The leaders, if not the people of France, were willing to give Germany significant aid in return for concessions. Hitler chose to ignore their overtures, but you may do differently. The
WiFH Revised US Entry System The author of Chorus
has also created the new WiF-Historical US
Entry System that gives the USA significant increases in
its production capacity, while severely channeling its production
choices. As the US player you will face a series of hard decisions.
Do you want to enter the war quickly, but with little more than
a strong navy? Or would you prefer to risk delay, and increase
your land and aircraft pool? Or do you want to fill the role
of the "Arsenal of Democracy" before you enter the
general war and beef up your allies at the expense of your own
forces? Effect on Your Game Chorus
opens up a vast number of "what-if" possibilities for
you to explore and enjoy, but does so in a manner that is designed
to discourage sudden, massive shifts in the political landscape.
Since the players can watch as an opponent's strategy takes form,
there is less of a chance for unusual "gotcha" strategies.
The system also reinforces success - minor countries want to join the winning side and enjoy the benefits. This gives the Axis an opportunity to actually win the game through world conquest. But if they fail, their fall will be all the more sudden. Will your anthem be the one sung by the Chorus of Nations? Content
Chorus of Nations
Rules Chorus of Nations Charts Chorus of Nations Designer and Playtest Notes: Coming Soon! Chorus of Nations Message Boards |