The United Kingdom
Entente Nation
“I think a curse should rest on me because I love this war. I know it’s smashing and shattering the lives of thousands every moment, and yet I can’t help it — I enjoy every second of it.”
Winston Churchill, 1916
The Empire on which the sun never sets. From the British Isles you plan your campaign against the Central powers. Utilising your global empire and Royal Navy will be integral to the Entente’s victory. Your unique geographical position gives you more focused choices to make each night. The choices are as follows:
1. British Intelligence: Investigate a player and discover their Abilities.
2. The Gallipoli Campaign: Securing access to the Dardanelles will allow the
Entente to supply
Russia throughout both invasion and revolution. If successful,
[REDACTED]
This campaign is very risky and only has a 1/6th chance of success.
It can only be attempted once.
These two abilities rely on the player
Japan. If they fail you, these powers will be limited or have side effects as described.
3. Blockade: Block a player from performing a night action. If Japan does not assist you, the Isles will be undefended. Other players will not be able to protect you this night and you can be lynched by one less vote tomorrow.
4. Rally the Commonwealth: Your lynch vote counts as two for the next day. If Japan does not assist you, this has a 50% chance of success.
You are allowed to try and communicate with
Japan, but must do so discretely.
You win when the
Central Powers and other threats to the world are defeated.