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'''EUROPE 1615:  VERSION 3'''
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http://www.dipwiki.com/index.php?title=Europe_1615:_Prelude_to_War
 
 
A DIPLOMACY VARIANT
 
 
 
by Matthew Medeiros
 
 
 
 
 
[Play-testers needed!  Currently recruiting players at www.diplomaticcorp.com under Open Games (select Games > Open Games in the main menu).  Any comments or questions please write to medeiros412@aim.com.  Thank you.]
 
 
 
 
 
 
 
=INTRODUCTION=
 
 
 
 
 
The Europe 1615 Diplomacy variant allows players to take the reins of one of the great powers of the time:  Austria, France, Spain, England, and Denmark.  During the game, players deploy influence points (INFs) and orders to secure political and/or religious authority over the minor states and their units.    Victory is measured by the gain of victory points (VPs) from the capture of centers and from alignments.  Game begins in 1615. 
 
 
 
Standard 5th Edition rules of Diplomacy apply with modifications as described below.
 
 
 
 
 
 
 
 
 
=PHASES OF THE GAME YEAR=
 
 
 
 
 
1- Initial Status Check
 
 
 
2- Spring Movement and Retreat Phase
 
 
 
3- Summer Movement and Retreat Phase
 
 
 
4- Fall Movement and Retreat Phase
 
 
 
5- Early Winter Adjustment Phase (Required Disbands)
 
 
 
6- Late Winter Adjustment Phase (Build Phase)
 
 
 
7- Scoring Phase
 
 
 
=INFLUENCE=
 
 
 
 
 
==Deployment of influence with submission of orders==
 
 
 
Each power receives influence points (INFs) at the beginning of each year to distribute to the minor states with (or without) orders.
 
 
 
 
 
==INFs available/allocated per year==
 
 
 
 
 
'''Protestant powers:'''
 
 
 
England = 17
 
 
 
Denmark = 18
 
 
 
 
 
'''Catholic powers:'''
 
 
 
Spain = 23
 
 
 
France = 21
 
 
 
Austria = 18
 
 
 
 
 
'''Writing the orders:''' Example of the format for the submission of the INF deployment list and orders is as follows:
 
 
 
 
 
FRANCE (EXAMPLE SUBMISSION):
 
 
 
 
 
 
 
9: WUR
 
 
 
3: RHI
 
 
 
1: LOWR
 
 
 
5: LOR
 
 
 
5: SAV
 
 
 
 
 
 
 
NORM S PAR-CHA
 
 
 
PAR-CHA
 
 
 
BRIT HOLD
 
 
 
PRO S SAV HOLD
 
 
 
 
 
 
 
SAV HOLD
 
 
 
WUR HOLD
 
 
 
RHI HOLD
 
 
 
BRU S SAX HOLD
 
 
 
LOR S PAR-CHA
 
 
 
 
 
 
 
In the above example,  France decides to deploy all INFs in the phase as follows: 9 INFs to Wuerttemburg (WUR), 3 INFs to the Rhineland (RHI), 1 INFs to Lower Saxony (LOWR), 5 INFs to the Lorraine (LOR), and 5 INFs to Savoy (SAV).  In addition to submitting orders for French units, France submits orders to the units in the minor states where the INFs will be deployed to.  Powers need not deploy all INFs in the first phase, but can spread out those deployments in subsequent phases.  INFs will continue to accumulate in the minor states with each deployment dictating the status of the state.  Any unused INFs do not carry forward into the next year, and players cannot deploy more than the available INFs for the year. 
 
 
 
 
 
==Pliant minor states==
 
 
 
A listing of the minor states that may be influenced is given below. 
 
 
 
'''List of Pliant Minor States'''
 
 
 
[[Image:minor_v28.jpg]]
 
 
 
'''Note:''' The Catholic powers, only, may deploy INFs & submit orders to the Papal States (PAPL) which consists of the provinces of Rome (ROM) and the Marche (MAR).    Lower Saxony consists of two provinces: Bremen and Brunswick-Lunenburg (BRU).  Brandenburg consists of two provinces: Brandenburg (BRA) and Pomerania (POM).
 
