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New Variant: Warring States (ancient China) - david_e_cohen   (Oct 17, 2014, 12:33 pm)
As the creator of the Mandate of Heaven variant much earlier in my variant design career (it has its problems--LOL), I am always interested when someone tackles this area and period. It makes me want to revisit my work and improve it! I will take a more detailed look at this and hopefully get back to you with comments.

[Reply]

New Variant: Warring States (ancient China) (Variants) zurn Oct 18, 02:52 am
Thanks! I did of course read your variant. The barbarian raider mechanic is interesting; I once toyed with a variant set much later on in China, with the Mongols as the odd one out.

FYI for anyone who's interested, there's a game set up for this now: http://www.diplomaticcorp.com/game_page.php?game_id=re003
New Variant: Warring States (ancient China) - zurn   (Oct 10, 2014, 1:25 pm)
Thanks, I traced the contour lines over a much lower quality contour map; it actually doesn't take too long. Smile Makes for a much nicer looking physical map, akin to the original Diplomacy board: http://imgur.com/a/U9X9q (Pretty easy and cheap to make, nice for pushing armies around.)

I thought about a "barbarian" power in the north. Although I'm far from an expert, it sounded to me like the barbarian powers were much less powerful, and I thought it was nice to keep it to the main warring states. The Huns are there in spirit: Xiongnu is the Chinese term for them.

Wei is definitely in an interesting spot. They do have the "shortest" path to victory though (2.13 spaces to 18 centres from all home centres), and access to the two main clusters of centres, plus a possible supported move into Ye on the first turn. The wall in Daliang should discourage a casual opportunistic attack from Han and so enhance trust. I gave Han a wall in Luoyang to enhance its defense as well, and the wall in Anyi to help it out as well, plus access to the same two clusters of centres. I'm hoping an extra unit isn't necessary, but it's a possibility.

There are some centres outside the two main clusters, true. I think of Jiuyuan and Shang as Spain and Portugal. Smile Ba and Danyang are like Tunis. Smile Although Ba is on a river that leads into Chu. The extra space around Chu makes it a safe but slower start, and gives the more pressed countries a head start on more centres.

Obviously a lot of the balance decisions require playtesting; I'll certainly let you know if I ever get a game going.

Some more "distances to 18":

Qin 3.22
Chu 3.00
Zhou 2.71
Wei 2.13
Han 3.00
Yan 3.57
Qi 2.63

Centres within 3 that are enemy home centres, and % of all centres within 3:

Qin 5 31%
Chu 8 44%
Zhou 8 40%
Wei 11 44%
Han 7 39%
Yan 6 43%
Qi 10 48%

[Reply]

New Variant: Warring States (ancient China) (Variants) david_e_cohen Oct 17, 12:33 pm
As the creator of the Mandate of Heaven variant much earlier in my variant design career (it has its problems--LOL), I am always interested when someone tackles this area and period. It makes me want to revisit my work and improve it! I will take a more detailed look at this and hopefully get back to you with comments.
New Variant: Warring States (ancient China) (Variants) zurn Oct 18, 02:52 am
Thanks! I did of course read your variant. The barbarian raider mechanic is interesting; I once toyed with a variant set much later on in China, with the Mongols as the odd one out.

FYI for anyone who's interested, there's a game set up for this now: http://www.diplomaticcorp.com/game_page.php?game_id=re003
New Variant: Warring States (ancient China) - charlesf   (Oct 10, 2014, 11:02 am)
Samy,

that's a pretty map. Where did you get the bottom layer from?

I really like the sound of the fleet and walls rules.

Have you thought of adding a Barbarian power to the North? Seems to me like a good idea.

I'm concerned central powers such as Wei face too great struggles. Perhaps you can give those say one more unit...?

Neutral SCs should IMO generally be grouped in clusters. To create fertile battlegrounds.

In any case, please sign me on as an observer should you get a playtest underway.

[Reply]

New Variant: Warring States (ancient China) (Variants) zurn Oct 10, 01:25 pm
Thanks, I traced the contour lines over a much lower quality contour map; it actually doesn't take too long. Smile Makes for a much nicer looking physical map, akin to the original Diplomacy board: http://imgur.com/a/U9X9q (Pretty easy and cheap to make, nice for pushing armies around.)

I thought about a "barbarian" power in the north. Although I'm far from an expert, it sounded to me like the barbarian powers were much less powerful, and I thought it was nice to keep it to the main warring states. The Huns are there in spirit: Xiongnu is the Chinese term for them.

Wei is definitely in an interesting spot. They do have the "shortest" path to victory though (2.13 spaces to 18 centres from all home centres), and access to the two main clusters of centres, plus a possible supported move into Ye on the first turn. The wall in Daliang should discourage a casual opportunistic attack from Han and so enhance trust. I gave Han a wall in Luoyang to enhance its defense as well, and the wall in Anyi to help it out as well, plus access to the same two clusters of centres. I'm hoping an extra unit isn't necessary, but it's a possibility.

There are some centres outside the two main clusters, true. I think of Jiuyuan and Shang as Spain and Portugal. Smile Ba and Danyang are like Tunis. Smile Although Ba is on a river that leads into Chu. The extra space around Chu makes it a safe but slower start, and gives the more pressed countries a head start on more centres.

Obviously a lot of the balance decisions require playtesting; I'll certainly let you know if I ever get a game going.

Some more "distances to 18":

Qin 3.22
Chu 3.00
Zhou 2.71
Wei 2.13
Han 3.00
Yan 3.57
Qi 2.63

Centres within 3 that are enemy home centres, and % of all centres within 3:

Qin 5 31%
Chu 8 44%
Zhou 8 40%
Wei 11 44%
Han 7 39%
Yan 6 43%
Qi 10 48%
New Variant: Warring States (ancient China) (Variants) david_e_cohen Oct 17, 12:33 pm
As the creator of the Mandate of Heaven variant much earlier in my variant design career (it has its problems--LOL), I am always interested when someone tackles this area and period. It makes me want to revisit my work and improve it! I will take a more detailed look at this and hopefully get back to you with comments.
New Variant: Warring States (ancient China) (Variants) zurn Oct 18, 02:52 am
Thanks! I did of course read your variant. The barbarian raider mechanic is interesting; I once toyed with a variant set much later on in China, with the Mongols as the odd one out.

