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	<updated>2026-04-28T15:25:06Z</updated>
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	<entry>
		<id>http://www.dipwiki.com/index.php?title=Deutsches_Reich_1871&amp;diff=4588</id>
		<title>Deutsches Reich 1871</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Deutsches_Reich_1871&amp;diff=4588"/>
		<updated>2021-10-02T14:20:29Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: DR1871 Info Box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DR1871 v1.4&lt;br /&gt;
&lt;br /&gt;
Deutsches Reich 1871 is a six-player Diplomacy variant designed by Ingolf&lt;br /&gt;
Emmert.&lt;br /&gt;
&lt;br /&gt;
The map of DR1871 shows the borders of the &amp;quot;Deutsche Reich&amp;quot; (green area) and &lt;br /&gt;
its direct neighbours (bright beige area) in 1871. The division in&lt;br /&gt;
territories is based on the borders of the different &amp;quot;national&amp;quot; kingdoms,&lt;br /&gt;
dukedoms and principalities.&lt;br /&gt;
&lt;br /&gt;
The adjacent contries are neutral thus there are no supply centers to conquer&lt;br /&gt;
but they give infantries and cavalries the permission to cross their &lt;br /&gt;
countries. &lt;br /&gt;
&lt;br /&gt;
For a better playability some kingdoms and dukedoms are subdivided into&lt;br /&gt;
further provinces. The best example for this is the division of Prussia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special features:&lt;br /&gt;
- DR1871 has no water-areas, so there is no need of fleets.&lt;br /&gt;
- Instead of fleets, the cavalry-units are added.&lt;br /&gt;
- Some areas are brown coloured. In these areas no actions take place.&lt;br /&gt;
- The island of &amp;quot;Rügen&amp;quot; (rug) is reachable by infantries and cavalries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special units:&lt;br /&gt;
- infantry: (Realpolitik-unit=army) (A)&lt;br /&gt;
  The infantry-units have the normal options of orders and movements.&lt;br /&gt;
  Regard to use the abbrevation (A) and the symbol in the building-phase.&lt;br /&gt;
- cavalry: (Realpolitik-unit=fleet) (F)&lt;br /&gt;
  The cavalry-units have a two-field movement. They can´t reach the adjacent&lt;br /&gt;
  countries of a territory (comparable with the knight at chess)!&lt;br /&gt;
  Example: A cavalry in Berlin can move to &amp;quot;Rügen&amp;quot; (rug) but not to &lt;br /&gt;
  &amp;quot;Westpommern&amp;quot; (wpo). Further a convoy-order as known for fleets is &lt;br /&gt;
  impossible! Regard to use the abbrevation (F) and the fleet symbol in the &lt;br /&gt;
  building-phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Winning conditions:&lt;br /&gt;
The victory criterion in DR1871 is to own 17 of the 32 supply centers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Historical background: German history up to 1871!&lt;br /&gt;
&lt;br /&gt;
At the end of the eighteenth century and up to 1814, Germany was under power &lt;br /&gt;
of Napoleon's French empire. Napoleon was defeated in the battle of Leipzig&lt;br /&gt;
by a coalition of the kingdomes Russia, Prussia, Britain and Austria.&lt;br /&gt;
&lt;br /&gt;
At the Congress of Vienna the German Confederation was created, &lt;br /&gt;
which was placed under the administrative power of Austria.&lt;br /&gt;
&lt;br /&gt;
In the following periods the liberals in Germany founded the National&lt;br /&gt;
Assembly, which aimed to unify Germany as a liberal, constitutional state.&lt;br /&gt;
In May of 1848, The National Assembly (or the Frankfurt Assembly) was&lt;br /&gt;
convoked in Frankfurt to prepare for this &amp;quot;unification&amp;quot;. After &lt;br /&gt;
disagreements between Prussia and Austria, Prussia decided to try to unify &lt;br /&gt;
Germany under their &amp;quot;kleindeutsche&amp;quot; plan, which included all of the German &lt;br /&gt;
states except Austria, under Prussian control. In 1848, the Assembly&lt;br /&gt;
finished the constitution, and appointed King Frederick William IV as the &lt;br /&gt;
first emperor of constitutional Germany (kleindeutesches Reich), but he &lt;br /&gt;
refused that and the National Assembly failed.&lt;br /&gt;
&lt;br /&gt;
In 1862, Otto von Bismarck became the Prussian chancellor. Bismarck knew that&lt;br /&gt;
to reach his aim of a united Germany under Prussian control, he had to get &lt;br /&gt;
the German sovereigns to stand with him and to stop other countries from &lt;br /&gt;
forming a coalition against Prussia.&lt;br /&gt;
&lt;br /&gt;
In 1863, Denmark tried to take away the autocracy of the two northernmost&lt;br /&gt;
German states, Schleswig and Holstein. Bismarck announced that this was&lt;br /&gt;
completely unacceptable to the German Confederation, and together Prussia&lt;br /&gt;
and Austria went to war with Denmark. Denmark's armies were defeated, Prussia &lt;br /&gt;
took Schleswig, and Austria took Holstein. To provoke Austria into declaring&lt;br /&gt;
war on Prussia, Bismarck ordered his troops to the Austrian state of&lt;br /&gt;
Holstein. At the German War in 1866, the South German states joined Austria&lt;br /&gt;
to fight against the Prussian army, believing that Austria was the defender &lt;br /&gt;
of their independence, but however, Bismarck's military forces won the war &lt;br /&gt;
again.&lt;br /&gt;
&lt;br /&gt;
What Bismarck now needed was a patriotic war against France to unite the&lt;br /&gt;
South and North German states. The disagreements between France and Prussia &lt;br /&gt;
on the Spanish succession to the throne were taken as an occasion to provoke&lt;br /&gt;
a Franco-Prussian war. On July 19, 1870, Napoleon III of France declared war&lt;br /&gt;
on Prussia. Combined with the South and North German states, Prussia defeated&lt;br /&gt;
the French army. The French were forced to cede Alsace and Lorraine to &lt;br /&gt;
Germany.&lt;br /&gt;
&lt;br /&gt;
The Franco-Prussian war gave Bismarck the support he needed to unify Germany.&lt;br /&gt;
After the war, he won the consent of the German princes to unite Germany&lt;br /&gt;
(excluding Austria) under the Prussian king as German Emperor. On January 18,&lt;br /&gt;
1871, in Versailles, the king proclaimed the &amp;quot;Deutsche Reich&amp;quot;. William I &lt;br /&gt;
became emperor, and Otto von Bismarck became chancellor.&lt;br /&gt;
&lt;br /&gt;
A new German constitution was written. The upper chamber (Bundesrat) and the&lt;br /&gt;
king held power over the lower, popular elected chamber (Reichstag). The &lt;br /&gt;
Bundesrat itself contained sixty-one members and this is what you are playing&lt;br /&gt;
for: the majority in the Bundesrat!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, have fun with this variant!!! Feedback is very welcome!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
mailto: emmert@graue-substanz.net&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%C3%AD&amp;diff=4587</id>
		<title>Ard Rí</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%C3%AD&amp;diff=4587"/>
		<updated>2021-08-30T19:21:07Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Created page with &amp;quot;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle  of Irish feudal lords and chieftains to be crowned High King of Ireland. It  was created in 1996...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020 by Eamon John Driscoll.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. &lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
C: Connacht (Connachta) - black&lt;br /&gt;
L: Leinster (Laighin) - green&lt;br /&gt;
H: Meath (Midhe) - blue&lt;br /&gt;
N: Munster (Mumhain) - yellow&lt;br /&gt;
U: Ulster (Ulaidh) - red&lt;br /&gt;
&lt;br /&gt;
[[Image:Ard_Ri.gif]]&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude &lt;br /&gt;
both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board &lt;br /&gt;
areas for profit). I have considered establishing Viking outposts throughout &lt;br /&gt;
Ireland, but this option will require changes to the map that take it away &lt;br /&gt;
from the original version of the game. Nevertheless, the Viking-esque unit &lt;br /&gt;
icons taken from the Stonehenge variant are meant as a nod to this lost &lt;br /&gt;
power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go through &lt;br /&gt;
Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done in part to make the game more &lt;br /&gt;
accessible and realistic, but also because the original names seemed to have &lt;br /&gt;
very little basis in geographic reality. Some were accurate, but most were &lt;br /&gt;
not and quite a few seemed to be not geographic at all. For those who wish to &lt;br /&gt;
play with the original place names, a version is included in the files to &lt;br /&gt;
copy, paste, and play.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Ard_Ri.gif&amp;diff=4586</id>
		<title>File:Ard Ri.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Ard_Ri.gif&amp;diff=4586"/>
		<updated>2021-08-30T19:20:51Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Ard Rí map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Ard Rí map&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Bretwalda&amp;diff=4585</id>
		<title>Bretwalda</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Bretwalda&amp;diff=4585"/>
		<updated>2021-08-30T19:19:04Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BRETWALDA, n.: the title given to rulers of Anglo-Saxon kingdoms from the Vth &lt;br /&gt;
century onwards who had achieved overlordship of some or all of the other &lt;br /&gt;
Anglo-Saxon kingdoms. The first element, &amp;quot;Bret&amp;quot;, may be related to Briton or &lt;br /&gt;
Britain. The second element, &amp;quot;walda&amp;quot; is generally translated as &amp;quot;sovereign&amp;quot; &lt;br /&gt;
but is more literally a &amp;quot;wielder&amp;quot;. Therefore, a Bretwalda is a wielder of the &lt;br /&gt;
Britons. &lt;br /&gt;
&lt;br /&gt;
The game begins in Winter 620/1 with no units on the board. This is then a &lt;br /&gt;
build phase, where each power can construct any units in its home centres. &lt;br /&gt;
Fleets can only be built in ports (see below), but in this phase boat bunches &lt;br /&gt;
can also be constructed in any coastal centre. This cannot be done in any &lt;br /&gt;
subsequent build phase. (See below)&lt;br /&gt;
&lt;br /&gt;
Winning conditions: There are 50 supply centres on the board: thus 26 are &lt;br /&gt;
required for victory.&lt;br /&gt;
&lt;br /&gt;
Special areas: Iona is a land territory, although due to the sea area between &lt;br /&gt;
it and mainland Scotland, an army cannot move to Dunadd, Great Glen or Ross &lt;br /&gt;
from there. A boat bunch or fleet can do so, however, and armies can still &lt;br /&gt;
exist in Iona (having been convoyed or built there): they just can't move &lt;br /&gt;
anywhere without first building boats.&lt;br /&gt;
&lt;br /&gt;
Home centres: As part of the adjustment phase, players are now allowed to &lt;br /&gt;
designate a single home centre to be moved to a different centre they &lt;br /&gt;
control. The original centre gives up its ability to build new units, while &lt;br /&gt;
the new one gains it. Both must be in the control of the player at the time, &lt;br /&gt;
and the change does not take effect until the next adjustment phase (i.e. in &lt;br /&gt;
the same phase you can still build in the old centre, but not the new one)&lt;br /&gt;
&lt;br /&gt;
By designating neutral centres as ports, this allows a lot more tactical &lt;br /&gt;
options.&lt;br /&gt;
&lt;br /&gt;
If a power loses a home centre while it is a home centre, they cannot simply &lt;br /&gt;
move the centre to somewhere else and continue to have 3 home centres. That &lt;br /&gt;
centre remains as a home centre, and must be recaptured if they wish to have &lt;br /&gt;
3 build centres again. Of course, it is also possible to move any &lt;br /&gt;
neighbouring home centres away and fight on with only 2 (or whatever). A &lt;br /&gt;
power can never have more home centres than it started with.&lt;br /&gt;
&lt;br /&gt;
So the advantages of moving your home centres nearer the front line can be &lt;br /&gt;
outweighed by the risks of losing all your home centres if the tide turns &lt;br /&gt;
against you.&lt;br /&gt;
&lt;br /&gt;
In the Dark Ages, many people groups were migrating around the British Isles, &lt;br /&gt;
and power depended more on population than immovable resources. It seemed &lt;br /&gt;
like a good idea, both historically and tactically, to allow for this &lt;br /&gt;
migration and have non-fixed home centres. However, I'm not really a fan of &lt;br /&gt;
the idea of building in *any* centre you own: it too easily turns small &lt;br /&gt;
advantages into big ones and makes it very hard to fight back.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bretwalda.gif]]&lt;br /&gt;
&lt;br /&gt;
Bretwalda has 3 types of unit: armies (A), fleets (F) and boat bunches (B).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
(1):Armies&lt;br /&gt;
These behave exactly as in normal Diplomacy.&lt;br /&gt;
&lt;br /&gt;
(2):Fleets&lt;br /&gt;
These behave exactly as in normal Diplomacy, except for one thing. They were &lt;br /&gt;
not readily available in the Dark Ages, and hence construction of them is &lt;br /&gt;
restricted. They can only be built in designated ports. The Picts were the &lt;br /&gt;
only British kingdom to have a decent sized navy: this is represented by &lt;br /&gt;
giving the Picts 2 ports, and everyone else 1. The following supply centres &lt;br /&gt;
are designated as ports for the various powers, and the neutral ports:&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Dalriada: Iona [Ion]&lt;br /&gt;
East Anglia: Ipswich [Ips]&lt;br /&gt;
Gwynedd: Caernarfon [Cae]&lt;br /&gt;
Kernow: Scillonia [Sci]&lt;br /&gt;
Leinster: Wexford [Wex]&lt;br /&gt;
Mercia: Gloucester [Glo]&lt;br /&gt;
Northumbria: Bamburgh [Bam]&lt;br /&gt;
Pictland: Abernethy [Abn]&lt;br /&gt;
Pictland: Burghead [Bur]&lt;br /&gt;
Wessex: Portchester [Por]&lt;br /&gt;
The neutral ports&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Rheged [Rhe]&lt;br /&gt;
Isle of Man [IoM]&lt;br /&gt;
The Hebrides [Heb]&lt;br /&gt;
Galway [Gal]&lt;br /&gt;
Ystradtywi [Yst]&lt;br /&gt;
London [Lon]&lt;br /&gt;
Flanders [Fla]&lt;br /&gt;
(3):Boat bunches&lt;br /&gt;
A boat bunch represents an army with a set of boats. They are constructed &lt;br /&gt;
from a coastal army by a special boat-building order: A (Den) = B. This move &lt;br /&gt;
will work unless the army is attacked: similar to cutting support. Boat &lt;br /&gt;
bunches cannot be built during build phases.&lt;br /&gt;
&lt;br /&gt;
A boat bunch may move across sea areas, but because the boats are smaller and &lt;br /&gt;
of poorer quality than those comprising fleets, they must hug coastlines at &lt;br /&gt;
all times. In other words, a boat bunch may not pass from one sea area to &lt;br /&gt;
another unless there is an adjoining coastline common to both sea areas. For &lt;br /&gt;
example, B (NSN) - WAS is legal, B (NSN) - NSS is not. This does not prevent &lt;br /&gt;
B (Wic) - CDG, B (CDG) - Aby, however: only sea-to-sea movement without a &lt;br /&gt;
coastline nearby is prevented.&lt;br /&gt;
&lt;br /&gt;
Once constructed, the boats are kept with the army until voluntaily &lt;br /&gt;
abandoned. This can be by one of 4 means:&lt;br /&gt;
&lt;br /&gt;
(1) moving inland : B (Den) - Pow leaves Gwynedd with A (Pow).&lt;br /&gt;
(2) supporting inland: B (Den) s A (Che) - Pow leaves Gwynedd with A (Den)&lt;br /&gt;
(3) being convoyed : B (Den) - Mer VIA COL leaves Gwynedd with A (Mer)&lt;br /&gt;
(4) being explicitly abandoned : B (Den) - Che (db) signifies that the boats &lt;br /&gt;
are to be left behind.&lt;br /&gt;
&lt;br /&gt;
Coastal boat bunch moves default to taking boats with the army unless &lt;br /&gt;
explicitly stated otherwise.&lt;br /&gt;
&lt;br /&gt;
Misorders are simply treated as void - that unit holds. So if a boat bunch &lt;br /&gt;
tries to move inland but orders something illegal, the boats are still held. &lt;br /&gt;
Note this does not apply to supporting other powers' moves which don't &lt;br /&gt;
happen ...&lt;br /&gt;
&lt;br /&gt;
Convoys: Only a FLEET can convoy. A boat bunch cannot - it is inferior out at &lt;br /&gt;
sea in this respect.&lt;br /&gt;
&lt;br /&gt;
Either an army or a boat bunch can BE convoyed - in the case of the boat &lt;br /&gt;
bunch this requires it to abandon its boats, as above.&lt;br /&gt;
&lt;br /&gt;
BUT convoys are not restricted to &amp;quot;land-to-land&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
A sea-borne boat bunch can be convoyed by a (sea-borne) fleet. As this &lt;br /&gt;
requires abandoning boats, however, the boat bunch is DESTROYED if it fails &lt;br /&gt;
to reach its destination.&lt;br /&gt;
&lt;br /&gt;
e.g. Gwynedd:&lt;br /&gt;
&lt;br /&gt;
B (CDG) - Arm VIA IRI&lt;br /&gt;
F (IRI) c B (CDG) - Arm&lt;br /&gt;
&lt;br /&gt;
will leave Gwynedd with A (Arm) and F (IRI) if it works.&lt;br /&gt;
&lt;br /&gt;
However, if Dalriada comes in with&lt;br /&gt;
B (NCH) - IRI&lt;br /&gt;
F (IoM) s B (NCH) - IRI.&lt;br /&gt;
the convoying fleet is dislodged, and B (CDG) is DESTROYED.&lt;br /&gt;
&lt;br /&gt;
A similar thing would occur if Dalriada simply moved A (Ban) - Arm, bouncing &lt;br /&gt;
the convoy and leaving B (CDG) destroyed.&lt;br /&gt;
&lt;br /&gt;
F (IRI) could still retreat to CDG if it is vacant.&lt;br /&gt;
&lt;br /&gt;
A fleet moving into CDG in this case would succeed unsupported.&lt;br /&gt;
&lt;br /&gt;
Void convoys where a convoy from another power's fleet was expected and not &lt;br /&gt;
delivered, are treated as a &amp;quot;stand&amp;quot; order, thus boats are not lost, nor are &lt;br /&gt;
sea-borne boat bunches destroyed. The same goes for moves which would &lt;br /&gt;
otherwise lose boats, but are impossible (e.g. moves inland to non-adjacent &lt;br /&gt;
territories) However, a support given to another power's move that does not &lt;br /&gt;
happen does require loss of boats.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Bretwalda province names&lt;br /&gt;
Land areas&lt;br /&gt;
Abn - Abernethy     P  *&lt;br /&gt;
Aby - Aberystwyth   G  *&lt;br /&gt;
Alc - Alcluyd          *&lt;br /&gt;
Arm - Armagh           *&lt;br /&gt;
Art - Artois&lt;br /&gt;
Ath - Atholl        P&lt;br /&gt;
Bam - Bamburgh      N  *&lt;br /&gt;
Ban - Bangor        D  *&lt;br /&gt;
Ber - Bernicia      N&lt;br /&gt;
Buc - Buckingham       *&lt;br /&gt;
Bui - Builth        G&lt;br /&gt;
Bur - Burghead      P  *&lt;br /&gt;
Cae - Caernarfon    G  *&lt;br /&gt;
Cai - Caithness     P&lt;br /&gt;
Cam - Cambridge     E  *&lt;br /&gt;
Can - Canterbury       *&lt;br /&gt;
Cas - Cashel        L  *&lt;br /&gt;
Che - Chester          *&lt;br /&gt;
Cir - Circinn       P&lt;br /&gt;
Cum - Cumbria&lt;br /&gt;
Dal - Dalcassian    L&lt;br /&gt;
Dei - Deira         N&lt;br /&gt;
Den - Denbigh       G  *&lt;br /&gt;
Dor - Dorchester       *&lt;br /&gt;
Dun - Dunadd        D  *&lt;br /&gt;
Dyf - Dyfed         G&lt;br /&gt;
Elm - Elmet            *&lt;br /&gt;
Ess - Essex         E&lt;br /&gt;
Exe - Exeter        K  *&lt;br /&gt;
Exm - Exmoor        K&lt;br /&gt;
Fla - Flanders         *&lt;br /&gt;
Far - Faringdon     W  *&lt;br /&gt;
Gal - Galway           *&lt;br /&gt;
Gla - Glastonbury      *&lt;br /&gt;
Glo - Gloucester    M  *&lt;br /&gt;
God - Gododdin         *&lt;br /&gt;
GrG - Great Glen    D       &lt;br /&gt;
Gyr - Gyrwa         E&lt;br /&gt;
Ham - Hampshire     W&lt;br /&gt;
Hat - Hatfield         *&lt;br /&gt;
Heb - The Hebrides     *&lt;br /&gt;
Her - Herefordshire M&lt;br /&gt;
Hwi - Hwicce&lt;br /&gt;
Inv - Inverness     P  *&lt;br /&gt;
IoM - Isle of Man      *&lt;br /&gt;
Ion - Iona          D  *&lt;br /&gt;
Ips - Ipswich       E  *&lt;br /&gt;
Ker - Kerrier       K&lt;br /&gt;
Lan - Lancaster     N  *&lt;br /&gt;
Lin - Lindsey          *&lt;br /&gt;
Lon - London           *&lt;br /&gt;
Man - Manau         &lt;br /&gt;
May - Mayo          &lt;br /&gt;
Mer - Mersey&lt;br /&gt;
Mgn - Morgannwg        *&lt;br /&gt;
Mun - Munster       L&lt;br /&gt;
Nrw - Norwich       E  *&lt;br /&gt;
Ntn - Northamptonshire&lt;br /&gt;
Ork - The Orkneys      *&lt;br /&gt;
Pns - The Pennines  N&lt;br /&gt;
Por - Portchester   W  *&lt;br /&gt;
Pow - Powys         G&lt;br /&gt;
Rhe - Rheged           *&lt;br /&gt;
Ros - Ross&lt;br /&gt;
Sci - Scillonia     K  *       &lt;br /&gt;
Sha - Shannon&lt;br /&gt;
Shr - Shrewsbury    M  *&lt;br /&gt;
SSt - South Strathclyde      &lt;br /&gt;
Sus - Sussex&lt;br /&gt;
Tam - Tamworth      M  *&lt;br /&gt;
Tar - Tara          L  *&lt;br /&gt;
Tin - Tintagel      K  *&lt;br /&gt;
Tir - Tirconnel     D&lt;br /&gt;
Tre - Trent         M&lt;br /&gt;
Tyr - Tyrone        D&lt;br /&gt;
War - Warwick       M  *&lt;br /&gt;
Wea - The Weald     W&lt;br /&gt;
Wex - Wexford       L  *&lt;br /&gt;
Wic - Wicklow&lt;br /&gt;
Wil - Wiltshire     W&lt;br /&gt;
