Diplomacy Zine -- EP #179 Chapter Six From: Eric_S_Klien@cup.portal.com Date: Tue, 03 Jul 1990 23:36:13 +0000 Issue #179 of ELECTRONIC PROTOCOL: ************************************************************************ For six weeks following Secession, a local bar named Sloppy Joe's had used as its sole source of entertainment a group of lawyers giving a marathon reading of the Florida statutes. They would read a law and call for a voice vote from the patrons of the bar. If the people in their wisdom rejected the law, it was torn out of the book. Of course you also lost whatever was on the other side of the last page. ************************************************************************ Chapter One contains: BLITZKRIEG, GETTYSBURG, RED STORM RISING, and a new unnamed game. And is published by daybell@aludra.usc.edu/Donald Daybell Chapter Two contains: DRAGONSLAYER, JACAL, MANHATTAN, VERSAILLES, DRESDEN, and a new unnamed game. And is published by tedward@cs.cornell.edu/Ted Fischer Chapter Three contains: MULHOUSE, DAWN PATROL, SNIKKEL-2, BERLIN, SNIKKEL-1, EL ALAMEIN, SQUALANE, UNGAWE, CAPTAIN CAVEMAN And is published by cwekx@htikub5.bitnet/Constantijn Wekx Chapter Four contains: FIRE WHEN READY, BIG WILLIE, NICKEL, and OZARK And is published by dm8sstaf@miamiu.bitnet/Douglas M. MacFarlane Chapter Five contains: ARCHANGEL, BORDEL, ERIS, MASADA, and YALTA And is published by uunet!bnrgate!bmers1!dgibbs/David Gibbs ----------- Chapter Six ----------- No games this issue. Publisher comments: The BNC and MNC owe me 15 numbers. Even worse, I have 7 additional games who I have not even bothered to ask for numbers. Until I get the BNC numbers that I have requested, I will not ask for any more. The same goes for the MNC numbers. I will soon give in and start listing all my games with EP numbers as my other publishers have begun to do. If anyone wishes, I will assign XP (xtra protocol numbers) to games outside this zine that wish to be recorded for statistical purposes. Quote is from p.86 from Buying Time by Joe Haldeman The following idea for a new variant is being discussed by Michel Malhomme/malhomme@enst.fr: -#-Hello folks, I'd like you to read and comment on the following set of rules, which is a first draft concerning a Diplomacy with Money and other things. The rules are those of Normal Diplomacy, as edited by Avalon Hill, except as modified below. The new concepts are: 1)Supply centers and neutral territories supply money to whom gets them 2)That money can be used to move units, buy spies, build fortresses, place garrisons is supply centers, provoque uprisings in enemy land, and as a guaranty for treaties. 3)Money is the Glork. ---------------- I/ Collecting taxes: Each supply center gives at fall 10 G. Each supply center which has been walked upon by an enemy in spring us worth 6 G. Each land territory is worth 2 G. Each sea one is worth 3 G. A territory that is not a supply center is possessed only by moving to it, even in spring. II/ Units The maximum number of units is the number of SC you have. If you decide not to build a unit, you earn 10 G in place of it. You can buy spies, which cost 2 G each.(Per year) You can buy Garrison Cohorts, which cost 1 G each. You can build fortresses, which cost 15 G, and 4 G each fall to repair. You must retain enough money to make all your units hold two seasons! III/ Fights To move an unit towards a friendly or neutral territory costs 4 G. To move an unit towards an enemy territory costs 6 G. To give support costs 3 G. To hold costs 2 G. To convoy costs 4 G. Deliberate attack: Gives an attacking unit one extra support, at cost of 12 G. Deliberate defense: Gives a holding (Only) unit one extra support, at cost of 8 G. IV/ Spies Each turn(spring and winter), spies can be sent in whatever supply center on the map. Two spies of differenr countries can cooperate if they each state so. Spies can go to Supply centers, or to the Capital of a country. 1) SC: After Bond fight, surviving spies can tell how many cohorts are in garison there. 2) Capital: After fight, spies can either: a) Tell about treaties b) Tell about money of the country c) Tell if that country participated in an uprising. Fights: If there are the saame amount of enemy spies in a place, they are all destroyed. If one has more spies than others, he can do either: a) Destroy all enemies, and lose the same amount of spies. b) Kill nobody, and give false informations. In that case, the enemy won't know if there were spies there in. V/ Garrisons and Uprisings Garrisons can be placed in whatever supply center one has, except in his starting ones. They can't move and have no influence upon fighting. They must be, as spies are, replaced each fall. A Garrison is used to protect against Uprisings. To provoque an uprising, an enemy must spend money. For each 1 G he spends, one cohort dissapears in the center. When the money is spent, several things can happen: a) There were more money than cohorts (M>C): then the uprising succeeds: 1) If there ramains 3 ore more G, the center is now possessed by the attacker 2) Else it becomes neutral. In that case, the defender won't know about the countries who took part in the plot (Except the one who will earn the SC, which is the one who has sent the more money, unless players have agreed differently) b) Else, it fails and the defender knows who tried to do it. Note: Other ones may send money to help the Garrison, but not the defender himself. If there is a bounce in that SC at the same turn the uprising is tried, the land becomes neutral if Money = Number of Cohorts. Of course, an uprising is impossible if there is a unit in the SC. Uprisings are judged after the moves. VI/ Guaranties Players can guaranty treaties with money. These treaties are sent to the GM by each player, in the same writing. They can be either public or secret. If one player complains about treaty breaking, them the each concerned one will write a text to defend himself. The judgement will be public and broadcasted to every player. The GM decision is definitive. A player condemned to pay must do so at the next fall, before anything else, but the amount of money is immediatly blocked by the GM. (But the GM must let the player enough money to allow his armies to hold) VII/ Beginning of play The game begins at fall 1900, with all players having money, and units as usual. Money at start: France, England, Germany, Italy and Austria begin with 39 G Russia begins with 49 G Turkey begins with 36 G Please tell me what you think is to improve, and if you would eventually like to try it Michel Malhomme It has so far generated the following response: From: loeb@moon.greco-prog.fr (Daniel Loeb) I like your rules however, you can not combine your spy rules with your money backed treaty rules. The reason is as follows suppose I want to know whether England has a fleet in the English channel but I don't want to bother to send a spy there, then I make a treaty with *ANYONE* as follows: Turkey pledges to convince England to never move a fleet into the English Channel. If England ever does so then Turkey owes France 0.00001 G. Or even visa versa with France guaranteeing this fact to Turkey. If England ever moves to the channel, France will know right away at the cost (or gain) of 0.00001 G. Another problem is with your bond fighting rules in that they require an additional phase to be added to the game. Moves Bond Fighting Retreats Moves Bond Fighting Retreats Builds You should also include a cost in Glorks of BEING attacked, and you should precise the penalties for being bancrupt. Do you need a majority in a bond fight or merely a plurality. You should add a rule that you only earn income from spaces that have a continuous line of supply. Or that income can only be moved through friendly territory. (Money counters from ILLUMINATI could be used in practice.) I am enjoying publishing this zine. Keep that mail coming! Eric Klien Up