Diplomacy zine -- Chapter Three From: Eric_S_Klien@cup.portal.com Date: Wed, 06 Sep 1989 23:28:31 +0000 Issue #95 of ELECTRONIC PROTOCOL: ********************************************************************* THIS IS A TEST. FOR THE NEXT SIX PAGES THIS ZINE IS GOING TO CONDUCT A TEST OF THE NATIONAL SOBRIETY SYSTEM. IF THESE PAGES MAKE SENSE, DO NOT DRIVE A CAR FOR THE NEXT TWENTY-FOUR HOURS... ********************************************************************* Chapter One contains: D-DAY, NAVARONE, BLITZKRIEG, OPERATION OVERLORD, GETTYSBURG, and HMS HOOD And is published by Daybell@aludra.usc.edu/Donald Daybell Chapter Two contains: DRAGONSLAYER, DOUGHBOY, BISMARK, COLD WAR, JACAL, and TRENCHFOOT And is published by Tedward@cs.cornell.edu/Ted Fischer ------------- Chapter Three ------------- Fall '01 of the game TANNENBURG (BNC number 1989HZ) (GM is Ebrosius@lucy.wellesley.edu/Eric Brosius) Not received due to GM having e-mail problems. Summer '01 of the gunboat game VERDUN (MNC number 1989AZrb32) (GM is Sccs6069@iruccibm.bitnet/Michael O'Regan) Nothing happened. GM comments: Quote taken from Erehwon #82. I definitely could use some more scribes, let me know how many pages you would like to type in and I'll send them to you. (This is real important, my wrist is a mess! I will be seeing a doctor this Friday about it.) If anyone would like to GM the remaining turns of a twenty player Diplomacy game, let me know. The game is now down to 7 players and you would start GMing September 27th. If someone would like to compile rating statistics on our players, I would be glad to give him results of all our games. If anyone wants to give me info about themselves for a biography of our subscribers, send it to me! Earlier this week I got my Blind Diplomacy and 1914 variant games off the ground. (Although you can sign up for the next Blind and 1914 games.) So I have decided to start organizing another variant. The variant will be the original rules and map and we'll call it Classic Diplomacy. Following is a complete reprint of the original rules plus a letter talking about the coastal crawl since I'm sure that people will miss this trick in the original rules. Anyone interested in playing this game send me your country preferences. GMs for this game are also welcome. I will send xerox copies of the map to all particpants. The map is pretty similar but has neat differences such as Switzerland is a supply center and there are places like Mesopotamia and Persia. (I will be using a xerox from The Gamer's Guide to Diplomacy by Avalon Hill, it is of better quality than the map in the zine Command.) And there are lots of neat rules such as armies must be placed on top of fleets and then moved at the rate of one unit per turn in order to be convoyed. Oh, before I print the article I just want to quote a few lines from The Gamer's Guide to Diplomacy (Available for $4.50 from Avalon Hill). "The 1958 map and complete rules were also published by Dennis Agosta in COMMAND #3 in 1976...The commercial version and COMMAND #3 are long out of print." Guess who has more than one copy of this issue? My collection is getting pretty impressive! By the way, I do have some old issues for sale if anyone is interested. (I'll use the money to pay for our first display ad.) Taken from Command #3: 1958 Diplomacy -------------- Copyright 1958 Allan B. Calhamer Rules of the Game of Diplomacy Players and Countries --------------------- The game is played by seven players, each of whom represents one of the Great Powers in Europe in the Nineteenth Centry: Austria- Hungary, England, France, Germany, Italy, Russia, and Turkey. Each player is independent of the others. At the start of the game the names of the Great Powers should be written on slips of paper. Each player then selects his country by chance by drawing a slip. Object of the Game ------------------ If any player gains a majority (18) of the possible military units in the game within the time set aside for play he is the winner, and the others are losers. If no player secures a majority, all players still in the game tie. Any player who loses all his military units loses in any case. Diplomacy --------- Before each move, a period of time is set aside for diplomacy. This period is thirty minutes before the first move, and fifteen minutes before each subsequent move. Any diplomacy period may be closed sooner than this, if all the players agree at the time of closing the period. During the diplomacy period the players may confer with each other, publically or privately, at the board or elsewhere. There are no rules governing what they may say during this period, nor are they required by the rules to live up to what they say, afterward. Small copies of the game board are provided for reference during conversations away from the board. Military rules - Supply ----------------------- Thirty-five spaces on the board are designated as supply centers. Each of these is capable of continuously furnishing supplies necessary to maintain a military unit. At the start of the game each Great Power contains three supply centers, except Russia, which contains four. Each Great Power has three military units, execpt Russia, which has four. If a Great Power occupies another supply center, it may raise another military unit. If a supply center formally under its occupation is occupied by another Great Power, the Power losing the supply center must remove one of its units. Military rules - Military units ------------------------------- Each player has two sets of markers, called military units. One type represents miltary control of a province, and is called an army. The other type represents naval control of a province or a body of water, and is called a fleet. Each marker is numbered for identification. The colors represent different countries, as follows: Red, white, and blue, England; Blue, France; Black, Germany; Green, Italy; Red, Austria-Hungary; White, Russia; Yellow, Turkey. MIlitary