 
 
==Switzerland, Franconia, and the Sultanate of Morocco==
 
 
 
Switzerland, Franconia, and the Sultanate of Morocco are the only pliant minor states that do not have units or centers or values.  However, INFs may be deployed to these states giving them a political status and/or religious marker.
 
Players may still score on alignment.
 
 
 
==Poland and Sweden==
 
 
 
Sweden (SWE) and Poland (POLN) are not minor states, strictly speaking, but may be influenced by the powers.  They each begin with two centers and two units.  Along with INFs, orders may be submitted to each unit.  If Warsaw is captured, Lithuania/Vilnius becomes a pliant minor state, and Sweden is removed from the list of pliant states.  If Stockholm is captured, Livonia becomes a pliant minor state. 
 
 
 
==Suggesting moves for the Ottomans==
 
 
 
The Ottoman Empire (Ot) spans over several provinces and has two Balkan units in its military service: A(RUM), and A(SER).  Each player may submit orders to these units, but which order is followed depends on the influential 'weight' for the year.  For example, if Spain submits SER-BOS, and France submits SER-hold, then Spain's order will be followed since Spain has the most influence (37 versus 35 INFs in the first year).  However, if France and Austria both submit SER-hold versus Spain's SER-BOS, then the hold order will be followed since combined French and Austrian influence (68 INFs) outweigh the Spanish influence.  In cases of ties, units hold by default.  Adjudication will only show the result, not what players have submitted.  Additionally, the Ottoman units disband if dislodged.  Ottoman units can also capture centers and contribute to expansion.
 
 
 
==Gain and loss of influence==
 
 
 
Powers also receive additional INFs from the capture of a center.    This gain is maintained as long as the power maintains control of the center.  The values of the centers are given on the map, ranging from 1 to 10 (see map below). 
 
 
 
 
 
'''Reference map (also called the Objectives Map) showing INF and victory point values of centers:'''
 
 
 
[[Image:new-objectives_v13.jpg]]
 
 
 
 
 
'''Capture value:''' Value shown in the center is the number of victory points awarded for the capture of the center.
 
 
 
'''Influence (INF) value:''' Value shown in the center is also the number of INFs gained with the capture of the center.  A power will lose INFs from the loss of a home center equal to the INF value of the center.
 
 
 
'''Alignment value:''' Twelve plus the value shown in the center is the number of victory points awarded to a power if the minor state is aligned.
 
 
 
'''Home centers:''' The sum of the values in each home center for a given power adds up to the number of INFs allocated/available for the first year.
 
 
 
=EFFECTS OF INFLUENCE AND RULES GOVERNING THE BEHAVIOR OF THE MINOR STATES=
 
 
 
 
 
Minor states are marked as ALIGNED, NEUTRAL or UNALIGNED depending on how the powers invest INFs in them.  Minor states marked as ALIGNED are in allegiance with the power holding the most influence and will follow the MOVE/ATTACK, SUPPORT, CONVOY, or HOLD order submitted by the power.  For two or more powers equally invested in a minor state, the minor state will be marked as NEUTRAL and the orders submitted to those states will be ignored.  After submission of orders and INF deployment, the GM publishes the results, which powers have deployed to which states and whether the orders submitted are followed or not. 
 
 
 
 
 
==Political status==
 
 
 
===Alignment (passable)===
 
 
 
For a minor state to follow the submitted orders, the power must hold the most INFs in the state (50% or greater).  Orders submitted by the power to any aligned state will be followed by the unit of the state and reported in the adjudication.
 
 
 
===No alignment (passable)===
 
 
 
Political status of a minor state is not established if no power has invested any INFs.  The minor state is then considered UNALIGNED.  Any power or minor state may move into and/or capture the unaligned state.  Any power can support the hold of a minor state's unit even if the minor state is unaligned.
 
 
 
 
 
===Neutrality (impassable)===
 
 
 
Neutrality occurs when two powers have invested equally (50/50), or if more than two powers have deployed to the state and not one holds 50% or more. 
 
 
 
If the political status is NEUTRAL, no power can enter the minor state as it violates the neutrality status.  Orders may be submitted to the unit of a neutral minor state in anticipation of a change in status.    If a minor state changes to a NEUTRAL status, a foreign unit situated in the neutral minor state can still function to support, attack, hold, etc.  If the army moves out of the neutral state, no other unit can enter, but while holding its position in the neutral state it is open to attack and dislodgment (since the neutral state harbors a foreign active unit, other states have the right to attack).  A foreign unit situated in a neutral state can receive support.
 
