|A variation on World War 5, created by Andy Looney.|
|Players:||2 - 4|
|Trios per color:||3|
|Number of colors:||5|
|- - - - - - Other equipment - - - - - -|
|deck of cards|
|Setup time:||2 minute|
|Playing time:|| 10 minutes|
0.167 Hr- 30 minutes
|Theme:||Diplomacy and War|
|BGG Link:||footnotes =|
|Status: complete? (v1.0), Year released: 2987|
European War is a variant of Andy Looney´s World War 5, designed by Jan Divecky and published by MWE.cz. Instead of a world map divided by continents, European War shows a map of Europe as it existed during World War I, and is divided among the major powers embroiled in that conflict.
The game is based on the following concept: the successor of the Austrian throne survived assassination in Sarajevo and he became the emperor Franz Ferdinand in 1916. The WW I never happened, neither did the fall of the Austro-Hungarian Empire and the Ottoman Empire.
The aim of the game is to occupy the whole territory of one of the enemies.
You need 3 sets of Rainbow pyramids and a deck of cards.
How does this game differs from World War 5?
These are the four main differences:
- there are only 5 powers (not six)
- areas are divided into 3 groups (Atlantic, Mediterranean, Inland)
- the fight is decided by cards not dice
- more strategy due to power cards
At the outbreak of the war, Europe is divided into five stacked blocks, which are: Britain and its allies, the Russian Empire, France and its allies, Central Powers (Germany and Austria-Hungary) and the Ottoman Empire.
Number of players
The game is optimized for 3-4 players.
Object of the Game
Your task is to occupy the entire territory of one of the other powers (three fields of one color), while maintaining on your own territory at least one pyramid. You also win if the player on your left loses the last pyramid on his own territory. The player on your left is your arch-enemy. His loss is your win.
Every player represents one Power.
Each player gets all pyramids of his color. Each player places three Pyramids - one large, one medium and one small - in the fields of his territory.
Shuffle the cards and deal each player five cards. The remaining cards are the draw pile.
The oldest player starts the game. Play proceeds clockwise.
In the begining of your turn, draw one card. Than you may just one of the following:
- Conscription.In case there is an empty field on your territory, you can place a new small pyramid on it. Or increase the size of one of your pyramids by replacing it with the next larger size, if one is available. You can only do this to a piece on your own territory.
- Movement. You can move one of your pyramids on an empty neighboring filed. The fields have to be straight next to each other. In case there is a symbol of a boat next to your field, you can embark and move to another field with a boat symbol. This can be done only in case the voyage is technically possible i.e. you can’t sail across inland. All harbors are divided into two groups: Atlantic and Mediterranean. (Careful! Some of the territories are connected for the sake of the game, despite the fact that in real life they are not – i.e. Spain and North Africa, Italy and South Balkans, Britain and France + Benelux, and Germany and South Scandinavia.)
- Attack. In case a neighboring field is occupied by your enemy (see Move), you can try to attack him/her. Duel is subject to the following rules.
- Armament. You can take two cards from the draw pile.
In the game there are two kinds of cards. Numbers and Figures. Numbers (2-10) determine the power of player in a duel. Figures (JQKA) offer players the ability to perform the selected action. In addition, Figures also have a numeric value for the case of the duel - four.
With cards with figures you can perform special actions.
- J or sabotage. If you have at the beginning of your turn J card in the hand, you may carry out sabotage. Sabotage means that you may reduce the size of one pyramid of your enemy. Sabotage can be done only on your original territory. During a move you may perform only one sabotage. After a sabotage your turn continues and you may do one of the above actions (consription, movement, attack, armament).
- Q or espionage. If you have at the beginning of your turn Q card in the hand, you may carry out an espionage. Espionage means that you may see cards of one of your opponents. During the turn, you can use more Q cards to do more spying. After an espionage your turn continues and you may do one of the above actions (consription, movement, attack, armament).
- K or diplomacy. If you have K card in the hand you may stop any attack that attacks any other player than you. You can use the K card only out of your turn. The attack can be stopped only before revealing of the first attacker card, not later. The attacking player may perform another action (but not other attack - so he may do consription, movement, or armament.
- A or Ace. A card is a wild card and can be used like any other Figure card.
Duels are decided by cards (see Attack). The attacker starts and sets out one card face up. Than the defender reacts, if he wants to, by placing one card. The number of cards that a player can use in a duel is determined by the size of pyramid, which is involved in the duel. If a player attacks with large pyramid, he may use up to three cards, with middle pyramid, he may use up to two cards, with small pyramid he may use up to one card. (And vice versa for the attacked one - if he has large pyramid in the duel, he can use up to three cards...). Each player may at any time terminate the setting out of the card. After both sides set out their cards, the aggregated value of the cards is counted. (Here Figures have a numerical value of 4.) This determines the strength of the attacker and defender in a duel. (A player can set out only cards he has in the hand. No drawing of cards during the duel is possible.)
Discard all used cards to the discard pile. If the draw pile runs out of cards, shuffle the discard pile and put the cards back into the game.
The aggressor has to get higher number in cards than the defender, otherwise both pyramids stay on their original fields. In case the aggressor wins, the defender has to move away onto an empty neighboring field of his choice. The aggressor has to move his pyramid into the field that was attacked. In case the defender has nowhere to move (only in this case) his pyramid stays on its original place and shrinks by one size. In case a smaller pyramid is not available, the pyramid shrinks by 2 sizes. Small pyramids are destroyed straight away (in this case the attacker moves onto the conquered field).
During the game you can freely negotiate.
The game ends when one player occupies all three fields of one power, and still has at least one own pyramid on his own territory. Or if a player has lost his last pyramid on its territory, the game ends.
The player wins if his archenemy (the player to his left) lost the last pyramid from his territory.
In the game two players sometimes win. The one who occupied the entire territory of one of his rivals, and the player playing the right hand of power being occupied. This fact strengthens the diplomatic negotiations.