Win - Winchester    W  *&lt;br /&gt;
Wiv - Wivel         K&lt;br /&gt;
Wix - Wixna         E&lt;br /&gt;
Wol - The Wolds     N&lt;br /&gt;
Wro - Wrockenset    M &lt;br /&gt;
Yor - York          N  *&lt;br /&gt;
Yst - Ystradtywi       *&lt;br /&gt;
Sea areas&lt;br /&gt;
ANG - Anglican Sea&lt;br /&gt;
BCH - Bristol Channel&lt;br /&gt;
CDG - Cardigan Bay&lt;br /&gt;
CEL - Celtic Sea&lt;br /&gt;
COL - Colwyn Bay&lt;br /&gt;
CRS - Cornish Sea&lt;br /&gt;
DOG - Dogger Bank&lt;br /&gt;
ECH - English Channel&lt;br /&gt;
FAS - Fastnet &lt;br /&gt;
FFT - Firths of Forth and Tay&lt;br /&gt;
HBS - Hibernian Sea &lt;br /&gt;
IRI - Irish Sea&lt;br /&gt;
LYM - Lyme Bay&lt;br /&gt;
MAO - Mid - Atlantic Ocean&lt;br /&gt;
MIN - The Minch&lt;br /&gt;
MOF - Moray Firth&lt;br /&gt;
MOR - Morecambe Bay&lt;br /&gt;
NAO - North Atlantic Ocean&lt;br /&gt;
NCH - North Channel&lt;br /&gt;
NSN - North Sea North&lt;br /&gt;
NSS - North Sea South&lt;br /&gt;
PEF - Pentland Firth&lt;br /&gt;
SEV - Severn Estuary&lt;br /&gt;
SOD - Straits of Dover&lt;br /&gt;
SOJ - Sound of Jura&lt;br /&gt;
SOL - Solway Firth&lt;br /&gt;
STG - St. George's Channel&lt;br /&gt;
THA - Thames Estuary&lt;br /&gt;
WAS - The Wash&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Bretwalda.gif&amp;diff=4584</id>
		<title>File:Bretwalda.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Bretwalda.gif&amp;diff=4584"/>
		<updated>2021-08-30T19:17:30Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Map of Bretwalda variant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Map of Bretwalda variant&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Federation&amp;diff=4583</id>
		<title>Federation</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Federation&amp;diff=4583"/>
		<updated>2021-08-27T18:22:09Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Created page with &amp;quot;Federation (version4) is a variant designed by Theo Kermanidis For Feedback please write to: theok@austarmetro.com.au  This variant was adjusted for Realpolitik by: René Krok...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Federation (version4) is a variant designed by Theo Kermanidis&lt;br /&gt;
For Feedback please write to: theok@austarmetro.com.au&lt;br /&gt;
&lt;br /&gt;
This variant was adjusted for Realpolitik by:&lt;br /&gt;
René Krokowski and Frank Bacher for www.graue-substanz.net (v1.1)&lt;br /&gt;
Please direct your feedback concerning RP files directly to &lt;br /&gt;
krokowski@graue-substanz.net and bacher@graue-substanz.net.&lt;br /&gt;
To learn more about development and history regarding this variant please &lt;br /&gt;
visit Theo`s excellent Federation Homepage at:&lt;br /&gt;
&lt;br /&gt;
http://members.austarmetro.com.au/~theok/dip/federation/home.html&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
&lt;br /&gt;
Australia became a federation on the 1st of January 1901. So our history &lt;br /&gt;
books tell us. The colonies came together, united into one nation. Not by an &lt;br /&gt;
act of war, nor through violent action was a nation forged. How boring! No &lt;br /&gt;
wonder I fell asleep in those Australian history classes.&lt;br /&gt;
&lt;br /&gt;
This is your chance to rewrite a nations history. Federation had failed. &lt;br /&gt;
Instead of peaceful unity, war between the colonies is declared. All &lt;br /&gt;
agreements between the colonies have been dissolved.&lt;br /&gt;
&lt;br /&gt;
It is Spring 1901. The divisions between the colonies is fuelled by a hunger &lt;br /&gt;
to gain control over the continent. You are the colonys' governor and have &lt;br /&gt;
already instructed the militia forces to be mustered and ready for action.&lt;br /&gt;
&lt;br /&gt;
Who will succeed to unify Australia? Who will forever be doomed to oblivion? &lt;br /&gt;
What will you do to unite the colonies?&lt;br /&gt;
&lt;br /&gt;
Each colony had managed to muster the following forces in Spring 1901:&lt;br /&gt;
&lt;br /&gt;
New South Wales: Sydney (Fleet) Bourke (Army) Goulburne (Army)&lt;br /&gt;
Queensland: Brisbane (Fleet) Cairns (Army)&lt;br /&gt;
South Australia: Adelaide (Fleet) Port Augusta (Army)&lt;br /&gt;
Tasmania: Hobart (Fleet) Launceston (Army)&lt;br /&gt;
Victoria: Melbourne (Army) Geelong (Fleet) Ballarat (Army)&lt;br /&gt;
Western Australia: Perth (Fleet) Albany (Army) &lt;br /&gt;
Northern Territory: Darwin (Fleet) Katherine (Army)&lt;br /&gt;
New Zealand: Wellington (Army) Auckland (Fleet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each colony begins the campaign with the units deployed as shown in the above &lt;br /&gt;
table. As the campaign progresses and supply centres are acquired, further &lt;br /&gt;
units may be built in each colonies home supply centres, provided the colony &lt;br /&gt;
has control of them.&lt;br /&gt;
&lt;br /&gt;
Home supply centres:&lt;br /&gt;
&lt;br /&gt;
New South Wales: Sydney, Bourke, Dubbo, Broken Hill, Goulburn, Newcastle&lt;br /&gt;
Queensland: Brisbane, Cairns, Townsville, Cloncurry, Mount Isa, Longreach&lt;br /&gt;
South Australia: Adelaide, Port Augusta, Riverland, Cooper Pedy, Mount &lt;br /&gt;
Gambier, Eyre Peninsula&lt;br /&gt;
Tasmania: Hobart, Launceston, Franklin&lt;br /&gt;
Victoria: Melbourne, Geelong, Ballarat, Bendigo, Mildura, Gippsland&lt;br /&gt;
Western Australia: Perth, Albany, Broome, Karlgoolie, Pilbara, Kimberly&lt;br /&gt;
Northern Territory: Darwin, Katherine, Alice Springs&lt;br /&gt;
New Zealand: Wellington, Auckland, Christchurch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Victory Condition&lt;br /&gt;
&lt;br /&gt;
The victory condition is to capture 27 supply centres of the 52 supply &lt;br /&gt;
centres.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Albury, Abr&lt;br /&gt;
Adelaide, Ade&lt;br /&gt;
Amery Ice Shelf, AIS&lt;br /&gt;
Albany, Alb&lt;br /&gt;
Alice Springs, Ali&lt;br /&gt;
Arafura Sea, Ara&lt;br /&gt;
Arnhem Land, Arn&lt;br /&gt;
Antarctic Southern Ocean, ASO&lt;br /&gt;
Auckland, Auc&lt;br /&gt;
Ballarat, Bal&lt;br /&gt;
Banda Sea, Ban&lt;br /&gt;
Barkley Tableland, Bar&lt;br /&gt;
Bendigo, Ben&lt;br /&gt;
Broken Hill, BHi&lt;br /&gt;
Blue Mountains,BMo&lt;br /&gt;
Bay Of Plenty,BoP&lt;br /&gt;
Bourke, Bou&lt;br /&gt;
Brisbane, Bri&lt;br /&gt;
Broome, Bro&lt;br /&gt;
Banks Strait, BSt&lt;br /&gt;
Bourketown, Btn&lt;br /&gt;
Cairns, Cai&lt;br /&gt;
Coopers Creek, CCr&lt;br /&gt;
Charleville, Cha&lt;br /&gt;
Chatham Islands, ChI&lt;br /&gt;
Christmas Island, Chm&lt;br /&gt;
Christchurch, Chr&lt;br /&gt;
Clarke River, Cla&lt;br /&gt;
Cloncurry, Cln&lt;br /&gt;
Mount Cook, Coo&lt;br /&gt;
Coral Sea Islands, Cor&lt;br /&gt;
Cooper Pedy, CPe&lt;br /&gt;
Dandenong, Dan&lt;br /&gt;
Darwin, Dar&lt;br /&gt;
Davenport, Dav&lt;br /&gt;
Dutch East Indies, DEI&lt;br /&gt;
Dubbo, Dub&lt;br /&gt;
Dunedin, Dun&lt;br /&gt;
East Bass Strait, EBS&lt;br /&gt;
East Cook Strait, ECS&lt;br /&gt;
Equatorial Indian Ocean, EIO&lt;br /&gt;
Encounter Bay, EnB&lt;br /&gt;
Eyre Peninsula, EPe&lt;br /&gt;
Equatorial Pacific Ocean, EPO&lt;br /&gt;
Eastern Southern Ocean, ESO&lt;br /&gt;
Esperance, Esp&lt;br /&gt;
Eyre, Eyr&lt;br /&gt;
Flinders, Fli&lt;br /&gt;
Franklin, Fra&lt;br /&gt;
Furneaux Islands, Fur&lt;br /&gt;
Great Australian Bight, GAB&lt;br /&gt;
Geelong, Gee&lt;br /&gt;
Geraldton, Ger&lt;br /&gt;
Gibson Desert, Gib&lt;br /&gt;
Gippsland, Gip&lt;br /&gt;
Gisborne, Gis&lt;br /&gt;
Gulf of Carpentaria, GOC&lt;br /&gt;
Gold Coast, Gol&lt;br /&gt;
Goulburn, Gou&lt;br /&gt;
Grampians, Gra&lt;br /&gt;
Great Sandy Desert, GSD&lt;br /&gt;
Great Victorian Desert, GVD&lt;br /&gt;
George V Land, GVL&lt;br /&gt;
Heard McDonald Island, HMI&lt;br /&gt;
Hobart, Hob&lt;br /&gt;
JB Gulf, JBG&lt;br /&gt;
Kalgoorlie, Kal&lt;br /&gt;
Kangaroo Island, Kan&lt;br /&gt;
Katherine, Kat&lt;br /&gt;
Kimberley, Kim&lt;br /&gt;
King Island, KIs&lt;br /&gt;
Launceston, Lau&lt;br /&gt;
Longreach, Lon&lt;br /&gt;
Mount Magnet, Mag&lt;br /&gt;
Macquarie Harbour, MaH&lt;br /&gt;
Mid Barrier Reef, MBR&lt;br /&gt;
Mid Coral Sea, MCS&lt;br /&gt;
Melbourne, Mel&lt;br /&gt;
Mount Gambier, MGa&lt;br /&gt;
Mildura, Mil&lt;br /&gt;
Mid Indian Ocean, MIO&lt;br /&gt;
Mount Isa, MIs&lt;br /&gt;
Moree, Mor&lt;br /&gt;
Mid Pacific Ocean, MPO&lt;br /&gt;
Musgrave Ranges, MRa&lt;br /&gt;
Mid Southern Ocean, MSO&lt;br /&gt;
North Barrier Reef, NBR&lt;br /&gt;
New Caledonia Islands, NCa&lt;br /&gt;
North Coral Sea, NCS&lt;br /&gt;
Nelson, Nel&lt;br /&gt;
Newcastle, New&lt;br /&gt;
New Guinea, NGu&lt;br /&gt;
Norfolk Island, Nor&lt;br /&gt;
Northern Tasman Sea, NTS&lt;br /&gt;
Nullabor, Nul&lt;br /&gt;
North West Shelf, NWS&lt;br /&gt;
Olgas, Olg&lt;br /&gt;
Port Augusta, PAu&lt;br /&gt;
Perth, Per&lt;br /&gt;
Pilbara, Pil&lt;br /&gt;
Port Phillip Bay, PPB&lt;br /&gt;
Portuguese Timor, PTi&lt;br /&gt;
Riverland, Riv&lt;br /&gt;
Rockhampton, Roc&lt;br /&gt;
Ross Sea, Ros&lt;br /&gt;
South Barrier Reef, SBR&lt;br /&gt;
South Coral Sea, SCS&lt;br /&gt;
Simpson Desert, SDe&lt;br /&gt;
Southern Indian Ocean, SIO&lt;br /&gt;
Snowy Mountains, Sno&lt;br /&gt;
Solomon Islands, Sol&lt;br /&gt;
Spencer Gulf, Spe&lt;br /&gt;
South Pacific Ocean, SPO&lt;br /&gt;
Southern Tasman Sea, STS&lt;br /&gt;
Sydney, Syd&lt;br /&gt;
Tanami Desert, Tan&lt;br /&gt;
Tennant Creek, Ten&lt;br /&gt;
The Heads, THd&lt;br /&gt;
Timor, Tim&lt;br /&gt;
Timor Sea, TiS&lt;br /&gt;
Townsville, Tow&lt;br /&gt;
Victoria Land, Vic&lt;br /&gt;
Wagga Wagga, Wag&lt;br /&gt;
West Bass Strait, WBS&lt;br /&gt;
West Cook Strait, WCS&lt;br /&gt;
Wellington, Wel&lt;br /&gt;
Wilkes Land, Wil&lt;br /&gt;
Wollongong, Wol&lt;br /&gt;
Woomera, Woo&lt;br /&gt;
Western Southern Ocean, WSO&lt;br /&gt;
Cape York, Yor&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Bretwalda&amp;diff=4582</id>
		<title>Bretwalda</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Bretwalda&amp;diff=4582"/>
		<updated>2021-08-27T15:52:48Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Created page with &amp;quot;BRETWALDA, n.: the title given to rulers of Anglo-Saxon kingdoms from the Vth  century onwards who had achieved overlordship of some or all of the other  Anglo-Saxon kingdoms....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BRETWALDA, n.: the title given to rulers of Anglo-Saxon kingdoms from the Vth &lt;br /&gt;
century onwards who had achieved overlordship of some or all of the other &lt;br /&gt;
Anglo-Saxon kingdoms. The first element, &amp;quot;Bret&amp;quot;, may be related to Briton or &lt;br /&gt;
Britain. The second element, &amp;quot;walda&amp;quot; is generally translated as &amp;quot;sovereign&amp;quot; &lt;br /&gt;
but is more literally a &amp;quot;wielder&amp;quot;. Therefore, a Bretwalda is a wielder of the &lt;br /&gt;
Britons. &lt;br /&gt;
&lt;br /&gt;
The game begins in Winter 620/1 with no units on the board. This is then a &lt;br /&gt;
build phase, where each power can construct any units in its home centres. &lt;br /&gt;
Fleets can only be built in ports (see below), but in this phase boat bunches &lt;br /&gt;
can also be constructed in any coastal centre. This cannot be done in any &lt;br /&gt;
subsequent build phase. (See below)&lt;br /&gt;
&lt;br /&gt;
Winning conditions: There are 50 supply centres on the board: thus 26 are &lt;br /&gt;
required for victory.&lt;br /&gt;
&lt;br /&gt;
Special areas: Iona is a land territory, although due to the sea area between &lt;br /&gt;
it and mainland Scotland, an army cannot move to Dunadd, Great Glen or Ross &lt;br /&gt;
from there. A boat bunch or fleet can do so, however, and armies can still &lt;br /&gt;
exist in Iona (having been convoyed or built there): they just can't move &lt;br /&gt;
anywhere without first building boats.&lt;br /&gt;
&lt;br /&gt;
Home centres: As part of the adjustment phase, players are now allowed to &lt;br /&gt;
designate a single home centre to be moved to a different centre they &lt;br /&gt;
control. The original centre gives up its ability to build new units, while &lt;br /&gt;
the new one gains it. Both must be in the control of the player at the time, &lt;br /&gt;
and the change does not take effect until the next adjustment phase (i.e. in &lt;br /&gt;
the same phase you can still build in the old centre, but not the new one)&lt;br /&gt;
&lt;br /&gt;
By designating neutral centres as ports, this allows a lot more tactical &lt;br /&gt;
options.&lt;br /&gt;
&lt;br /&gt;
If a power loses a home centre while it is a home centre, they cannot simply &lt;br /&gt;
move the centre to somewhere else and continue to have 3 home centres. That &lt;br /&gt;
centre remains as a home centre, and must be recaptured if they wish to have &lt;br /&gt;
3 build centres again. Of course, it is also possible to move any &lt;br /&gt;
neighbouring home centres away and fight on with only 2 (or whatever). A &lt;br /&gt;
power can never have more home centres than it started with.&lt;br /&gt;
&lt;br /&gt;
So the advantages of moving your home centres nearer the front line can be &lt;br /&gt;
outweighed by the risks of losing all your home centres if the tide turns &lt;br /&gt;
against you.&lt;br /&gt;
&lt;br /&gt;
In the Dark Ages, many people groups were migrating around the British Isles, &lt;br /&gt;
and power depended more on population than immovable resources. It seemed &lt;br /&gt;
like a good idea, both historically and tactically, to allow for this &lt;br /&gt;
migration and have non-fixed home centres. However, I'm not really a fan of &lt;br /&gt;
the idea of building in *any* centre you own: it too easily turns small &lt;br /&gt;
advantages into big ones and makes it very hard to fight back.&lt;br /&gt;
&lt;br /&gt;
Bretwalda has 3 types of unit: armies (A), fleets (F) and boat bunches (B).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
(1):Armies&lt;br /&gt;
These behave exactly as in normal Diplomacy.&lt;br /&gt;
&lt;br /&gt;
(2):Fleets&lt;br /&gt;
These behave exactly as in normal Diplomacy, except for one thing. They were &lt;br /&gt;
not readily available in the Dark Ages, and hence construction of them is &lt;br /&gt;
restricted. They can only be built in designated ports. The Picts were the &lt;br /&gt;
only British kingdom to have a decent sized navy: this is represented by &lt;br /&gt;
giving the Picts 2 ports, and everyone else 1. The following supply centres &lt;br /&gt;
are designated as ports for the various powers, and the neutral ports:&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Dalriada: Iona [Ion]&lt;br /&gt;
East Anglia: Ipswich [Ips]&lt;br /&gt;
Gwynedd: Caernarfon [Cae]&lt;br /&gt;
Kernow: Scillonia [Sci]&lt;br /&gt;
Leinster: Wexford [Wex]&lt;br /&gt;
Mercia: Gloucester [Glo]&lt;br /&gt;
Northumbria: Bamburgh [Bam]&lt;br /&gt;
Pictland: Abernethy [Abn]&lt;br /&gt;
Pictland: Burghead [Bur]&lt;br /&gt;
Wessex: Portchester [Por]&lt;br /&gt;
The neutral ports&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Rheged [Rhe]&lt;br /&gt;
Isle of Man [IoM]&lt;br /&gt;
The Hebrides [Heb]&lt;br /&gt;
Galway [Gal]&lt;br /&gt;
Ystradtywi [Yst]&lt;br /&gt;
London [Lon]&lt;br /&gt;
Flanders [Fla]&lt;br /&gt;
(3):Boat bunches&lt;br /&gt;
A boat bunch represents an army with a set of boats. They are constructed &lt;br /&gt;
from a coastal army by a special boat-building order: A (Den) = B. This move &lt;br /&gt;
will work unless the army is attacked: similar to cutting support. Boat &lt;br /&gt;
bunches cannot be built during build phases.&lt;br /&gt;
&lt;br /&gt;
A boat bunch may move across sea areas, but because the boats are smaller and &lt;br /&gt;
of poorer quality than those comprising fleets, they must hug coastlines at &lt;br /&gt;
all times. In other words, a boat bunch may not pass from one sea area to &lt;br /&gt;
another unless there is an adjoining coastline common to both sea areas. For &lt;br /&gt;
example, B (NSN) - WAS is legal, B (NSN) - NSS is not. This does not prevent &lt;br /&gt;
B (Wic) - CDG, B (CDG) - Aby, however: only sea-to-sea movement without a &lt;br /&gt;
coastline nearby is prevented.&lt;br /&gt;
&lt;br /&gt;
Once constructed, the boats are kept with the army until voluntaily &lt;br /&gt;
abandoned. This can be by one of 4 means:&lt;br /&gt;
&lt;br /&gt;
(1) moving inland : B (Den) - Pow leaves Gwynedd with A (Pow).&lt;br /&gt;
(2) supporting inland: B (Den) s A (Che) - Pow leaves Gwynedd with A (Den)&lt;br /&gt;
(3) being convoyed : B (Den) - Mer VIA COL leaves Gwynedd with A (Mer)&lt;br /&gt;
(4) being explicitly abandoned : B (Den) - Che (db) signifies that the boats &lt;br /&gt;
are to be left behind.&lt;br /&gt;
&lt;br /&gt;
Coastal boat bunch moves default to taking boats with the army unless &lt;br /&gt;
explicitly stated otherwise.&lt;br /&gt;
&lt;br /&gt;
Misorders are simply treated as void - that unit holds. So if a boat bunch &lt;br /&gt;
tries to move inland but orders something illegal, the boats are still held. &lt;br /&gt;
Note this does not apply to supporting other powers' moves which don't &lt;br /&gt;
happen ...&lt;br /&gt;
&lt;br /&gt;
Convoys: Only a FLEET can convoy. A boat bunch cannot - it is inferior out at &lt;br /&gt;
sea in this respect.&lt;br /&gt;
&lt;br /&gt;
Either an army or a boat bunch can BE convoyed - in the case of the boat &lt;br /&gt;
bunch this requires it to abandon its boats, as above.&lt;br /&gt;
&lt;br /&gt;
BUT convoys are not restricted to &amp;quot;land-to-land&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
A sea-borne boat bunch can be convoyed by a (sea-borne) fleet. As this &lt;br /&gt;
requires abandoning boats, however, the boat bunch is DESTROYED if it fails &lt;br /&gt;
to reach its destination.&lt;br /&gt;
&lt;br /&gt;
e.g. Gwynedd:&lt;br /&gt;
&lt;br /&gt;
B (CDG) - Arm VIA IRI&lt;br /&gt;
F (IRI) c B (CDG) - Arm&lt;br /&gt;
&lt;br /&gt;
will leave Gwynedd with A (Arm) and F (IRI) if it works.&lt;br /&gt;
&lt;br /&gt;
However, if Dalriada comes in with&lt;br /&gt;
B (NCH) - IRI&lt;br /&gt;
F (IoM) s B (NCH) - IRI.&lt;br /&gt;
the convoying fleet is dislodged, and B (CDG) is DESTROYED.&lt;br /&gt;
&lt;br /&gt;
A similar thing would occur if Dalriada simply moved A (Ban) - Arm, bouncing &lt;br /&gt;
the convoy and leaving B (CDG) destroyed.&lt;br /&gt;
&lt;br /&gt;
F (IRI) could still retreat to CDG if it is vacant.&lt;br /&gt;
&lt;br /&gt;
A fleet moving into CDG in this case would succeed unsupported.&lt;br /&gt;
&lt;br /&gt;
Void convoys where a convoy from another power's fleet was expected and not &lt;br /&gt;
delivered, are treated as a &amp;quot;stand&amp;quot; order, thus boats are not lost, nor are &lt;br /&gt;
sea-borne boat bunches destroyed. The same goes for moves which would &lt;br /&gt;
otherwise lose boats, but are impossible (e.g. moves inland to non-adjacent &lt;br /&gt;
territories) However, a support given to another power's move that does not &lt;br /&gt;
happen does require loss of boats.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Bretwalda province names&lt;br /&gt;
Land areas&lt;br /&gt;
Abn - Abernethy     P  *&lt;br /&gt;
Aby - Aberystwyth   G  *&lt;br /&gt;
Alc - Alcluyd          *&lt;br /&gt;
Arm - Armagh           *&lt;br /&gt;
Art - Artois&lt;br /&gt;
Ath - Atholl        P&lt;br /&gt;
Bam - Bamburgh      N  *&lt;br /&gt;
Ban - Bangor        D  *&lt;br /&gt;
Ber - Bernicia      N&lt;br /&gt;
Buc - Buckingham       *&lt;br /&gt;
Bui - Builth        G&lt;br /&gt;
Bur - Burghead      P  *&lt;br /&gt;
Cae - Caernarfon    G  *&lt;br /&gt;
Cai - Caithness     P&lt;br /&gt;
Cam - Cambridge     E  *&lt;br /&gt;
Can - Canterbury       *&lt;br /&gt;
Cas - Cashel        L  *&lt;br /&gt;
Che - Chester          *&lt;br /&gt;
Cir - Circinn       P&lt;br /&gt;
Cum - Cumbria&lt;br /&gt;
Dal - Dalcassian    L&lt;br /&gt;
Dei - Deira         N&lt;br /&gt;
Den - Denbigh       G  *&lt;br /&gt;
Dor - Dorchester       *&lt;br /&gt;
Dun - Dunadd        D  *&lt;br /&gt;
Dyf - Dyfed         G&lt;br /&gt;
Elm - Elmet            *&lt;br /&gt;
Ess - Essex         E&lt;br /&gt;
Exe - Exeter        K  *&lt;br /&gt;
Exm - Exmoor        K&lt;br /&gt;
Fla - Flanders         *&lt;br /&gt;
Far - Faringdon     W  *&lt;br /&gt;
Gal - Galway           *&lt;br /&gt;
Gla - Glastonbury      *&lt;br /&gt;
Glo - Gloucester    M  *&lt;br /&gt;
God - Gododdin         *&lt;br /&gt;
GrG - Great Glen    D       &lt;br /&gt;
Gyr - Gyrwa         E&lt;br /&gt;
Ham - Hampshire     W&lt;br /&gt;
Hat - Hatfield         *&lt;br /&gt;
Heb - The Hebrides     *&lt;br /&gt;
Her - Herefordshire M&lt;br /&gt;
Hwi - Hwicce&lt;br /&gt;
Inv - Inverness     P  *&lt;br /&gt;
IoM - Isle of Man      *&lt;br /&gt;
Ion - Iona          D  *&lt;br /&gt;
Ips - Ipswich       E  *&lt;br /&gt;
Ker - Kerrier       K&lt;br /&gt;
Lan - Lancaster     N  *&lt;br /&gt;
Lin - Lindsey          *&lt;br /&gt;
Lon - London           *&lt;br /&gt;
Man - Manau         &lt;br /&gt;
May - Mayo          &lt;br /&gt;
Mer - Mersey&lt;br /&gt;
Mgn - Morgannwg        *&lt;br /&gt;
Mun - Munster       L&lt;br /&gt;
Nrw - Norwich       E  *&lt;br /&gt;
Ntn - Northamptonshire&lt;br /&gt;