 
 
==Additional rules concerning minor states==
 
 
 
'''Dislodgment:'''  A power cannot dislodge or support the dislodgment of an aligned minor state's unit, even if that dislodgment is unexpected.
 
 
 
'''Retreats:''' If the minor state's unit is dislodged, it is then disbanded (no retreats are allowed for units of the minor states). 
 
 
 
'''Alliance:''' A power may move into its ALIGNED minor state if the unit is not present, but cannot capture the center as long as it is aligned. This function is reciprocal: a minor state's unit may occupy a center of a power that it is aligned to, as well as other minor states that are aligned to the power, and the capture of the center does not occur. 
 
 
 
'''Capture of a minor state:''' If a power captures a minor state's center, then the state is withdrawn from the list of pliant minor states.  It can no longer be influenced.  The captured minor state loses any alignment status, and all INFs invested in the state are held in suspension.  Religious markers are replaced with a dark grey-colored cross to indicate an unrecognized confession while the state is subdued. 
 
 
 
'''Expansion of the minor states:'''
 
 
 
The minor states have the ability to expand with the capture of centers (or provinces without centers).  When a center is captured by the minor state it becomes part of its dominion, although, not permanently. When the minor state is aligned, or made neutral, all acquired territories are colored accordingly on the map.  The aligned power is also required to submit build orders for the minor state that acquires new centers. 
 
 
 
Example of play:  Prussia, under the influence of Denmark, moves to capture Mecklenburg.  Mecklenburg is "temporarily" eliminated from the list of pliant minor states.  Prussia builds a new army.  When INFs are deployed to Prussia it affects both the Prussian state and Mecklenburg.  If Prussia has a religious marker, this is not transferred to newly acquired territories or centers, only the alignment, neutral status, or unaligned status.  If Prussia is captured, Mecklenburg becomes "liberated" and is reestablished as a pliant minor state; the INFs in Mecklenburg will need to be reevaluated for its status.    Using the example above, if Prussia captures Bohemia, and the Prussian home center is captured, the Bohemian center will be "liberated" making it a new independent minor state, given that it has not been taken by another state/power.  Note:  Any issues that are encountered by the use of these rules, resolving them is solely at the discretion of the GM.
 
 
 
'''Disbanding:''' If the home supply center of a minor state is captured when the state's army is positioned elsewhere on the board, the army is disbanded at the Early Winter Adjustment Phase (irrespective to whether it holds a center).  In other words, the loss of its home center and the resulting adjustment (disband) is performed first before the Late Winter Adjustment Phase.  The capture of the minor state's home center also leads to the disbanding of all its units.  If the minor state has 2 or more units, and one or more of its non-home centers are captured, the aligned power will submit the orders to disband in the Early Winter Adjustment Phase.
 
 
 
'''Capture and neutrality.''' If the minor state is neutral, and its unit is occupying a foreign center/province at the adjustment phase, the minor state will not be able to capture the center/province.  If a minor state is unaligned it may still capture.
 
 
 
==Religious/confessional status of the minor states (religious markers)==
 
 
 
Religious markers are used in scoring, counterbalance, and for some of the sanctions. When a Protestant marker (orange-colored cross) is placed, the state is considered a Protestant-majority state.  If a Catholic marker (blue-colored cross) is placed then the state is considered a Catholic-majority state.  Islamic states cannot receive these markers. 
 
 
 
If a Protestant or Catholic confession solely holds the INFs in a minor state then a marker can be placed.  If both confessions hold INFs in the minor state, then a marker is placed only when one confession holds twice the INFs over the other.   
 
 
 
Example:  If England and Denmark have collectively deployed 10 INFs to Saxony, and Spain and Austria have collectively deployed 5 INFs, and since the Protestant powers collectively hold twice the INFs in Saxony over the Catholic powers, then a Protestant marker is placed.
 