FYI for anyone who's interested, there's a game set up for this now: http://www.diplomaticcorp.com/game_page.php?game_id=re003
New Variant: Warring States (ancient China) - zurn   (Oct 08, 2014, 5:40 am)
Hi everyone. I recently joined DC (to play a game of 1648 ), and I've been mulling over a new variant for a while. I'd always wanted to make a variant set in China, and finally put together a first version. Please have a look:

http://www.dipwiki.com/index.php?title=Warring_States

Feedback is welcome! And of course I'll be wanting to playtest this sometime soon...

[Reply]

New Variant: Warring States (ancient China) (Variants) charlesf Oct 10, 11:02 am
Samy,

that's a pretty map. Where did you get the bottom layer from?

I really like the sound of the fleet and walls rules.

Have you thought of adding a Barbarian power to the North? Seems to me like a good idea.

I'm concerned central powers such as Wei face too great struggles. Perhaps you can give those say one more unit...?

Neutral SCs should IMO generally be grouped in clusters. To create fertile battlegrounds.

In any case, please sign me on as an observer should you get a playtest underway.
New Variant: Warring States (ancient China) (Variants) zurn Oct 10, 01:25 pm
Thanks, I traced the contour lines over a much lower quality contour map; it actually doesn't take too long. Smile Makes for a much nicer looking physical map, akin to the original Diplomacy board: http://imgur.com/a/U9X9q (Pretty easy and cheap to make, nice for pushing armies around.)

I thought about a "barbarian" power in the north. Although I'm far from an expert, it sounded to me like the barbarian powers were much less powerful, and I thought it was nice to keep it to the main warring states. The Huns are there in spirit: Xiongnu is the Chinese term for them.

Wei is definitely in an interesting spot. They do have the "shortest" path to victory though (2.13 spaces to 18 centres from all home centres), and access to the two main clusters of centres, plus a possible supported move into Ye on the first turn. The wall in Daliang should discourage a casual opportunistic attack from Han and so enhance trust. I gave Han a wall in Luoyang to enhance its defense as well, and the wall in Anyi to help it out as well, plus access to the same two clusters of centres. I'm hoping an extra unit isn't necessary, but it's a possibility.

There are some centres outside the two main clusters, true. I think of Jiuyuan and Shang as Spain and Portugal. Smile Ba and Danyang are like Tunis. Smile Although Ba is on a river that leads into Chu. The extra space around Chu makes it a safe but slower start, and gives the more pressed countries a head start on more centres.

Obviously a lot of the balance decisions require playtesting; I'll certainly let you know if I ever get a game going.

Some more "distances to 18":

Qin 3.22
Chu 3.00
Zhou 2.71
Wei 2.13
Han 3.00
Yan 3.57
Qi 2.63

Centres within 3 that are enemy home centres, and % of all centres within 3:

Qin 5 31%
Chu 8 44%
Zhou 8 40%
Wei 11 44%
Han 7 39%
Yan 6 43%
Qi 10 48%
New Variant: Warring States (ancient China) (Variants) david_e_cohen Oct 17, 12:33 pm
As the creator of the Mandate of Heaven variant much earlier in my variant design career (it has its problems--LOL), I am always interested when someone tackles this area and period. It makes me want to revisit my work and improve it! I will take a more detailed look at this and hopefully get back to you with comments.
New Variant: Warring States (ancient China) (Variants) zurn Oct 18, 02:52 am
Thanks! I did of course read your variant. The barbarian raider mechanic is interesting; I once toyed with a variant set much later on in China, with the Mongols as the odd one out.

FYI for anyone who's interested, there's a game set up for this now: http://www.diplomaticcorp.com/game_page.php?game_id=re003
EUROPE 1615 - REWORKED - mmedeiros   (Sep 07, 2014, 12:28 am)
Hello everyone. After a productive chat with Charles Feaux de la Croix, creator of 1648, I went back and made some changes to the rules of Europe 1615. Made some simplifications and reworked the rules on the game modifiers, now called 'sanctions'. Originally the sanctions were voted on by the players, but this didn't work as I had hoped. Now what I have is a set of rules reminiscent of card-driven games. Each player receives a randomly generated list (much like a dealing out of cards) that they may use each year to impose new rules/restrictions in the game. Although they are an optional component to the game, I'd still like to test them out. A new set of rules has also been created to deal with the Ottoman movements. Europe 1615 borrows ideas from Ambition & Empire, Payola, and an old diplomacy game called Origins of WW1. Anyhow, looking for a few folks to play-test the new mechanics.

[Reply]

DC497 EUROPE 1615 - VIENNA UNDER SIEGE! - mmedeiros   (May 25, 2014, 7:44 pm)
Vienna under siege! Austrians bravely hold off the Croatians from entering Vienna, but at the cost of Bohemia. Wallenstein's army disbands after retreat from the Battle of White Mountain near Prague. We can only assume that captain Albrecht von Wallenstein has retired from military service to his estates in Bohemia; Emperor Matthias must now consider the raising of a new army in the defense of Vienna. Historically, the Battle of White Mountain was fought in 1620 between the revolting Bohemians under Christian of Anhalt against Austrian Imperial forces led by Tilly and Wallenstein. The Empire would prevail. In 1626, Wallenstein would face off against Ernst von Mansfeld at the bridge of Dessau between Magdeburg and Dresden, as this was a route that the Danish needed to advance south. Mansfeld would be defeated. However, as we are in the business of gaming and rewriting history, it is now the Danish army under the command of Ernst von Mansfeld (?) that has conquered Bohemia this winter of 1616; and Danish hegemony and Protestantism is spreading fast.