Ork - The Orkneys      *&lt;br /&gt;
Pns - The Pennines  N&lt;br /&gt;
Por - Portchester   W  *&lt;br /&gt;
Pow - Powys         G&lt;br /&gt;
Rhe - Rheged           *&lt;br /&gt;
Ros - Ross&lt;br /&gt;
Sci - Scillonia     K  *       &lt;br /&gt;
Sha - Shannon&lt;br /&gt;
Shr - Shrewsbury    M  *&lt;br /&gt;
SSt - South Strathclyde      &lt;br /&gt;
Sus - Sussex&lt;br /&gt;
Tam - Tamworth      M  *&lt;br /&gt;
Tar - Tara          L  *&lt;br /&gt;
Tin - Tintagel      K  *&lt;br /&gt;
Tir - Tirconnel     D&lt;br /&gt;
Tre - Trent         M&lt;br /&gt;
Tyr - Tyrone        D&lt;br /&gt;
War - Warwick       M  *&lt;br /&gt;
Wea - The Weald     W&lt;br /&gt;
Wex - Wexford       L  *&lt;br /&gt;
Wic - Wicklow&lt;br /&gt;
Wil - Wiltshire     W&lt;br /&gt;
Win - Winchester    W  *&lt;br /&gt;
Wiv - Wivel         K&lt;br /&gt;
Wix - Wixna         E&lt;br /&gt;
Wol - The Wolds     N&lt;br /&gt;
Wro - Wrockenset    M &lt;br /&gt;
Yor - York          N  *&lt;br /&gt;
Yst - Ystradtywi       *&lt;br /&gt;
Sea areas&lt;br /&gt;
ANG - Anglican Sea&lt;br /&gt;
BCH - Bristol Channel&lt;br /&gt;
CDG - Cardigan Bay&lt;br /&gt;
CEL - Celtic Sea&lt;br /&gt;
COL - Colwyn Bay&lt;br /&gt;
CRS - Cornish Sea&lt;br /&gt;
DOG - Dogger Bank&lt;br /&gt;
ECH - English Channel&lt;br /&gt;
FAS - Fastnet &lt;br /&gt;
FFT - Firths of Forth and Tay&lt;br /&gt;
HBS - Hibernian Sea &lt;br /&gt;
IRI - Irish Sea&lt;br /&gt;
LYM - Lyme Bay&lt;br /&gt;
MAO - Mid - Atlantic Ocean&lt;br /&gt;
MIN - The Minch&lt;br /&gt;
MOF - Moray Firth&lt;br /&gt;
MOR - Morecambe Bay&lt;br /&gt;
NAO - North Atlantic Ocean&lt;br /&gt;
NCH - North Channel&lt;br /&gt;
NSN - North Sea North&lt;br /&gt;
NSS - North Sea South&lt;br /&gt;
PEF - Pentland Firth&lt;br /&gt;
SEV - Severn Estuary&lt;br /&gt;
SOD - Straits of Dover&lt;br /&gt;
SOJ - Sound of Jura&lt;br /&gt;
SOL - Solway Firth&lt;br /&gt;
STG - St. George's Channel&lt;br /&gt;
THA - Thames Estuary&lt;br /&gt;
WAS - The Wash&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=0_to_D_Variant_Names&amp;diff=4581</id>
		<title>0 to D Variant Names</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=0_to_D_Variant_Names&amp;diff=4581"/>
		<updated>2021-08-27T15:52:18Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Adding Bretwalda&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[1600]]&lt;br /&gt;
* [[1648 v30]]&lt;br /&gt;
* [[1648 v33]]&lt;br /&gt;
* [[1648 v35]]&lt;br /&gt;
* [[1648 v3.7]]&lt;br /&gt;
* [[1648 v4.3]]&lt;br /&gt;
* [[1648 v4.4]]&lt;br /&gt;
* [[1648 v4.6]]&lt;br /&gt;
* [[1648 v4.8]]&lt;br /&gt;
* [[1648 v4.9]]&lt;br /&gt;
* [[1648 v5.0]]&lt;br /&gt;
* [[1648 v5.1]]&lt;br /&gt;
* [[1648 v5.5]]&lt;br /&gt;
* [[1648 v5.6]]&lt;br /&gt;
* [[1648 v5.7]]&lt;br /&gt;
* [[1648 v5.8]]&lt;br /&gt;
* [[1648 v6.5]]&lt;br /&gt;
* [[1648 v7.3]]&lt;br /&gt;
* [[1648 v7.5]]&lt;br /&gt;
* [[1648 v7.6]]&lt;br /&gt;
* [[1648 v8.2]]&lt;br /&gt;
* [[1648 v8.4]]&lt;br /&gt;
* [[1648 v8.5]]&lt;br /&gt;
* [[1648 v8.6]]&lt;br /&gt;
* [[1648 v8.8]]&lt;br /&gt;
* [[1648 v8.9]]&lt;br /&gt;
* [[1720]]&lt;br /&gt;
* [[1847]]&lt;br /&gt;
* [[1885]]&lt;br /&gt;
* [[1897]]&lt;br /&gt;
* [[1898]]&lt;br /&gt;
* [[1900]]&lt;br /&gt;
* [[1913]]&lt;br /&gt;
* [[1926]]&lt;br /&gt;
* [[1936 v1.1]]&lt;br /&gt;
* [[1936 v1.3]]&lt;br /&gt;
* [[1936 v1.5]]&lt;br /&gt;
* [[1936 v1.7]]&lt;br /&gt;
* [[1936 v2.0]]&lt;br /&gt;
* [[1936 v2.2]]&lt;br /&gt;
* [[1936 v2.5]]&lt;br /&gt;
* [[1936 v2.6]]&lt;br /&gt;
* [[1936 v2.9]]&lt;br /&gt;
* [[1936 v3.3]]&lt;br /&gt;
* [[1936 v3.4]]&lt;br /&gt;
* [[1936 v3.5]]&lt;br /&gt;
* [[1936 v3.6]]&lt;br /&gt;
* [[1939]]&lt;br /&gt;
* 1939.Blitzkrieg, see: [[Blitzkrieg]]&lt;br /&gt;
* [[30JK Diplomacy]] (30 years war)&lt;br /&gt;
* [[7 Island]]&lt;br /&gt;
* [[Aberration]] &lt;br /&gt;
* [[Abstraction2]]&lt;br /&gt;
* [[Aegean]]&lt;br /&gt;
* [[African Diplomacy]] (I and II)&lt;br /&gt;
* [[African Riots]]&lt;br /&gt;
* [[Ambition and Empire]]&lt;br /&gt;
* Americas, see: [[War in the Americas]] &lt;br /&gt;
* [[Anarchy]]&lt;br /&gt;
* [[Ancient Mediterranean]]&lt;br /&gt;
* [[Ancient World]]&lt;br /&gt;
* [[Aotearoa]]&lt;br /&gt;
* [[Arctic]]&lt;br /&gt;
* [[Arab]]&lt;br /&gt;
* [[Ard Rí]]&lt;br /&gt;
* [[Asia]]&lt;br /&gt;
* [[Babylon 5]]&lt;br /&gt;
* [[Balkan]]&lt;br /&gt;
* [[Balkans1860]]&lt;br /&gt;
* [[Balkan War]]&lt;br /&gt;
* [[Baltic]]&lt;br /&gt;
* [[Black Hole]] (3 variations)&lt;br /&gt;
* [[Blitzkrieg]]&lt;br /&gt;
* [[Bourse]]&lt;br /&gt;
* [[Bretwalda]]&lt;br /&gt;
* [[Britain]]&lt;br /&gt;
* [[Canton]]&lt;br /&gt;
* [[Canton 3]]&lt;br /&gt;
* [[Catspaw]]&lt;br /&gt;
* [[Chaos]]&lt;br /&gt;
* [[ChessDip]]&lt;br /&gt;
* [[Chicago]]&lt;br /&gt;
* [[Chromatic]]&lt;br /&gt;
* [[CivDip|Civilization Diplomacy]]&lt;br /&gt;
* [[Classical]]&lt;br /&gt;
* [[Cold War]]&lt;br /&gt;
* [[Colonia VIIb]]&lt;br /&gt;
* [[Colonial]]&lt;br /&gt;
* [[Confederate]]&lt;br /&gt;
* [[Congress of Vienna]]&lt;br /&gt;
* [[Conquest Of The Americas]]&lt;br /&gt;
* [[Consolidation 1865]]&lt;br /&gt;
* [[Crisis]]&lt;br /&gt;
* [[Crowded]]&lt;br /&gt;
* [[Crusades]]&lt;br /&gt;
* [[Crystal Ball]]&lt;br /&gt;
* [[Dark Ages]]&lt;br /&gt;
* [[Deluge]]&lt;br /&gt;
* [[Deutsches Reich 1871]]&lt;br /&gt;
* [[Diplomyddiaeth Gymreig]]&lt;br /&gt;
* [[Diplowinn]]&lt;br /&gt;
* [[Double Diplomacy]]&lt;br /&gt;
* [[Duo]]&lt;br /&gt;
&lt;br /&gt;
'''Other Variants:'''&lt;br /&gt;
* [[Build Variations]]&lt;br /&gt;
* [[E to L Variant Names]]&lt;br /&gt;
* [[M to S Variant Names]]&lt;br /&gt;
* [[T to Z Variant Names]]&lt;br /&gt;
* [[Variants by Subject]]&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Versailles&amp;diff=4559</id>
		<title>Versailles</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Versailles&amp;diff=4559"/>
		<updated>2020-09-08T14:28:56Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Adding RP map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Created by:  Martin Kennedy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:versailles3new.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I. General Rules ==&lt;br /&gt;
&lt;br /&gt;
The basic mechanics of the rules are the same as the old Avalon Hill (now Hasbro) Diplomacy (copyright) game rules - 1982 Edition. Note that most Game Masters (including me) choose to modify or expand upon the standard rules in their own House Rules. I am no exception: mine are included elsewhere in this site. The special variant rules mainly relate to the initial set up and how the seven Major and seven Minor (satellite) Powers are played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;I.1. Country Assignments&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This section supersedes and modifies my House Rules, which are designed for 'non-Satellite' type games. Essentially, the GM will have opted either for the fixed pairings, meaning you put in your preferences for the Majors and you get the appropriate Minor assigned automatically, or the allocation of Minors may be by preference also. Where Minor preferences are used, country assignment is a two stage process, which differs slightly between manual GM and Judge games.&lt;br /&gt;
&lt;br /&gt;
I.1.a. Manual GM. Unless you are playing designated pairs (the suggested ones or your own) or random power assignment, when signing on, players should provide preferences, in priority order, for the seven Major Powers. The GM should then initially allocate the Major Powers and inform the players, who (knowing their Major Power assignment) would then repeat the process for the Minor Powers.&lt;br /&gt;
&lt;br /&gt;
I.1.b. Judge - 'Standard' Version. The process is very simple, as the Minor powers are automatically designated as another home SC of the parent Major power. This means that, for play purposes, there are in fact no Minor powers as separate entities. The letter codes for each Major power are:&lt;br /&gt;
&lt;br /&gt;
 . Britain - B&lt;br /&gt;
 . France - F&lt;br /&gt;
 . Germany - G&lt;br /&gt;
 . Italy - I&lt;br /&gt;
 . Poland - P&lt;br /&gt;
 . Turkey - T&lt;br /&gt;
 . USSR - U&lt;br /&gt;
&lt;br /&gt;
I.1.c. Judge - 'Advanced' Version. Presumably, the Advanced version would only be selected if a non-designated minor pairing system is being contemplated, so the following directions assume this. If you are setting up a game as GM, you will need to 'set players 7' before listing, to utilise the duplex properties of the Judge. See the Judge duplex data file ('get info.duplex') for further information on duplex play. When signing on, players should provide preferences for both Major and Minor Powers in the one preference list. The first seven letters MUST give the priority order for ALL seven Major Powers. The next seven letters MUST contain the priority order preferences for ALL seven Minor Powers.&lt;br /&gt;
&lt;br /&gt;
Some care will need to be taken to get this right. Preference listings should be checked by the GM as they come in, as the Judge will not pick up any transposing of Major/Minor Power preferences in the two 'sub-groups' of preferences (meaning some players could be allocated two Major or two Minor Powers by the Judge program). The selection of Minor Powers must therefore be done 'blind', that is without knowing which Major Power you have been allocated. Any errors carried through into the initial game set up would need to be corrected by the Judge Keeper (an occurrence to be avoided if at all possible).&lt;br /&gt;
&lt;br /&gt;
If the GM does not want the preference process to run initially in the automated Judge sign up mode, he could always call for participants 'off Judge', get the players to submit their preferences to him manually and then create the game 'off list' and direct each player as to which powers he should sign on to. This could be done to reproduce the same kind of effect as in the manual game (ie resolve the Majors first, then the minors) or where the GM wants to allocate his own designated Major/Minor pairs.&lt;br /&gt;
&lt;br /&gt;
The Judge preference letters for the Minor powers are:&lt;br /&gt;
&lt;br /&gt;
 . Czechoslovakia - C&lt;br /&gt;
 . Egypt - E&lt;br /&gt;
 . Greece - H&lt;br /&gt;
 . Rumania - R&lt;br /&gt;
 . Spain - S&lt;br /&gt;
 . Sweden - W&lt;br /&gt;
 . Yugoslavia - Y&lt;br /&gt;
&lt;br /&gt;
On the Judge, in an Advanced Gunboat game, the linkages for each pairing will not be readily apparent and could be misrepresented for diplomatic purposes. While this might be considered a legitimate ploy and a desirable facet of the game, there is an anomaly in the Judge program which, unless fixed (if ever), allows the 'summary' command to identify Power linkages (not email IDs) even in Gunboat games. This is mentioned so as not to provide an unfair advantage to those familiar with the arcane intricacies of the Judge code/commands. At their discretion, GMs of Gunboat games may choose to broadcast the linkages for each Satellite pairing at the beginning of the game (an intention to do this should be noted in advance in the game listing).&lt;br /&gt;
&lt;br /&gt;
If in doubt about how to sign on for the Judge version, check the listing notes, the variant info file and (if necessary) contact the GM for guidance before submitting the your preferences.&lt;br /&gt;
&lt;br /&gt;
I.1.d. Judge Player Replacement. In the Standard game, this is simple and as per normal dip. For the Advanced game, where the duplex mode is enabled, while the parser lets one player sign on initially to play as two powers, does not let a replacement sign on for an abandoned pair of powers. If one of a player's powers has already been eliminated, fine. You can sign on OK for one. Where two powers must be taken over, you need to contact the Judge Keeper to arrange it - the GM can't do it. Its also best to set the game 'nolist' while this is happening, to prevent another player coming in and confusing the issue. This is a bit of a pain, so its another good reason for trying to stick with the game to the end! GMs should note this in their listing comments and may need to make the game 'nolist' and advertise separately for a replacement player when a dual takeover is required. I'll be incorporating the above guidance in the Judge variant info file for the next iteration.&lt;br /&gt;
&lt;br /&gt;
== II. Playing The Minor Powers ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;II.1. 'Disclosure' Options&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.1.a. Open. Everyone knows who's been allocated which Minor Power (the default option). The Judge equivalent would be a game where each player's identity is known, so Minor power ownership would be obvious from the mail addresses displayed for each power.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
II.1.b. Secret. An 'advanced' play option. Which Major Power owns each Minor Power is kept secret from other players (irrespective of whether the real - ie e-mail - identity of the Major Power players is known). A separate 'pseudo' identity for Minor Powers (somewhat analogous to a proxy arrangement) using only the country name would be established, with correspondence handled through the GM. In a Judge game, this would be achieved with a 'Gunboat' game setting. The GM would probably organise some limited form of press for the Minors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;II.2. Growth and Control&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.2.a. Control. In 'manual' games the owning Major Power can never take direct control of its Satellite's home SC. If reconquered from another Power, it is 'Liberated'. The same would happen in reverse if a Minor Power occupies a parent Major Power home SC. A Major Power cannot therefore control it's Satellite Minor Power's home SC for its own building purposes at any time and vice versa. This applies even when such an SC is 'liberated' from a third party: the SC reverts to being a home SC of the original power. Thus, it is conceivable that an eliminated power could be revived and re-established via its 'satellite' partner. Note: For the Judge, the Standard version (by making a designated Minor another home SC of the owning Major) embodies this concept by default. It also allows builds to be interchanged freely between the Minor SC and the original Major home SCs. However, on the Advanced Judge version. this rule does not apply, where each power is treated as completely separate by the parser. In the circumstances outlined above, SCs would be conquered by the satellite partner in the normal way, including between satellite partners.&lt;br /&gt;
&lt;br /&gt;
II.2.b. Control - Optional Rule. For manually adjudicated games: if she/he wishes, the GM can use the same Minor ally SC = Major power SC rule as for the basic Judge game. Thus, the minor power (whether designated or selected by preference) becomes an additional home SC for controlling Major power. Only units of the Major power would be built in that SC. This would allow the use of gains made from the Major power to be used to build in an 'outpost' Minor power location. GM's call!&lt;br /&gt;
&lt;br /&gt;
II.2.c. Adjustments. Minor Powers generally control any conquered SCs themselves for build purposes (excepting rules II.2.a or II.2.b above). However, SCs other than an associated ally's home SCs change control normally if occupied by units of the associated Minor/Major Power. Note: this does present the opportunity for 'asset stripping' between associated Major/Minor Powers, other than in their own home SCs. As with the standard game, any power can only build in its own home SC(s). Note again that with the Judge adaptation, all SCs (including home SCs) are conquered if occupied in the fall by another power anyway, even when it is a satellite power in the Advanced version.&lt;br /&gt;
&lt;br /&gt;
II.2.d. Victory. For victory conditions, the SCs of the Major and Minor Power controlled by the player are totalled. The victory target is 22 SCs. At this stage, it appears that for Judge games, where the 22 SC victory limit is reached by a player's Major/Minor Power satellite combination, the victory will need to be awarded manually by the GM (as the Judge will not combine the SCs of the player's two powers). Judge GMs who attempt to keep power pairings unconfirmed in gunboat games should note that a player could thus 'sneak up' on the victory target without the other players knowing this is the case. It may be prudent to warn players of this possibility at the outset, at the GM's discretion.&lt;br /&gt;
&lt;br /&gt;
== III. Set Up Options ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;III.1. Designated Set Up&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The designated set up in home SCs is per the following predetermined locations and unit types:&lt;br /&gt;
&lt;br /&gt;
Major Powers - Locations &amp;amp; Type of Build&lt;br /&gt;
 . Britain - F Lon, F Edi, A Liv&lt;br /&gt;
 . France - F Bre, A Par, A Mar&lt;br /&gt;
 . Germany - F Ham, A Ber, A Mun&lt;br /&gt;
 . Italy - F Nap, A Tri, A Rom&lt;br /&gt;
 . Poland - F Dan, A War, A Kra&lt;br /&gt;
 . Turkey - F Ank, A Con, A Smy&lt;br /&gt;
 . USSR - F Len SC, A Mos, A Kie, F Sev&lt;br /&gt;
&lt;br /&gt;
Minor Powers - Location &amp;amp; Type of Build&lt;br /&gt;
 . Czechoslovakia - A Pra&lt;br /&gt;
 . Egypt - F Egy&lt;br /&gt;
 . Greece - A Ath&lt;br /&gt;
 . Rumania - A Buc&lt;br /&gt;
 . Spain - F Mad&lt;br /&gt;
 . Sweden - F Swe&lt;br /&gt;
 . Yugoslavia - A Ser&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;III.2. Free Set Up Option&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another 'Advanced play' option, now also available on the Judge using the Advanced version, is starting the game with a build turn (Winter 1928). The unit mix (ie fleets or armies) can be set by the Owning player for both the Major and Minor Powers controlled. The first phase of the game would therefore be adjustment orders. This could be preceeded by a diplomacy period, at the GM's discretion. Units must still be built in home SCs. Not all units need be built, if the Owning player wishes not to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:versailles.gif]]&lt;br /&gt;
&lt;br /&gt;
The above map was adapted for Realpolitik. It includes some impassible micronation provinces, like Luxembourg and San Marino.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Versailles.gif&amp;diff=4558</id>
		<title>File:Versailles.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Versailles.gif&amp;diff=4558"/>
		<updated>2020-09-08T14:24:40Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Versailles Map for RP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Versailles Map for RP&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4557</id>
		<title>Hyperpower, a.k.a. Cold War</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4557"/>
		<updated>2020-09-08T13:26:05Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Adding Map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperpower is a two-player variant, and highly balanced. In fact, results on vDiplomacy have shown it to be more balanced than the perfectly symmetrical Duo variant. Hyperpower is set just two years before the Cuban Missile Crisis, and explores the potential conflict between the world's two great superpowers at that time, NATO and the USSR. However, Hyperpower was designed to be as entertaining and as balanced as possible. Please note that to that end, a few small liberties have been taken to improve gameplay, such as the historically inaccurate border between East Germany and Denmark.&lt;br /&gt;
&lt;br /&gt;
''Hyperpower is known as COLD WAR on vDip and other sites. The name was changed because there is already a variant named Cold War in the DipWiki.''&lt;br /&gt;
&lt;br /&gt;
Hyperpower was adapted for Realpolitik by Eamon Driscoll. Some superficial changes were made to follow standard Dip naming conventions, like changing Albania to Tirana. The map was developed from the adaptation used on vDiplomacy by Firehawk &amp;amp; Safari, and they should receive credit for making it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting SCs: &lt;br /&gt;
&lt;br /&gt;
'''NATO'''&lt;br /&gt;
* F Darwin (Dar)&lt;br /&gt;
* F Istanbul (Ist)&lt;br /&gt;
* F London (Lon)&lt;br /&gt;
* A Los Angeles (LAn)&lt;br /&gt;
* A New York City (NYC)&lt;br /&gt;
* A Paris (Par)&lt;br /&gt;
&lt;br /&gt;
'''USSR'''&lt;br /&gt;
* F Havana (Hav)&lt;br /&gt;
* F Leningrad/sc (Len)&lt;br /&gt;
* A Moscow (Mos)&lt;br /&gt;
* A Shanghai (Sha)&lt;br /&gt;
* F Tirana (Tir)&lt;br /&gt;
* A Vladivostok (Vla)&lt;br /&gt;
&lt;br /&gt;
[[Image:Hyperpower.gif|image|Realpolitik map]]&lt;br /&gt;
&lt;br /&gt;
Special rules, info, &amp;amp; notes:&lt;br /&gt;
&lt;br /&gt;
Unlike standard Diplomacy and most variants, in Hyperpower a power must control more than a simple majority of SCs to claim victory. Of the twenty-seven (27) SCs, seventeen (17) must be controlled for the solo.&lt;br /&gt;