 
 
 
 
==Rules concerning Christian and Islamic units==
 
 
 
Christian units (whether Protestant or Catholic) will not convoy nor support a move/attack by a Islamic unit onto the Papal States (ROM and MAR) or adjacent provinces (VEN, PIA, TUS, and NAP).  All other cases where a Christian unit supports an Islamic unit to move/attack/convoy are legal.  Islamic units will not support a direct Christian attack on a Islamic unit.  Islamic units will not support a move or convoy a Christian unit into an Islamic center unless an alliance network is in place.
 
 
 
=ATTRITION=
 
 
 
When a unit is forced to retreat, the unit gains an attrition mark.  Unit that carries the attrition mark (white flag with inscribed 'A') if dislodged a second time, it is automatically disbanded; a retreat will not be allowed.  Unit with an attrition mark is also unable to cause a standoff if moving without support.
 
 
 
=THE DIPLOMATIC ATTACK=
 
 
 
'''First phase:'''  A diplomatic attack order may be submitted in the first movement phase, even before INFs are deployed. 
 
 
 
'''Action:''' A player will select one state where he/she has deployed or will be deploying INFs and then directs an attack against another player/power that also has INFs invested there (or will be deploying there). 
 
 
 
'''Submission:'''  The decision of a player is then included with the submission of the INF deployment lists to the GM.  Each player is allowed to submit only one diplomatic attack order per movement phase.  The order should indicate the minor state of interest and the target of the attack.    Typical syntax for the order of the diplomatic attack:
 
 
 
 
 
MINOR STATE > MAJOR POWER
 
 
 
 
 
'''Sequence of attacks:'''  The sequence of attacks is dependent on the number of INFs received for the year, basically from least influential to most influential (weakest power, in terms of INFs, has priority). In cases of ties, differentiate based on number of centers; and if tied on centers, differentiate by score from the previous year.  If in the first year, then the order of priority is: (1) England attacks first (least influential), then (2) Austria, (3) Denmark, (4) France, and finally (5) Spain (most influential).   
 
 
 
'''Effect:'''  Diplomatic attacks are resolved by a MUTUAL REDUCTION. In the attack, the power with the lesser number of INFs invested removes all and the power with larger number of INFs invested loses equal amount. 
 
 
 
'''Example of play:'''  Spain needs the alignment with the Lorraine (LOR), then negotiates with England who agrees to assist.  England currently holds 5 INFs in the LOR.  France holds 10 INFs in the LOR, and Spain holds 10 INFs, in the Spring of 1616.    England submits an order for a diplomatic attack against France in the LOR during the Summer of 1616.  France, however, submits an order to attack Spain.  Since England is first in sequence before France,  and France before Spain, the result is that England commits and loses all INFs in LOR, and France is reduced to 5 INFs.    Since INFs remain for France, the result of the French attack against Spain is that both French and Spanish INFs are reduced by 5.  The LOR is then left aligned with Spain as Spain has sole influence over LOR.  Any order submitted to the LOR from Spain will be followed.
 
 
 
=RESOLVING ORDERS=
 
 
 
'''Steps in resolving the orders at the beginning of each phase:'''
 
 
 
'''(Step 1)''' GM distributes INFs to the minor states as indicated in the deployment lists submitted by the players. 
 
 
 
'''(Step 2)''' GM next determines the results of the diplomatic attacks.
 
 
 
'''(Step 3)''' GM next determines the status of each minor state. 
 
 
 
'''(Step 4)''' GM then resolves the orders; publishes the statuses of the minor states and the adjudication. 
 
 
 
 
 
=SCORING PHASE=
 
 
 
'''Earning victory points (VPs) based on alignment/religious status of the minor states and the capture of centers:'''
 
 
 
Victory points are awarded at the end of each year.  Scoring depends on the capture of centers (beyond home centers), and a reward system based on the alignment of the minor states.  ''It is important to note that this rewards system only applies for minor states that have not been captured by a foreign unit.’’  It will be up to the players to weigh the benefits and drawbacks of capturing a minor state’s center. 
 
 
 
 
 
'''Explanation and examples:'''
 
 
 
Reviewing the reference map above (INF and victory point values of centers), if Saxony is aligned with Austria, then Austria can garner twelve plus the value of Saxony at the scoring phase, that is 17 VPs (12 + 5). 
 
