Diplomacy variants From: dodd@polya.Stanford.EDU (Christopher T. Dodd) Date: Tue, 01 Aug 1989 02:20:03 +0000 Someone asked about the rules to Blind Diplomacy, so I dug up all my weird dippy variants. Blind Diplomacy: In this variant, the locations of all pieces are secret. You discover the locations of enemy pieces when you attack them or are attacked by them. You also discover the location of enemy pieces by spying. Each country begins with 2 spies, in any home centers. You lose a spy if you lose your capital, and both spies if you lose all your home centers. You gain a spy for each enemy capital you take. Spies that are destroyed are replaced each year in a home center. Each spy may: move, hold, or counter espionage. Spies themselves are completely invisible -- they may move through any space regardless of the presence of other units. Spies are never dislogded, and can only be destroyed by counter espionage. A spy performing conter espionage kills all enemy spies in the area. If two spies both CE the same area, both die. If a spy survives, it provides complete information on the unit occupying the area and its actions in the just completed turn. Armor Diplomacy: This variant allows you to build Tank(T) armies. A Tank army functions like a normal army in all respects except that it counts as 2 armies for supply and combat purposes. That is: In any attack by a Tank army it is treated as if it had an extra support above and beyond whatever it may have. When holding, it similarly gets an extra support. When supporting it counts two supporting armies. It requires two supply centers to build/maintain a tank army. In addition, a normal army on a home center may be upgraded to a Tank army for one supply center. A Tank army may be disbanded, counting as two disbands, or if on a home center, may be downgraded to a normal army for one disband. `Complicated' Diplomacy: This doesn't have a real name, but deserves the description complicated. Purists don't like this version because it completely changes the tactics of the game -- but the tactics are only a minor point anyway. It gives everyone many more tactical options. [1] Supply: At the end of each year, each country receives a number of supply points based on the number of supply centers they control. Supply points must immediately be used to build and maintain units -- any unused points are lost. All units must be maintained or disbanded. Supply points are received each year as follows: For each supply center in the player's home country: 3 points For each other supply center: 2 points Supply point income may be modified by bombers. [2] Units: There are 5 types of units in thsi variant. [2.1] Fleets (F): Same as normal fleets. Cost: 2 supply to build, 1 to maintain. [2.2] Armies (A): Same as normal armies. Cost: 2 supply to build, 1 to maintain. [2.3] Tank armies (T): As tanks in armor variant. Cost: 4 supply to build, 2 to maintain. Armies may be upgraded to Tank armies in home centers for a cost of 3 supply points. [2.4] Aircraft or 'planes (P): 'Planes may move two spaces per season, and may move through enemy units without effect. 'Planes may support any move or hold within two spaces. 'Planes have a strength of 1/2 (one half) an army in combat. Example: A Kiel -> Holland This is an attack on Holland P Berlin S A Kiel Holland with a strength of 1 1/2. 'Planes may support Fleets at sea within range, but may not base in sea areas. Disloged 'planes may retreate up to two areas. 'Planes may not by themselves take control of enemy or neutral supply centers. Units may not be built in a supply center occupied by enemy 'planes. An unlimited number of 'planes and or bombers may stack in an area, along with one other unit. 'Planes cost 2 supply to build and 1 to maintain. [2.5] Bombers (B): Bombers may move three spaces per season and may move through enemy units without effect. Bombers may only be based in friendly controlled land areas. Bombers have no effect on normal combat and if dislogded may retreat up to 3 areas. Bombers may make bombing attacks on any supply center within 3 areas of their current location. Bombing attacks are automatically successful if the target location does not contain and is not supported by a 'plane. Each bomber negates (cuts) the support of one supporting or occupying 'plane (supporting 'planes first, then occupying -- defending player's choice of which occupying planes, or random if unspecified) If the number of bombers exceeds the number of supporting and occupying planes then the bombing attack is sucessful. A successful bombing attack reduces the supplies produced by the supply center by 1 for the current year only. Only 1 is subtracted, regardless of how many bombers participate. A supply center being successfully bombed in both the spring and the fall would reduce the supplies produced by the supply center by 2. The reduction occurs regardless of who controls the supply center at the end of the year. Bombers cost 2 supplies to build and 1 to maintain. [3] Starting: Each player starts with Fleets and Armies as per the normal set-up, plus one 'Plane in their capital (London, Paris, Berlin, Moscow, Rome, Vienna, Ankara) Comments: The increased availability of supplies and the reduced cost of maintaining units will tend to increase the number of units on the board. However, planes and bombers don't really take up space, and bombers will kill off a couple of supply points, so the board shouldn't be too crowded. As an optional rule, require that the number of planes in a battle not exceed the number of ground units involved (Armies, Tanks and Fleets). Thus, a Tank unit supported by 1 Army and 3 Planes would only have a strength of 4 (2 for the Tank, 1 for the Army, 1 for 2 of the Planes -- the 3rd plane doesn't count, since there are only 2 ground units involved) Each country has a starting production of 9 supplies, with only 4 needed for support (12 and 5 for Russia), so the first year or two will see a lot of building. Your home centers being worth more than those in other people's countries is a nice additional incentive to maintain control of your homeland. I have no idea how this game would turn out -- its a slight simplification(the original was pretty extreme) of a variant published in _The Avalon Hill General_ a couple af years back. Plus I added in tanks, 'cause they fit in with the concept. If it is too complex for you, throw out the bombers and make home centers only worth 2 each. So, anyone want to try a game of Complicated diplomacy or (gasp) Blind Complicated Diplomacy? Since I'm posting this I'll volunteer as vict ..er.. GM. Send me some country preferences and whether you want to try it blind or not. Send me any other comments you might have too. I tend towards a game speed of 3-5 day/turn, but we might want to go a bit slower on this... I think we should use the above optional rule (no more planes than ground units), but if you're vehemently against it, we can try it the other way. Chris Dodd dodd@polya.stanford.edu Up