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CDG SOLO METHOD RULES

for Paths of Glory


(v2.0)

ACTION ROUND PROCEDURE

Perform the following steps for each side during their respective Action Rounds:

1. Flip up all face-down cards in Spaces A through E.


2. Nominate one card of those in Spaces A through E to be played (the
Nominated Card).
3. Roll one white die and one colored die and implement the result as
follows:
If no DOUBLES are rolled and the white die result is within the Nominated Cards
range, the Nominated card is played for any allowable purpose. (Ignore the
colored die result.)
If no DOUBLES are rolled and the white die result is greater than the Nominated
Cards range, refer to the colored die roll to determine the Alternate Card:
If the colored die result is 1, 2, 3, 4 or 5, the card in space A, B, C,D or
E, respectively, is played for any allowable purpose, UNLESS the colored die result
indicates the Nominated Cards space, in which case you must conduct a 1-OPs
Activation (without playing any card).
If the colored die result is 6, draw the topmost card from the Draw Pile and play it for
any allowable purpose.
If DOUBLES are rolled, a Random Event occurs:
On a 11, 22, 33, 44 or 55, the card in space A, B, C,D or E,
respectively, is played for its Event. However, if the events requirements have not been
met or said card is a Combat Event Card, then play the card for any other allowable
purpose;
On a 66, an Unexpected Random Event occurs. Draw the top card from the Draw Pile
and play it for its Event. If the events requirements have not been met or the card is a
Combat Event Card, then play the card for any other allowable purpose;
4. Discard the Played Card (if any was played), by placing it face up on the
Discard Pile. If the card was played for its Event and the Event has an
asterisk (*), remove the card permanently from the game. (Skip this step
if a 1 Ops Activation resulted in Step 3.)
CDG SOLO METHOD RULES
for Paths of Glory
(v2.0)
SPECIFIC SITUATIONS
INITIAL STRATEGY CARDS: Shuffle the initial Strategy card deck for each side (the Mobilization deck). For each
side, deal five cards, and place them, face-down, one each in Spaces A, B, C, D and E of the display.
(Remember to include the Guns of August card in the initial Central Powers hand.) At the start of the Central
Powers first Action round, reveal all the face-down cards in the Central Powers card track (Spaces A through
E), leaving all Strategy cards in the Allied sides card track (Spaces A through E) face-down.

SKIP DRAW CARDS PHASE: Because of the fluid nature of card play in this CDG Solo Method where Strategy cards
are constantly cycled through each sides hands during the Action Phase, skip the Draw Strategy Cards Phase
entirely in the Sequence of Play.

SPECIAL INITIAL HAND CARDS: In many CDGs, there are rules that require the placement of a particular card in a
sides initial hand, allowing play of the cards event only during the first Action Round of the first turn.
(Example: the Guns of August card in Paths of Glory). In this particular situation, if the Player desires to play such
card for its event, no activation die roll is made and the card is played solely for its event. However, if the Player
desires to play any other card, he must nominate the card and roll the dice to see if said card or any other card is
eventually played.

PLAY OF COMBAT EVENT CARDS DURING COMBAT RESOLUTION: Some Strategy Cards show Combat Events
(denoted by the notation CC). These cards may only be played for their event during combat resolution in the
Action Phase, as follows:
A maximum of one Combat Event card per side may be played per combat situation. (Note that this is
a change from the games rules which allows multiple cards to be played per combat.)
The Player freely selects any one eligible Combat Event Card for the Attacking side during the Play
Combat Step of Combat Resolution.
The Player then flips and reveals all face-down cards in the Defending sides card track (Spaces A
through E). Proceeding from left to right on Spaces A to E, for each eligible Combat Event Card,
the Player rolls one die:
If the die roll is within the cards space activation range, such card is played in defense.
If the die roll is outside of the cards space activation range, the card is not played in defense and
proceed to roll for any other eligible Combat Event Card(s) that may be present in the defenders
track.
If a Combat Event Card was played in defense, after the combat resolution, pick the topmost
card from the Draw Pile and place it face-down on the space formerly occupied by the Combat
Event card played. (This card is not revealed until the sides next Action Round.)

V2.0 Notes:
1-OPs Activations introduced. In keeping with the spirit of the game, this 2.0 version of the CDG Solo Method Rules
incorporates a situation where a 1-OPs Activation may occur. The original 1.0 version of the rules had no such 1-OPs
provisions and consequently, no 1-OPs Activations ever occurred.