 
 
If Denmark captures Saxony, Denmark can earn 5 VPs at a scoring phase, as well as 5 INFs.  Saxony is then withdrawn from the list of pliant minor states.  No power (including Denmark) can garner points on the alignment of the minor state from that point in time onwards, unless Saxony is liberated.  If Austria should capture Saxony, Austria can then gain the 5 INFs and 5 VPs (Denmark loses those INFs and VPs). 
 
 
 
As a minor state expands, the value of the alignment award increases.  For each gain of a new center by a minor state, the alignment award for that minor state is twelve plus the sum of each center value in the minor state’s dominion.  Example:  Brandenburg holds Mecklenburg.  To determine the alignment value, add the center values together (2 + 1 = 3) and add 12, giving 15. 
 
 
 
For the larger states (Poland and Sweden), the alignment score is treated in the same way as an expanding state: add the values of the centers then add the base value for an alignment.  An alignment with Poland, for example, would be worth 24 VPs (12 + 9 + 3).  An alignment score cannot be awarded for the Ottomans.
 
 
 
 
 
'''Scoring from religious markers:'''
 
 
 
At the scoring phase, each Protestant power receives 10 VPs for each Protestant marker (orange crosses) present in an independent pliant minor state.  This rule also applies to Catholic powers and Catholic markers (however, Catholics cannot score on the Papal States as they are permanently marked Catholic).  White-marked crosses are not counted. 
 
 
 
 
 
'''Scoring metric:'''
 
 
 
For scoring purposes, each year is referred to as a ROUND.  GM determines the score for each power during the scoring phase.  Score does not carry over from the previous year, however if a player scores for captures/alignments in one year, he/she may score again for the captures/alignments in another.  Highest scoring power is designated the winner of the round. If ties occur for the top score, then no winner is declared for the round.
 
 
 
=BUILD/ADJUSTMENT PHASE=
 
 
 
Provinces:  Provinces without centers held by a foreign unit at the build phase are automatically annexed by the occupier.
 
 
 
'''Waiving the capture of a center:'''  The power occupying a foreign center, or a province at the build phase may waive the capture of the center or province.    This may be arranged by the player (and communicated to the GM) to avoid depriving a center from an ally.  The decision must be made prior to the build phase (preferably Fall phase).  Once the decision is made no reversal is allowed until the next build phase.     
 
 
 
'''Concerning supply centers:'''  Each supply center controlled during the build phase provides the resources to field 1 army or 1 fleet (as in standard Diplomacy).  Players may build new units on any unoccupied home center. 
 
 
 
'''Re-building a minor state's army:'''  Minor states automatically re-build their unit during the adjustment phase if the center has not been captured.
 
 
 
=ABANDONMENT / CIVIL DISORDER=
 
 
 
When a power is abandoned, and the GM is unable to find a replacement, then the power will be dissolved at the winter phase.  All remaining units disband.  Each remaining center becomes a pliant minor state with newly built unit (coastal provinces given fleets and inland provinces given armies).  All other provinces are left as unaligned passable states. See ELIMINATION AND EFFECTS OF for rules regarding the influence distributed by the abandoned power.
 
 
 
=SPECIAL NOTES ABOUT MOVEMENT ON THE BOARD=   
 
 
 
Army units and fleets may freely move between IRE and SCOT, and between ANDL and SUL.  Holstein (HOL) has two separate coasts and players must specify which side the fleet moves to.
 
 
 
=SANCTIONS (OPTIONAL)=
 
 
 
Sanctions or game modifiers will either give an advantage or impediment to a power, establish a restriction, or strengthen a unit. Sanctions are optional components to the game.  Rules mentioned in the sanction supersede the general rules. 
 
 
 
'''Distribution of lists:''' The GM will present to each player a randomly-generated list of seven sanctions (much like a dealing out of cards) before the start of the game.  No player can receive duplicates on their list, but sanctions can replicate between players. Also, all sanctions should be distributed at least once.  The list is kept hidden from other players.  At the build phase each player is required to select a sanction that he/she would like to see in effect for the coming year from their personal list, and then submit it to the GM along with the build orders.  When the GM distributes the build adjudication, there will be also be a list showing what each player submitted for sanctions. 
 