[Reply]

DC497 EUROPE 1615 - FRENCH GAMBIT AND OTHER EVENTS - mmedeiros   (May 08, 2014, 1:06 am)
Not with dreams, but with blood and iron shall a nation be molded at last.
- Swinburne

The year is 1615. France would gamble its resources to thrust its sword at the heart of Spain. And what a defense did Spain give, but the gamble proved decisive. With France now holding much of the Iberian, next year's challenge will be for France to successfully hold its newly acquired territories with an overly stretched military. Spain's dissolution has introduced two independent plaint states, Milan and Naples, for the remaining powers to compete over. England's careful observation of the French-Spanish struggle prompted a landing of a contingent in Brittany. With its close alliance with the Dutch and other German states, England holds the lead in score. Yet, this is not the only arena of war. Denmark has made its impression, taking Brandenburg and Livonia to enhance its strength and influence. Austria has made attempts to counter this, but the taking of Slovenia by the Croatians has forces the Austrians to consider a new strategy for the coming year. However, with the Bavarian center in its grip, a resource of wealth and influence, the Austrians can hope still to defend against the Danish onslaught.

[Reply]

PLAYTESTING EUROPE 1615 DIPLOMACY VARIANT - fishmo01   (Mar 27, 2014, 8:15 pm)
Just sent not to current GM asking for permission. Once I get it, I'll give it a go! Cool

[Reply]

PLAYTESTING EUROPE 1615 DIPLOMACY VARIANT - mmedeiros   (Mar 22, 2014, 7:09 pm)
Looking for two willing players to try a challenging variant, Europe 1615 (RE002). This variant is the third version with adapted ideas from the A&E variant, Payola, and Formal Diplomacy (and others). Previous play-testing went quite well, and the majority of players have returned for another round and are eager to get it started. We are in need of two more. Thanks for your attention.

[Reply]

PLAYTESTING EUROPE 1615 DIPLOMACY VARIANT (Variants) fishmo01 Mar 27, 08:15 pm
Just sent not to current GM asking for permission. Once I get it, I'll give it a go! Cool
Double Reversible Black Hole Rules - EpicDip   (Feb 18, 2014, 6:42 pm)
http://www.diplomaticcorp.com/game_page.php?game_id=DC486

Rules:
------------------------------------------------------------------------------
1. Regular rules of Diplomacy apply except as below.

2. The winner is the player that at the end of a Fall move/retreat owns over half of the non-black holed SCs. This game could end with everyone eliminated which will be considered a 7-way tie.

3. During each Spring and Fall move two spaces will be randomly selected from the 75 passable provinces on the board plus Switzerland. These two spaces will become or return from a BLACK HOLE. The provinces selected can include both land and sea spaces.

4. A space which becomes a black hole will cease to exist immediately after the move phase. Any unit ending in that space will be allowed to retreat during the retreat phase or choose to be removed with the black hole. If the province is a supply center it is considered out of the game. All provinces which are adjacent to the Black Hole are now adjacent to each other i.e. movement, support, retreats and convoys can pass through them as though they weren't there. A province which returns from a black hole comes back with the unit and supply center that disappeared with it when it became a black hole. Supply centers return with the same ownership they had when they disappeared.

Clarification: This may mean the loss or creation of coastlines, so that provinces may have more than one coastline for the first time, may have coastlines where they didn't have them before, or lose coastlines which they did have. Fleets on a coastline which is suddenly divided into two must choose which coastline to be placed on during the retreat phase. Fleets in a coastal province which gets a new coastline not part of the original one stay on the coast they were already on. Fleets on coastlines which become marooned in a landlocked province will be destroyed during the retreat phase.

Clarification: If a second black hole is created touching an existing one, then the logic of the rule applies: all provinces touching the first black hole were touching the new black hole, so they are all touching those adjacent to the second black hole.

Clarification: Archipelagos that allow fleets to move through them (Denmark) will continue to do so to any sea space regardless of the number of adjacent sea spaces. They also do not stop coastal crawl through them and will continue to not disrrupt coastal crawl. These spaces will also cause adjacent spaces to be considered coastal even if the space has no other adjacent sea space.

Clarification: Canals (Constantinople) do not create coastlines on adjacent spaces but do connect coasts within that space.

5. If you have one or fewer home centers left on the board you may build from any owned supply center.

--------------------------------
Game Logistics


I would like to run with the following deadlines:
7 days for year 1 moves
5 days for all other moves
2 days for retreats
2 days for adjustments

I will adjudicate at 8:00PM Central (US) (Currently 2:00am GMT the following day)

[Reply]

Double Reversible Black Hole Dip - EpicDip   (Dec 11, 2013, 7:07 pm)
Double Reversible Black Hole Dip Rules

Rules:
------------------------------------------------------------------------------
1. Regular rules of Diplomacy apply except as below.

2. The winner is the player that at the end of a Fall move/retreat owns over half of the non-black holed SCs. This game could end with everyone eliminated which will be considered a 7-way tie.

3. During each Spring and Fall move two spaces will be randomly selected from the 75 passable provinces on the board plus Switzerland. These two spaces will become or return from a BLACK HOLE. The provinces selected can include both land and sea spaces.

4. A space which becomes a black hole will cease to exist immediately after the move phase. Any unit ending in that space will be allowed to retreat during the retreat phase or choose to be removed with the black hole. If the province is a supply center it is considered out of the game. All provinces which are adjacent to the Black Hole are now adjacent to each other i.e. movement, support, retreats and convoys can pass through them as though they weren't there. A province which returns from a black hole comes back with the unit and supply center that disappeared with it when it became a black hole. Supply centers return with the same ownership they had when they disappeared.

Clarification: This may mean the loss or creation of coastlines, so that provinces may have more than one coastline for the first time, may have coastlines where they didn't have them before, or lose coastlines which they did have. Fleets on a coastline which is suddenly divided into two must choose which coastline to be placed on during the retreat phase. Fleets in a coastal province which gets a new coastline not part of the original one stay on the coast they were already on. Fleets on coastlines which become marooned in a landlocked province will be destroyed during the retreat phase.

Clarification: If a second black hole is created touching an existing one, then the logic of the rule applies: all provinces touching the first black hole were touching the new black hole, so they are all touching those adjacent to the second black hole.

