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A "Friendly" Game of Diplomacy [Winter 1902]


King of Games

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Diplomacy, or How to Make Friends and Influence People. 

 

Diplomacy is a strategy boardgame set in pre-World War 1 Europe. The goal being total conquest (of course). Think Risk, but with much fewer units and no dice-rolling. Like any good politician, You will need deceit, manipulation, cunning and a will to survive to win.

 

Winter 1902

 

U2di8ka.jpgMap w/ named Territories

Map w/ abbrievated names

 

[spoiler='War Records']Spring 1901

 

Fall 1901

 

Winter 1901

 

Spring 1902

 

Fall 1902[/spoiler]

 

[spoiler='The Rules']In order to win, a country must be able to obtain a certain number of supply centres  Normally that number is 18,
 

The objective of Diplomacy is to be the first to get 18 supply centres, but to shorten a very long game I'm going to change the number of supply centres to 12 this game. 

 

A tie can occur if two or more countries control enough Supply Centres between them to win and all agree to share the victory.


Supply centres are recognized on the map as territories with a dot in them. Supply centres sustain military units. You get a new unit for each supply centre you occupy, and lose a unit whenever a supply centre you own gets occupied by someone else.
 

There are 3 phases in the game: Order, Retreat, Build; And 3 Seasons: Spring, Fall, Winter. Order and Retreat Phases occur in each Spring and Fall, and Build Phases occur in the Winter.

-In Any Phase, players talk to one another(over PMs, etc...) to determine alliances and generally plan out their moves.  Note that you by no means have to keep any of the obligations you set forth during this phase. This phase is the longest, and will take one day.

Order:
---This is the gameplay phase. You give orders to your units and try to capture new supply centres  These orders will be made in secret, and PMed to me, where I will resolve all of them simultaneously. The types of moves one can make include:
---Hold basically means that you defend the area you're already in. This is the equivalent of telling the unit to stay where it is. 
---Move is a combination of two possible actions. First, and most simple, you are moving from one territory to an unoccupied one. Second, and more complicated, you are moving into a territory that your opponent either has an army or fleet in or will attempt to move into as well. Two units can not occupy the same territory. If a unit moves into a space already occupied by another unit then it fails in moving and remains where it came from. If two units attempt to move into the same area they both fail. They remain in the same spot they started in. If two enemy units attempt to invade past each other (switch places) they both fail and remain where they started. 
---Moving armies is pretty simple. They can move 1 space, into any bordering territory or be convoyed across a body of water. However, there are a bunch of special scenarios that apply to navies. 
---A fleet can either be on a body of water or in a coastal country. If it is in a coastal country it covers the entire coast line. However, there are some special cases where they only cover part of the coast. For example, look at Spain on the map. As you can see, it has a North coast and a South coast. A unit that entered on the North coast can't, then, leave by the South coast. However, the unit is still considered to defend the entire country, even if attacked by a fleet from the South. 
---If a fleet is on a coast, it can move to any other coastal country it borders. A fleet can support land units and vice versa, but land units (obviously) can't help with a battle in open water and naval units can't help with an inland country. 
---Sweden and Denmark are considered bordering coastal countries. You can move navies directly from one to the other other you can pass between them. 

---Switzerland is a Neutral Country, it can not be attacked or moved through.
---All units are equally strong. Support is used to make a hold or move option stronger. If a holding unit is attacked, then the supporting unit can help defend. If a moving unit meets resistance, the supporting unit can help push them back.

---In order to support, the unit must border the objective area (the country that's either being moved into or defended).

---A supported unit will have the combined strength of all supporting units added to it's own.
---If a unit is attacked while it's supporting, its support is taken away and it attempts to defend. The attacker carries on with the attack minus the support.
---Any nation can support any other nation. Support can not be refused, but it does not force the supported unit to do anything.

 

---Note that you have to give each unit separate orders.

---Convoy is used by naval units on the water to transport armies to different areas. If you have a chain of naval units convoying over multiple spaces you can convoy the army through the chain in one turn. If you convoy into an occupied space then the battle is treated like any other one. Other nations can assist in a convoy. Use multiple convoys together to move an army unit large distances overseas in a single turn. It's very useful to move an Army many more spaces than the 1 space movement it is normally allowed.