 
 
'''Selection:''' The sanction that is put into play by the GM is dependent on ranking as shown in the description section, i.e., Protestant Union (ranks first in category) has priority over Polish intervention (ranks second in category). In case of ties, where, say, Protestant Union is matched in rank with Catholic League, GM selects based on order of importance: Protestant advantages > Catholic advantages > impediments > embargoes > miscellaneous sanctions. 
 
 
 
'''When two or more sanctions come into effect:''' If two or more players submit the same sanction, it will match an equally ranked and a higher prioritized sanction.  Example: France submits the Bethlen's intervention during the build phase, which ranks equally with embargo on France, but has a higher priority/importance.  However, Spain and Austria both have and submit embargo on France.  If given that Bethlen's intervention and the embargo on France are the top ranking sanctions for all sanctions submitted that year by the players, then both sanctions go into effect.  This rule is still followed even if, say, France, England, and Denmark submitted Bethlen's intervention, Spain's and Austria's submission of the embargo allows it to match Bethlen's intervention on importance.
 
 
 
'''Challenges (for Protestant and Catholic advantages, only):''' Since Protestant advantages and Catholic advantages are specific to the confessions,  as such, each can challenge the submission of the other. For a Protestant advantage to be successfully challenged, the Catholic power must match and exceed the number of Protestant powers submitting the sanction by at least one. This applies to the Protestant powers when challenging a Catholic advantage.  For example, if Denmark submits Protestant Union, and both Spain and Austria have and submit Protestant Union, the situation is considered a successful challenge, and then the sanction will be prevented from going into effect. GM will then consider the next highest ranked sanction to evaluate. If only Spain had submitted the Protestant Union to challenge the Danish submission, then the sanction would go into effect.  Remember, this particular rule only applies to Protestant and Catholic advantages.  By default, if a Catholic power submits a Protestant advantage it is considered a challenge.  It is ignored when no Protestant power submits an advantage.  However, a Catholic power may consider supporting a Protestant advantage and must include the qualifier 'SUPPORT' next to the submitted Protestant advantage.  These rules also apply to Protestant powers submitting Catholic advantages. 
 
 
 
'''Elimination from lists:''' Once a sanction is put into effect, it is removed from all players' lists whether submitted or not. Those sanctions that have not been put into effect can still be resubmitted by players in another year.  The process is then repeated for the next year: submission and selection.  A player who no longer has sanctions to submit, no longer participates in the submission process.  If certain conditions prevent a sanction from coming into effect, then the player may refrain from submitting the sanction until conditions are right.  However, if the player still has other sanctions on his/her list that may be used, he/she is obligated to submit.  If a sanction can never be played, due to, for example, an elimination of a power, then it is removed from players' lists.  If a sanction is used as a challenge, it is eliminated from the submitters list whether successful or not.  For example, Denmark submits Protestant Union, and both Spain and Austria have and submit the Protestant Union, which prevents the passing of the Protestant Union.  Spain and Austria must remove the sanction from their lists, but not Denmark.  Denmark will still have the option to re-submit the sanction in the next year. 
 
 
 
 
 
==Table of sanctions==
 
 
 
[[Image:sanctions_v8.jpg]]
 
 
 
 
 
'''Example submission:'''
 
 
 
France: Saxon interv.
 
 
 
Austria: Polish interv.
 
 
 
Spain: Polish interv.
 
 
 
England: Embargo Spain
 
 
 
Denmark: Embargo France
 
 
 
 
 
 
 
Result: Embargo on Spain has the highest rank and thus it is put into effect.  However, if England had submitted Satellite state, then Saxon intervention and Polish intervention would both be put into effect.
 
 
 
==Description of sanctions/modifiers==
 
 
 
Note:  Modifiers may overlap.  It is at the discretion of the GM to resolve the overlapping of rules. 
 
 
 
 
 
===Protestant advantages===
 
 
 
 
 
====1 - Protestant Union====
 
 
 
 
 
Deployment of INFs to Rhineland (RHI), Hesse (HES), Brandenburg/Pomerania (BRA), and Baden-Wuerttemburg (WUR) is solely permitted to the Protestant powers. All Catholic influence is removed from RHI, HES, BRA, and WUR.  This modifier is available as long as the Rhineland is still an independent pliant state.  The modifier cancels when RHI is captured.  A Union member cannot dislodge or support the dislodgment of another Union member's unit, even if that dislodgment is unexpected.
 