Clarification: Archipelagos that allow fleets to move through them (Denmark) will continue to do so to any sea space regardless of the number of adjacent sea spaces. They also do not stop coastal crawl through them and will continue to not disrrupt coastal crawl. These spaces will also cause adjacent spaces to be considered coastal even if the space has no other adjacent sea space.

Clarification: Canals (Constantinople) do not create coastlines on adjacent spaces but do connect coasts within that space.

5. If you have one or fewer home centers left on the board you may build from any owned supply center.

--------------------------------
Game Logistics

Now Recruiting:
http://www.diplomaticcorp.com/game_page.php?game_id=Re003


I would like to run with the following deadlines:
7 days for year 1 moves
5 days for all other moves
2 days for retreats
2 days for adjustments

I will adjudicate at 9:00PM Central (US) (Currently 2:00am GMT the following day)

[Reply]

1740: War of the Austrian Succession - VaeVictus   (Oct 16, 2013, 9:42 pm)
This is a variant I have been formulating myself and with the help of other developers. The game is set just after the first year of the First Silesian War that saw Prussia conquering Silesia and igniting the War of the Austrian Succession. The game begins in Spring 1741.

The Major Powers:
Austria
Britain
France
Ottoman Empire
Prussia
Russia
Spain

There are 41 SC's, 23 controlled by the major powers, 18 neutral, and 21 needed to win.

Special Rules:
-Gibraltar is passable and considered a coastal space, movement by both fleets and armies is possible. Gibraltar is not an SC, but contains a British fleet to begin with supplied from Liverpool. Gibraltar divides the coastline of Andalusia, but does not break up the coast of Morocco. Gibraltar is considered a sea space for convoys.

-There is a land bridge between Ire and Edi that allows armies to pass.

-A French army begins in Lor supplied from Paris. This is to simulate the importance Versailles placed upon the Rhineland.

-Crimea becomes a Russian home center if captured and held to the fall build by a Russian player. After which time Russian units may be placed in the Crimea as if it were a Russian center from the start of the game.



Initial Setup
Great Britain: F Gibraltar, F London, F Edinburgh, A Hanover
France: A Paris, A Marseilles, A La Rochelle
Spain: F Madrid, A Naples, F Valencia
Austria: A Vienna, A Budapest, A Brussels, A Agram
Prussia: A Berlin, A Breslau, A Konigsberg
Russia: F St. Petersburg, A Moscow, A Kiev
Ottoman Empire: F Cairo, A Constantinople, A Angora

[Reply]

Youngstown IV - diplomacyworld   (Oct 07, 2013, 3:33 pm)
I'm working on getting enough players (plus a standby or two) for a Diplomacy World Variant Demo Game of Youngstown IV....this would take the place of the game of Y4 I am offering in Eternal Sunshine. Contact me privately if you're interested....diplomacyworld(at)yahoo.com

[Reply]

Rules - trezdk   (Oct 01, 2013, 1:41 pm)
Map changes:
I have changed the map a little, so beside the land bridges mentioned below, I have moved the border of the Sea of Japan so the island of Sakhalin now borders 2 sea provinces.

This change was made after having a talk with a nice guy about what the original intent with the corner was.

So this will also be sort of a test game for this version of the map. Since I cannot code anything in RealPolitik files (beside change the map file), it might say your orders are invalide ect. but no worries since I will be plotting in your orders.

Land Bridges:
This game of Colonial is based on the Moulmein Convention, so land bridges have been added between Otaru and Akita, and Sakalin and Otaru.


Optional Rules:

The Trans-Siberian Railroad
Even though the Trans-Siberian Railroad was opened in 1903, it plays an important role in Colonial Diplomacy (1870). The Trans-Siberian railroad (TSR) stretches from Moscow to Vladivostok, and can only be used by the Russian player. It is used to move from any space along the railroad to another one. Orders are written with the TSR as a "first target" for the move. The move of A Mos to Vla is written: "A Mos - TSR - Vla".

Units using the TSR may travel "through" other Russian units along the TSR. However, if a unit of another nationality blocks the way of a unit using the TSR, the TSR unit will stand off as normal at the place it is blocked. Example: Russia moves A Mos - TSR - Vla. China moves A Mon - Kra. There will be a stand-off in Kra. The chinese army bounces back to Mon. The russian army stops in Omsk.

Units using the TSR can attack another space (with support, if needed) along the TSR if
1. The province is unoccupied at the start of the turn.
2. The province is occupied at the start of the turn, but is made empty by other moves during that turn.

This means that if Russia orders a unit to Vladivostok from Moscow and supports it, the Chinese army in Vladivostok will still not be forced to retreat as long as it holds in Vladivostok. Units using the TSR can not attack occupied spaces. It is still a legal order, since China may leave Vladivostok in the same given turn. If the unit stays, the Russian army will end up in Irkutsk.

Egypt and The Suez Canal
The Suez Canal allows fleets to move directly from the Mediterranean to the Red Sea, without first passing through Egypt. This is only possible if allowed by a unit standing in Egypt. This unit must start and end the turn in Egypt in order to make the fleet move legal. The move must also be granted permission by the unit standing in Egypt. This is no big deal if for example Turkey has a unit in Egypt and a fleet in the Mediterranean which he moves to the Red Sea. But if another power wants to use the Suez canal, the unit in Egypt must specify that it gives its permission.

This is done by simply writing a support order for the move. F Egy s ENGLISH F REDS - MEDS.

Egypt has the same function as Kiel, Constantinople or Denmark in standard dip. It is concidered having a continous coast towards both the Red Sea and the Mediterranean Sea.

Hong Kong
Hong Kong is a British home supply center. It counts as a supply center for any country except China. If China is in possession of Hong Kong, it counts as a non-supply neutral territory.

[Reply]

DC465 Blitzkrieg - cbconnell   (Sep 30, 2013, 5:07 pm)
We are still looking for a replacement France. Please contact me right away if you would like to play.

