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Diplomaticcorp Discussion Forum:  Variants

(Discuss your favorite Diplomacy variants, new concepts, and technical challenges.)


Post:< 7050 
Subject:< Seismic - 2.0! >
Topic:< Variants >
Category:General >
Author:kornel.tomczyk at gmai...
Posted:Apr 25, 2008 at 2:34 pm
Viewed:1332 times

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OK, thanks. That answers my question.

On 4/26/08, Martin Gilbey <mgdip(at)yahoo.com ([email]mgdip(at)yahoo.com[/email])> wrote:

You have to be very careful here! - All Seismic orders
take place at the same time, therefore note the
following:-

Player 1: Split War/Mos, join Ukr/Lvn [OK]
Player 2: Split Ukr/Lvn, join Mos/War [Invalid]

This is because Player 2's order is not valid at the
start of processing the seismic orders and therefore
does not block Player 1's order.

Martin
(If I hadn't just started GMing a CivDip game, I'd
offer to run the game)



--- Kornel Tomczyk <kornel.tomczyk(at)gmail.com ([email]kornel.tomczyk(at)gmail.com[/email])> wrote:

[quote:cf3791672c]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:
[quote:cf3791672c]
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:


[/quote:cf3791672c]www.dipwiki.com?title=Seismic<http://www.dipwiki.com/?title=Seismic>

[quote:cf3791672c]


dc99, including final image of the last Seismic

game played:

[/quote:cf3791672c]www.diplomaticcorp.com?game_id=dc099<http://www.diplomaticcorp.com/?game_id=dc099>

[quote:cf3791672c]
(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


[/quote:cf3791672c](http://www.diplomaticcorp.com/phpbb2/viewforum.php?f=4)

showed
[quote:cf3791672c]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








[/quote:cf3791672c]


__________________________________________________________
Sent from Yahoo! Mail.
A Smarter Email http://uk.docs.yahoo.com/nowyoucan.html
[/quote:cf3791672c]

This message is in reply to post 7047:

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







There are 4 Messages in this Thread:


Seismic - 2.0! (kornel.tomczyk at gmai...) Apr 25, 01:44 pm

Seismic - 2.0! (kornel.tomczyk at gmai...) Apr 25, 01:57 pm

Seismic - 2.0! (mgdip at yahoo.com) Apr 25, 02:27 pm

Seismic - 2.0! (kornel.tomczyk at gmai...) Apr 25, 02:34 pm

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