OK, but that's exactly what I meant. Say I think someone is about to connect two provinces planning to reach me sooner. Although these two provinces are now apart, I believe he's going to join them, so I order the split AS IF they were already joined by that person. How will this work?
On 4/26/08,
Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
Yes they would then clash and both fail.
However if two players order the same order, and it clashes with one player who opposed, the 2:1 would win and succeed, just like supports.
Note the way you've described it isn't quite right… "splitting the provinces you believe someone is going to join"… for if someone is going to join them, then they're already split.
However if your join crosses the same line that another join crosses, then they clash:
Player 1: Split War/Mos, join Ukr/Lvn
Player 2: Split War/Lvn, join Mos/Pru
Obviously one cant join both Ukr to Lvn, AND Mos to Pru, because that is topologically impossible. Both orders would fail, unless one of them was doubled up by another player.
From: Kornel Tomczyk [mailto:kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])]
Sent: Friday, April 25, 2008 11:32 AM
To: Michael Sims
Can I use split against a predicted join? Like splitting the provinces I believe someone is going to join? Would these two orders mutually neutralize?
On 4/26/08, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
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 ([email]kornel.tomczyk(at)gmail.com[/email])]
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