Craig

[Reply]

One and a half new variants - david_e_cohen   (Sep 29, 2013, 5:12 pm)
Made some revisions to the East Indies map (see the revised image in the first post. Specifically:

1. Arabian Sea and Yemen are now adjacent.
2. Laccadive Sea no longer borders Jaffna, Kandy or Nicobar Sea.
3. Southern Ocean has been combined with Maldive Sea, and also borders Tinnevelly and Pulicat.
4. Andaman Sea has been combined with Nicobar Sea (Tinnevelly no longer borders the combined province).
5. Changmai borders Arakan (Shan no longer borders Pegu).
6. Shan Borders Assam.
7. Ava has been made a Supply Center.
8. Jabalpur borders Bengal (Sambalpur no longer borders Benares).

These changes have been made mainly to increase interaction between the eastern and western Powers.

I am also strongly considering restoring the navigable rivers present in the Maharajah's subvariant, and adding the Mekong as a fourth navigable river, though I will probably not permit river convoys.

[Reply]

One and a half new variants (Variants) david_e_cohen Jan 27, 07:40 am
And here we go, with revisions to both maps based upon the results of the first playtest of Spice Islands.

The biggest change is the addition of a 7th Power (14th, for East Indies), Tondo, in the Philippine Islands. Changes have been made to the surrounding sea provinces as well. Also changed is the location of one of Majapahit's home Supply Centers, and there is a neutral dot, Negara Daha, inland in Borneo.

As always, I really welcome comments, and if anyone wants to run a playtest of either of these variants, please contact me.

One and a half new variants (Variants) FuzzyLogic Jan 27, 07:55 am
Where did u run it? I would be willing to play in Spice Islands if you were to run one here. Smile

Some suggestions...

* Remove the black space / Chinese Empire Impassible. The black is wasted space and not appealing. Maybe readjust the edge of your map and shift things lower, or block that off and put a title box in there.

* I said this before... I can't easily tell the small color dots. Having a minor color blindness, I would urge you to shade the zones with patterns and not just the dots. I really can't tell some of them apart and that aspect would be frustrating. I can barely tell the red from the green... it doesn't help that these are neighboring powers.

* Consider making the Philippines and other island spaces bigger, adding playability at the cost of accuracy.
One and a half new variants (Variants) david_e_cohen Jan 27, 08:22 am
The playtest was run in the ACD (Academy of Creative Destruction) forum.

I can't really change the upper right border of the map but, could maybe put a big title box up in the upper right corner. If I was artistic, it would be a nice opportunity, but I am not, so it isn't. Laughing

Pattern shading will come when I (or maybe someone else) codes for RP. That said, I sometimes use two-letter abbreviations for units denoting nationality and unit type rather than the colored symbols, which would certainly be an improvement for you.

As far as enlarging the island spaces, that's possible, if difficult, but the map is plenty big to begin with.
One and a half new variants (Variants) david_e_cohen Feb 08, 10:05 am
A few additional changes, in response to comments from various quarters.

On both maps (see below), East China Sea now borders Eastern Ocean. The change was made to increase fluidity.


In East Indies:

Other than the cosmetic move of the legend/rules box from the southwest to the northeast for cosmetic reasons, the following changes have been made:

Sunda has been combined with Javadvipa.

Mentawai Sea has been divided from Southern Sea, and runs from the newly extended Javadvipa to Kandy.

The province of Sutiya has been created from the northern portion of Assam.

The province of Gartok, expanded and renamed Tibet, now extends eastward and borders Sutiya and Shan.

Kashgar has been renamed Taklamakan.

These changes as a group increase the number of provinces in the area of the intersection of the Spice Islands and Maharajah's subvariant maps, and should therefore increase fluidity and make stalemate lines somewhat more difficult to form.


DC465 Blitzkrieg - cbconnell   (Sep 26, 2013, 11:26 am)
I am running a great variant called Blitzkrieg 1939 for the first time on Diplomatic Corp. It has 8 players, land bridges, and an early advantage towards England. http://www.dipwiki.com/index.php?title=Blitzkrieg

We have started playing, but have had some problems finding players. If you want to try something a little different from standard - but still very familiar, we are looking for a replacement player for France. Come take a look! http://www.diplomaticcorp.com/game_page.php?game_id=dc465

Craig

[Reply]

DC465 Blitzkrieg (Variants) cbconnell Sep 30, 05:07 pm
We are still looking for a replacement France. Please contact me right away if you would like to play.

Craig
Rules - trezdk   (Sep 15, 2013, 6:15 pm)
Land Bridges:
This game of Colonial is based on the Moulmein Convention, so land bridges have been added between Otaru and Akita, and Sakalin and Otaru.


Optional Rules:

The Trans-Siberian Railroad
Even though the Trans-Siberian Railroad was opened in 1903, it plays an important role in Colonial Diplomacy (1870). The Trans-Siberian railroad (TSR) stretches from Moscow to Vladivostok, and can only be used by the Russian player. It is used to move from any space along the railroad to another one. Orders are written with the TSR as a "first target" for the move. The move of A Mos to Vla is written: "A Mos - TSR - Vla".

Units using the TSR may travel "through" other Russian units along the TSR. However, if a unit of another nationality blocks the way of a unit using the TSR, the TSR unit will stand off as normal at the place it is blocked. Example: Russia moves A Mos - TSR - Vla. China moves A Mon - Kra. There will be a stand-off in Kra. The chinese army bounces back to Mon. The russian army stops in Omsk.

Units using the TSR can attack another space (with support, if needed) along the TSR if
1. The province is unoccupied at the start of the turn.
2. The province is occupied at the start of the turn, but is made empty by other moves during that turn.

This means that if Russia orders a unit to Vladivostok from Moscow and supports it, the Chinese army in Vladivostok will still not be forced to retreat as long as it holds in Vladivostok. Units using the TSR can not attack occupied spaces. It is still a legal order, since China may leave Vladivostok in the same given turn. If the unit stays, the Russian army will end up in Irkutsk.

Egypt and The Suez Canal
The Suez Canal allows fleets to move directly from the Mediterranean to the Red Sea, without first passing through Egypt. This is only possible if allowed by a unit standing in Egypt. This unit must start and end the turn in Egypt in order to make the fleet move legal. The move must also be granted permission by the unit standing in Egypt. This is no big deal if for example Turkey has a unit in Egypt and a fleet in the Mediterranean which he moves to the Red Sea. But if another power wants to use the Suez canal, the unit in Egypt must specify that it gives its permission.

