7x7 Nuclear Yuppie Evil Empire Diplomacy
(adapted rules by Jim Burgess)
1) Unless superceded below, all rules are as in regular Diplomacy.
2) The game lasts seven game years (measured Winter to Winter, 1901 to 1907),
with each player rotating through the powers in alphabetical order (AEFGIRT),
playing each power for one game year. At the end of each game year, the game
board and positions are fully reset to the initial positions.
3) Initial Positions: All units and supply center ownership are as in regular
Diplomacy, except that each player has five nuclear weapons (except for Russia
which has only four nuclear weapons).
4) Firing Nuclear Weapons: Each nuclear weapon (nuke) is fired at a specific
province (land or sea) according to orders submitted by their owners immediately
FOLLOWING the Spring moves (nuke orders are submitted with those moves and cannot
be made conditional on any outcomes or moves in the Spring turn). Nuclear weapon
strikes destroy the supply center in the targeted province, if any, as well
as any units in that province following the Spring turn.
5) Effects of Nuclear Weapons (Black Hole Variant): The effects of the nuclear
weapon strike are equivalent to those in the Black Hole variant designed by
Conrad von Metzke (Conrad is the unofficial ombudsman for adjudication of paradoxes
caused by this rule). Any provinces adjacent to a nuke strike province are now
themselves adjacent. The effect of nuke strikes on adjacent provinces creates
a cumulative effect such that all provinces adjacent to an a contiguous string
of nuke strike provinces are all simultaneously adjacent. This effect applies
to moves, supports, retreats, and convoys. Coastal provinces that are nuked
transmit their coastal status to all adjacent provinces, which also is cumulative
in effect. These coastal status changes do not interfere with any army supports,
retreats, or moves between two land provinces separated by a contiguous string
of nuke strike provinces.
6) Victory Conditions: The game ends at the end of the seventh winter adjustment
season. Victory points are garnered by cumulatively adding supply centers owned
at the end of each of the seven game years. The player with the most victory
points at the end of the game wins. Ties are broken by sequentially comparing
victory points owned in 1907 followed by each preceding year. Players earning
precisely the same number of victory points in each of the seven game years
remain tied.
WHEN YOU DO NOT HAVE EXACTLY 7 PLAYERS:
ESCALATION DIPLOMACY
Diplomacy is a time proven classic 7 player game with a fine play balance between
all the countries. However, at times players can not assemble 7 players or there
are 8 or more players. Escalation is the system that provides a solution and
a unique game experience each time played.
The basics:
Start with a map and no pieces on it.
Each player takes a different color set of pieces, if you have to duplicate
then have the pieces face alternating North or East for the additional players.
Decide who goes in what order during the 'Escalation Placement' phase of the
game.
Recommended is that the owner of the game places first and then in alphabetical
order by player.
Decide on the number of pieces players will place during the Escalation.
One by one, each player places one piece on the map, this is the Escalation
as players react to each other's prior single piece placement. The piece may
be an Army or a Fleet and it may be on a Supply Center, a non Supply Center
province or a Sea Zone with the classical rules of only one piece per space.
Each player starts owning any Supply Center they start a piece in.
Continue until the agreed number of pieces are placed.
Play the Spring 01 and the Fall 01 seasons simultaneously like a normal game.
At the Winter 01 resolution each player writes down his three 'home' supply centers and may build there if appropriate starting in Winter
01 and for the rest of the game. Players are not limited to declaring traditional
home centers, nor do they have to be adjacent. For example a player may declare
that Brest, London and Naples are his three home centers if he owns those centers
in the Winter of 1901.
Suggested starting number of pieces:
2 players: 12
3 players: 8
4 players: 6
5 players: 5
6 players: 4
7 or more players: 3
Discussions can be limited to table side only (all discussions open to all),
none (Gunboat, see variant) or traditional secret/private talks.
Generally it is recommended that for 4 players or less
that there be no discussions other than at the table.
As a teaching device for two players, increase the number of starting pieces
to 17 to give players a more intense Escalation Phase of the variant and to teach planning ahead.
DOUBLE DIPLOMACY: DREADNOUGHTS, BIPLANES AND STORMTROOPERS
The story of the conflict up to and through the First World War saw the rapid
development of both economies and military technologies.
The stalemate lines of the trenches and strategic deadlocks led also to the
implementation of new styles in warfare to break the stalemate.
In classic Diplomacy there are also stalemate lines across the board in various
areas and directions.
