Deadlines are quite tight?
Two_Weeks=One_Game_Year - Deadline Schedule:
Sunday_(Spring_(at)2400), Tuesday_(retreats_(at)2400),
Sunday_(Fall (at)2400), Tuesday_(retreats_(at)2400),
Thursday_(Winter_(at)1600)
Maximum delay allowed for GM or Player 24 hours:
Miss a Retreat and the Unit is ORDERED OFF THE BOARD!
No_Moves_Received and your units are ordered to HOLD!
FOR RETREATS & BUILDS THE GM RESERVES THE RIGHT
TO ADJUDICATE EARLY IF ALL ARE IN AND MISTAKE FREE.
I find players miss more deadlines when they are longer than above because they become bored or forget about the game because they put off getting in Orders. The above is not too long not too short.
If to that you were to add my auto-retreats and Civil Disorder moves then you have a fast pace interesting game.
Make use of the following form and you will find keeping up with deadlines is easy!
1. (Unit Order) [Retreat List]
2. (Unit Order) [Retreat List]
9. (Unit Order) [Retreat List]
Standing Build List: A Mun, F Kiel, F Ber
Can an army Island hop through a sea space where an opposing fleet sits? YES! The rules do not forbid it and my adjudicator would require routines I do not wish to write to prevent same!
I was going to put in a couple of conditional retreats, but then I remembered that armies can't retreat over water. And now that I examine that more closely, this variant continues to get more interesting. Warren
I have always thought variants like this and my Cold War are more fun to play than regular Diplomacy, there is a learning curve though which discourages most players.