&lt;br /&gt;
The supply centers Ontario, Alaska, Iran, and Japan were historically allied with NATO. However, to improve the balance of the map, they start off the game neutral.&lt;br /&gt;
&lt;br /&gt;
There are two cases in which bordering islands can be traversed by armies: Indonesia&amp;lt;=&amp;gt;Phillipines, and Indonesia&amp;lt;=&amp;gt;Darwin. Western Canada does not border Greenland.&lt;br /&gt;
&lt;br /&gt;
Panama and Egypt contain &amp;quot;canals,&amp;quot; meaning that fleets can traverse them as if they only had a single coast. They are analagous to Kiel in Standard Diplomacy.&lt;br /&gt;
&lt;br /&gt;
Denmark and Sweden operate in the same way in Hyperpower as they do in Standard.&lt;br /&gt;
 &lt;br /&gt;
Because of the lack of a Skagerrak territory, North Sea borders Sweden. Knowledge of this border is key for the first few moves of any game.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Hyperpower.gif&amp;diff=4556</id>
		<title>File:Hyperpower.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Hyperpower.gif&amp;diff=4556"/>
		<updated>2020-09-08T13:24:51Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Map of Hyperpower (Cold War)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of Hyperpower (Cold War)&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4555</id>
		<title>Hyperpower, a.k.a. Cold War</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4555"/>
		<updated>2020-09-07T21:16:38Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperpower is a two-player variant, and highly balanced. In fact, results on vDiplomacy have shown it to be more balanced than the perfectly symmetrical Duo variant. Hyperpower is set just two years before the Cuban Missile Crisis, and explores the potential conflict between the world's two great superpowers at that time, NATO and the USSR. However, Hyperpower was designed to be as entertaining and as balanced as possible. Please note that to that end, a few small liberties have been taken to improve gameplay, such as the historically inaccurate border between East Germany and Denmark.&lt;br /&gt;
&lt;br /&gt;
''Hyperpower is known as COLD WAR on vDip and other sites. The name was changed because there is already a variant named Cold War in the DipWiki.''&lt;br /&gt;
&lt;br /&gt;
Hyperpower was adapted for Realpolitik by Eamon Driscoll. Some superficial changes were made to follow standard Dip naming conventions, like changing Albania to Tirana. The map was developed from the adaptation used on vDiplomacy by Firehawk &amp;amp; Safari, and they should receive credit for making it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting SCs: &lt;br /&gt;
&lt;br /&gt;
'''NATO'''&lt;br /&gt;
* F Darwin (Dar)&lt;br /&gt;
* F Istanbul (Ist)&lt;br /&gt;
* F London (Lon)&lt;br /&gt;
* A Los Angeles (LAn)&lt;br /&gt;
* A New York City (NYC)&lt;br /&gt;
* A Paris (Par)&lt;br /&gt;
&lt;br /&gt;
'''USSR'''&lt;br /&gt;
* F Havana (Hav)&lt;br /&gt;
* F Leningrad/sc (Len)&lt;br /&gt;
* A Moscow (Mos)&lt;br /&gt;
* A Shanghai (Sha)&lt;br /&gt;
* F Tirana (Tir)&lt;br /&gt;
* A Vladivostok (Vla)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special rules, info, &amp;amp; notes:&lt;br /&gt;
&lt;br /&gt;
Unlike standard Diplomacy and most variants, in Hyperpower a power must control more than a simple majority of SCs to claim victory. Of the twenty-seven (27) SCs, seventeen (17) must be controlled for the solo.&lt;br /&gt;
&lt;br /&gt;
The supply centers Ontario, Alaska, Iran, and Japan were historically allied with NATO. However, to improve the balance of the map, they start off the game neutral.&lt;br /&gt;
&lt;br /&gt;
There are two cases in which bordering islands can be traversed by armies: Indonesia&amp;lt;=&amp;gt;Phillipines, and Indonesia&amp;lt;=&amp;gt;Darwin. Western Canada does not border Greenland.&lt;br /&gt;
&lt;br /&gt;
Panama and Egypt contain &amp;quot;canals,&amp;quot; meaning that fleets can traverse them as if they only had a single coast. They are analagous to Kiel in Standard Diplomacy.&lt;br /&gt;
&lt;br /&gt;
Denmark and Sweden operate in the same way in Hyperpower as they do in Standard.&lt;br /&gt;
 &lt;br /&gt;
Because of the lack of a Skagerrak territory, North Sea borders Sweden. Knowledge of this border is key for the first few moves of any game.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4554</id>
		<title>Hyperpower, a.k.a. Cold War</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4554"/>
		<updated>2020-09-07T18:47:40Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperpower is a two-player variant, and highly balanced. In fact, results on vDiplomacy have shown it to be more balanced than the perfectly symmetrical Duo variant. Hyperpower is set just two years before the Cuban Missle Crisis, and explores the potential conflict between the world's two great superpowers at that time, NATO and the USSR. First and foremost, however, Hyperpower is a one on one variant designed to be as entertaining and as balanced as possible. Please note that to that end, a few small liberties have been taken to improve gameplay, such as the historically inaccurate border between East Germany and Denmark.&lt;br /&gt;
&lt;br /&gt;
''Hyperpower is known as COLD WAR on vDip and other sites. The name was changed because there is already a variant named Cold War in the DipWiki.''&lt;br /&gt;
&lt;br /&gt;
Hyperpower was adapted for Realpolitik by Eamon Driscoll. Some superficial changes were made to follow standard Dip naming conventions, like changing Albania to Tirana. The map used was taken from the adaptation by Firehawk &amp;amp; Safari used on vDiplomacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting SCs: &lt;br /&gt;
&lt;br /&gt;
'''NATO'''&lt;br /&gt;
* F Darwin (Dar)&lt;br /&gt;
* F Istanbul (Ist)&lt;br /&gt;
* F London (Lon)&lt;br /&gt;
* A Los Angeles (LAn)&lt;br /&gt;
* A New York City (NYC)&lt;br /&gt;
* A Paris (Par)&lt;br /&gt;
&lt;br /&gt;
'''USSR'''&lt;br /&gt;
* F Havana (Hav)&lt;br /&gt;
* F Leningrad/sc (Len)&lt;br /&gt;
* A Moscow (Mos)&lt;br /&gt;
* A Shanghai (Sha)&lt;br /&gt;
* F Tirana (Tir)&lt;br /&gt;
* A Vladivostok (Vla)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special rules, info, &amp;amp; notes:&lt;br /&gt;
&lt;br /&gt;
Unlike standard Diplomacy and most variants, in Hyperpower a power must control more than a simple majority of SCs to claim victory. Of the twenty-seven (27) SCs, seventeen (17) must be controlled for the solo.&lt;br /&gt;
&lt;br /&gt;
The supply centers Ontario, Alaska, Iran, and Japan were historically allied with NATO. However, to improve the balance of the map, they start off the game neutral.&lt;br /&gt;
&lt;br /&gt;
There are two cases in which bordering islands can be traversed by armies: Indonesia&amp;lt;=&amp;gt;Phillipines, and Indonesia&amp;lt;=&amp;gt;Darwin. Western Canada does not border Greenland.&lt;br /&gt;
&lt;br /&gt;
Panama and Egypt contain &amp;quot;canals,&amp;quot; meaning that fleets can traverse them as if they only had a single coast. They are analagous to Kiel in Standard Diplomacy.&lt;br /&gt;
&lt;br /&gt;
Denmark and Sweden operate in the same way in Hyperpower as they do in Standard.&lt;br /&gt;
 &lt;br /&gt;
Because of the lack of a Skagerrak territory, North Sea borders Sweden. Knowledge of this border is key for the first few moves of any game.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4553</id>
		<title>Hyperpower, a.k.a. Cold War</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4553"/>
		<updated>2020-09-07T18:47:07Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperpower is a two-player variant, and highly balanced. In fact, results on vDiplomacy have shown it to be more balanced than the perfectly symmetrical Duo variant. Hyperpower is set just two years before the Cuban Missle Crisis, and explores the potential conflict between the world's two great superpowers at that time, NATO and the USSR. First and foremost, however, Hyperpower is a one on one variant designed to be as entertaining and as balanced as possible. Please note that to that end, a few small liberties have been taken to improve gameplay, such as the historically inaccurate border between East Germany and Denmark.&lt;br /&gt;
&lt;br /&gt;
''Hyperpower is known as COLD WAR on vDip and other sites. The name was changed because there is already a variant named Cold War in the DipWiki.''&lt;br /&gt;
&lt;br /&gt;
Hyperpower was adapted for Realpolitik by Eamon Driscoll. Some superficial changes were made to follow standard Dip naming conventions, like changing Albania to Tirana. The map used was taken from vDiplomacy, and adapted by Firehawk &amp;amp; Safari.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting SCs: &lt;br /&gt;
&lt;br /&gt;
'''NATO'''&lt;br /&gt;
* F Darwin (Dar)&lt;br /&gt;
* F Istanbul (Ist)&lt;br /&gt;
* F London (Lon)&lt;br /&gt;
* A Los Angeles (LAn)&lt;br /&gt;
* A New York City (NYC)&lt;br /&gt;
* A Paris (Par)&lt;br /&gt;
&lt;br /&gt;
'''USSR'''&lt;br /&gt;
* F Havana (Hav)&lt;br /&gt;
* F Leningrad/sc (Len)&lt;br /&gt;
* A Moscow (Mos)&lt;br /&gt;
* A Shanghai (Sha)&lt;br /&gt;
* F Tirana (Tir)&lt;br /&gt;
* A Vladivostok (Vla)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special rules, info, &amp;amp; notes:&lt;br /&gt;
&lt;br /&gt;
Unlike standard Diplomacy and most variants, in Hyperpower a power must control more than a simple majority of SCs to claim victory. Of the twenty-seven (27) SCs, seventeen (17) must be controlled for the solo.&lt;br /&gt;
&lt;br /&gt;
The supply centers Ontario, Alaska, Iran, and Japan were historically allied with NATO. However, to improve the balance of the map, they start off the game neutral.&lt;br /&gt;
&lt;br /&gt;
There are two cases in which bordering islands can be traversed by armies: Indonesia&amp;lt;=&amp;gt;Phillipines, and Indonesia&amp;lt;=&amp;gt;Darwin. Western Canada does not border Greenland.&lt;br /&gt;
&lt;br /&gt;
Panama and Egypt contain &amp;quot;canals,&amp;quot; meaning that fleets can traverse them as if they only had a single coast. They are analagous to Kiel in Standard Diplomacy.&lt;br /&gt;
&lt;br /&gt;
Denmark and Sweden operate in the same way in Hyperpower as they do in Standard.&lt;br /&gt;
 &lt;br /&gt;
Because of the lack of a Skagerrak territory, North Sea borders Sweden. Knowledge of this border is key for the first few moves of any game.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4552</id>
		<title>Hyperpower, a.k.a. Cold War</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4552"/>
		<updated>2020-09-07T18:45:43Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperpower is a two-player variant, and highly balanced. In fact, results on vDiplomacy have shown it to be more balanced than the perfectly symmetrical Duo variant. Hyperpower is set just two years before the Cuban Missle Crisis, and explores the potential conflict between the world's two great superpowers at that time, NATO and the USSR. First and foremost, however, Hyperpower is a one on one variant designed to be as entertaining and as balanced as possible. Please note that to that end, a few small liberties have been taken to improve gameplay, such as the historically inaccurate border between East Germany and Denmark.&lt;br /&gt;
&lt;br /&gt;
''Hyperpower is known as COLD WAR on vDip and other sites. The name was changed because there is already a variant named Cold War in the DipWiki.''&lt;br /&gt;
&lt;br /&gt;
Hyperpower was adapted for Realpolitik by Eamon Driscoll. Some superficial changes were made to follow standard Dip naming conventions, like changing Albania to Tirana. &lt;br /&gt;
&lt;br /&gt;
Starting SCs: &lt;br /&gt;
&lt;br /&gt;
'''NATO'''&lt;br /&gt;
* F Darwin (Dar)&lt;br /&gt;
* F Istanbul (Ist)&lt;br /&gt;
* F London (Lon)&lt;br /&gt;
* A Los Angeles (LAn)&lt;br /&gt;
* A New York City (NYC)&lt;br /&gt;
* A Paris (Par)&lt;br /&gt;
&lt;br /&gt;
'''USSR'''&lt;br /&gt;
* F Havana (Hav)&lt;br /&gt;
* F Leningrad/sc (Len)&lt;br /&gt;
* A Moscow (Mos)&lt;br /&gt;
* A Shanghai (Sha)&lt;br /&gt;
* F Tirana (Tir)&lt;br /&gt;
* A Vladivostok (Vla)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special rules, info, &amp;amp; notes:&lt;br /&gt;
&lt;br /&gt;
Unlike standard Diplomacy and most variants, in Hyperpower a power must control more than a simple majority of SCs to claim victory. Of the twenty-seven (27) SCs, seventeen (17) must be controlled for the solo.&lt;br /&gt;
&lt;br /&gt;
The supply centers Ontario, Alaska, Iran, and Japan were historically allied with NATO. However, to improve the balance of the map, they start off the game neutral.&lt;br /&gt;
&lt;br /&gt;
There are two cases in which bordering islands can be traversed by armies: Indonesia&amp;lt;=&amp;gt;Phillipines, and Indonesia&amp;lt;=&amp;gt;Darwin. Western Canada does not border Greenland.&lt;br /&gt;
&lt;br /&gt;
Panama and Egypt contain &amp;quot;canals,&amp;quot; meaning that fleets can traverse them as if they only had a single coast. They are analagous to Kiel in Standard Diplomacy.&lt;br /&gt;
&lt;br /&gt;
Denmark and Sweden operate in the same way in Hyperpower as they do in Standard.&lt;br /&gt;
 &lt;br /&gt;
Because of the lack of a Skagerrak territory, North Sea borders Sweden. Knowledge of this border is key for the first few moves of any game.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4551</id>
		<title>Hyperpower, a.k.a. Cold War</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4551"/>
		<updated>2020-09-07T18:43:34Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperpower is a two-player variant, and highly balanced. In fact, results on vDiplomacy have shown it to be more balanced than the perfectly symmetrical Duo variant. Hyperpower is set just two years before the Cuban Missle Crisis, and explores the potential conflict between the world's two great superpowers at that time, NATO and the USSR. First and foremost, however, Hyperpower is a one on one variant designed to be as entertaining and as balanced as possible. Please note that to that end, a few small liberties have been taken to improve gameplay, such as the historically inaccurate border between East Germany and Denmark.&lt;br /&gt;
&lt;br /&gt;
''Hyperpower is known as COLD WAR on vDip and other sites. The name was changed because there is already a variant named Cold War in the DipWiki.''&lt;br /&gt;
&lt;br /&gt;
Hyperpower was adapted for Realpolitik by Eamon Driscoll. Some superficial changes were made to follow standard Dip naming conventions, like changing Albania to Tirana. &lt;br /&gt;
&lt;br /&gt;
Starting SCs: &lt;br /&gt;
&lt;br /&gt;
'''NATO'''&lt;br /&gt;
* F Darwin&lt;br /&gt;
* F Istanbul&lt;br /&gt;
* F London&lt;br /&gt;
* A Los Angeles&lt;br /&gt;
* A New York City&lt;br /&gt;
* A Paris&lt;br /&gt;
&lt;br /&gt;
'''USSR'''&lt;br /&gt;
* F Havana&lt;br /&gt;
* F Leningrad/sc&lt;br /&gt;
* A Moscow&lt;br /&gt;
* A Shanghai&lt;br /&gt;
* F Tirana&lt;br /&gt;
* A Vladivostok&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special rules, info, &amp;amp; notes:&lt;br /&gt;
&lt;br /&gt;
Unlike standard Diplomacy and most variants, in Hyperpower a power must control more than a simple majority of SCs to claim victory. Of the twenty-seven (27) SCs, seventeen (17) must be controlled for the solo.&lt;br /&gt;
&lt;br /&gt;
The supply centers Ontario, Alaska, Iran, and Japan were historically allied with NATO. However, to improve the balance of the map, they start off the game neutral.&lt;br /&gt;
&lt;br /&gt;
There are two cases in which bordering islands can be traversed by armies: Indonesia&amp;lt;=&amp;gt;Phillipines, and Indonesia&amp;lt;=&amp;gt;Darwin. Western Canada does not border Greenland.&lt;br /&gt;
&lt;br /&gt;
Panama and Egypt contain &amp;quot;canals,&amp;quot; meaning that fleets can traverse them as if they only had a single coast. They are analagous to Kiel in Standard Diplomacy.&lt;br /&gt;
&lt;br /&gt;
Denmark and Sweden operate in the same way in Hyperpower as they do in Standard.&lt;br /&gt;
 &lt;br /&gt;
Because of the lack of a Skagerrak territory, North Sea borders Sweden. Knowledge of this border is key for the first few moves of any game.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4550</id>
		<title>Hyperpower, a.k.a. Cold War</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4550"/>
		<updated>2020-09-07T18:41:35Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperpower is a two-player variant, and highly balanced. In fact, results on vDiplomacy have shown it to be more balanced than the perfectly symmetrical Duo variant. &lt;br /&gt;
&lt;br /&gt;
''Hyperpower is known as COLD WAR on vDip and other sites. The name was changed because there is already a variant named Cold War in the DipWiki.''&lt;br /&gt;
&lt;br /&gt;
Hyperpower was adapted for Realpolitik by Eamon Driscoll. Some superficial changes were made to follow standard Dip naming conventions, like changing Albania to Tirana. &lt;br /&gt;
&lt;br /&gt;
Starting SCs: &lt;br /&gt;
&lt;br /&gt;
'''NATO'''&lt;br /&gt;
* F Darwin&lt;br /&gt;
* F Istanbul&lt;br /&gt;
* F London&lt;br /&gt;
* A Los Angeles&lt;br /&gt;
* A New York City&lt;br /&gt;
* A Paris&lt;br /&gt;
&lt;br /&gt;
'''USSR'''&lt;br /&gt;
* F Havana&lt;br /&gt;
* F Leningrad/sc&lt;br /&gt;
* A Moscow&lt;br /&gt;
* A Shanghai&lt;br /&gt;
* F Tirana&lt;br /&gt;
* A Vladivostok&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special rules/information:&lt;br /&gt;
&lt;br /&gt;
Unlike standard Diplomacy and most variants, in Hyperpower a power must control more than a simple majority of SCs to claim victory. Of the twenty-seven (27) SCs, seventeen (17) must be controlled for the solo.&lt;br /&gt;
&lt;br /&gt;
The Hyperpower variant is set just two years before the Cuban Missle Crisis, and explores the potential conflict between the world's two great superpowers at that time, NATO and the USSR. First and foremost, however, Hyperpower is a one on one variant designed to be as entertaining and as balanced as possible. Please note that to that end, a few small liberties have been taken to improve gameplay, such as the historically inaccurate border between East Germany and Denmark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Notes:&lt;br /&gt;
&lt;br /&gt;
The supply centers Ontario, Alaska, Iran, and Japan were historically allied with NATO. However, to improve the balance of the map, they start off the game neutral.&lt;br /&gt;
&lt;br /&gt;
There are two cases in which bordering islands can be traversed by armies: Indonesia&amp;lt;=&amp;gt;Phillipines, and Indonesia&amp;lt;=&amp;gt;Darwin. Western Canada does not border Greenland.&lt;br /&gt;
&lt;br /&gt;
Panama and Egypt contain &amp;quot;canals,&amp;quot; meaning that fleets can traverse them as if they only had a single coast. They are analagous to Kiel in Standard Diplomacy.&lt;br /&gt;
&lt;br /&gt;
Denmark and Sweden operate in the same way in Hyperpower as they do in Standard.&lt;br /&gt;
 &lt;br /&gt;
Because of the lack of a Skagerrak territory, North Sea borders Sweden. Knowledge of this border is key for the first few moves of any game.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4549</id>
		<title>Hyperpower, a.k.a. Cold War</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4549"/>
		<updated>2020-09-07T18:40:22Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperpower is a two-player variant, and highly balanced. In fact, results on vDiplomacy have shown it to be more balanced than the perfectly symmetrical Duo variant. &lt;br /&gt;
&lt;br /&gt;
''Hyperpower is known as COLD WAR on vDip and other sites. The name was changed because there is already a variant named Cold War in the DipWiki.''&lt;br /&gt;
&lt;br /&gt;
Hyperpower was adapted for Realpolitik by Eamon Driscoll. Some superficial changes were made to follow standard Dip naming conventions, like changing Albania to Tirana. &lt;br /&gt;
&lt;br /&gt;
Starting SCs: &lt;br /&gt;
&lt;br /&gt;
'''NATO'''&lt;br /&gt;
* F Darwin&lt;br /&gt;
* F Istanbul&lt;br /&gt;
* F London&lt;br /&gt;
* A Los Angeles&lt;br /&gt;
* A New York City&lt;br /&gt;
* A Paris&lt;br /&gt;
&lt;br /&gt;
'''USSR'''&lt;br /&gt;
* F Havana&lt;br /&gt;
* F Leningrad/sc&lt;br /&gt;
* A Moscow&lt;br /&gt;
* A Shanghai&lt;br /&gt;
* F Tirana&lt;br /&gt;
* A Vladivostok&lt;br /&gt;
&lt;br /&gt;
Special rules/information:&lt;br /&gt;
&lt;br /&gt;
Unlike standard Diplomacy and most variants, in Hyperpower a power must control more than a simple majority of SCs to claim victory. of the twenty-seven (27) SCs, seventeen (17) must be controlled for the solo.&lt;br /&gt;
&lt;br /&gt;
The Hyperpower variant is set just two years before the Cuban Missle Crisis, and explores the potential conflict between the world's two great superpowers at that time, NATO and the USSR. First and foremost, however, Hyperpower is a one on one variant designed to be as entertaining and as balanced as possible. Please note that to that end, a few small liberties have been taken to improve gameplay, such as the historically inaccurate border between East Germany and Denmark.&lt;br /&gt;