This is done by simply writing a support order for the move. F Egy s ENGLISH F REDS - MEDS.

Egypt has the same function as Kiel, Constantinople or Denmark in standard dip. It is concidered having a continous coast towards both the Red Sea and the Mediterranean Sea.

Hong Kong
Hong Kong is a British home supply center. It counts as a supply center for any country except China. If China is in possession of Hong Kong, it counts as a non-supply neutral territory.

[Reply]

Double Reversible Black Hole Dip - FuzzyLogic   (Sep 12, 2013, 7:52 am)
Darn you, I'm in enough games right now but this sounds insanely fun so... I'm in.
-mike

[Reply]

Double Reversible Black Hole Dip - EpicDip   (Sep 12, 2013, 7:41 am)
Rules:
------------------------------------------------------------
1. Regular rules of Diplomacy apply except as below.

2. The winner is the player that at the end of a Fall move/retreat owns over half of the non-black holed SCs. This game could end with everyone eliminated which will be considered a 7-way tie.

3. During each Spring and Fall move two spaces will be randomly selected from the 75 provinces on the board plus Switzerland. These two spaces will become or return from a BLACK HOLE. The provinces selected include both land and sea spaces.

4. A space which becomes a black hole will cease to exist immediately, and any unit attempting to enter or ending in that province during the move disappears with the province. If the province is a supply center, it will reduce the total number of supply centers by one. All provinces which are adjacent to the Black Hole now are adjacent to each other i.e. movement, support, retreats and convoys can pass through them as though they weren't there. A province which returns from a black hole comes back with all units and supply center that disappeared with it when it became a black hole. If more than one unit disappered with the black hole then all units will need to retreat when it returns. Supply centers return as neutral centers and increase the total number of supply centers by one.

Clarification: This may mean the loss or creation of coastlines, so that provinces may have more than one coastline for the first time, may have coastlines where they didn't have them before, or lose coastlines which they did have. Fleets on a coastline which is suddenly divided into two must choose which coastline to be placed on during the retreat phase; fleets in a coastal province which gets a new coastline not part of the original one stay on the coast they were already on. Fleets on coastlines which become marooned in a landlocked province will be destroyed during the retreat phase.

Clarification: If a second black hole is created touching an existing one, then the logic of the rule applies: all provinces touching the first black hole were touching the new black hole, so they are all touching those adjacent to the second black hole.

Clarification: Archipelagos that allow fleets to move through them (Denmark) will continue to do so to any sea space regardless of the number of adjacent sea spaces. They also do not stop coastal crawl through them and will continue to not disrrupt coastal crawl. These spaces will also cause adjacent spaces to be considered coastal even if the space has no other adjacent sea space.

5. If you have one or fewer home centers not black holed you may build from any owned supply center.

--------------------------------
Game Logistics

Now Recruiting:
http://www.diplomaticcorp.com/game_page.php?game_id=Re003


I would like to run with the following deadlines:
7 days for year 1 moves
5 days for all other moves
2 days for retreats
2 days for adjustments

I will adjudicate at 9:00PM Central (US) (Currently 2:00am GMT the following day)

[Reply]

Double Reversible Black Hole Dip (Variants) FuzzyLogic Sep 12, 07:52 am
Darn you, I'm in enough games right now but this sounds insanely fun so... I'm in.
-mike
One and a half new variants - david_e_cohen   (Aug 16, 2013, 11:12 am)
As far as RP goes, yes, eventually I or someone else may code them after they get finalized.

Regarding East Indies, the combined map, I am aware that big variants aren't to everyone's taste, but some like them. Heck, it is still significantly smaller than my Known World 901 variant and some others out there.

P.S. Russia?

[Reply]

One and a half new variants (Variants) david_e_cohen Sep 29, 05:12 pm
Made some revisions to the East Indies map (see the revised image in the first post. Specifically:

1. Arabian Sea and Yemen are now adjacent.
2. Laccadive Sea no longer borders Jaffna, Kandy or Nicobar Sea.
3. Southern Ocean has been combined with Maldive Sea, and also borders Tinnevelly and Pulicat.
4. Andaman Sea has been combined with Nicobar Sea (Tinnevelly no longer borders the combined province).
5. Changmai borders Arakan (Shan no longer borders Pegu).
6. Shan Borders Assam.
7. Ava has been made a Supply Center.
8. Jabalpur borders Bengal (Sambalpur no longer borders Benares).

These changes have been made mainly to increase interaction between the eastern and western Powers.

I am also strongly considering restoring the navigable rivers present in the Maharajah's subvariant, and adding the Mekong as a fourth navigable river, though I will probably not permit river convoys.
One and a half new variants (Variants) david_e_cohen Jan 27, 07:40 am
And here we go, with revisions to both maps based upon the results of the first playtest of Spice Islands.

The biggest change is the addition of a 7th Power (14th, for East Indies), Tondo, in the Philippine Islands. Changes have been made to the surrounding sea provinces as well. Also changed is the location of one of Majapahit's home Supply Centers, and there is a neutral dot, Negara Daha, inland in Borneo.

As always, I really welcome comments, and if anyone wants to run a playtest of either of these variants, please contact me.

One and a half new variants (Variants) FuzzyLogic Jan 27, 07:55 am
Where did u run it? I would be willing to play in Spice Islands if you were to run one here. Smile

Some suggestions...

* Remove the black space / Chinese Empire Impassible. The black is wasted space and not appealing. Maybe readjust the edge of your map and shift things lower, or block that off and put a title box in there.

* I said this before... I can't easily tell the small color dots. Having a minor color blindness, I would urge you to shade the zones with patterns and not just the dots. I really can't tell some of them apart and that aspect would be frustrating. I can barely tell the red from the green... it doesn't help that these are neighboring powers.

* Consider making the Philippines and other island spaces bigger, adding playability at the cost of accuracy.
One and a half new variants (Variants) david_e_cohen Jan 27, 08:22 am
The playtest was run in the ACD (Academy of Creative Destruction) forum.