The purpose of Double Diplomacy (originally Dreadnought Diplomacy) is to bring
into the design those elements that would lead to the breaking of those lines. Further,
by its design it will
increase an escalation of power to those countries on the board that become
great powers allowing them to leap ahead of the lesser
countries at a greater pace as the game goes on. It brings the game to a quicker
end and rewards the powerful. The basic rules are:
1. Starting in 1906 and on each EVEN year thereafter, countries may build in
their home centers Double Fleets (Dreadnoughts), Double Armies (Stormtroopers)
and an Army Airforce. To build and maintain these forces it takes TWO supply
centers.
2. If at the Winter adjustment period a player has an Army unit in its home
supply center then he may convert that unit to a Double Army. Likewise if it
is a Fleet then he can convert it to a Double Army (Stormtrooper).
3. An Army Air Force may only be built new.
4. Double Army:
a. A player may have any number of Double Armies
b. Whenever a Double Army moves or supports it is considered as a force of two.
it may be convoyed as if a normal army.
5. Double Fleet:
a. A player may have any number of Double Fleets
b. Whenever a Double Fleet moves or supports action into a sea province then
it does so as a unit with a force of two. When it acts on a
coastal land province against another coastal land province then it does so
as a force of ONE like a normal fleet.
6. The Army Airforce:
a. A Player may have only ONE Army Air Force, it may be represented by a coin
or a token
b. When alone the Army Air Force has a strength of ZERO and may not support
nor prevent another piece from moving into the province where it is alone. However
it may take control of an enemy Supply Center by occupying it in the Fall move
like a normal army.
c. The Army Air Force may be convoyed like any other army
d. The Army Air Force may move into a province occupied by one of your own Armies
or Double Armies.
e. Only when placed in the same province as an Army or a Double Army does the
Army Air Force give an additional force of one to the actions of the province's
unit.
f. The Army Air Force does not support separately from the Army/Double Army
it is stacked with.
g. The Army Air Force automatically moves with the unit it is stacked with.
If the owner wishes to separate the unit then a separate order is issued for
that move. When moving with a different destination than its host unit, the
Army Air Force moves with a force of Zero.
h. When the Army Air Force retreats, either when it is alone or when in the
same province with an army then the Army Air Force is destroyed.
7. If a player must have a removal and he can not maintain the double supply
centers to support the Double Army/Fleet or Army Air Force then it is removed.
These units can not be partially supported and if for example a player has two
Double Armies and three centers then it must remove one of the Double Armies.
DUEL DIPLOMACY
--------------
Duel Diplomacy is a two player game of diplomacy where each player begins with
one nation in Spring 1901, with the usual pieces placed
on all seven nations' home supply centres.
Each game year, players are given 12 points to divide any way they see fit to
bid for the 5 remaining 'neutral' nations. If one player bids
more than the other for a neutral nation, that player's controls the neutral
nation's pieces for both the Spring and Fall movement. If both players tie with
their bid for a neutral, the neutral nation is considered to be
in Civil Disorder for both the Spring and Fall movement (all units Hold in
position).
Each player submits (simultaneously) in the Spring of each game year:
- Moves for their home country
- Bids for the neutral country
- (hopeful) orders for each neutral country
- A preferential list of provinces to retreat each of their home country's units
to should they be dislodged.
Each player submits in the Fall of each game year:
- Moves for their home country
- Moves for neutral countries successfully bid for in the Spring
- A preferential list of builds and disbands for their home country
- A preferential list of provinces to retreat each of their home country's units
to should they be dislodged.
If there are any retreats for units belonging to neutral countries, they will
retreat the unit(s) concerned randomly using a random number generator.
Control the adjustments as necessary for neutral countries: Builds will be located
in a randomly chosen vacant supply center. If this supply center can build both
fleets and armies, randomly chose the type of unit. Disbands will be randomly
chosen from all of the nation's units.
Once the adjustment phase of the game year is complete, the cycle starts again
with both players submitting new orders and a new bid list for the next two
seasons.
OPTION:
Player who controls the neutral makes the decision on builds and removals and
retreats.
OPTION:
No conditional retreats, adjustments.
Victory is achieved when:
-------------------------
A player's home country has 18 supply centers.
A player's home country has more than twice as many supply centers as his/her
opponent's home country.
A player's opponent has lost control of all of their home supply centers.
Special Rule for Russia
-----------------------
There is a special rule for Russia ONLY if one of the two players is playing
Russia as their home nation. Because Russia starts with 4 units in Spring 1901,
a player who has Russia as their home nation must order one unit in each of
Spring 1901 and Fall 1901 to hold in position. This unit does not have to be
the same unit in each season.
If Russia is a neutral country then players may submit orders for every Russian
unit with their bids, no hold order is necessary.
Get Them Dots Now!
1) All of the rules of Diplomacy apply except as modified below.
2) The spring turn is removed from play. The games starts in fall 1901.