&lt;br /&gt;
General Notes:&lt;br /&gt;
&lt;br /&gt;
The supply centers Ontario, Alaska, Iran, and Japan were historically allied with NATO. However, to improve the balance of the map, they start off the game neutral.&lt;br /&gt;
There are two cases in which bordering islands can be traversed by armies: Indonesia&amp;lt;=&amp;gt;Phillipines, and Indonesia&amp;lt;=&amp;gt;Darwin. Western Canada does not border Greenland.&lt;br /&gt;
Panama and Egypt contain &amp;quot;canals,&amp;quot; meaning that fleets can traverse them as if they only had a single coast. They are analagous to Kiel in Standard Diplomacy.&lt;br /&gt;
Denmark and Sweden operate in the same way in Standard as they do in Hyperpower. &lt;br /&gt;
Because of the lack of a Skagerrak territory, North Sea borders Sweden. Knowledge of this border is key for the first few moves of any game.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4548</id>
		<title>Hyperpower, a.k.a. Cold War</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4548"/>
		<updated>2020-09-07T15:59:19Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperpower is a two-player variant, and highly balanced. In fact, results on vDiplomacy have shown it to be more balanced than the perfectly symmetrical Duo variant. &lt;br /&gt;
&lt;br /&gt;
''Hyperpower is known as COLD WAR on vDip and other sites. The name was changed because there is already a variant named Cold War in the DipWiki.''&lt;br /&gt;
&lt;br /&gt;
Hyperpower was adapted for Realpolitik by Eamon Driscoll. Some superficial changes were made to follow standard Dip naming conventions, like changing Albania to Tirana. &lt;br /&gt;
&lt;br /&gt;
Starting SCs: &lt;br /&gt;
&lt;br /&gt;
'''NATO'''&lt;br /&gt;
* F Darwin&lt;br /&gt;
* F Istanbul&lt;br /&gt;
* F London&lt;br /&gt;
* A Los Angeles&lt;br /&gt;
* A New York City&lt;br /&gt;
* A Paris&lt;br /&gt;
&lt;br /&gt;
'''USSR'''&lt;br /&gt;
* F Havana&lt;br /&gt;
* F Leningrad/sc&lt;br /&gt;
* A Moscow&lt;br /&gt;
* A Shanghai&lt;br /&gt;
* F Tirana&lt;br /&gt;
* A Vladivostok&lt;br /&gt;
&lt;br /&gt;
Special rules/information:&lt;br /&gt;
&lt;br /&gt;
The Hyperpower variant is set just two years before the Cuban Missle Crisis, and explores the potential conflict between the world's two great superpowers at that time, NATO and the USSR. First and foremost, however, Hyperpower is a one on one variant designed to be as entertaining and as balanced as possible. Please note that to that end, a few small liberties have been taken to improve gameplay, such as the historically inaccurate border between East Germany and Denmark.&lt;br /&gt;
&lt;br /&gt;
General Notes:&lt;br /&gt;
&lt;br /&gt;
The supply centers Ontario, Alaska, Iran, and Japan were historically allied with NATO. However, to improve the balance of the map, they start off the game neutral.&lt;br /&gt;
There are two cases in which bordering islands can be traversed by armies: Indonesia&amp;lt;=&amp;gt;Phillipines, and Indonesia&amp;lt;=&amp;gt;Darwin. Western Canada does not border Greenland.&lt;br /&gt;
Panama and Egypt contain &amp;quot;canals,&amp;quot; meaning that fleets can traverse them as if they only had a single coast. They are analagous to Kiel in Classic Diplomacy.&lt;br /&gt;
Because of the lack of a Skagerrak territory, North Sea borders Sweden. Knowledge of this border is key for the first few moves of any game.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4547</id>
		<title>Hyperpower, a.k.a. Cold War</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Hyperpower,_a.k.a._Cold_War&amp;diff=4547"/>
		<updated>2020-09-07T15:56:23Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Creating the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperpower is a two-player variant, and highly balanced. In fact, results on vDiplomacy have shown it to be more balanced than the perfectly symmetrical Duo variant. &lt;br /&gt;
&lt;br /&gt;
'''Hyperpower is known as COLD WAR on vDip and other sites. The name was changed because there is already a variant named Cold War in the DipWiki.'''&lt;br /&gt;
&lt;br /&gt;
Hyperpower was adapted for Realpolitik by Eamon Driscoll. Some superficial changes were made to follow standard Dip naming conventions, like changing Albania to Tirana. &lt;br /&gt;
&lt;br /&gt;
Starting SCs: &lt;br /&gt;
NATO&lt;br /&gt;
* F Darwin&lt;br /&gt;
* F Istanbul&lt;br /&gt;
* F London&lt;br /&gt;
* A Los Angeles&lt;br /&gt;
* A New York City&lt;br /&gt;
* A Paris&lt;br /&gt;
&lt;br /&gt;
USSR&lt;br /&gt;
* F Havana&lt;br /&gt;
* F Leningrad/sc&lt;br /&gt;
* A Moscow&lt;br /&gt;
* A Shanghai&lt;br /&gt;
* F Tirana&lt;br /&gt;
* A Vladivostok&lt;br /&gt;
&lt;br /&gt;
Special rules/information:&lt;br /&gt;
&lt;br /&gt;
The Hyperpower variant is set just two years before the Cuban Missle Crisis, and explores the potential conflict between the world's two great superpowers at that time, NATO and the USSR. First and foremost, however, Hyperpower is a one on one variant designed to be as entertaining and as balanced as possible. Please note that to that end, a few small liberties have been taken to improve gameplay, such as the historically inaccurate border between East Germany and Denmark.&lt;br /&gt;
&lt;br /&gt;
General Notes:&lt;br /&gt;
&lt;br /&gt;
The supply centers Ontario, Alaska, Iran, and Japan were historically allied with NATO. However, to improve the balance of the map, they start off the game neutral.&lt;br /&gt;
There are two cases in which bordering islands can be traversed by armies: Indonesia&amp;lt;=&amp;gt;Phillipines, and Indonesia&amp;lt;=&amp;gt;Darwin. Western Canada does not border Greenland.&lt;br /&gt;
Panama and Egypt contain &amp;quot;canals,&amp;quot; meaning that fleets can traverse them as if they only had a single coast. They are analagous to Kiel in Classic Diplomacy.&lt;br /&gt;
Because of the lack of a Skagerrak territory, North Sea borders Sweden. Knowledge of this border is key for the first few moves of any game.&lt;br /&gt;
Due to the compactness of many territories, please consult the large map if you are confused or need a closer look. Coast markers are also included on the large map.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=E_to_L_Variant_Names&amp;diff=4546</id>
		<title>E to L Variant Names</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=E_to_L_Variant_Names&amp;diff=4546"/>
		<updated>2020-09-07T15:47:56Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Engineer]]&lt;br /&gt;
* [[Europe 1619 (formerly called Europe 1615)]]&lt;br /&gt;
* [[Excalibur]]&lt;br /&gt;
* [[Fall Of The American Empire]]&lt;br /&gt;
* [[Federation]]&lt;br /&gt;
* [[Five Armies]]&lt;br /&gt;
* [[Fleet Rome]]&lt;br /&gt;
* [[Fog of War]]&lt;br /&gt;
* [[Game Of The Clans III]]&lt;br /&gt;
* [[Global Diplomacy]]&lt;br /&gt;
* [[Grosseuropa]]&lt;br /&gt;
* [[Gunboat]]&lt;br /&gt;
* [[Hanse]]&lt;br /&gt;
* [[Haven|The Haven]]&lt;br /&gt;
* [[Hardbop Downfall]]&lt;br /&gt;
* [[Heptarchy IV]]&lt;br /&gt;
* [[Hundred]]&lt;br /&gt;
* [[Hyperpower, a.k.a. Cold War]]&lt;br /&gt;
* [[Imperial]]&lt;br /&gt;
* [[Imperial1841]]&lt;br /&gt;
* [[Imperium]]&lt;br /&gt;
* [[Indians Of The Great Lakes]]&lt;br /&gt;
* [[Intimate Diplomacy]]&lt;br /&gt;
* [[Jihad]]&lt;br /&gt;
* [[Kapitaensquintett]]&lt;br /&gt;
* [[Known World 901]]&lt;br /&gt;
* [[Karibik]]&lt;br /&gt;
* [[Layered]]&lt;br /&gt;
* [[Live]]&lt;br /&gt;
* [[Loeb9]]&lt;br /&gt;
* [[Lost Island]]&lt;br /&gt;
* [[League of Shadows]]&lt;br /&gt;
&lt;br /&gt;
'''Other Variants:'''&lt;br /&gt;
* [[Build Variations]]&lt;br /&gt;
* [[0 to D Variant Names]]&lt;br /&gt;
* [[M to S Variant Names]]&lt;br /&gt;
* [[T to Z Variant Names]]&lt;br /&gt;
* [[Variants by Subject]]&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Heptarchy_IV&amp;diff=4545</id>
		<title>Heptarchy IV</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Heptarchy_IV&amp;diff=4545"/>
		<updated>2020-08-28T13:49:09Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By Geoff Bache&lt;br /&gt;
&lt;br /&gt;
[[Image:Heptarchy_IV.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heptarchy is a Diplomacy map variant, with all rules the same in Standard Diplomacy. The game starts in Spring 651, and 19 centres are required to win, there being 37 supply centres on the board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Positions ===&lt;br /&gt;
&lt;br /&gt;
[[Image:HeptarchyIV.png]]&lt;br /&gt;
&lt;br /&gt;
== HEPTARCHY ==&lt;br /&gt;
&lt;br /&gt;
Britain at war&amp;lt;br&amp;gt;&lt;br /&gt;
by Geoff Bache&lt;br /&gt;
&lt;br /&gt;
==== Introduction ====&lt;br /&gt;
&lt;br /&gt;
For a while, one of my frustrations with the standard board has been the lack of familiarity with the places and countries involved, as the world of Europe in 1901 is quite remote. I have little affinity with Turkey, and have no idea where Galicia is, and thus moving Turkish armies into Galicia has less meaning than it might do! There are 2 ways to resolve this, one of which is to move the period of setting to a more modern time, as the Modern Variant has done very successfully. The other is to localise the map somewhat, which is what I have attempted to do in creating Heptarchy, restricting the map to just the British Isles. This produces a set of places much more likely to be familiar to myself and the people likely to play it, which adds an extra dimension to the play.&lt;br /&gt;
&lt;br /&gt;
==== Development ====&lt;br /&gt;
&lt;br /&gt;
The next problem was to find 7 British powers which could reasonably be at war with each other, and the obvious period to choose was the Dark Ages between the Roman Occupation and the unification of England. Unfortunately this is by definition a period with few records, and a lot of conflicting information. However, I managed to find maps of the Heptarchy of Britain, comprising Wessex in the south, Mercia in the middle, Northumbria in the north, plus East Anglia, North Wales (modern Wales), West Wales (modern Cornwall) and Strathclyde (bits of Scotland). This presented one big problem, namely that Wessex was much bigger than the others, and West Wales was (a) confusing and (b) far too small to be viable. In the end I decided to tweak with history a bit, so unified Ireland, had it as a Great Power and turned Strathclyde into Scotland. East Anglia was made neutral, while the Wessex monster was split up into 2. This last actually corresponds to moving the period back 100 years or so, but what to call the 2 bits was uncertain. West Wales was just too confusing a name, so it became Cornubia (actually a Roman title), while the eastern half of Wessex (the area around London) was named Anglia for want of anything better.&lt;br /&gt;
&lt;br /&gt;
The next problem was names of towns. Few existed at this time, and finding the relevant information seemed an impossible task. In the end I decided that using ancient names would in a way defy the object of the map anyway, as it would remove the familiarity aspect of the game. So the town names are all modern, and this is deliberate, before I get any letters telling me Birmingham didn't exist in the Dark Ages!&lt;br /&gt;
&lt;br /&gt;
It thus simply remained to draw the map, and get play-testing! Here are the color and black-and-white versions of the map. The black-and-white version may look better if you can't view in color, or for for downloading and printing.&lt;br /&gt;
&lt;br /&gt;
The initial set up is as follows (colors in parentheses correspond to the colors on the map above):&lt;br /&gt;
&lt;br /&gt;
ANGLIA      (yellow) begins with:  A (Lon), A (Oxf), F (Dov)&lt;br /&gt;
&lt;br /&gt;
CORNUBIA    (purple) begins with:  F (Ply), A (Bri), A (Exe)&lt;br /&gt;
&lt;br /&gt;
IRELAND     (green)  begins with:  F (Dub), F (Bel), F (Crk)&lt;br /&gt;
&lt;br /&gt;
MERCIA      (blue)   begins with:  A (Bir), A (Not), F (Glo), F (Kin)&lt;br /&gt;
&lt;br /&gt;
NORTHUMBRIA (brown)  begins with:  F (New), A (Mid), A (Hul)&lt;br /&gt;
&lt;br /&gt;
SCOTLAND    (black)  begins with:  A (Edi), F (Gla), F (Abe)&lt;br /&gt;
&lt;br /&gt;
WALES       (red)    begins with:  A (Cdf), F (Swa), A (Lla)&lt;br /&gt;
&lt;br /&gt;
The board has 37 supply centres (3 more than standard) and thus 19 centres are needed for an outright win. In the end the Dark Ages political map beat the modern town names for the year numbers, so the game begins in Spring 651. All rules are exactly as for the standard game set-up.&lt;br /&gt;
&lt;br /&gt;
==== Features of the board ====&lt;br /&gt;
&lt;br /&gt;
The geography itself is very simple. There are no canals or double- coasted provinces to add extra complications, and the size of the game is very similar to the standard set-up, with 22 home centres (identical), 15 neutral centres (3 more) and 90 territories in total (15 more).&lt;br /&gt;
&lt;br /&gt;
This means that there is more room on the board, which seems to encourage more attacking play, as it's very hard indeed to set up stalemate lines on the board. Opinion seems to be divided about whether this is a good thing or not, but personally I get frustrated when standard games reach the stage where everyone heads straight for the usual stalemate lines and the game dies quickly.&lt;br /&gt;
&lt;br /&gt;
I have also added some enormous sea areas round the outside of the board, facilitating cooperation between powers which would be a long way off otherwise. This is something which takes a while to get used to, Ireland and Scotland should beware the fact that Aberdeen to Cork is only 3 moves via NWG and NAO, even if it looks like the other side of the board! Also worth noting is that while Flanders looks like a gift for Anglia, it is actually 3 moves from all of Dover, King's Lynn, Newcastle and Aberdeen, so is actually anybody's in 652! Beware immense convoys from the other end of the board as well, these seem to be quite popular, although the &amp;quot;round Britain convoy&amp;quot; is yet to happen, prize for the first person to manage this!&lt;br /&gt;
&lt;br /&gt;
Common misorders have been&lt;br /&gt;
F (NSN) - Hul (not possible, WAS is next to NYo)&lt;br /&gt;
F (HBS) - Gla (also not possible, NCH borders Arg)&lt;br /&gt;
F (Dov) - Ess (has to go to Lon or THA first if it wants to do this)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Opening theory and tactical advice ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ANGLIA ====&lt;br /&gt;
&lt;br /&gt;
- has to decide very soon whether Cornubia or Mercia is going to be the bigger threat, and send the fleet in that direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Openings&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A (Lon) - Cam, A (Oxf) - War, F (Dov) - THA&lt;br /&gt;
        is an all-out against Mercia, but can leave Cornubia in Southampton and Portsmouth. This can be by treaty or simply hoping he won't move enough units to take both! Instead &lt;br /&gt;
A (Lon) - Dow&lt;br /&gt;
        can bounce Portsmouth, but trusts Mercia more. An additional &lt;br /&gt;
A (Oxf) - Cam&lt;br /&gt;
        makes sure of 1 build (Cam), and probably 2 (Ips). Against Cornubia &lt;br /&gt;
A (Lon) - Ess, A (Oxf) - Cam, F (Dov) - Sus&lt;br /&gt;
        is useful if Cornubia wants his fleet in ECH, can get 2 builds and move them west after this. Vulnerable to an all-out attack by Mercia. Instead &lt;br /&gt;
A (Lon) - Dow&lt;br /&gt;
        guarantees Portsmouth, but can leave big problems against Mercia. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;General&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fairly strong, with the most wins so far (though this statistic is slightly misleading as it includes games that used earlier versions of the map.)&lt;br /&gt;
* Useful to become a naval power and use Flanders as an extra base.&lt;br /&gt;
* Will usually end up at war with Mercia sooner or later, so it's good to encourage Northumbria to move south and/or Cornubia and Wales to gang up on Gloucester.&lt;br /&gt;
* The worst case is a firm C/M alliance - this spells trouble but Anglia can survive a good while on its own.&lt;br /&gt;
* Alliance with Mercia is worth considering, although yet to see a successful one. &lt;br /&gt;
&lt;br /&gt;
==== CORNUBIA ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Openings&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A (Exe) - Stn&lt;br /&gt;
        is obvious &lt;br /&gt;
F (Ply) - CRS&lt;br /&gt;
        is standard, leaving options on Sci if you can persuade the Welsh or Irish to let you have it/support you in. &lt;br /&gt;
F (Ply) - LYM, A (Bri) - Cot&lt;br /&gt;
        can leave you in Por and Stn if Anglia moves north. is fairly standard, either to bounce the Mercian fleet, attack Anglia or go for Gloucester with a Welsh &lt;br /&gt;
A (Cdf) - Gwe&lt;br /&gt;
        as a backup. &lt;br /&gt;
A (Bri) - Som, F (Ply) - CRS&lt;br /&gt;
        is an ambitious attempt to get 3 builds although Som can still cover Bri if necessary &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;General&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Tough to play, a bit like Italy in standard.&lt;br /&gt;
* Getting Anglia and Mercia to scrap it out is a good idea and not normally too hard, but the majority of centres are out of reach in the east, so you need to wait a bit before helping either too much, or whoever you help will inevitably get too big for you to handle.&lt;br /&gt;
* In the west, you have no fleets to get into Wales at the start, although F (Bri) can be built in the second year. This means Wales can be an early threat (nasty convoys to Exmoor possible). But it can't view you as a serious threat and a CW alliance against Ireland is quite a possibility.&lt;br /&gt;
* On the other hand, you're the last place Ireland will go for, and if you can get Cdf and Swa off Wales with his help you're in a much better position to intervene in the east. &lt;br /&gt;
&lt;br /&gt;
==== IRELAND ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Openings&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
F (Dub) - IRI&lt;br /&gt;
        is obvious, to take IOM in Autumn. &lt;br /&gt;
F (Bel) - NCH&lt;br /&gt;
        seems standard, as a Scottish fleet there means you can lose Bel or not get IOM. But if you get in, you can get Gla or deny Scotland any builds in 651. &lt;br /&gt;
F (Crk) - NAO&lt;br /&gt;
        to try to get Heb/bounce Scotland. It seems to be a bad idea to let Scotland have it, anyway, even if allied. &lt;br /&gt;
F (Crk) - CEL&lt;br /&gt;
        is another option, if Cornubia isn't demanding Sci. &lt;br /&gt;
F (Bel) - HBS&lt;br /&gt;
        with the above trusts Scotland a lot, but leaves the best position for the S/I alliance to proceed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;General&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A bit like England in standard, although with 3 fleets it's even harder to get armies onto the mainland. However, there's a lot more coast to aim at.&lt;br /&gt;
* Alliance with Scotland is strong - although Heb makes things tough and you need a fair bit of trust, with NCH being such a vital spot. In this case Wales is the main target, and bringing in Cornubia with the incentive of the Southern Welsh centres can work very well, and give a good convoy route onto the mainland.&lt;br /&gt;
* Another good plan is to attack Scotland with Northumbrian help, eliminating the trust factor in the north, and leaving an even easier convoy route , as armies built in Belfast can be convoyed straight to Str/Gla/Arg/Hig, using only 1 fleet in doing so.&lt;br /&gt;
* In general, keeping the most fleets around is a good plan. A ring of fleets all the way round the board is not an unrealistic proposition for Ireland, and is obviously quite fun! &lt;br /&gt;
&lt;br /&gt;
==== MERCIA ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Openings&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
F (Kin) - Nrw&lt;br /&gt;
        is obvious &lt;br /&gt;
F (Glo) - Cot&lt;br /&gt;
        or if you're nervous of a C/W move on Glo &lt;br /&gt;
F (Glo) - SEV&lt;br /&gt;
        leaves more options, possibly a build from Bri or Cdf! &lt;br /&gt;
A (Bir) - Glo&lt;br /&gt;
        with the above makes convoys possible as well. &lt;br /&gt;
A (Bir) - Her&lt;br /&gt;
        has also been tried, to annoy Wales. &lt;br /&gt;
A (Bir) - Pea&lt;br /&gt;
        should get Manchester if Northumbria heads north. &lt;br /&gt;
A (Not) - SYo&lt;br /&gt;
        guarantees Manchester but gives Anglia a free rein. &lt;br /&gt;
A (Not) - War&lt;br /&gt;
        defends a vital area from Anglia. &lt;br /&gt;
A (Not) - Kin&lt;br /&gt;
        leaves you poised for a war in the east with Anglia, does well if he's moving on Cornubia. &lt;br /&gt;
A (Not) - Ntn, A (Bir) - War&lt;br /&gt;
