Monkey in the Middle

3-player game of a 2-front war

Overview

2 smaller nations (The Monarchy and The Republic) ally against a larger, expanding nation (The Empire).

Terrain

The map should be laid out as shown. There are a few special rules regarding the terrain in this scenario:

  1. In the SE corner of board 6, the west (inland) hexsides of all the road hexes south of the fork in the road count as mountain hexsides.

  2. Raven Island and the peninsulas of boards 8 and 5 which are not connected to other land on the map are neutral. Units may not enter or cross the land of any neutral hex. Sea and air movement may pass through a neutral coastal hex, but may not end in one.

  3. Tuz Island is an independant neutral nation. The player of the Empire or the Republic may declare war on it during his own turn and thereafter conquer it (it is undefended). The nation which conquers it provokes the neutral nations of board 5 to help the other side. Each neutral city of board 5 produces it's pp value in RS steps (use a 4th color of blocks). These RS blocks are controlled by the enemy of the nation which conquered Tuz. They may not be attacked while in the coastal hexes or land hexes of a neutral nation.

    Once one player conquers Tuz, treat it like any other unfriendly terrain on the map; if it is garrisoned the owner may use its production.

    The supply of RS blocks from board 5 continues for the rest of the game, regardless which nation owns Tuz.

Setup

There are 3 nations, each played by one player. The Monarchy and The Republic are allied for the duration of the game, and may not attack each other's posessions or units. Allied units may freely move into or through allied territory.

Victory

The player who has gained the most pp at the end of the game wins. The game ends when the first capital is captured, or one player surrenders.