Things happen sequentially.
Moves, then Seismics.
Therefore you can move “faster” by using Seismics effectively…
Like for Italy:
F NAP-ION
With a seismic order of Join ION-Tri, Split Alb-ADR, would put Italy in attacking distance of Trieste in spring 01!
Or, F NAP-ION, A ROM-NAP
With a seismic order of Join Tun-Nap, Split TYS-ION, the army can then walk from Nap to Tun in the fall, no convoy needed!
Or, Italy could use a seismic to join Tus to Mar, creating a supported attack on Mar in fall 01.
The creative possibilities are endless.
-mike
From: Kornel Tomczyk [mailto:kornel.tomczyk(at)gmail.com]
Sent: Friday, April 25, 2008 11:15 AM
To: Michael Sims
Very interesting. Which takes precedence - moves or seismics?
On 4/26/08,
Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
Thinking about what to run next – it occurred to me that we haven't run a SEISMIC Diplomacy game since dc099!
Seismic info:
www.dipwiki.com?title=Seismic
dc99, including final image of the last Seismic game played:
www.diplomaticcorp.com?game_id=dc099
(Scroll thru the past adjudications to see what kind of things people ordered)
In a nutshell, Seismic Diplomacy is a game played on the Standard map – Standard rules – Except instead of ordering just your moves, you also order a SEISMIC order as well! This is an order to change the map – by picking any border – and connecting 2 countries, thereby disconnecting two others. So you can order: Seismic: Join War-Sev, Split Mos-Ukr. Then War and Sev would grow together, splitting apart Mos and Ukr.
The EOG's (
http://www.diplomaticcorp.com/phpbb2/viewforum.php?f=4) showed that everyone had a blast, trying to come up w the most creative ways to alter the map.
It's only 7 players! If interested, join up on the Open Games page,
www.diplomaticcorp.com/recruiting.
Also – if any of you have interesting variants you thought about or wanted to GM, let me know!
Enjoy,
-mike