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