        can give Mercia a very good position by removing Anglia from the board very swiftly! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;General&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* High stress country, needs a good player but is yet to be eliminated...&lt;br /&gt;
* Anglia seems to be the worst problem, and the easiest source of centres, and Mercia certainly seems strong in it's absence.&lt;br /&gt;
* Keeping on good terms with Wales seems like a good plan - to use its fleets to keep Ireland out of your hair.&lt;br /&gt;
* If you can persuade Northumbria to go for Scotland as well, you're doing well, as Cornubia is unlikely to attack for so little gain.&lt;br /&gt;
* Although outside factors have forced an AM alliance out of self-preservation, Anglia is to Mercia as Turkey is to Austria, best in his grave if you can manage it! &lt;br /&gt;
&lt;br /&gt;
==== NORTHUMBRIA ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Openings&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
F (New) - NSN&lt;br /&gt;
        grabs the vital defensive sea area, and sets off for Fla as for the armies, the Southern Option. A (Mid) - NYo, A (Hul) - SYo &lt;br /&gt;
        can get 2 builds if Mercia doesn't go for Manchester, and makes sure of no Mercians in SYo. The Northern Option &lt;br /&gt;
A (Mid) - Pen, A (Hul) - NYo,&lt;br /&gt;
        often combined with &lt;br /&gt;
F (New) - Nmb&lt;br /&gt;
        can also get 2 builds (Dumfries) if Scotland deems Ireland to be the main threat (he can't cover Edi and go for Dum) In the worst case this leaves the 652 position bad against an MW, but a strong Scotland is bad news. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;General&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Has lost out to fleet attacks on NSN, but O.K. on the whole.&lt;br /&gt;
* The statistics strongly favour the Northern Option, twice it's moved south on Mercia, twice it's been stabbed by Scotland and been subsequently eliminated. With Scotland out of the way it's done well, either moving south then or going on against Ireland.&lt;br /&gt;
* Important to realise than foreign powers can easily get into NSN if you don't cover it, and take up 2 of your armies to defend New and Mid, which can be fatal.&lt;br /&gt;
* No access to the West Coast to build fleets, so if you want to keep Lancaster you need to be allied with at least 1 of Wales or Ireland, preferably Wales... &lt;br /&gt;
&lt;br /&gt;
==== SCOTLAND ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Openings&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
F (Gla) - NCH&lt;br /&gt;
        bouncing Ireland (q.v.) as losing NCH is a nightmare. &lt;br /&gt;
F (Gla) - Str&lt;br /&gt;
        if you trust Ireland a lot, to get the alliance going. &lt;br /&gt;
A (Edi) - SUp&lt;br /&gt;
        seems standard, to try and get Dum in 651, or &lt;br /&gt;
A (Edi) - Nmb&lt;br /&gt;
        to annoy Northumbria if you're sure it's going to attack &lt;br /&gt;
F (Abe) - NWG&lt;br /&gt;
        to try for Heb, or even as a prelude to a run for Fla, or &lt;br /&gt;
F (Abe) - FFT&lt;br /&gt;
        to cover Edi from Northumbria, leaving SUp free to go for Dum. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;General&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Has proved strong, except when attacked all out by I/N.&lt;br /&gt;
* First choice plan is probably to get into Northumbria and move the armies down through England in alliance with Ireland, it's normally quite possible to stab Ireland if necessary!&lt;br /&gt;
* Attacking Ireland is normally quite a possibility as well, with Welsh help. You need a lot of fleets, and a probable convoy to Donegal eventually.&lt;br /&gt;
* In the worst case, with Northumbria and Ireland at your throat, it's time to beg Wales or Cornubia to attack Ireland from the south, which Wales, at least, is probably happy to do! &lt;br /&gt;
&lt;br /&gt;
==== WALES ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Openings&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A (Lla) - Che&lt;br /&gt;
        is obvious &lt;br /&gt;
A (Cdf) - Pow&lt;br /&gt;
        is standard, to get 2 builds from Che and Liv. &lt;br /&gt;
A (Cdf) - H&lt;br /&gt;
        followed by convoy to Exmoor, sacrifices a build for early progress on Cornubia. &lt;br /&gt;
A (Cdf) - Gwe&lt;br /&gt;
        to try for Gloucester/bounce Mercia and then convoy! &lt;br /&gt;
F (Swa) - BCH&lt;br /&gt;
        is also standard, for chances on Sci/convoys to Exm. &lt;br /&gt;
F (Swa) - Cdf&lt;br /&gt;
        is a statement to Mercia, followed by &lt;br /&gt;
F (Cdf) - SEV&lt;br /&gt;
        if Mercia moves out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;General&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* After much adaptation because earlier versions of the board left it weak, it seems to be one of the stronger powers!&lt;br /&gt;
* Cornubia is relatively easy to attack, although is a very useful ally against a Scotland/Ireland alliance.&lt;br /&gt;
* Has 1st choice on the North-West centres, and can often get all 4 if Mercia and Northumbria are at war.&lt;br /&gt;
* Seems to do well by &amp;quot;sitting on the fence&amp;quot; and grabbing what it can, bit by bit.&lt;br /&gt;
* Firm alliance with anyone (except perhaps Cornubia) unlikely, war with Ireland is often inevitable. &lt;br /&gt;
&lt;br /&gt;
The story so far...&lt;br /&gt;
&lt;br /&gt;
Heptarchy has been played 5 or 6 times now, but only 3 times on the present version of the board, all face to face games. These have included a win for Chetan Radia as Ireland, a win for me as Cornubia, and a 3-way draw between Anglia (Emeric Misztl), Scotland (me) and Wales (Steve Massey), the last 2 of these at ManorCon XIV recently. There has also been a slightly silly gunboat game, which didn't get very far, although Scotland (Paul Clayson) did get Southampton, which was about the only notable achievement of the game!&lt;br /&gt;
&lt;br /&gt;
If anyone starts playing a game of it in any form, do let me know, I'd be very interested to hear results and comments from people. I will probably be running several email games myself come October, let me know if you'd like a place.&lt;br /&gt;
&lt;br /&gt;
==== Alternate Map ====&lt;br /&gt;
[[Image:Heptarchy.gif]]&lt;br /&gt;
&lt;br /&gt;
This version of the Heptarchy map was made by Eamon Driscoll. In it, some province names have been altered to match Dip naming customs, such as Dumfries to Dumfriesshire, and change some cities to bear names more appropriate for the time period but still recognizable, such as Birmingham to Coventry.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Heptarchy.gif&amp;diff=4544</id>
		<title>File:Heptarchy.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Heptarchy.gif&amp;diff=4544"/>
		<updated>2020-08-28T13:45:19Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: uploaded a new version of &amp;quot;Image:Heptarchy.gif&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HeptarchyIV, as made by Eamon Driscoll&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:Heptarchy.gif&amp;diff=4543</id>
		<title>File:Heptarchy.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:Heptarchy.gif&amp;diff=4543"/>
		<updated>2020-08-28T13:44:01Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: HeptarchyIV, as made by Eamon Driscoll&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HeptarchyIV, as made by Eamon Driscoll&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4542</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4542"/>
		<updated>2020-08-14T15:13:31Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. The standard rules of diplomacy apply. There are no impassible provinces, no provinces with multiple coasts, no land bridges, and no canal provinces. &lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRi.gif|frame|The game in Winter 379]]    [[Image:ArdRiProvinceMap.gif|frame|Province Map]]&lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
Connacht (Connachta) - black (C)&lt;br /&gt;
* Galway&lt;br /&gt;
* Roscommon&lt;br /&gt;
* Sligo&lt;br /&gt;
&lt;br /&gt;
Leinster (Laighin) - green (L)&lt;br /&gt;
* Kilkenny&lt;br /&gt;
* Wexford&lt;br /&gt;
* Wicklow&lt;br /&gt;
&lt;br /&gt;
Meath (Midhe) - blue (H)&lt;br /&gt;
* Dublin&lt;br /&gt;
* Drogheda&lt;br /&gt;
* Longford&lt;br /&gt;
&lt;br /&gt;
Munster (Mumhain) - yellow (N)&lt;br /&gt;
* Cashel&lt;br /&gt;
* Cork&lt;br /&gt;
* Limerick&lt;br /&gt;
&lt;br /&gt;
Ulster (Ulaidh) - red (U)&lt;br /&gt;
* Armagh&lt;br /&gt;
* Derry&lt;br /&gt;
* Downpatrick&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board areas for profit). I had considered establishing Viking outposts throughout Ireland, but this option will require changes to the map that take it away from the original version of the game. Nevertheless, the Viking-esque unit icons taken from the Stonehenge variant are meant as a nod to this lost power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go via Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done to make the game more accessible and realistic, with names that can be easily found on the modern map of Ireland. For those who wish to play with the original place names, a version is included in the files to copy, paste, and play.&lt;br /&gt;
&lt;br /&gt;
The original rules of Ard Rí may be viewed on the variant bank website: http://www.variantbank.org/results/rules/a/ard-ri.htm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first competitive game of Ard Rí is taking place on diplomaticcorp.com:&lt;br /&gt;
* [http://diplomaticcorp.com/game_page.php?game_id=dc587 dc587]: In Ireland the inevitable never happens and the unexpected constantly occurs.&lt;br /&gt;
== [Headline text] ==&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4541</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4541"/>
		<updated>2020-08-14T02:27:37Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. The standard rules of diplomacy apply. There are no impassible provinces, no provinces with multiple coasts, no land bridges, and no canal provinces. &lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRi.gif|frame|The game in Winter 379]]    [[Image:ArdRiProvinceMap.gif|frame|Province Map]]&lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
Connacht (Connachta) - black (C)&lt;br /&gt;
* Galway&lt;br /&gt;
* Roscommon&lt;br /&gt;
* Sligo&lt;br /&gt;
&lt;br /&gt;
Leinster (Laighin) - green (L)&lt;br /&gt;
* Kilkenny&lt;br /&gt;
* Wexford&lt;br /&gt;
* Wicklow&lt;br /&gt;
&lt;br /&gt;
Meath (Midhe) - blue (H)&lt;br /&gt;
* Dublin&lt;br /&gt;
* Drogheda&lt;br /&gt;
* Longford&lt;br /&gt;
&lt;br /&gt;
Munster (Mumhain) - yellow (N)&lt;br /&gt;
* Cashel&lt;br /&gt;
* Cork&lt;br /&gt;
* Limerick&lt;br /&gt;
&lt;br /&gt;
Ulster (Ulaidh) - red (U)&lt;br /&gt;
* Armagh&lt;br /&gt;
* Derry&lt;br /&gt;
* Downpatrick&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board areas for profit). I had considered establishing Viking outposts throughout Ireland, but this option will require changes to the map that take it away from the original version of the game. Nevertheless, the Viking-esque unit icons taken from the Stonehenge variant are meant as a nod to this lost power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go via Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done to make the game more accessible and realistic, with names that can be easily found on the modern map of Ireland. For those who wish to play with the original place names, a version is included in the files to copy, paste, and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The original rules of Ard Rí may be viewed on the variant bank website: http://www.variantbank.org/results/rules/a/ard-ri.htm&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Indians_Of_The_Great_Lakes&amp;diff=4540</id>
		<title>Indians Of The Great Lakes</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Indians_Of_The_Great_Lakes&amp;diff=4540"/>
		<updated>2020-08-14T00:32:44Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;variant webpage: [http://www.angelfire.com/mo2/GreatLakes/index.html http://www.angelfire.com/mo2/GreatLakes/index.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Indians_of_the_Great_Lakes.gif|thumb|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Variant Rules: ===&lt;br /&gt;
&lt;br /&gt;
The Tribes!&lt;br /&gt;
&lt;br /&gt;
*Algonquin(Light Blue)&lt;br /&gt;
**A Kio&lt;br /&gt;
**F Sha&lt;br /&gt;
**A Wah&lt;br /&gt;
*Erie(Yellow)&lt;br /&gt;
**F Ess&lt;br /&gt;
**A Ima&lt;br /&gt;
**A Tol&lt;br /&gt;
*Huron(Green)&lt;br /&gt;
**A Che&lt;br /&gt;
**A Nil&lt;br /&gt;
**F San&lt;br /&gt;
*Iroquois(Black)&lt;br /&gt;
**A Asw&lt;br /&gt;
**A Roc&lt;br /&gt;
**F Tus&lt;br /&gt;
*Kaskaskia(Purple)&lt;br /&gt;
**A Kan&lt;br /&gt;
**F Sus&lt;br /&gt;
**A Wau&lt;br /&gt;
*Mississauga(Orange)&lt;br /&gt;
**A Kle&lt;br /&gt;
**F Osh&lt;br /&gt;
**A Tor&lt;br /&gt;
*Ojibwe(Red)&lt;br /&gt;
**A Cro&lt;br /&gt;
**A Sav&lt;br /&gt;
**F Why&lt;br /&gt;
*Ottawa(Brown)&lt;br /&gt;
**A Man&lt;br /&gt;
**A Mat&lt;br /&gt;
**F Var&lt;br /&gt;
*Potawatomi(Light Green)&lt;br /&gt;
**F Aet&lt;br /&gt;
**F Alc&lt;br /&gt;
**A Boy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GreatLakesRP.gif|image|Realpolitik map]]&lt;br /&gt;
&lt;br /&gt;
Province Names And Abbreviations&lt;br /&gt;
&lt;br /&gt;
 Algonquin(A)&lt;br /&gt;
 Kioskokwi Kio&lt;br /&gt;
 Klondyke Klo&lt;br /&gt;
 Mattawa Mta&lt;br /&gt;
 Shawanaga Sha&lt;br /&gt;
 Simcoe Sim&lt;br /&gt;
 Wahwashkesh Wah&lt;br /&gt;
&lt;br /&gt;
 Erie(E)&lt;br /&gt;
 Cass Cas&lt;br /&gt;
 Essex Ess&lt;br /&gt;
 Imalay Ima&lt;br /&gt;
 Lenawee Len&lt;br /&gt;
 Toledo Tol&lt;br /&gt;
&lt;br /&gt;
 Huron(H)&lt;br /&gt;
 Appin App&lt;br /&gt;
 Cheptow Che&lt;br /&gt;
 Nile Nil&lt;br /&gt;
 Sanilac San&lt;br /&gt;
 Sarnia Sar&lt;br /&gt;
&lt;br /&gt;
 Iroquois(I)&lt;br /&gt;
 Chenago Cho&lt;br /&gt;
 Ithaca Ith&lt;br /&gt;
 Niagra Nia&lt;br /&gt;
 Oswego Osw&lt;br /&gt;
 Rochester Roc&lt;br /&gt;
 Tuscarora Tus&lt;br /&gt;
 Wyalusing Wya&lt;br /&gt;
&lt;br /&gt;
 Kaskasia(K)&lt;br /&gt;
 Kankakee Kan&lt;br /&gt;
 Kegonsa Keg&lt;br /&gt;
 Sussex Sus&lt;br /&gt;
 Waukeska Wau&lt;br /&gt;
 Winamac Win&lt;br /&gt;
&lt;br /&gt;
 Mississauga(U)&lt;br /&gt;
 Buckhorn Buc&lt;br /&gt;
 Klemburg Kle&lt;br /&gt;
 Nottawasaga Not&lt;br /&gt;
 Oshawa Osh&lt;br /&gt;
 Selkirk Sel&lt;br /&gt;
 Toronto Tor&lt;br /&gt;
&lt;br /&gt;
 Ojibwa(J)&lt;br /&gt;
 Atikoken Ati&lt;br /&gt;
 Croix Cro&lt;br /&gt;
 Eau Galle EGa&lt;br /&gt;
 Nemadji Nem&lt;br /&gt;
 Savanna Sav&lt;br /&gt;
 Whyte Why&lt;br /&gt;
&lt;br /&gt;
 Otawatomi(T)&lt;br /&gt;
 Aetna Aet&lt;br /&gt;
 Alcona Alc&lt;br /&gt;
 Arenac Are&lt;br /&gt;
 Boyee Boy&lt;br /&gt;
 North Channel NCh&lt;br /&gt;
 Oshkosh Osh&lt;br /&gt;
&lt;br /&gt;
 Ottawa(W)&lt;br /&gt;
 Jasper Jas&lt;br /&gt;
 Madawaska Mad&lt;br /&gt;
 Manotick Man&lt;br /&gt;
 Matawin Mat&lt;br /&gt;
 Windmill Wdl&lt;br /&gt;
 Vars Var&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Indians_Of_The_Great_Lakes&amp;diff=4539</id>
		<title>Indians Of The Great Lakes</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Indians_Of_The_Great_Lakes&amp;diff=4539"/>
		<updated>2020-08-14T00:31:10Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;variant webpage: [http://www.angelfire.com/mo2/GreatLakes/index.html http://www.angelfire.com/mo2/GreatLakes/index.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Indians_of_the_Great_Lakes.gif|thumb|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Variant Rules: ===&lt;br /&gt;
&lt;br /&gt;
The Tribes!&lt;br /&gt;
&lt;br /&gt;
*Algonquin(Light Blue)&lt;br /&gt;
**A Kio&lt;br /&gt;
**F Sha&lt;br /&gt;
**A Wah&lt;br /&gt;
*Erie(Yellow)&lt;br /&gt;
**F Ess&lt;br /&gt;
**A Ima&lt;br /&gt;
**A Tol&lt;br /&gt;
*Huron(Green)&lt;br /&gt;
**A Che&lt;br /&gt;
**A Nil&lt;br /&gt;
**F San&lt;br /&gt;
*Iroquois(Black)&lt;br /&gt;
**A Asw&lt;br /&gt;
**A Roc&lt;br /&gt;
**F Tus&lt;br /&gt;
*Kaskaskia(Purple)&lt;br /&gt;
**A Kan&lt;br /&gt;
**F Sus&lt;br /&gt;
**A Wau&lt;br /&gt;
*Mississauga(Orange)&lt;br /&gt;
**A Kle&lt;br /&gt;
**F Osh&lt;br /&gt;
**A Tor&lt;br /&gt;
*Ojibwe(Red)&lt;br /&gt;
**A Cro&lt;br /&gt;
**A Sav&lt;br /&gt;
**F Why&lt;br /&gt;
*Ottawa(Brown)&lt;br /&gt;
**A Man&lt;br /&gt;
**A Mat&lt;br /&gt;
**F Var&lt;br /&gt;
*Potawatomi(Light Green)&lt;br /&gt;
**F Aet&lt;br /&gt;
**F Alc&lt;br /&gt;
**A Boy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GreaLakesRP.gif|image|Realpolitik map]]&lt;br /&gt;
&lt;br /&gt;
Province Names And Abbreviations&lt;br /&gt;
&lt;br /&gt;
 Algonquin(A)&lt;br /&gt;
 Kioskokwi Kio&lt;br /&gt;
 Klondyke Klo&lt;br /&gt;
 Mattawa Mta&lt;br /&gt;
 Shawanaga Sha&lt;br /&gt;
 Simcoe Sim&lt;br /&gt;
 Wahwashkesh Wah&lt;br /&gt;
&lt;br /&gt;
 Erie(E)&lt;br /&gt;
 Cass Cas&lt;br /&gt;
 Essex Ess&lt;br /&gt;
 Imalay Ima&lt;br /&gt;
 Lenawee Len&lt;br /&gt;
 Toledo Tol&lt;br /&gt;
&lt;br /&gt;
 Huron(H)&lt;br /&gt;
 Appin App&lt;br /&gt;
 Cheptow Che&lt;br /&gt;
 Nile Nil&lt;br /&gt;
 Sanilac San&lt;br /&gt;
 Sarnia Sar&lt;br /&gt;
&lt;br /&gt;
 Iroquois(I)&lt;br /&gt;
 Chenago Cho&lt;br /&gt;
 Ithaca Ith&lt;br /&gt;
 Niagra Nia&lt;br /&gt;
 Oswego Osw&lt;br /&gt;
 Rochester Roc&lt;br /&gt;
 Tuscarora Tus&lt;br /&gt;
 Wyalusing Wya&lt;br /&gt;
&lt;br /&gt;
 Kaskasia(K)&lt;br /&gt;
 Kankakee Kan&lt;br /&gt;
 Kegonsa Keg&lt;br /&gt;
 Sussex Sus&lt;br /&gt;
 Waukeska Wau&lt;br /&gt;
 Winamac Win&lt;br /&gt;
&lt;br /&gt;
 Mississauga(U)&lt;br /&gt;
 Buckhorn Buc&lt;br /&gt;
 Klemburg Kle&lt;br /&gt;
 Nottawasaga Not&lt;br /&gt;
 Oshawa Osh&lt;br /&gt;
 Selkirk Sel&lt;br /&gt;
 Toronto Tor&lt;br /&gt;
&lt;br /&gt;
 Ojibwa(J)&lt;br /&gt;
 Atikoken Ati&lt;br /&gt;
 Croix Cro&lt;br /&gt;
 Eau Galle EGa&lt;br /&gt;
 Nemadji Nem&lt;br /&gt;
 Savanna Sav&lt;br /&gt;
 Whyte Why&lt;br /&gt;
&lt;br /&gt;
 Otawatomi(T)&lt;br /&gt;
 Aetna Aet&lt;br /&gt;
 Alcona Alc&lt;br /&gt;
 Arenac Are&lt;br /&gt;
 Boyee Boy&lt;br /&gt;
 North Channel NCh&lt;br /&gt;
 Oshkosh Osh&lt;br /&gt;
&lt;br /&gt;
 Ottawa(W)&lt;br /&gt;
 Jasper Jas&lt;br /&gt;
 Madawaska Mad&lt;br /&gt;
 Manotick Man&lt;br /&gt;
 Matawin Mat&lt;br /&gt;
 Windmill Wdl&lt;br /&gt;
 Vars Var&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Indians_Of_The_Great_Lakes&amp;diff=4538</id>
		<title>Indians Of The Great Lakes</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Indians_Of_The_Great_Lakes&amp;diff=4538"/>
		<updated>2020-08-14T00:29:58Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;variant webpage: [http://www.angelfire.com/mo2/GreatLakes/index.html http://www.angelfire.com/mo2/GreatLakes/index.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Indians_of_the_Great_Lakes.gif|thumb|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Variant Rules: ===&lt;br /&gt;
&lt;br /&gt;
The Tribes!&lt;br /&gt;
&lt;br /&gt;
*Algonquin(Light Blue)&lt;br /&gt;
**A Kio&lt;br /&gt;
**F Sha&lt;br /&gt;
**A Wah&lt;br /&gt;
*Erie(Yellow)&lt;br /&gt;
**F Ess&lt;br /&gt;
**A Ima&lt;br /&gt;
**A Tol&lt;br /&gt;
*Huron(Green)&lt;br /&gt;
**A Che&lt;br /&gt;
**A Nil&lt;br /&gt;
**F San&lt;br /&gt;
*Iroquois(Black)&lt;br /&gt;
**A Asw&lt;br /&gt;
**A Roc&lt;br /&gt;
**F Tus&lt;br /&gt;
*Kaskaskia(Purple)&lt;br /&gt;
**A Kan&lt;br /&gt;
**F Sus&lt;br /&gt;
**A Wau&lt;br /&gt;
*Mississauga(Orange)&lt;br /&gt;
**A Kle&lt;br /&gt;
**F Osh&lt;br /&gt;
**A Tor&lt;br /&gt;
*Ojibwe(Red)&lt;br /&gt;
**A Cro&lt;br /&gt;
**A Sav&lt;br /&gt;
**F Why&lt;br /&gt;
*Ottawa(Brown)&lt;br /&gt;
**A Man&lt;br /&gt;
**A Mat&lt;br /&gt;
**F Var&lt;br /&gt;
*Potawatomi(Light Green)&lt;br /&gt;
**F Aet&lt;br /&gt;
**F Alc&lt;br /&gt;
**A Boy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:GreaLakesRP.gif]]&lt;br /&gt;
&lt;br /&gt;
Province Names And Abbreviations&lt;br /&gt;
&lt;br /&gt;
 Algonquin(A)&lt;br /&gt;
 Kioskokwi Kio&lt;br /&gt;
 Klondyke Klo&lt;br /&gt;
 Mattawa Mta&lt;br /&gt;
 Shawanaga Sha&lt;br /&gt;
 Simcoe Sim&lt;br /&gt;
 Wahwashkesh Wah&lt;br /&gt;
&lt;br /&gt;
 Erie(E)&lt;br /&gt;
 Cass Cas&lt;br /&gt;
 Essex Ess&lt;br /&gt;
 Imalay Ima&lt;br /&gt;
 Lenawee Len&lt;br /&gt;
 Toledo Tol&lt;br /&gt;
&lt;br /&gt;
 Huron(H)&lt;br /&gt;
 Appin App&lt;br /&gt;
 Cheptow Che&lt;br /&gt;
 Nile Nil&lt;br /&gt;
 Sanilac San&lt;br /&gt;
 Sarnia Sar&lt;br /&gt;
&lt;br /&gt;
 Iroquois(I)&lt;br /&gt;
 Chenago Cho&lt;br /&gt;
 Ithaca Ith&lt;br /&gt;
 Niagra Nia&lt;br /&gt;
 Oswego Osw&lt;br /&gt;
 Rochester Roc&lt;br /&gt;
 Tuscarora Tus&lt;br /&gt;
 Wyalusing Wya&lt;br /&gt;
&lt;br /&gt;
 Kaskasia(K)&lt;br /&gt;
 Kankakee Kan&lt;br /&gt;
 Kegonsa Keg&lt;br /&gt;
 Sussex Sus&lt;br /&gt;
 Waukeska Wau&lt;br /&gt;
 Winamac Win&lt;br /&gt;
&lt;br /&gt;
 Mississauga(U)&lt;br /&gt;
 Buckhorn Buc&lt;br /&gt;
 Klemburg Kle&lt;br /&gt;
 Nottawasaga Not&lt;br /&gt;
 Oshawa Osh&lt;br /&gt;
 Selkirk Sel&lt;br /&gt;
