Front 1901Game rulesFrançaisPlay for free

Front 1901 rules

Europe, 1901. Seven Great Powers fight over the continent. No dice, no luck: everything depends on your orders, your opponents' orders… and the promises each side keeps or breaks.

In this solo version you lead one power and the computer plays the other six, with their alliances, grudges and betrayals. The game runs in your browser, with no account and nothing to install. Start a game →

Goal

The map has 34 supply centres. The first power to control 18 wins the game. You may then keep playing; the game ends by itself when no enemy centre is left. If your power loses all its units and centres, it is eliminated. In a short game, play stops at the end of 1910 and the power with the most centres wins. The daily challenge gives everyone the same power, level and luck each day, so you can compare results.

The map

Europe is divided into 75 territories: 56 land provinces (inland or coastal) and 19 seas. Switzerland is impassable. Each power starts with three home centres, four for Russia; the twelve other centres are neutral (Norway, Sweden, Denmark, Holland, Belgium, Spain, Portugal, Tunis, Serbia, Greece, Bulgaria, Rumania).

PowerStarting units
EnglandFleets in London and Edinburgh, army in Liverpool
FranceFleet in Brest, armies in Paris and Marseilles
GermanyFleet in Kiel, armies in Berlin and Munich
ItalyFleet in Naples, armies in Rome and Venice
AustriaFleet in Trieste, armies in Vienna and Budapest
RussiaFleets in St Petersburg (south coast) and Sevastopol, armies in Moscow and Warsaw
TurkeyFleet in Ankara, armies in Constantinople and Smyrna

Split coasts and straits

Spain and St Petersburg have a north coast and a south coast, Bulgaria an east coast and a south coast: a fleet is always on one of them and can only move along that one. Denmark and Sweden are neighbours, for armies and fleets alike; however, the Skagerrak and the Baltic do not touch, so a fleet passes through Denmark or Sweden. Likewise, the Black Sea and the Aegean only connect through Constantinople. Kiel, thanks to its canal, touches both the Heligoland Bight and the Baltic.

Armies and fleets

An army moves across land provinces. A fleet moves across seas and coastal provinces, following the coast. A province can hold only one unit. All units have the same strength: what counts is the number of supports.

How a year works

  1. Spring: everyone writes orders in secret, then all orders are revealed and carried out at the same time. Dislodged units retreat.
  2. Fall: the same again. At the end of the fall, any power occupying a centre takes control of it (and keeps it until another power occupies it in a later fall).
  3. Winter: everyone compares centres and units. With more centres, you build new units in your free, still-controlled home centres; with fewer centres, you must disband units.

The four orders

OrderEffect
HoldThe unit stays where it is (default order).
MoveThe unit tries to enter a neighbouring province.
SupportThe unit stays but adds +1 to a move or a defence, in a province it could enter itself.
ConvoyA fleet at sea carries an army from one coast to another.

Resolving conflicts

Each move has a strength of 1, plus 1 per valid support. A holding unit defends with 1, plus its supports. The stronger side wins; on a tie, nobody moves (a "bounce").

Example. The German army in Munich moves into Burgundy, supported by the army in Ruhr: strength 2. The French army holding Burgundy defends with 1. Germany enters Burgundy and the French army is dislodged.

Supports and cuts

A support is cut if the supporting unit is attacked by another power, even unsuccessfully: it has to defend itself and helps no one. One exception: an attack coming from the province the support is aimed at does not cut it, unless it dislodges the supporting unit.

Example. France supports, from Picardy, its army in Paris attacking Burgundy. England lands in Picardy from the English Channel: even if the landing fails, the support is cut and the attack on Burgundy drops back to strength 1.

Convoys

A coastal army can cross the sea if a fleet, or a chain of fleets, at sea carries it. Two orders are needed: the army moves to the landing coast, and each fleet along the way orders the convoy. In the game, just click the army and then the landing coast: your fleets at sea along the way are given the convoy order automatically. If a fleet on the route is dislodged, the convoy fails and the army stays put. A fleet on a coast cannot convoy, only a fleet at sea.

Retreats

A dislodged unit must withdraw to a free neighbouring province, other than the one the attacker came from and other than a province left empty by a bounce. If two units retreat to the same place, or if no retreat is possible, the unit is disbanded.

Winter builds

You can only build in your home centres, if they are free and still under your control: a centre conquered elsewhere counts towards your total but does not let you build. A fleet can only be built in a coastal centre; in St Petersburg you choose the coast.

Diplomacy

Negotiation is the heart of the game. In this solo version, every turn, the "Negotiate" button lets you, with each power:

The other powers write to you too: proposals, requests for support, demands, and news of their alliances and wars. Each nation has its own character: some almost always keep their word, others much less. A promise kept improves relations for good; a betrayal comes at a price. And if you grow too strong, expect a coalition.

Levels and help

Three levels are available. On Easy, the other powers play cautiously and keep their promises more often. On Normal, they coordinate attacks and defences. On Hard, they anticipate your moves by simulating several scenarios before deciding, and they are less trustworthy in diplomacy. To help you: a strength estimate under each order, a threat map, a summary after each turn, the full game history and a button that suggests orders.

Tips for getting started

PowerIdeas
EnglandTake Norway by convoy in 1901 and keep the North Sea: your islands are hard to attack.
FranceSpain and Portugal are yours; watch Burgundy and the English Channel.
GermanyDenmark and Holland first. In the middle of the map, a pact with a neighbour is worth its weight in gold.
ItalyTunis is easy; then choose early between Austria and Turkey.
AustriaSerbia then Greece; find an ally, Austria alone is vulnerable.
RussiaFour units but two fronts: Sweden in the north, Rumania in the south. Avoid losing everything by spreading too thin.
TurkeyThe safest corner of the map: Bulgaria first, then the Black Sea.

Golden rule: a neutral centre taken in the fall is one more unit in the winter. And a well-placed support counts for more than an extra unit.

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