After the moves are resolved, I will submit a writeup as well as an updated map.

Retreat:
-In this phase any units which were attacked and forced to retreat are told where to retreat to. If there is no vacant space to retreat to, the unit is disbanded.

Build:
-If any players have more supply centres than units they can place their units in this phase. For every 2 Order phases (Spring and Autumn), you get 1 Build phase (Winter). If any players have more units than supply centres, they have to choose which units to destroy.
-A country is allowed to have as many units as it has major cities. That is why all the countries start with 3 units (except for Russia which has 4). At the end of every Fall turn the number of cities each nation has is counted. If it has more units than it does cities then enough will need to be disbanded to make the numbers even.
-You are allowed to choose which units to disband. If you have more cities than units then are allowed to place new units on any of your unoccupied 3 (or 4 if you're Russia) starting cities. You are allowed to choose which of the two types of units you wish to create if you are placing them in a coastal area. If all your starting cities are occupied you will have to wait until the end of next Fall to place new units. 
-If a country has taken some or all of your starting cities they can not be used to produce new units. In the -scenario that all of your starting cities are taken you will have to work with the units you have left. If you retake the starting cities they are treated like they normally would be. 

And that is a typical turn.

Units
Army: The cannon unit
This unit can only move on land.


Fleet: The boat unit

This unit can only move in the sea, and in coastal territories (land areas with a coast). It can also convoy armies across sea territories using the convoy move.[/spoiler]

 

tl;dr: Video of Basic Rules

You can use sites like this one to help plan your strategy.

 

Each person will play as one of 7 countries:

 

England  Overlord Barty (blue)

France    LeguBrit (light-blue)

Germany Hatcher 魁炎星王-ソウコ (black)

Italy         Cinnamon Star (green)

Austria    Dwarven King (red)

Russia    clairedestroyer (white) 

Turkey    Admiral Remo (yellow)

 

This game will take a slight amount of commitment (much like Mafia). Sign up if you think you can log on, check this thread and send orders me about Once A Day, for the few weeks the game will take to complete. Probably best to 'follow' this topic. Try to let me know in advance if you're going to miss a turn. I mean, we can wait, but that just prolongs an already long game. Best to avoid it as much as possible.

Any unit without orders past the deadline will be treated as Holding.

 

You will have until 9 PM EST(up for debate) each day to PM your orders. You may make any changes to your orders until the deadline.

---I recommend you talk with All other players during this phase. ESPECIALLY during the first turn.

 

Retreat and Build Phases should not take as long and will end once I have everyone's orders, or 9 PM EST(up for debate), whichever comes first.

 

 

Diplomacy involves deception and manipulation, so in all likelyhood, you will backstab and be backstabbed. Please keep in mind that this is just a silly game over the internet and to not get hurt by taking it too seriously.

 

Feel free to PM me any questions/hypotheticals if you need help, or Your talks with other countries, so I can enjoy knowing everything (heheheh).

 

AND HAVE FUN!

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I would join, but I bet my activity will be really strained, so probably best I don't.

 

But I'll be rooting for Italy behind the neutral wall that is Switzerland's borders.

 

Hey, if you can manage every other day it can work out. Retreat and Build orders are every two days and they take about 2 minutes to think about.

 

Thanks for your interest at the very least.

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Turkey please

 

I have question that I don't think was addressed

 

Are sea "territories" basically the same as land territories?

 

Like, can only one fleet stay in one sea territory at a time?

 

I feel like the obvious answer would be yes, that could create some problems =/

 

That's correct.

 

Also, If a fleet is on the coast of a land territory, an Army cannot also occupy that territory.

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Alright, after pm'img the other players, i've complied everyone's preferences. 

 

LeguBrit:           France

Hatcher:            Germany

Admiral Remo:  Turkey

clairedestroyer: Russia

Cinnamon Star: Italy or England

Dwarven King:   No Preference

 

No conflicts so far.

That leaves Austria, Italy, or England for our 7th player IF everyone wants to get along.

But it looks like i wont have to do much coin flipping.

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