 Toronto Tor&lt;br /&gt;
&lt;br /&gt;
 Ojibwa(J)&lt;br /&gt;
 Atikoken Ati&lt;br /&gt;
 Croix Cro&lt;br /&gt;
 Eau Galle EGa&lt;br /&gt;
 Nemadji Nem&lt;br /&gt;
 Savanna Sav&lt;br /&gt;
 Whyte Why&lt;br /&gt;
&lt;br /&gt;
 Otawatomi(T)&lt;br /&gt;
 Aetna Aet&lt;br /&gt;
 Alcona Alc&lt;br /&gt;
 Arenac Are&lt;br /&gt;
 Boyee Boy&lt;br /&gt;
 North Channel NCh&lt;br /&gt;
 Oshkosh Osh&lt;br /&gt;
&lt;br /&gt;
 Ottawa(W)&lt;br /&gt;
 Jasper Jas&lt;br /&gt;
 Madawaska Mad&lt;br /&gt;
 Manotick Man&lt;br /&gt;
 Matawin Mat&lt;br /&gt;
 Windmill Wdl&lt;br /&gt;
 Vars Var&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:GreatLakesRP.gif&amp;diff=4537</id>
		<title>File:GreatLakesRP.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:GreatLakesRP.gif&amp;diff=4537"/>
		<updated>2020-08-14T00:29:07Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Version of the Great Lakes map made for Realpolitik.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version of the Great Lakes map made for Realpolitik.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Indians_Of_The_Great_Lakes&amp;diff=4536</id>
		<title>Indians Of The Great Lakes</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Indians_Of_The_Great_Lakes&amp;diff=4536"/>
		<updated>2020-08-14T00:26:05Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;variant webpage: [http://www.angelfire.com/mo2/GreatLakes/index.html http://www.angelfire.com/mo2/GreatLakes/index.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Indians_of_the_Great_Lakes.gif|thumb|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Variant Rules: ===&lt;br /&gt;
&lt;br /&gt;
The Tribes!&lt;br /&gt;
&lt;br /&gt;
*Algonquin(Light Blue)&lt;br /&gt;
**A Kio&lt;br /&gt;
**F Sha&lt;br /&gt;
**A Wah&lt;br /&gt;
*Erie(Yellow)&lt;br /&gt;
**F Ess&lt;br /&gt;
**A Ima&lt;br /&gt;
**A Tol&lt;br /&gt;
*Huron(Green)&lt;br /&gt;
**A Che&lt;br /&gt;
**A Nil&lt;br /&gt;
**F San&lt;br /&gt;
*Iroquois(Black)&lt;br /&gt;
**A Asw&lt;br /&gt;
**A Roc&lt;br /&gt;
**F Tus&lt;br /&gt;
*Kaskaskia(Purple)&lt;br /&gt;
**A Kan&lt;br /&gt;
**F Sus&lt;br /&gt;
**A Wau&lt;br /&gt;
*Mississauga(Orange)&lt;br /&gt;
**A Kle&lt;br /&gt;
**F Osh&lt;br /&gt;
**A Tor&lt;br /&gt;
*Ojibwe(Red)&lt;br /&gt;
**A Cro&lt;br /&gt;
**A Sav&lt;br /&gt;
**F Why&lt;br /&gt;
*Ottawa(Brown)&lt;br /&gt;
**A Man&lt;br /&gt;
**A Mat&lt;br /&gt;
**F Var&lt;br /&gt;
*Potawatomi(Light Green)&lt;br /&gt;
**F Aet&lt;br /&gt;
**F Alc&lt;br /&gt;
**A Boy&lt;br /&gt;
&lt;br /&gt;
Province Names And Abbreviations&lt;br /&gt;
&lt;br /&gt;
 Algonquin(A)&lt;br /&gt;
 Kioskokwi Kio&lt;br /&gt;
 Klondyke Klo&lt;br /&gt;
 Mattawa Mta&lt;br /&gt;
 Shawanaga Sha&lt;br /&gt;
 Simcoe Sim&lt;br /&gt;
 Wahwashkesh Wah&lt;br /&gt;
&lt;br /&gt;
 Erie(E)&lt;br /&gt;
 Cass Cas&lt;br /&gt;
 Essex Ess&lt;br /&gt;
 Imalay Ima&lt;br /&gt;
 Lenawee Len&lt;br /&gt;
 Toledo Tol&lt;br /&gt;
&lt;br /&gt;
 Huron(H)&lt;br /&gt;
 Appin App&lt;br /&gt;
 Cheptow Che&lt;br /&gt;
 Nile Nil&lt;br /&gt;
 Sanilac San&lt;br /&gt;
 Sarnia Sar&lt;br /&gt;
&lt;br /&gt;
 Iroquois(I)&lt;br /&gt;
 Chenago Cho&lt;br /&gt;
 Ithaca Ith&lt;br /&gt;
 Niagra Nia&lt;br /&gt;
 Oswego Osw&lt;br /&gt;
 Rochester Roc&lt;br /&gt;
 Tuscarora Tus&lt;br /&gt;
 Wyalusing Wya&lt;br /&gt;
&lt;br /&gt;
 Kaskasia(K)&lt;br /&gt;
 Kankakee Kan&lt;br /&gt;
 Kegonsa Keg&lt;br /&gt;
 Sussex Sus&lt;br /&gt;
 Waukeska Wau&lt;br /&gt;
 Winamac Win&lt;br /&gt;
&lt;br /&gt;
 Mississauga(U)&lt;br /&gt;
 Buckhorn Buc&lt;br /&gt;
 Klemburg Kle&lt;br /&gt;
 Nottawasaga Not&lt;br /&gt;
 Oshawa Osh&lt;br /&gt;
 Selkirk Sel&lt;br /&gt;
 Toronto Tor&lt;br /&gt;
&lt;br /&gt;
 Ojibwa(J)&lt;br /&gt;
 Atikoken Ati&lt;br /&gt;
 Croix Cro&lt;br /&gt;
 Eau Galle EGa&lt;br /&gt;
 Nemadji Nem&lt;br /&gt;
 Savanna Sav&lt;br /&gt;
 Whyte Why&lt;br /&gt;
&lt;br /&gt;
 Otawatomi(T)&lt;br /&gt;
 Aetna Aet&lt;br /&gt;
 Alcona Alc&lt;br /&gt;
 Arenac Are&lt;br /&gt;
 Boyee Boy&lt;br /&gt;
 North Channel NCh&lt;br /&gt;
 Oshkosh Osh&lt;br /&gt;
&lt;br /&gt;
 Ottawa(W)&lt;br /&gt;
 Jasper Jas&lt;br /&gt;
 Madawaska Mad&lt;br /&gt;
 Manotick Man&lt;br /&gt;
 Matawin Mat&lt;br /&gt;
 Windmill Wdl&lt;br /&gt;
 Vars Var&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Indians_Of_The_Great_Lakes&amp;diff=4535</id>
		<title>Indians Of The Great Lakes</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Indians_Of_The_Great_Lakes&amp;diff=4535"/>
		<updated>2020-08-14T00:25:50Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;variant webpage: [http://www.angelfire.com/mo2/GreatLakes/index.html http://www.angelfire.com/mo2/GreatLakes/index.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Indians_of_the_Great_Lakes.gif|thumb|850px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Variant Rules: ===&lt;br /&gt;
&lt;br /&gt;
The Tribes!&lt;br /&gt;
&lt;br /&gt;
*Algonquin(Light Blue)&lt;br /&gt;
**A Kio&lt;br /&gt;
**F Sha&lt;br /&gt;
**A Wah&lt;br /&gt;
*Erie(Yellow)&lt;br /&gt;
**F Ess&lt;br /&gt;
**A Ima&lt;br /&gt;
**A Tol&lt;br /&gt;
*Huron(Green)&lt;br /&gt;
**A Che&lt;br /&gt;
**A Nil&lt;br /&gt;
**F San&lt;br /&gt;
*Iroquois(Black)&lt;br /&gt;
**A Asw&lt;br /&gt;
**A Roc&lt;br /&gt;
**F Tus&lt;br /&gt;
*Kaskasia(Purple)&lt;br /&gt;
**A Kan&lt;br /&gt;
**F Sus&lt;br /&gt;
**A Wau&lt;br /&gt;
*Mississauga(Orange)&lt;br /&gt;
**A Kle&lt;br /&gt;
**F Osh&lt;br /&gt;
**A Tor&lt;br /&gt;
*Ojibwe(Red)&lt;br /&gt;
**A Cro&lt;br /&gt;
**A Sav&lt;br /&gt;
**F Why&lt;br /&gt;
*Ottawa(Brown)&lt;br /&gt;
**A Man&lt;br /&gt;
**A Mat&lt;br /&gt;
**F Var&lt;br /&gt;
*Potawatomi(Light Green)&lt;br /&gt;
**F Aet&lt;br /&gt;
**F Alc&lt;br /&gt;
**A Boy&lt;br /&gt;
&lt;br /&gt;
Province Names And Abbreviations&lt;br /&gt;
&lt;br /&gt;
 Algonquin(A)&lt;br /&gt;
 Kioskokwi Kio&lt;br /&gt;
 Klondyke Klo&lt;br /&gt;
 Mattawa Mta&lt;br /&gt;
 Shawanaga Sha&lt;br /&gt;
 Simcoe Sim&lt;br /&gt;
 Wahwashkesh Wah&lt;br /&gt;
&lt;br /&gt;
 Erie(E)&lt;br /&gt;
 Cass Cas&lt;br /&gt;
 Essex Ess&lt;br /&gt;
 Imalay Ima&lt;br /&gt;
 Lenawee Len&lt;br /&gt;
 Toledo Tol&lt;br /&gt;
&lt;br /&gt;
 Huron(H)&lt;br /&gt;
 Appin App&lt;br /&gt;
 Cheptow Che&lt;br /&gt;
 Nile Nil&lt;br /&gt;
 Sanilac San&lt;br /&gt;
 Sarnia Sar&lt;br /&gt;
&lt;br /&gt;
 Iroquois(I)&lt;br /&gt;
 Chenago Cho&lt;br /&gt;
 Ithaca Ith&lt;br /&gt;
 Niagra Nia&lt;br /&gt;
 Oswego Osw&lt;br /&gt;
 Rochester Roc&lt;br /&gt;
 Tuscarora Tus&lt;br /&gt;
 Wyalusing Wya&lt;br /&gt;
&lt;br /&gt;
 Kaskasia(K)&lt;br /&gt;
 Kankakee Kan&lt;br /&gt;
 Kegonsa Keg&lt;br /&gt;
 Sussex Sus&lt;br /&gt;
 Waukeska Wau&lt;br /&gt;
 Winamac Win&lt;br /&gt;
&lt;br /&gt;
 Mississauga(U)&lt;br /&gt;
 Buckhorn Buc&lt;br /&gt;
 Klemburg Kle&lt;br /&gt;
 Nottawasaga Not&lt;br /&gt;
 Oshawa Osh&lt;br /&gt;
 Selkirk Sel&lt;br /&gt;
 Toronto Tor&lt;br /&gt;
&lt;br /&gt;
 Ojibwa(J)&lt;br /&gt;
 Atikoken Ati&lt;br /&gt;
 Croix Cro&lt;br /&gt;
 Eau Galle EGa&lt;br /&gt;
 Nemadji Nem&lt;br /&gt;
 Savanna Sav&lt;br /&gt;
 Whyte Why&lt;br /&gt;
&lt;br /&gt;
 Otawatomi(T)&lt;br /&gt;
 Aetna Aet&lt;br /&gt;
 Alcona Alc&lt;br /&gt;
 Arenac Are&lt;br /&gt;
 Boyee Boy&lt;br /&gt;
 North Channel NCh&lt;br /&gt;
 Oshkosh Osh&lt;br /&gt;
&lt;br /&gt;
 Ottawa(W)&lt;br /&gt;
 Jasper Jas&lt;br /&gt;
 Madawaska Mad&lt;br /&gt;
 Manotick Man&lt;br /&gt;
 Matawin Mat&lt;br /&gt;
 Windmill Wdl&lt;br /&gt;
 Vars Var&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4534</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4534"/>
		<updated>2020-08-12T18:45:08Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. The standard rules of diplomacy apply. There are no impassible provinces, no provinces with multiple coasts, no land bridges, and no canal provinces. &lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRi.gif|frame|The game in Winter 379]] &lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
Connacht (Connachta) - black (C)&lt;br /&gt;
* Galway&lt;br /&gt;
* Roscommon&lt;br /&gt;
* Sligo&lt;br /&gt;
&lt;br /&gt;
Leinster (Laighin) - green (L)&lt;br /&gt;
* Kilkenny&lt;br /&gt;
* Wexford&lt;br /&gt;
* Wicklow&lt;br /&gt;
&lt;br /&gt;
Meath (Midhe) - blue (H)&lt;br /&gt;
* Dublin&lt;br /&gt;
* Drogheda&lt;br /&gt;
* Longford&lt;br /&gt;
&lt;br /&gt;
Munster (Mumhain) - yellow (N)&lt;br /&gt;
* Cashel&lt;br /&gt;
* Cork&lt;br /&gt;
* Limerick&lt;br /&gt;
&lt;br /&gt;
Ulster (Ulaidh) - red (U)&lt;br /&gt;
* Armagh&lt;br /&gt;
* Derry&lt;br /&gt;
* Downpatrick&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board areas for profit). I had considered establishing Viking outposts throughout Ireland, but this option will require changes to the map that take it away from the original version of the game. Nevertheless, the Viking-esque unit icons taken from the Stonehenge variant are meant as a nod to this lost power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go via Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done to make the game more accessible and realistic, with names that can be easily found on the modern map of Ireland. For those who wish to play with the original place names, a version is included in the files to copy, paste, and play.&lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRiProvinceMap.gif|frame|Province Map]]&lt;br /&gt;
&lt;br /&gt;
The original rules of Ard Rí may be viewed on the variant bank website: http://www.variantbank.org/results/rules/a/ard-ri.htm&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4533</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4533"/>
		<updated>2020-08-12T14:49:00Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 400, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. The standard rules of diplomacy apply. There are no impassible provinces, no provinces with multiple coasts, no land bridges, and no canal provinces. &lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRi.gif|frame|The game in Winter 379]] &lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
Connacht (Connachta) - black (C)&lt;br /&gt;
* Galway&lt;br /&gt;
* Roscommon&lt;br /&gt;
* Sligo&lt;br /&gt;
&lt;br /&gt;
Leinster (Laighin) - green (L)&lt;br /&gt;
* Kilkenny&lt;br /&gt;
* Wexford&lt;br /&gt;
* Wicklow&lt;br /&gt;
&lt;br /&gt;
Meath (Midhe) - blue (H)&lt;br /&gt;
* Dublin&lt;br /&gt;
* Drogheda&lt;br /&gt;
* Longford&lt;br /&gt;
&lt;br /&gt;
Munster (Mumhain) - yellow (N)&lt;br /&gt;
* Cashel&lt;br /&gt;
* Cork&lt;br /&gt;
* Limerick&lt;br /&gt;
&lt;br /&gt;
Ulster (Ulaidh) - red (U)&lt;br /&gt;
* Armagh&lt;br /&gt;
* Derry&lt;br /&gt;
* Downpatrick&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board areas for profit). I had considered establishing Viking outposts throughout Ireland, but this option will require changes to the map that take it away from the original version of the game. Nevertheless, the Viking-esque unit icons taken from the Stonehenge variant are meant as a nod to this lost power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go via Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done to make the game more accessible and realistic, with names that can be easily found on the modern map of Ireland. For those who wish to play with the original place names, a version is included in the files to copy, paste, and play.&lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRiProvinceMap.gif|frame|Province Map]]&lt;br /&gt;
&lt;br /&gt;
The original rules of Ard Rí may be viewed on the variant bank website: http://www.variantbank.org/results/rules/a/ard-ri.htm&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4532</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4532"/>
		<updated>2020-07-22T00:25:43Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. The standard rules of diplomacy apply. There are no impassible provinces, no provinces with multiple coasts, no land bridges, and no canal provinces. &lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRi.gif|frame|The game in Winter 379]] &lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
Connacht (Connachta) - black (C)&lt;br /&gt;
* Galway&lt;br /&gt;
* Roscommon&lt;br /&gt;
* Sligo&lt;br /&gt;
&lt;br /&gt;
Leinster (Laighin) - green (L)&lt;br /&gt;
* Kilkenny&lt;br /&gt;
* Wexford&lt;br /&gt;
* Wicklow&lt;br /&gt;
&lt;br /&gt;
Meath (Midhe) - blue (H)&lt;br /&gt;
* Dublin&lt;br /&gt;
* Drogheda&lt;br /&gt;
* Longford&lt;br /&gt;
&lt;br /&gt;
Munster (Mumhain) - yellow (N)&lt;br /&gt;
* Cashel&lt;br /&gt;
* Cork&lt;br /&gt;
* Limerick&lt;br /&gt;
&lt;br /&gt;
Ulster (Ulaidh) - red (U)&lt;br /&gt;
* Armagh&lt;br /&gt;
* Derry&lt;br /&gt;
* Downpatrick&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board areas for profit). I had considered establishing Viking outposts throughout Ireland, but this option will require changes to the map that take it away from the original version of the game. Nevertheless, the Viking-esque unit icons taken from the Stonehenge variant are meant as a nod to this lost power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go via Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done to make the game more accessible and realistic, with names that can be easily found on the modern map of Ireland. For those who wish to play with the original place names, a version is included in the files to copy, paste, and play.&lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRiProvinceMap.gif|frame|Province Map]]&lt;br /&gt;
&lt;br /&gt;
The original rules of Ard Rí may be viewed on the variant bank website: http://www.variantbank.org/results/rules/a/ard-ri.htm&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4531</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4531"/>
		<updated>2020-07-18T17:58:18Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. The standard rules of diplomacy apply. There are no impassible provinces, no provinces with multiple coasts, no land bridges, and no canal provinces. &lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRi.gif|frame|The game in Winter 379]] &lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
Connacht (Connachta) - black (C)&lt;br /&gt;
* Galway&lt;br /&gt;
* Roscommon&lt;br /&gt;
* Sligo&lt;br /&gt;
&lt;br /&gt;
Leinster (Laighin) - green (L)&lt;br /&gt;
* Kilkenny&lt;br /&gt;
* Wexford&lt;br /&gt;
* Wicklow&lt;br /&gt;
&lt;br /&gt;
Meath (Midhe) - blue (H)&lt;br /&gt;
* Dublin&lt;br /&gt;
* Drogheda&lt;br /&gt;
* Longford&lt;br /&gt;
&lt;br /&gt;
Munster (Mumhain) - yellow (N)&lt;br /&gt;
* Cashel&lt;br /&gt;
* Cork&lt;br /&gt;
* Limerick&lt;br /&gt;
&lt;br /&gt;
Ulster (Ulaidh) - red (U)&lt;br /&gt;
* Armagh&lt;br /&gt;
* Derry&lt;br /&gt;
* Downpatrick&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board areas for profit). I had considered establishing Viking outposts throughout Ireland, but this option will require changes to the map that take it away from the original version of the game. Nevertheless, the Viking-esque unit icons taken from the Stonehenge variant are meant as a nod to this lost power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go via Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done to make the game more accessible and realistic, with names that can be easily found on the modern map of Ireland. For those who wish to play with the original place names, a version is included in the files to copy, paste, and play.&lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRiProvinceMap.gif|frame|Province Map]]&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:ArdRiProvinceMap.gif&amp;diff=4530</id>
		<title>File:ArdRiProvinceMap.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:ArdRiProvinceMap.gif&amp;diff=4530"/>
		<updated>2020-07-18T14:54:17Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: uploaded a new version of &amp;quot;Image:ArdRiProvinceMap.gif&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map for Ard Rí variant with province names&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4529</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4529"/>
		<updated>2020-07-17T18:25:14Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020 by Eamon John Driscoll.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. &lt;br /&gt;
&lt;br /&gt;
[[Image:ArdRi.gif|frame|The game in Winter 379]] [[Image:ArdRiProvinceMap.gif|frame|Province Map]]&lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
Connacht (Connachta) - black (C)&lt;br /&gt;
* Galway&lt;br /&gt;
* Roscommon&lt;br /&gt;
* Sligo&lt;br /&gt;
&lt;br /&gt;
Leinster (Laighin) - green (L)&lt;br /&gt;
* Kilkenny&lt;br /&gt;
* Wexford&lt;br /&gt;
* Wicklow&lt;br /&gt;
&lt;br /&gt;
Meath (Midhe) - blue (H)&lt;br /&gt;
* Dublin&lt;br /&gt;
* Drogheda&lt;br /&gt;
* Longford&lt;br /&gt;
&lt;br /&gt;
Munster (Mumhain) - yellow (N)&lt;br /&gt;
* Cashel&lt;br /&gt;
* Cork&lt;br /&gt;
* Limerick&lt;br /&gt;
&lt;br /&gt;
Ulster (Ulaidh) - red (U)&lt;br /&gt;
* Armagh&lt;br /&gt;
* Derry&lt;br /&gt;
* Downpatrick&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude &lt;br /&gt;
both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board &lt;br /&gt;
areas for profit). I have considered establishing Viking outposts throughout &lt;br /&gt;
Ireland, but this option will require changes to the map that take it away &lt;br /&gt;
from the original version of the game. Nevertheless, the Viking-esque unit &lt;br /&gt;
icons taken from the Stonehenge variant are meant as a nod to this lost &lt;br /&gt;
power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go through &lt;br /&gt;
Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done to make the game more &lt;br /&gt;
accessible and realistic, with names that can be easily found on the modern map of Ireland. For those who wish to play with the original place names, a version is included in the files to copy, paste, and play.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:ArdRiProvinceMap.gif&amp;diff=4528</id>
		<title>File:ArdRiProvinceMap.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:ArdRiProvinceMap.gif&amp;diff=4528"/>
		<updated>2020-07-17T18:18:13Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Map for Ard Rí variant with province names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map for Ard Rí variant with province names&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=File:ArdRi.gif&amp;diff=4527</id>
		<title>File:ArdRi.gif</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=File:ArdRi.gif&amp;diff=4527"/>
		<updated>2020-07-17T18:17:28Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Winter 379 map for Ard Rí variant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Winter 379 map for Ard Rí variant&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Variants_by_Subject&amp;diff=4526</id>
		<title>Variants by Subject</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Variants_by_Subject&amp;diff=4526"/>
		<updated>2020-07-17T16:21:31Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Variants]] ordered by subject or topic.&lt;br /&gt;
&lt;br /&gt;
== Historical ==&lt;br /&gt;
Sorted by starting year. Where area isn't basically Europe, noted.&lt;br /&gt;
* [[Aegean]] 475 BC, surrounding Aegean Sea&lt;br /&gt;
* [[Warring States v2]] 450 BC China&lt;br /&gt;
* [[Mandate Of Heaven]] 369 BC China&lt;br /&gt;
* [[Classical]] 270 BC&lt;br /&gt;
* [[Ancient World]] 220 BC&lt;br /&gt;
* [[Ancient Mediterranean]] 1, surrounding Mediterranean&lt;br /&gt;
* [[Ard Rí]], 379 Ireland&lt;br /&gt;
* [[Imperium]] 401&lt;br /&gt;
* [[Excalibur]] 450 Britain&lt;br /&gt;
* [[Heptarchy IV]] 651 Britain&lt;br /&gt;
* [[Dark Ages]] 825 surrounding North Sea&lt;br /&gt;
* [[Known World 901]] 901 Europe, Asia, Africa&lt;br /&gt;
* [[Crusades]] 1200&lt;br /&gt;
* [[Medieval]] 1411&lt;br /&gt;
* [[Hundred]] 1425 England and France&lt;br /&gt;
* [[Renaissance]] 1454&lt;br /&gt;
* [[Machiavelli]] 1454 Italy and surrounding&lt;br /&gt;
* [[Game Of The Clans III]] 1491 Scotland&lt;br /&gt;
* [[Indians Of The Great Lakes]] 1500? Great Lakes North America&lt;br /&gt;
* [[Conquest Of The Americas]] 1501 North and South America&lt;br /&gt;
* [[Maharajah]] 1501 India and surrounding&lt;br /&gt;
* [[1600]]&lt;br /&gt;
* [[1648]]&lt;br /&gt;
* [[1720]]&lt;br /&gt;
* [[Ambition and Empire]] 1763&lt;br /&gt;
* [[Imperial1841]] 1841 World&lt;br /&gt;
* [[1847]], Germany&lt;br /&gt;
* [[Balkans1860]] 1860 Italy to Turkey&lt;br /&gt;
* [[Imperial]] 1861 World&lt;br /&gt;
* [[Colonial]] 1870 Asia&lt;br /&gt;
* [[1885]]&lt;br /&gt;
* [[1897]]&lt;br /&gt;
* [[1898]]&lt;br /&gt;
* [[1900]]&lt;br /&gt;
* [[Canton]] 1900 Asia&lt;br /&gt;
* [[Fleet Rome]] 1900 standard with a fleet in Rome&lt;br /&gt;
* [[Milan]] 1900 moves Venice SC to Milan&lt;br /&gt;
* [[1913]]&lt;br /&gt;
* [[Abstraction2]] 1914&lt;br /&gt;
* [[Balkan]] 1915 Balkans&lt;br /&gt;
* [[1926]]&lt;br /&gt;
* [[1936 v1.1]]&lt;br /&gt;
* [[1936 v1.3]]&lt;br /&gt;
* [[1939]]&lt;br /&gt;
* [[Blitzkrieg]] 1939&lt;br /&gt;
* [[Cold War]] world&lt;br /&gt;
* [[Arab]] 1990 Middle East and Persian Gulf&lt;br /&gt;
* [[Modern]] 1994&lt;br /&gt;
