World in Flames - Impulse Type

Impulse Type

At the start of each Major Power move, the controlling player must choose an impulse type. This represents that Major Power's current allocation of resources and planning. The possible choices are: Land impulse, Naval impulse, Air impulse, Combined impulse, and Pass impulse. Choosing a Land impulse will allow the player to move any number of land units, some air units and no naval units. Correspondingly, a Naval impulse will allow the movement of any number of naval units, some air units and no land units. The Air impulse allows the movement of any number of air units, but no other moves. A Combined impulse allows a limited number of land, air and naval movements, and restricts the number of land attacks that can be performed. The exact number of movements allowed depends on the Major Power and reflects its overall size and organization. Larger and more powerful Major Powers like the U.S. have more moves available in each category than, for instance, Italy. The Pass impulse allows no moves or attack. If two or more Major Powers choose this option, the chance for ending the turn increases.

Read more about this topic:  World In Flames

Famous quotes containing the words impulse and/or type:

    Sometimes we sailed as gently and steadily as the clouds overhead, watching the receding shores and the motions of our sail; the play of its pulse so like our own lives, so thin and yet so full of life, so noiseless when it labored hardest, so noisy and impatient when least effective; now bending to some generous impulse of the breeze, and then fluttering and flapping with a kind of human suspense.
    Henry David Thoreau (1817–1862)

    But the mother’s yearning, that completest type of the life in another life which is the essence of real human love, feels the presence of the cherished child even in the debased, degraded man.
    George Eliot [Mary Ann (or Marian)