I can't really change the upper right border of the map but, could maybe put a big title box up in the upper right corner. If I was artistic, it would be a nice opportunity, but I am not, so it isn't. Laughing

Pattern shading will come when I (or maybe someone else) codes for RP. That said, I sometimes use two-letter abbreviations for units denoting nationality and unit type rather than the colored symbols, which would certainly be an improvement for you.

As far as enlarging the island spaces, that's possible, if difficult, but the map is plenty big to begin with.
One and a half new variants (Variants) david_e_cohen Feb 08, 10:05 am
A few additional changes, in response to comments from various quarters.

On both maps (see below), East China Sea now borders Eastern Ocean. The change was made to increase fluidity.


In East Indies:

Other than the cosmetic move of the legend/rules box from the southwest to the northeast for cosmetic reasons, the following changes have been made:

Sunda has been combined with Javadvipa.

Mentawai Sea has been divided from Southern Sea, and runs from the newly extended Javadvipa to Kandy.

The province of Sutiya has been created from the northern portion of Assam.

The province of Gartok, expanded and renamed Tibet, now extends eastward and borders Sutiya and Shan.

Kashgar has been renamed Taklamakan.

These changes as a group increase the number of provinces in the area of the intersection of the Spice Islands and Maharajah's subvariant maps, and should therefore increase fluidity and make stalemate lines somewhat more difficult to form.


One and a half new variants - FuzzyLogic   (Aug 16, 2013, 10:44 am)
I think Spice Islands has a lot of potential. I would be happy to playtest that if you want to run a game here... It's simple, seems to have good points of contention between the powers and about the right number of spaces to units... It's also nicely drawn with clean lines and clear borders. I would ditch the triangles and squares for Realpolitik units or if not using RP then make the units squares and rectangles like classic Dip and flood fill the zones instead of just having a tiny circle to see who owns what. For us color-challenged folk we want to see clear color shading and big units. Looks good otherwise!

The other one - the combined map - too big and too many spaces. Moving around in Russia would be insane. Besides that's already been done in Colonial and Youngstown, both relatively popular and pretty well tested as good functional variants.

[Reply]

One and a half new variants (Variants) david_e_cohen Aug 16, 11:12 am
As far as RP goes, yes, eventually I or someone else may code them after they get finalized.

Regarding East Indies, the combined map, I am aware that big variants aren't to everyone's taste, but some like them. Heck, it is still significantly smaller than my Known World 901 variant and some others out there.

P.S. Russia?
One and a half new variants (Variants) david_e_cohen Sep 29, 05:12 pm
Made some revisions to the East Indies map (see the revised image in the first post. Specifically:

1. Arabian Sea and Yemen are now adjacent.
2. Laccadive Sea no longer borders Jaffna, Kandy or Nicobar Sea.
3. Southern Ocean has been combined with Maldive Sea, and also borders Tinnevelly and Pulicat.
4. Andaman Sea has been combined with Nicobar Sea (Tinnevelly no longer borders the combined province).
5. Changmai borders Arakan (Shan no longer borders Pegu).
6. Shan Borders Assam.
7. Ava has been made a Supply Center.
8. Jabalpur borders Bengal (Sambalpur no longer borders Benares).

These changes have been made mainly to increase interaction between the eastern and western Powers.

I am also strongly considering restoring the navigable rivers present in the Maharajah's subvariant, and adding the Mekong as a fourth navigable river, though I will probably not permit river convoys.
One and a half new variants (Variants) david_e_cohen Jan 27, 07:40 am
And here we go, with revisions to both maps based upon the results of the first playtest of Spice Islands.

The biggest change is the addition of a 7th Power (14th, for East Indies), Tondo, in the Philippine Islands. Changes have been made to the surrounding sea provinces as well. Also changed is the location of one of Majapahit's home Supply Centers, and there is a neutral dot, Negara Daha, inland in Borneo.

As always, I really welcome comments, and if anyone wants to run a playtest of either of these variants, please contact me.

One and a half new variants (Variants) FuzzyLogic Jan 27, 07:55 am
Where did u run it? I would be willing to play in Spice Islands if you were to run one here. Smile

Some suggestions...

* Remove the black space / Chinese Empire Impassible. The black is wasted space and not appealing. Maybe readjust the edge of your map and shift things lower, or block that off and put a title box in there.

* I said this before... I can't easily tell the small color dots. Having a minor color blindness, I would urge you to shade the zones with patterns and not just the dots. I really can't tell some of them apart and that aspect would be frustrating. I can barely tell the red from the green... it doesn't help that these are neighboring powers.

* Consider making the Philippines and other island spaces bigger, adding playability at the cost of accuracy.
One and a half new variants (Variants) david_e_cohen Jan 27, 08:22 am
The playtest was run in the ACD (Academy of Creative Destruction) forum.

I can't really change the upper right border of the map but, could maybe put a big title box up in the upper right corner. If I was artistic, it would be a nice opportunity, but I am not, so it isn't. Laughing

Pattern shading will come when I (or maybe someone else) codes for RP. That said, I sometimes use two-letter abbreviations for units denoting nationality and unit type rather than the colored symbols, which would certainly be an improvement for you.

As far as enlarging the island spaces, that's possible, if difficult, but the map is plenty big to begin with.
One and a half new variants (Variants) david_e_cohen Feb 08, 10:05 am
A few additional changes, in response to comments from various quarters.

On both maps (see below), East China Sea now borders Eastern Ocean. The change was made to increase fluidity.


In East Indies:

Other than the cosmetic move of the legend/rules box from the southwest to the northeast for cosmetic reasons, the following changes have been made:

Sunda has been combined with Javadvipa.

Mentawai Sea has been divided from Southern Sea, and runs from the newly extended Javadvipa to Kandy.

The province of Sutiya has been created from the northern portion of Assam.

The province of Gartok, expanded and renamed Tibet, now extends eastward and borders Sutiya and Shan.

Kashgar has been renamed Taklamakan.

These changes as a group increase the number of provinces in the area of the intersection of the Spice Islands and Maharajah's subvariant maps, and should therefore increase fluidity and make stalemate lines somewhat more difficult to form.