* [[Baltic]] 1997 surrounding Baltic Sea&lt;br /&gt;
* [[Karibik]] 2000 surrounding Caribbean&lt;br /&gt;
* [[Jihad]] 2000 Middle East&lt;br /&gt;
* [[Chicago]] 2000 Chicago&lt;br /&gt;
* [[Arctic]] 2010 surrounding Arctic Ocean&lt;br /&gt;
* [[Global Diplomacy]] 2101 World&lt;br /&gt;
* [[World War IV]] World new powers&lt;br /&gt;
&lt;br /&gt;
== Fantasy ==&lt;br /&gt;
(alphabetical)&lt;br /&gt;
* [[Aberration]] 1900 Europe, ahistorical powers&lt;br /&gt;
* [[Asia]] Asia, almost no historical basis&lt;br /&gt;
* [[Babylon 5]] 2260 space&lt;br /&gt;
* [[Colonia VIIb]] world, 1900 with ahistorical colonies&lt;br /&gt;
* [[Fall Of The American Empire]] 2001 North America&lt;br /&gt;
* [[Haven]]&lt;br /&gt;
* [[Hardbop Downfall]] Middle Earth&lt;br /&gt;
* [[Middle Earth]] Middle Earth&lt;br /&gt;
&lt;br /&gt;
== Abstract standard map ==&lt;br /&gt;
(alphabetical)&lt;br /&gt;
* [[7 Island]] 7 supply centers on islands&lt;br /&gt;
* [[Anarchy]] random home areas&lt;br /&gt;
* [[Black Hole]] provinces disappear&lt;br /&gt;
* [[Britain]] England starts with 6 armies&lt;br /&gt;
* [[Catspaw]] write orders for neutral units&lt;br /&gt;
* [[Chaos]] 1 player per SC&lt;br /&gt;
* [[CivDip]] 1 SC start, can only see neighbours&lt;br /&gt;
* [[Crowded]] new neutral powers&lt;br /&gt;
* [[Crystal Ball]] write orders turn in advance&lt;br /&gt;
* [[Deluge]] provinces flood&lt;br /&gt;
* [[Diplowinn]] countries have fewer units over time&lt;br /&gt;
* [[Double Diplomacy]] two players per country&lt;br /&gt;
* [[Engineer]] new units and rules&lt;br /&gt;
* [[Fog of War]] limited visibility&lt;br /&gt;
* [[Intimate Diplomacy]] 2 players, mercenary neutral countries&lt;br /&gt;
* [[Layered]] 2 stacked maps&lt;br /&gt;
* [[League of Shadows]] add Mafia parlour game&lt;br /&gt;
* [[Multiple Void]] no countries, just colors&lt;br /&gt;
* [[Multiplicity]] merge units&lt;br /&gt;
&lt;br /&gt;
== Abstract non-standard map ==&lt;br /&gt;
* [[Chromatic]] 5 Italies&lt;br /&gt;
* [[Duo]] 2 player symmetrical&lt;br /&gt;
* [[Loeb9]] Add Spain and Norway players&lt;br /&gt;
* [[Migraine]] 8 player symmetrical&lt;br /&gt;
* [[World Map]] The whole world&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=WorldDipCon&amp;diff=4525</id>
		<title>WorldDipCon</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=WorldDipCon&amp;diff=4525"/>
		<updated>2020-07-17T16:09:32Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== WorldDipCon ==&lt;br /&gt;
During the 1970s, there were very few [[Diplomacy]] tournaments outside North America. At that time, the winner of the tournament held at American DipCon was considered by the North American players as a world champion of [[Diplomacy]].&lt;br /&gt;
&lt;br /&gt;
The WorldDipCon (World Diplomacy Convention) was created in 1988 and the winner of the tournament held at this convention becomes the world champion of [[Diplomacy]].&lt;br /&gt;
&lt;br /&gt;
The players taking the top three places in each WorldDipCon tournament are listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Year&lt;br /&gt;
! Host City&lt;br /&gt;
! Host Country&lt;br /&gt;
! World Champion&lt;br /&gt;
! Second&lt;br /&gt;
! Third&lt;br /&gt;
|-&lt;br /&gt;
| 1988 || Birmingham || GBR || GBR Phil Day || GBR Matt MacVeigh || GBR Jim Mills&lt;br /&gt;
|-&lt;br /&gt;
| 1990 || Chapel Hill, NC || USA || USA Jason Bergmann || USA Jeff Bohner || USA Steve Cooley&lt;br /&gt;
|-&lt;br /&gt;
| 1992 || Canberra || AUS || AUS Steve Gould || AUS Eric Roche || FRA Bruno-André Giraudon&lt;br /&gt;
|-&lt;br /&gt;
| 1994 || Birmingham || GBR || FRA Pascal Montagna || FRA Stéphane Gentric || FRA Bruno-André Giraudon&lt;br /&gt;
|-&lt;br /&gt;
| 1995 || Paris || FRA || FRA Bruno-André Giraudon || POR Antonio Ribeiro da Silva || FRA Thomas Sebeyran&lt;br /&gt;
|-&lt;br /&gt;
| 1996 || Columbus, OH || USA || USA Pitt Crandlemire || SWE Leif Bergman || SWE Björn von Knorring&lt;br /&gt;
|-&lt;br /&gt;
| 1997 || Gothenburg || SWE || FRA Cyrille Sevin || SWE Roger Edblom || NOR Borger Borgersen&lt;br /&gt;
|-&lt;br /&gt;
| 1998 || Chapel Hill, NC || USA || USA Chris Martin || USA John Quarto-von-Tivadar || USA Mark Fassio&lt;br /&gt;
|-&lt;br /&gt;
| 1999 || Namur || BEL || SWE Christian Dreyer || SWE Leif Bergman || GBR Ivan Woodward&lt;br /&gt;
|-&lt;br /&gt;
| 2000 || Hunt Valley, MD || USA || GBR Simon Bouton || IRL Brian Dennehy || USA Matthew Shields&lt;br /&gt;
|-&lt;br /&gt;
| 2001 || Paris || FRA || FRA Cyrille Sevin || IRL Brian Dennehy || GBR Chetan Radia&lt;br /&gt;
|-&lt;br /&gt;
| 2002 || Canberra || AUS || AUS Rob Stephenson || NZL Grant Steel || FRA Yann Clouet&lt;br /&gt;
|-&lt;br /&gt;
| 2003 || Denver, CO || USA || FRA Vincent Carry || USA Edward Hawthorne || NOR Frank Johansen&lt;br /&gt;
|-&lt;br /&gt;
| 2004 || Birmingham || GBR || FRA Yann Clouet || NED André Kooy || FRA Cyrille Sevin&lt;br /&gt;
|-&lt;br /&gt;
| 2005 || Washington, DC || USA || NOR Frank Johansen || USA Tom Kobrin || USA [[Edi Birsan]]&lt;br /&gt;
|-&lt;br /&gt;
| 2006 || Berlin || GER || FRA Nicolas Sahuguet || FRA Cyrille Sevin || FRA Yann Clouet&lt;br /&gt;
|-&lt;br /&gt;
| 2007 || Vancouver, BC || CAN || USA Doug Moore || USA Jake Mannix || USA Mark Zoffel&lt;br /&gt;
|-&lt;br /&gt;
| 2008 || Lockenhaus || AUT || GER Julian Ziesing || FRA Cyrille Sevin || GER Daniel Leinich&lt;br /&gt;
|-&lt;br /&gt;
| 2009 || Columbus, OH || USA || AUS Andrew Goff || GBR Daniel Lester || USA Jim O’Kelley&lt;br /&gt;
|-&lt;br /&gt;
| 2010 || The Hague || NLD || FRA Gwen Maggi || GER Igor Kurt || FRA Xavier Blanchot&lt;br /&gt;
|-&lt;br /&gt;
| 2011 || Sydney || AUS || AUS Andrew Goff || AUS Grant Steel || IRL Liam Cosgrave &lt;br /&gt;
|-&lt;br /&gt;
| 2012 || Chicago, IL || USA || USA Michael Binder || USA Don Scheifler || USA Matt Shields&lt;br /&gt;
|-&lt;br /&gt;
| 2013 || Paris || FRA || FRA Cyrille Sevin || GBR Toby Harris || FRA Gwen Maggi &lt;br /&gt;
|-&lt;br /&gt;
| 2014 || Chapel Hill, NC || USA || USA Thomas Haver || GBR Daniel Lester || GER Phil Weissert&lt;br /&gt;
|-&lt;br /&gt;
| 2015 || Milan || ITA || GBR Toby Harris || FRA/ESP Rubén Sanchez Garcia Luengo de Madrid || USA Thomas Haver&lt;br /&gt;
|-&lt;br /&gt;
| 2016 || Chicago, IL || USA || CAN/GBR Chris Brand || USA Doug Moore || AUS Andrew Goff&lt;br /&gt;
|-&lt;br /&gt;
| 2017 || Oxford || GBR || USA Doug Moore || AUT Marvin Fried || CAN Tanya Gill &lt;br /&gt;
|-&lt;br /&gt;
| 2018 || Washington, DC || USA || AUS Andrew Goff || USA Doug Moore || USA Ada Sigal&lt;br /&gt;
|-&lt;br /&gt;
| 2019 || Marseilles || FRA || FRA Gwen Maggi || AUS Andrew Goff || SUI Christophe Borgeat&lt;br /&gt;
|-&lt;br /&gt;
| 2020 || Dover, VT || USA || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2021 || Bangkok || THA || || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Tournament]]&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4524</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4524"/>
		<updated>2020-07-16T13:25:53Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020 by Eamon John Driscoll.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
Connacht (Connachta) - black (C)&lt;br /&gt;
* Galway&lt;br /&gt;
* Roscommon&lt;br /&gt;
* Sligo&lt;br /&gt;
&lt;br /&gt;
Leinster (Laighin) - green (L)&lt;br /&gt;
* Kilkenny&lt;br /&gt;
* Wexford&lt;br /&gt;
* Wicklow&lt;br /&gt;
&lt;br /&gt;
Meath (Midhe) - blue (H)&lt;br /&gt;
* Dublin&lt;br /&gt;
* Drogheda&lt;br /&gt;
* Longford&lt;br /&gt;
&lt;br /&gt;
Munster (Mumhain) - yellow (N)&lt;br /&gt;
* Cashel&lt;br /&gt;
* Cork&lt;br /&gt;
* Limerick&lt;br /&gt;
&lt;br /&gt;
Ulster (Ulaidh) - red (U)&lt;br /&gt;
* Armagh&lt;br /&gt;
* Derry&lt;br /&gt;
* Downpatrick&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude &lt;br /&gt;
both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board &lt;br /&gt;
areas for profit). I have considered establishing Viking outposts throughout &lt;br /&gt;
Ireland, but this option will require changes to the map that take it away &lt;br /&gt;
from the original version of the game. Nevertheless, the Viking-esque unit &lt;br /&gt;
icons taken from the Stonehenge variant are meant as a nod to this lost &lt;br /&gt;
power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go through &lt;br /&gt;
Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done to make the game more &lt;br /&gt;
accessible and realistic, with names that can be easily found on the modern map of Ireland. For those who wish to play with the original place names, a version is included in the files to copy, paste, and play.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4523</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4523"/>
		<updated>2020-07-16T04:33:33Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020 by Eamon John Driscoll.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
Connacht (Connachta) - black (C)&lt;br /&gt;
* Galway&lt;br /&gt;
* Roscommon&lt;br /&gt;
* Sligo&lt;br /&gt;
Leinster (Laighin) - green (L)&lt;br /&gt;
* Kilkenny&lt;br /&gt;
* Wexford&lt;br /&gt;
* Wicklow&lt;br /&gt;
&lt;br /&gt;
Meath (Midhe) - blue (H)&lt;br /&gt;
* Dublin&lt;br /&gt;
* Drogheda&lt;br /&gt;
* Longford&lt;br /&gt;
&lt;br /&gt;
Munster (Mumhain) - yellow (N)&lt;br /&gt;
* Cashel&lt;br /&gt;
* Cork&lt;br /&gt;
* Limerick&lt;br /&gt;
&lt;br /&gt;
Ulster (Ulaidh) - red (U)&lt;br /&gt;
* Armagh&lt;br /&gt;
* Derry&lt;br /&gt;
* Downpatrick&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude &lt;br /&gt;
both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board &lt;br /&gt;
areas for profit). I have considered establishing Viking outposts throughout &lt;br /&gt;
Ireland, but this option will require changes to the map that take it away &lt;br /&gt;
from the original version of the game. Nevertheless, the Viking-esque unit &lt;br /&gt;
icons taken from the Stonehenge variant are meant as a nod to this lost &lt;br /&gt;
power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go through &lt;br /&gt;
Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done in part to make the game more &lt;br /&gt;
accessible and realistic, but also because the original names seemed to have &lt;br /&gt;
very little basis in geographic reality. Some were accurate, but most were &lt;br /&gt;
not and quite a few seemed to be not geographic at all. For those who wish to &lt;br /&gt;
play with the original place names, a version is included in the files to &lt;br /&gt;
copy, paste, and play.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4522</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4522"/>
		<updated>2020-07-16T04:32:13Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020 by Eamon John Driscoll.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
Connacht (Connachta) - black (C)&lt;br /&gt;
Galway, Roscommon, Sligo&lt;br /&gt;
&lt;br /&gt;
Leinster (Laighin) - green (L)&lt;br /&gt;
Kilkenny, Wexford, Wicklow&lt;br /&gt;
&lt;br /&gt;
Meath (Midhe) - blue (H)&lt;br /&gt;
Dublin, Drogheda, Longford&lt;br /&gt;
&lt;br /&gt;
Munster (Mumhain) - yellow (N)&lt;br /&gt;
Cashel, Cork, Limerick&lt;br /&gt;
&lt;br /&gt;
Ulster (Ulaidh) - red (U)&lt;br /&gt;
Armagh, Derry, Downpatrick&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude &lt;br /&gt;
both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board &lt;br /&gt;
areas for profit). I have considered establishing Viking outposts throughout &lt;br /&gt;
Ireland, but this option will require changes to the map that take it away &lt;br /&gt;
from the original version of the game. Nevertheless, the Viking-esque unit &lt;br /&gt;
icons taken from the Stonehenge variant are meant as a nod to this lost &lt;br /&gt;
power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go through &lt;br /&gt;
Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done in part to make the game more &lt;br /&gt;
accessible and realistic, but also because the original names seemed to have &lt;br /&gt;
very little basis in geographic reality. Some were accurate, but most were &lt;br /&gt;
not and quite a few seemed to be not geographic at all. For those who wish to &lt;br /&gt;
play with the original place names, a version is included in the files to &lt;br /&gt;
copy, paste, and play.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4521</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4521"/>
		<updated>2020-07-16T01:02:42Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020 by Eamon John Driscoll.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. &lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
&lt;br /&gt;
C: Connacht (Connachta) - black&lt;br /&gt;
&lt;br /&gt;
L: Leinster (Laighin) - green&lt;br /&gt;
&lt;br /&gt;
H: Meath (Midhe) - blue&lt;br /&gt;
&lt;br /&gt;
N: Munster (Mumhain) - yellow&lt;br /&gt;
&lt;br /&gt;
U: Ulster (Ulaidh) - red&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude &lt;br /&gt;
both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board &lt;br /&gt;
areas for profit). I have considered establishing Viking outposts throughout &lt;br /&gt;
Ireland, but this option will require changes to the map that take it away &lt;br /&gt;
from the original version of the game. Nevertheless, the Viking-esque unit &lt;br /&gt;
icons taken from the Stonehenge variant are meant as a nod to this lost &lt;br /&gt;
power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go through &lt;br /&gt;
Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done in part to make the game more &lt;br /&gt;
accessible and realistic, but also because the original names seemed to have &lt;br /&gt;
very little basis in geographic reality. Some were accurate, but most were &lt;br /&gt;
not and quite a few seemed to be not geographic at all. For those who wish to &lt;br /&gt;
play with the original place names, a version is included in the files to &lt;br /&gt;
copy, paste, and play.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4520</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4520"/>
		<updated>2020-07-16T01:02:19Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ard Rí means &amp;quot;High King&amp;quot; in Irish, and this variant represents the struggle &lt;br /&gt;
of Irish feudal lords and chieftains to be crowned High King of Ireland. It &lt;br /&gt;
was created in 1996 by Stuart John Bernard and published by Stupendous Games &lt;br /&gt;
before apparently being lost to time. The variant was revived and adapted for &lt;br /&gt;
Realpolitik in 2020 by Eamon John Driscoll.&lt;br /&gt;
&lt;br /&gt;
Ard Rí begins in Winter 379, allowing the players to select their own &lt;br /&gt;
starting units.  There are fifteen (15) supply centres on the board, of which &lt;br /&gt;
none are neutral.  To win the game, a power must control eight (8) centres. &lt;br /&gt;
&lt;br /&gt;
This is a five-player variant.  The powers are:&lt;br /&gt;
C: Connacht (Connachta) - black&lt;br /&gt;
L: Leinster (Laighin) - green&lt;br /&gt;
H: Meath (Midhe) - blue&lt;br /&gt;
N: Munster (Mumhain) - yellow&lt;br /&gt;
U: Ulster (Ulaidh) - red&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the Realpolitik programme, it was necessary to exclude &lt;br /&gt;
both the optional Viking power and the &amp;quot;raiding&amp;quot; action (attacking off-board &lt;br /&gt;
areas for profit). I have considered establishing Viking outposts throughout &lt;br /&gt;
Ireland, but this option will require changes to the map that take it away &lt;br /&gt;
from the original version of the game. Nevertheless, the Viking-esque unit &lt;br /&gt;
icons taken from the Stonehenge variant are meant as a nod to this lost &lt;br /&gt;
power. &lt;br /&gt;
&lt;br /&gt;
One change was made to the map from the original version. This was to give &lt;br /&gt;
Waterford and Kilkenny a border, taking it away from Cashel and Wexford. &lt;br /&gt;
Previously, it had been too easy for Leinster to build two armies &lt;br /&gt;
straightaway and grab Cashel without resistance. &lt;br /&gt;
&lt;br /&gt;
Also important to note on the map is that Limerick is a coastal center, &lt;br /&gt;
bordering Shannon Estuary. Thus Clare and Kerry are separated and units &lt;br /&gt;
wishing to travel between them must either be convoyed or go through &lt;br /&gt;
Limerick.  &lt;br /&gt;
&lt;br /&gt;
When adapting Ard Rí, province names were changed to their familiar modern &lt;br /&gt;
English-language place names. This was done in part to make the game more &lt;br /&gt;
accessible and realistic, but also because the original names seemed to have &lt;br /&gt;
very little basis in geographic reality. Some were accurate, but most were &lt;br /&gt;
not and quite a few seemed to be not geographic at all. For those who wish to &lt;br /&gt;
play with the original place names, a version is included in the files to &lt;br /&gt;
copy, paste, and play.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4519</id>
		<title></title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=Ard_R%ED&amp;diff=4519"/>
		<updated>2020-07-15T16:11:50Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: New page: This page is under construction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is under construction.&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
	<entry>
		<id>http://www.dipwiki.com/index.php?title=0_to_D_Variant_Names&amp;diff=4518</id>
		<title>0 to D Variant Names</title>
		<link rel="alternate" type="text/html" href="http://www.dipwiki.com/index.php?title=0_to_D_Variant_Names&amp;diff=4518"/>
		<updated>2020-07-15T14:22:07Z</updated>

		<summary type="html">&lt;p&gt;Eamon J Driscoll: Adding Ard Rí link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[1600]]&lt;br /&gt;
* [[1648 v30]]&lt;br /&gt;
* [[1648 v33]]&lt;br /&gt;
* [[1648 v35]]&lt;br /&gt;
* [[1648 v3.7]]&lt;br /&gt;
* [[1648 v4.3]]&lt;br /&gt;
* [[1648 v4.4]]&lt;br /&gt;
* [[1648 v4.6]]&lt;br /&gt;
* [[1648 v4.8]]&lt;br /&gt;
* [[1648 v4.9]]&lt;br /&gt;
* [[1648 v5.0]]&lt;br /&gt;
* [[1648 v5.1]]&lt;br /&gt;
* [[1648 v5.5]]&lt;br /&gt;
* [[1648 v5.6]]&lt;br /&gt;
* [[1648 v5.7]]&lt;br /&gt;
* [[1648 v5.8]]&lt;br /&gt;
* [[1648 v6.5]]&lt;br /&gt;
* [[1648 v7.3]]&lt;br /&gt;
* [[1648 v7.5]]&lt;br /&gt;
* [[1648 v7.6]]&lt;br /&gt;
* [[1648 v8.2]]&lt;br /&gt;
* [[1648 v8.4]]&lt;br /&gt;
* [[1648 v8.5]]&lt;br /&gt;
* [[1648 v8.6]]&lt;br /&gt;
* [[1648 v8.8]]&lt;br /&gt;
* [[1648 v8.9]]&lt;br /&gt;
* [[1720]]&lt;br /&gt;
* [[1847]]&lt;br /&gt;
* [[1885]]&lt;br /&gt;
* [[1897]]&lt;br /&gt;
* [[1898]]&lt;br /&gt;
* [[1900]]&lt;br /&gt;
* [[1913]]&lt;br /&gt;
* [[1926]]&lt;br /&gt;
* [[1936 v1.1]]&lt;br /&gt;
* [[1936 v1.3]]&lt;br /&gt;
* [[1936 v1.5]]&lt;br /&gt;
* [[1936 v1.7]]&lt;br /&gt;
* [[1936 v2.0]]&lt;br /&gt;
* [[1936 v2.2]]&lt;br /&gt;
* [[1936 v2.5]]&lt;br /&gt;
* [[1936 v2.6]]&lt;br /&gt;
* [[1936 v2.9]]&lt;br /&gt;
* [[1936 v3.3]]&lt;br /&gt;
* [[1936 v3.4]]&lt;br /&gt;
* [[1936 v3.5]]&lt;br /&gt;
* [[1936 v3.6]]&lt;br /&gt;
* [[1939]]&lt;br /&gt;
* 1939.Blitzkrieg, see: [[Blitzkrieg]]&lt;br /&gt;
* [[30JK Diplomacy]] (30 years war)&lt;br /&gt;
* [[7 Island]]&lt;br /&gt;
* [[Aberration]] &lt;br /&gt;
* [[Abstraction2]]&lt;br /&gt;
* [[Aegean]]&lt;br /&gt;
* [[African Diplomacy]] (I and II)&lt;br /&gt;
* [[African Riots]]&lt;br /&gt;
* [[Ambition and Empire]]&lt;br /&gt;
* Americas, see: [[War in the Americas]] &lt;br /&gt;
* [[Anarchy]]&lt;br /&gt;
* [[Ancient Mediterranean]]&lt;br /&gt;
* [[Ancient World]]&lt;br /&gt;
* [[Aotearoa]]&lt;br /&gt;
* [[Arctic]]&lt;br /&gt;
* [[Arab]]&lt;br /&gt;
* [[Ard Rí]]&lt;br /&gt;
* [[Asia]]&lt;br /&gt;
* [[Babylon 5]]&lt;br /&gt;
* [[Balkan]]&lt;br /&gt;
* [[Balkans1860]]&lt;br /&gt;
* [[Balkan War]]&lt;br /&gt;
* [[Baltic]]&lt;br /&gt;
* [[Black Hole]] (3 variations)&lt;br /&gt;
* [[Blitzkrieg]]&lt;br /&gt;
* [[Bourse]]&lt;br /&gt;
* [[Britain]]&lt;br /&gt;
* [[Canton]]&lt;br /&gt;
* [[Canton 3]]&lt;br /&gt;
* [[Catspaw]]&lt;br /&gt;
* [[Chaos]]&lt;br /&gt;
* [[ChessDip]]&lt;br /&gt;
* [[Chicago]]&lt;br /&gt;
* [[Chromatic]]&lt;br /&gt;
* [[CivDip|Civilization Diplomacy]]&lt;br /&gt;
* [[Classical]]&lt;br /&gt;
* [[Cold War]]&lt;br /&gt;
* [[Colonia VIIb]]&lt;br /&gt;
* [[Colonial]]&lt;br /&gt;
* [[Confederate]]&lt;br /&gt;
* [[Congress of Vienna]]&lt;br /&gt;
* [[Conquest Of The Americas]]&lt;br /&gt;
* [[Consolidation 1865]]&lt;br /&gt;
* [[Crisis]]&lt;br /&gt;
* [[Crowded]]&lt;br /&gt;
* [[Crusades]]&lt;br /&gt;
* [[Crystal Ball]]&lt;br /&gt;
* [[Dark Ages]]&lt;br /&gt;
* [[Deluge]]&lt;br /&gt;
* [[Deutsches Reich 1871]]&lt;br /&gt;
* [[Diplomyddiaeth Gymreig]]&lt;br /&gt;
* [[Diplowinn]]&lt;br /&gt;
* [[Double Diplomacy]]&lt;br /&gt;
* [[Duo]]&lt;br /&gt;
&lt;br /&gt;
'''Other Variants:'''&lt;br /&gt;
* [[Build Variations]]&lt;br /&gt;
* [[E to L Variant Names]]&lt;br /&gt;
* [[M to S Variant Names]]&lt;br /&gt;
* [[T to Z Variant Names]]&lt;br /&gt;
* [[Variants by Subject]]&lt;/div&gt;</summary>
		<author><name>Eamon J Driscoll</name></author>
	</entry>
</feed>