Edi Birsan
www.DiplomaticCorps.Org
Midnight Games
www.mgames.com
--------------------
The following is only a brief guide intended for distribution to the players
at the World DipCon.
There are many more same board variants however these are some common and or
popular ideas to toss around. The authors have been removed so as to protect
the guilty and avoid controversy over who came up with what first.
WHEN YOU DO NOT HAVE EXACTLY 7 PLAYERS:
ESCALATION DIPLOMACY
Diplomacy is a time proven classic 7 player game with a fine play balance between
all the countries. However, at times players can not assemble 7 players or there
are 8 or more players. Escalation is the system that provides a solution and
a unique game experience each time played.
The basics:
Start with a map and no pieces on it.
Each player takes a different color set of pieces, if you have to duplicate
then have the pieces
face alternating North or East for the additional players.
Decide who goes in what order during the 'Escalation Placement' phase of the
game.
Recommended is that the owner of the game places first and then in alphabetical
order by player.
Decide on the number of pieces players will place during the Escalation.
One by on, each player places one piece on the map, this is the Escalation as
players react to each other's prior single piece placement. The piece may be
an Army or a Fleet and it may be on a Supply Center, a non Supply Center province
or a Sea Zone with the classical rules of only one piece per space. Each player
starts owning any Supply Center they start a piece in.
Continue until the agreed number of pieces are placed.
Play the Spring 01 and the Fall 01 seasons simultaneously like a normal game.
At the Winter 01 resolution each player writes down his three 'home' supply
centers and may build there if appropriate starting in Winter 01 and for the
rest of the game. Players are not limited to declaring traditional home centers,
nor do they have to be adjacent. For example a player may declare that Brest,
London and Naples are his three home centers if he owns those centers in the
Winter of 1901.
Suggested starting number of pieces:
2 players: 12
3 players: 8
4 players: 6
5 players: 5
6 players: 4
7 or more players: 3
Discussions can be limited to table side only (all discussions open to all),
none (Gunboat, see variant) or traditional secret/private talks. Generally it
is recommended that for 4 players or less
that there be no discussions other than at the table.
As a teaching device for two players, increase the number of starting pieces
to 17 to give players a more intense Escalation Phase of the variant and to
teach planning ahead.
DOUBLE DIPLOMACY: DREADNOUGHTS, BIPLANES AND STORMTROOPERS
The story of the conflict up to and through the First World War saw the rapid
development of both economies and military technologies. The stalemate lines
of the trenches and strategic deadlocks led also to the implementation of new
styles in warfare to break the stalemate. In classic Diplomacy there are also
stalemate lines across the board in various areas and directions.
The purpose of Double Diplomacy (originally Dreadnought Diplomacy) is to bring
into the
design those elements that would lead to the breaking of those lines. Further,
by its design it will
increase an escalation of power to those countries on the board that become
great powers allowing them to leap ahead of the lesser countries at a greater
pace as the game goes on. It brings the game to a quicker end and rewards the
powerful. The basic rules are:
1. Starting in 1906 and on each EVEN year thereafter, countries may build in
their home centers Double Fleets (Dreadnoughts), Double Armies (Stormtroopers)
and an Army Airforce. To build and maintain these forces it takes TWO supply
centers.
2. If at the Winter adjustment period a player has an Army unit in its home
supply center then he may convert that unit to a Double Army. Likewise if it
is a Fleet then he can convert it to a Double Army (Stormtrooper).
3. An Army Air Force may only be built new.
4. Double Army:
a. A player may have any number of Double Armies
b. Whenever a Double Army moves or supports it is considered as a force of two.
it may be convoyed as if a normal army.
5. Double Fleet:
a. A player may have any number of Double Fleets
b. Whenever a Double Fleet moves or supports action into a sea province then
it does so as a unit with a force of two. When it acts on a coastal land province
against another coastal land province then it does so as a force of ONE like
a normal fleet.
6. The Army Airforce:
a. A Player may have only ONE Army Air Force, it may be represented by a coin
or a token
b. When alone the Army Air Force has a strength of ZERO and may not support
nor prevent another piece from moving into the province where it is alone. However
it may take control of an enemy Supply Center by occupying it in the Fall move
like a normal army.
c. The Army Air Force may be convoyed like any other army
d. The Army Air Force may move into a province occupied by one of your own Armies
or Double Armies.
e. Only when placed in the same province as an Army or a Double Army does the
Army Air Force give an additional force of one to the actions of the province's
unit.
f. The Army Air Force does not support separately from the Army/Double Army
it is stacked with.
g. The Army Air Force automatically moves with the unit it is stacked with.
If the owner wishes to separate the unit then a separate order is issued for
that move. When moving with a different destination than its host unit, the
Army Air Force moves with a force of Zero.
g. When the Army Air Force retreats, either when it is alone or when in the
same province with an army then the Army Air Force is destroyed.