rules - The board -------------------------- The Great Powers have each been divided into provinces, each of which is a space for purposes of reckoning the moves of armies and fleets. The sea has been divided into bodies of water, each of which is a space for purposes of reckoning the moves of fleets. The small countries are each one province for purposes of reckoning moves. The islands, except England, cannot be moved to. Military rules - The moves of armies and fleets ----------------------------------------------- After the diplomacy period has closed, the players write down the moves they wish to make with their armies and fleets. These written orders are usually kept secret until all players have written their orders. The orders are given to one player who then exposes them all, and makes the moves on the board. This duty falls on each player in turn for two moves in succession, starting with the player of England nad proceeding clockwise around the table. The players should sit each beside his own country, and they should be in the following order: England, Germany, Russia, Turkey, Austria-Hungary, Italy, France. The moves are named in order: Spring, 1901; Fall, 1901; Spring, 1902; and so on. In writing moves it is sufficient to write the name of one's country, the season and year, the number of each army, with the name of the province to which it is to move after it, and the number of each fleet, followed by an "F", followed by the name of the province to which it is to move. A player may move all his fleets and armies on each move. If he fails to order one of his units, it loses its move. If he orders it to make an impossible move or an ambiguous move, it loses its move. If he mistakenly writes down an order he does not intend, but which is possible, his unit executes the order. An army may move to any adjacent province on the board, subject to exception when its move conflicts with that of another unit. A fleet may move to any body of water adjacent to its location, or to any coastal province adjacent to its location, subject to exception when its move conflicts with that of another unit. When a province has two seperated stretches of coastline, however (i.e., Spain, Finland, St. Petersburg, Bulgaria), a fleet which enters the province by one part of its coastline may move out only to a province or body of water adjacent to that stretch of coastline. Note that if a fleet in Portugal is ordered to Spain or a fleet in Constantinople is ordered to Bulgaria, the player must indicate which coast the fleet is to move to, or his move is ambiguous, hence forfeited. Likewise a fleet in a coastal province may move to another coastal province only if they are adjacent along a coastline. The space which an army or fleet is in prior to a given move shall be called its "location". The space to which it is ordered shall be called its "objective". If an army stands in its location and another army is ordered to move to that province, the army ordered to move loses its move. If two armies are ordered to the same objective, they both lose their moves. If each army is ordered to the others location, they both lose their moves. The result is the same between two fleets; or when fleets and armies conflict, which may only occur in coastal provinces, the result is the same, the fleets and armies being equal in strength. A player may order any army or fleet belonging to his country to give up its move in order to support another unit. A unit giving support may not move. If it is ordered to move and support, the move is considered, the support is ignored. The unit giving support may only support in a space to which it could legally move if unopposed by other units; that is, an army may support only if the objective of the unit receiving support is in a province adjacent by land to the army; a fleet may support an action only in a body of water or coastal province adjacent to its location as previously discussed. A unit receiving support has the power of two units, that is, it will move to its objective in spite of the presence or conflicting move of one or more other armies acting without support. It does not matter if the opposing unit thus ousted from its location was ordered to attack the locations either of the attacking or the supporting units. A unit acting with the power of two nevertheless will not move if opposed directly by a unit acting with the power of two. A unit may receive support from several units on the same move, and then may be prevented from moving only if directly opposed by a unit equally heavily supported. If a province is occupied, and two contesting units equally heavily supported attempt to enter it and fail, the army occupying it remains in occupation, unless it has been successfully ordered out on the move. If the location of a supporting unit is attacked by a unit, not the one whose location is the objective of the unit receiving support, the supporting unit is treated as a unit not ordered to move, standing its ground against an unsupported attack, but not carrying out the support order. Thus a support may be cut by an attack from the side. If a unit is ordered to follow another unit moving on the same move, and the leading unit is prevented from moving, the following unit is also prevented from moving. The above rules apply whether the units belong to one country or several; except that a country may not drive out one of its own units by an attack or support by another of its own units. The units of one country may freely support those of another. When a unit is driven out of a space, it must retreat before the next move begins. In a retreat the player of the retreating piece simply reaches over and moves his unit to any adjacent space open to that type of unit, provided that that space is not occupied, not the space the attacker came from, and not a space that two