Map
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RulesBasic diplomacy rules:
http://www.wizards.com/avalonhill/rules … nGuide.pdf,
http://www.wizards.com/avalonhill/rules … Script.pdfFull rules:
http://www.wizards.com/avalonhill/rules … lebook.pdfThese are the rules for basic diplomacy, the changes for the world variant are below.
MovementAll movement rules from the original diplomacy apply
In addition:
1. Each supply center is equipped with an airport.
2. Airports may be used to allow armies to travel from one supply center to another.
3. Flight orders should be written "Army (origin) fly to (destination)." You can only fly to supply centers you own, or to allies which have written the exact same order.
4. If you fly to an allied airport/supply center, you will not capture it unless you remain there until the next build phase.
5. If you are flying to a supply center and an enemy unit is attempting to move to that supply center, the enemy will capture it and your flight order will fail.
Eccentricities
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Panama Canal - A province in Central America acting in the same manner as Kiel and Constantonople in standard Diplomacy. This province is the only way to get from the Atlantic to the Pacific Ocean without going over the top or bottom of the Americas.
Hamburg - A province in Germany acting in the same manner as Kiel in standard Diplomacy.
Istanbul - A province in Turkey acting in the same manner as Constantonople in standard Diplomacy.
Volga Canal - The canal in lower Russia near Rostov acting in the exact manner as that canal in the Modern variant.
New York - A province in the United States with a north and south coast. Players must indicate which coast a fleet will be moving to if one enters this province.
Great Lakes/St. Laurence Seaway - Fleets may travel through these inland lakes in North American as well as travel down the St. Laurence Seaway by moving along the adjacent provinces. Mississippi River - Fleets may travel up and down the Mississippi River from the Gulf of Mexico to Lake Michigan by moving along the adjacent provinces.
Israel - Although this appears to border on the Eastern Mediterranean and Red Sea, Fleets may only access this province from the Eastern Mediterranean.
Egypt - Because of the Suez Canal, players can move through Egypt with a fleet.
UN CharterThe UN Charter is a modifiable document that determines how the game is run, in matters from modifying movement to mandating diplomatic constraints or relations, to changing the fundamentals of the game or adding technology.
1. Any amendment to the UN Charter will only be passed with consent of over 2/3rds majority of all surviving countries.
2. Any move that violates a rule in the UN Charter will fail.
3. Any player that controls a simple majority of supply centers wins the game.
Starting Positions
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COUNTRY STARTING POSITIONS
CANADA {NA} F 5, {NA} F 7, {NA} F 11, {NA} F 14, {NA} A 12, {NA} A 16
QUEBEC {NA} F 24, {NA} F 21, {NA} A 18
UNITED STATES {NA} F 3, {NA} F 32, {NA} F 34, {NA} F 38, {NA} F 40, {NA} F 25 (sc), {NA} F 41, {NA} A 35, {NA} A 36, {NA} A 28, {NA} A 26
MEXICO {SA} F 42, {SA} F 45, {SA} F 50, {SA} A 47, {SA} A 49
CUBA {SA} F 52, {SA} F 53, {SA} F 54
COLOMBIA {SA} F 66, {SA} A 65, {SA} A 67
PERU {SA} F 85, {SA} F 87, {SA} A 86, {SA} A 89
ARGENTINA {SA} F 96, {SA} F 95, {SA} A 94
BRAZIL {SA} F 80, {SA} F 81, {SA} F 84, {SA} A 78
UNITED KINGDOM {SA} F 99, {EP} F 3, {EP} F 6, {EP} F 7, {EP} F 23
FRANCE {EP} F 16, {EP} A 14, {EP} A 13, {EP} A 15
SPAIN {EP} F 22, {EP} F 19, {EP} A 21
GERMANY {EP} F 26, {EP} F 33, {EP} A 32, {EP} A 35
ITALY {EP} F 43, {EP} F 39, {EP} A 44, {EP} A 40
POLAND {EP} F 52, {EP} A 53, {EP} A 54
UKRAINE {EP} F 75, {EP} A 71, {EP} A 72, {EP} A 73
RUSSIA {EP} F 66, {EP} F 67, {EP} F 77, {AS} F 21, {AS} F 26, {EP} A 68, {EP} A 69, {AS} A 2, {AS} A 20
TURKEY {EP} F 81, {EP} F 82, {EP} A 80, {EP} A 84
LIBYA {AF} F 3, {AF} F 4, {AF} A 5
IVORY COAST {AF} F 18, {AF} F 19, {AF} A 21
ZAIRE {AF} F 35, {AF} A 33, {AF} A 32, {AF} A 36
SOUTH AFRICA {AF} F 49, {AF} F 48, {AF} A 45
ETHIOPIA {AF} F 28, {AF} A 27, {AF} A 26
SAUDI ARABIA {ME} F 101, {ME} F 103, {ME} A 95, {ME} A 98
SYRIA {ME} F 91, {ME} A 111, {ME} A 92
IRAN {ME} F 100, {ME} A 96, {ME} A 99
INDIA {AS} F 10, {AS} F 11, {AS} A 9, {AS} A 12, {AS} A 16
CHINA {AS} F 36, {AS} F 38, {AS} F 39, {AS} A 37, {AS} A 17, {AS} A 19
JAPAN {AS} F 32, {AS} F 33, {AS} F 34, {AS} F 35
INDONESIA {OC} F 47, {OC} F 54, {OC} A 53
AUSTRALIA {OC} F 61, {OC} F 63, {OC} F 66, {OC} F 67, {OC} F 65, {OC} A 64
Sign ups:
CANADA - benbw
QUEBEC -
UNITED STATES -
MEXICO -
CUBA -
COLOMBIA -
PERU -
ARGENTINA -
BRAZIL - ikorack
UNITED KINGDOM - Caldera42
FRANCE -
SPAIN -
GERMANY -
ITALY -
POLAND - Gondor
UKRAINE -
RUSSIA -
TURKEY -
LIBYA -
IVORY COAST -
ZAIRE -
SOUTH AFRICA -
ETHIOPIA -
SAUDI ARABIA -
SYRIA -
IRAN -
INDIA -
CHINA -
JAPAN -
INDONESIA -
AUSTRALIA - Shining_Demon
FAQQ: 31 players? Seriously?
A: Seriously.
Q: Isn't that going to take a really long time, what with people forgetting moves, etc?
A: I plan on starting out with a round of UN charter propositions and voting, then doing a move every week, or faster if everyone sends in their moves in time. I hope I can get 31 people that participate every week.
Q: How much time will it take for me to play this?
A: Not long. If we do a move every week, just be able to send a PM to your neighbors and PM your moves to some sort of 3rd party arbitrator. If you're a really lazy person, you should still be able to play fairly competently.
I'm told this is the correct forum, so tell me if I'm wrong.