7. If a player must have a removal and he can not maintain the double supply
centers to support the Double Army/Fleet or Army Air Force then it is removed.
These units can not be partially supported and if for example a player has two
Double Armies and three centers then it must remove one of the Double Armies.
DUEL DIPLOMACY
--------------
Duel Diplomacy is a two player game of diplomacy where each player begins with
one nation in Spring 1901, with the usual pieces placed on all seven nations'
home supply centres.
Each game year, players are given 12 points to divide any way they see fit to
bid for the 5 remaining 'neutral' nations. If one player bids more than the
other for a neutral nation, that player's controls the neutral
nation's pieces for both the Spring and Fall movement. If both players tie with
their bid for a neutral, the neutral nation is considered to be in Civil Disorder
for both the Spring and Fall movement (all units Hold in
position).
Each player submits (simultaneously) in the Spring of each game year:
- Moves for their home country
- Bids for the neutral country
- (hopeful) orders for each neutral country
- A preferential list of provinces to retreat each of their home country's units
to should they be dislodged.
Each player submits in the Fall of each game year:
- Moves for their home country
- Moves for neutral countries successfully bid for in the Spring
- A preferential list of builds and disbands for their home country
- A preferential list of provinces to retreat each of their home country's units
to should they be dislodged.
If there are any retreats for units belonging to neutral countries, they will
retreat the unit(s) concerned randomly using a random number generator.
Control the adjustments as necessary for neutral countries: Builds will be located
in a randomly chosen vacant supply center. If this supply center can build both
fleets and armies, randomly chose the type of unit. Disbands will be randomly
chosen from all of the nation's units.
Once the adjustment phase of the game year is complete, the cycle starts again
with both players submitting new orders and a new bid list for the next two
seasons.
OPTION:
Player who controls the neutral makes the decision on builds and removals and
retreats.
OPTION:
No conditional retreats, adjustments.
Victory is achieved when:
-------------------------
A player's home country has 18 supply centers.
A player's home country has more than twice as many supply centers as his/her
opponent's home country.
A player's opponent has lost control of all of their home supply centers.
Special Rule for Russia
-----------------------
There is a special rule for Russia ONLY if one of the two players is playing
Russia as their home nation. Because Russia starts with 4 units in Spring 1901,
a player who has Russia as their home nation must order one unit in each of
Spring 1901 and Fall 1901 to hold in position. This unit does not have to be
the same unit in each season.
If Russia is a neutral country then players may submit orders for every Russian
unit with their bids, no hold order is necessary.
Get Them Dots Now!
1) All of the rules of Diplomacy apply except as modified
below.
2) The spring turn is removed from play. The games starts in fall
1901.
DOUBLE DIPLOMACY: DREADNOUGHTS, BIPLANES AND STORMTROOPERS
2. If at the Winter adjustment period a player has an Army unit in its home
supply center then he may convert that unit to a Double Army. Likewise if it
is a Fleet then he can convert it to a Double Army (Stormtrooper).
Did you make a typo? Shouldn't the above be a fleet --> double fleet (dreadnought)?
good catch, all fixed
The basic change is that building is done by duplicating existing
units rather than in home centers. You can build only one unit
per space, so you can't end up with three stacked. Two units on
a space are seperate units, not one double strenght unit, so they
are ordered seperately and may NOT move together (Mun - Ruh, Mun - Ruh
would be a bounce), therefore once one of them moves they will no
longer be stacked. The only time stacking is allowed is as the result
of a build. If the stacked units do not move (or fail to move) then
they may remain stacked. If both units order a support, then a single
attack on the space cuts both supports. Two units in a singe space
defend with a strength of 2 even if they do not support each other.
This makes for a fast paced game with wide open tactics. Another
name for it might be Blitzkreig. It also virtually eliminated
stalemate lines.
Phil Reynolds Mitotic Diplomacy. I'm sure Phil can fill in any rule changes I missed:
The basic change is that building is done by duplicating existing units rather
than in home centers. You can build only one unit per space, so you can't end
up with three stacked. Two units on a space are seperate units, not one double
strenght unit, so they are ordered seperately and may NOT move together (Mun
- Ruh, Mun - Ruh would be a bounce), therefore once one of them moves they will
no longer be stacked. The only time stacking is allowed is as the result of
a build. If the stacked units do not move (or fail to move) then they may remain
stacked. If both units order a support, then a single attack on the space cuts
both supports. Two units in a singe space defend with a strength of 2 even if
they do not support each other.
This makes for a fast paced game with wide open tactics. Another name for it might be Blitzkreig. It also virtually eliminated stalemate
lines.
Updated 14 Jan 08.
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