units attempted to occupy on the move and failed to occupy on the move due to a conflict in orders (called a standoff). If two or more units have to retreat, and, in the opinion of the players, knowing what the retreat one had chosen would affect the choice of the other, the retreats must be written privately, or only one retreat is possible for two retreating units, the unit or units unable to retreat are annihilated and removed from the board. If no supply center has been lost, however, a new unit may be brough in as a replacement as indicated below, as when a country has gained a supply center. If the above rules are observed there will never be two units in the same space. This is subject to exceptions in the case of capitals, naval bases, and armies taken on board fleets, which will be discussed below. Military rules - Occupation of supply centers --------------------------------------------- At the beginning of the game, each Great Power occupies the supply centers inside its boundaries. It may establish occupation of any other supply center by having a unit in that supply center at the close of a fall move. Once occupation of a supply center has been established, it continues until some other Power establishes occupation of it. If a Power occupies more supply centers at the close of a fall move than it has units on the board, it may raise new units to bring its total up to the number of its supply centers. The player may apportion his new units between armies and fleets as he sees fit. Armies start in their capital, fleets in their naval base, it may not raise fleets, unless and until it recaptures its naval base. If a country has lost its capital, the capital moves back automatically. If a country has lost all its original supply centers, it may not raise new units, though it may keep its existing units on the board if it controls foreign supply centers; it may caputre other foreign supply centers, cutting the supplies off from other Powers; it may, if it recaptures an original supply center, against set up a capital and raise armies. If, at the close of a fall move, a country has more units on the board than it has supply centers under its occupation, it must remove units until its units are equal in number to the supply centers it occupies. The player losing the units may choose which of his units shall be removed. Raising and removal take place after retreats, if any, as a result of the fall move have been made. Raising and removal should be written privately and revealed all at the same time by the player whose duty it is on the particular move to make the physical moves. Capitals and naval bases ------------------------ The countries start the game each with two armies in its capital and one fleet in its naval base; except England starts with two fleets and one army, and Russia starts with two armies in her capital, and one fleet in each of her two naval bases. When Russia builds a fleet she must indicate at which naval base it is to start. A country may have any number of its own fleets in its naval base and any number of its own armies in its capital. When multiple armies are in one province, however, they are worth only one in defence of that province. They may not support each other, nor may they both support the same unit outside the province. Only one of them may receive support in the capital or naval base. An amry may not move into its own capital if one of its own fleets is in it, nor a fleet into its naval base if occupied by its own army. But the presense of such units shall not prevent the raising of a unit in its proper place. Armies on board fleets ---------------------- If a fleet and army are in the same province, the army may be ordered "on board" the designated fleet and the fleet moved on the same move. If an army is in a coastal province to which a fleet could ordinarily move, it may move in, provided the army is ordered on board at the same time. Once an army is on board a fleet, the two units may not support each other, nor has the army any fighting power. The army stays with the fleet until the fleets puts in at some coastal province. Then the army may be ordered off, provided the fleet is also ordered out on the same move. If an army is attacked at this time, it is treated as if it had been located there previously and had not been ordered to move. If the fleet is prevented from moving, the army stays on board. Both the army and the fleet may receive support from other surrounding units, but may not support each other until the army id disembarked. Kiel and Constantinople ----------------------- Kiel and Constantinople may be crossed either by armies or fleets. In either case the crossing unit must first stop in the given province, and thus by the above rules may not cross against opposition unless superior force is brought to bear. Modifications for fewer players ------------------------------- With six players, Italy is deleted as a Great Power, and Venice and Naples are deleted as supply centers. A majority is then 17. With five players, Turkey is deleted, and Ankara and Erzurum delted as supply centers, bringing the majority down to 16. Length of game -------------- If no winner appears earlier a game usually is played over a period of about four hours. Taken from Command #3: Dear Dennis, Feb 2, 1976 In the 1961 rulebook I intended to permit the Coastal Crawl. In the 1971 rulebook I intentionally left it out. The reason for the change is that perceptive fans discovered a great number of different situations, involving support orders and the like, each of which required a seperate statement in the rulebook. Yours very truly, Allan B. Calhamer Eric's Notes: This means that F SPA(sc)-POR, F POR-SPA(nc) and F BUL(sc)-CON, F CON-BUL(ec) would be legal in the pre 1971 rulebooks, such as the 1958 rulebook that I have reprinted. I am enjoying moderating this zine, keep that mail coming! Eric Klien .. Up