One and a half new variants - david_e_cohen   (Aug 16, 2013, 10:34 am)
I previously posted this in the DVWorkshop yahoogroup, but I'd like to get comments here too.

I have wanted to create a variant covering Southeast Asia for many years, given the extremely interesting and fleet-oriented geography, and the lack of historical variants covering the area, so I gave it a shot. It is called Spice Islands Diplomacy, and a map with unit locations (and rules, though really the only notable rule change is Chaos-style builds) is below for your review.

I also realized that this variant was drawn to just about the same scale as the usual map for my Maharajah's Diplomacy variant, and was set at just about the same time period. The two variants overlapped a bit on one edge, so I decided to combine them for a large scale variant stretching from Indonesia to the Indian Subcontinent and the northwestern reaches of the Indian Ocean. It worked well, and a map of East Indies Diplomacy with unit locations and rules for your review is below as well.

Constructive criticism and suggestions are very welcome.






[Reply]

One and a half new variants (Variants) FuzzyLogic Aug 16, 10:44 am
I think Spice Islands has a lot of potential. I would be happy to playtest that if you want to run a game here... It's simple, seems to have good points of contention between the powers and about the right number of spaces to units... It's also nicely drawn with clean lines and clear borders. I would ditch the triangles and squares for Realpolitik units or if not using RP then make the units squares and rectangles like classic Dip and flood fill the zones instead of just having a tiny circle to see who owns what. For us color-challenged folk we want to see clear color shading and big units. Looks good otherwise!

The other one - the combined map - too big and too many spaces. Moving around in Russia would be insane. Besides that's already been done in Colonial and Youngstown, both relatively popular and pretty well tested as good functional variants.
One and a half new variants (Variants) david_e_cohen Aug 16, 11:12 am
As far as RP goes, yes, eventually I or someone else may code them after they get finalized.

Regarding East Indies, the combined map, I am aware that big variants aren't to everyone's taste, but some like them. Heck, it is still significantly smaller than my Known World 901 variant and some others out there.

P.S. Russia?
One and a half new variants (Variants) david_e_cohen Sep 29, 05:12 pm
Made some revisions to the East Indies map (see the revised image in the first post. Specifically:

1. Arabian Sea and Yemen are now adjacent.
2. Laccadive Sea no longer borders Jaffna, Kandy or Nicobar Sea.
3. Southern Ocean has been combined with Maldive Sea, and also borders Tinnevelly and Pulicat.
4. Andaman Sea has been combined with Nicobar Sea (Tinnevelly no longer borders the combined province).
5. Changmai borders Arakan (Shan no longer borders Pegu).
6. Shan Borders Assam.
7. Ava has been made a Supply Center.
8. Jabalpur borders Bengal (Sambalpur no longer borders Benares).

These changes have been made mainly to increase interaction between the eastern and western Powers.

I am also strongly considering restoring the navigable rivers present in the Maharajah's subvariant, and adding the Mekong as a fourth navigable river, though I will probably not permit river convoys.
One and a half new variants (Variants) david_e_cohen Jan 27, 07:40 am
And here we go, with revisions to both maps based upon the results of the first playtest of Spice Islands.

The biggest change is the addition of a 7th Power (14th, for East Indies), Tondo, in the Philippine Islands. Changes have been made to the surrounding sea provinces as well. Also changed is the location of one of Majapahit's home Supply Centers, and there is a neutral dot, Negara Daha, inland in Borneo.

As always, I really welcome comments, and if anyone wants to run a playtest of either of these variants, please contact me.

One and a half new variants (Variants) FuzzyLogic Jan 27, 07:55 am
Where did u run it? I would be willing to play in Spice Islands if you were to run one here. Smile

Some suggestions...

* Remove the black space / Chinese Empire Impassible. The black is wasted space and not appealing. Maybe readjust the edge of your map and shift things lower, or block that off and put a title box in there.

* I said this before... I can't easily tell the small color dots. Having a minor color blindness, I would urge you to shade the zones with patterns and not just the dots. I really can't tell some of them apart and that aspect would be frustrating. I can barely tell the red from the green... it doesn't help that these are neighboring powers.

* Consider making the Philippines and other island spaces bigger, adding playability at the cost of accuracy.
One and a half new variants (Variants) david_e_cohen Jan 27, 08:22 am
The playtest was run in the ACD (Academy of Creative Destruction) forum.

I can't really change the upper right border of the map but, could maybe put a big title box up in the upper right corner. If I was artistic, it would be a nice opportunity, but I am not, so it isn't. Laughing

Pattern shading will come when I (or maybe someone else) codes for RP. That said, I sometimes use two-letter abbreviations for units denoting nationality and unit type rather than the colored symbols, which would certainly be an improvement for you.

As far as enlarging the island spaces, that's possible, if difficult, but the map is plenty big to begin with.
One and a half new variants (Variants) david_e_cohen Feb 08, 10:05 am
A few additional changes, in response to comments from various quarters.

On both maps (see below), East China Sea now borders Eastern Ocean. The change was made to increase fluidity.


In East Indies:

Other than the cosmetic move of the legend/rules box from the southwest to the northeast for cosmetic reasons, the following changes have been made:

Sunda has been combined with Javadvipa.

Mentawai Sea has been divided from Southern Sea, and runs from the newly extended Javadvipa to Kandy.

The province of Sutiya has been created from the northern portion of Assam.

The province of Gartok, expanded and renamed Tibet, now extends eastward and borders Sutiya and Shan.

Kashgar has been renamed Taklamakan.

These changes as a group increase the number of provinces in the area of the intersection of the Spice Islands and Maharajah's subvariant maps, and should therefore increase fluidity and make stalemate lines somewhat more difficult to form.


CHAOS - vegas_iwish   (Aug 13, 2013, 1:06 pm)
would this be better in a differect forum? Just put it under varaints.

[Reply]

CHAOS - FuzzyLogic   (Aug 13, 2013, 8:00 am)
If you want to run Chaos I would join - don't know if we'd find the 35 necessary... but we can try!

[Reply]

CHAOS (Variants) vegas_iwish Aug 13, 01:06 pm
would this be better in a differect forum? Just put it under varaints.

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