 
 
====2 - Saxon intervention====
 
 
 
Deployment of INFs to Saxony (SAX) is solely permitted to the Protestant powers.  This modifier is available as long as the Saxony is still an independent pliant state.  The modifier cancels when SAX is captured.  Diplomatic attacks are still allowed.
 
 
 
 
 
====3 - Bethlen's intervention====
 
 
 
Deployment of INFs to Transylvania (TRA) is solely permitted to the Protestant powers.  This modifier is available as long as Transylvania is still an independent pliant state.  The modifier cancels when TRA is captured.  Diplomatic attacks are still allowed.
 
 
 
 
 
====4 - Kejserkrig====
 
 
 
Deployment of INFs to Lower Saxony (LOWR) is solely permitted to Denmark.  This modifier is available as long as the Lower Saxony is still an independent pliant state.  The modifier cancels when LOWR is captured.  Diplomatic attacks are still allowed.
 
 
 
====5 - Gustav's intervention====
 
 
 
Submitting INFs to Sweden is solely permitted to the Protestant powers.  This modifier is available as long as Stockholm has not been captured.
 
 
 
====6 - Dutch intervention====
 
 
 
Deployment of INFs to the Dutch Provinces (DUT) is solely permitted to the Protestant powers.  This modifier is available as long as the Dutch are still an independent pliant state.  The modifier cancels when DUT is captured.  Diplomatic attacks are still allowed.
 
 
 
 
 
====7 - Protestant immunity====
 
 
 
Protestant powers immune to diplomatic attacks by Catholic powers.
 
 
 
===Catholic advantages===
 
 
 
 
 
====1 - Catholic League====
 
 
 
Deployment of INFs to Bavaria (BAV), Franconia (FRA), and Westphalia (WES) is solely permitted to the Catholic powers.  All Protestant influence is removed from BAV, FRA, and WES.  This modifier is available as long as Bavaria is still an independent pliant state.  The modifier cancels when BAV is captured.  A League member cannot dislodge or support the dislodgment of another League member's unit, even if that dislodgment is unexpected.
 
 
 
====2 - Polish intervention====
 
 
 
Submitting INFs to Poland is solely permitted to the Catholic powers.  This modifier is available as long as Warsaw has not been captured.
 
 
 
====3 - Ecclesiastical reservation====
 
 
 
This sanction prohibits a Protestant power from capturing a minor state, or placing a Protestant-majority marker in the affected state.  Catholic player that submits this sanction may select a minor German or Italian state where the restrictions will be imposed. Ecclesiastical reservation cannot be applied to the Papal States, Dutch Provinces, the Iberian states, Sweden, Poland, southeastern European states (TRA and MOL), North African states, Ireland, and Scotland.  If two or more Catholic powers submit this sanction, then the player with the greater influence may select a number of states equal to the number of submitters that will carry the restrictions.  Although a Protestant power cannot capture the affected minor state, it may however occupy it.  A minor state aligned with a Protestant power cannot capture the affected state, but may occupy it as well.  A minor state under Ecclesiastical reservation is marked with a white cross.  If the affected state obtains a Catholic-majority status, a Catholic marker may still be place along with the Ecclesiastical reservation marker.
 
 
 
====4 - Catholic immunity====
 
 
 
Catholic powers immune to diplomatic attacks by Protestant powers.
 
 
 
===Impediments, embargoes, and miscellaneous sanctions===
 
 
 
====Impediments====
 
 
 
=====1 - Anti-Hapsburg campaign=====
 
 
 
Austria and Spain restricted from deploying INFs to DUT, TRA, RHI, LOWR, and SAV.  Diplomatic attacks still allowed.
 
 
 
=====2 - Bohemian revolt=====
 
 
 
Austria cannot build in BOH.  Austria restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states.  Diplomatic attacks are still allowed.  An Austrian unit in Bohemia that is dislodged by a Protestant power's unit is automatically disbanded.  An Austrian unit that is dislodged elsewhere cannot retreat into Bohemia.  Although in revolt, Bohemia still serves as a supply center for Austria.
 
 
 
=====3 - Treaty of Lyon=====
 
 
 
For this sanction to be available: (1) France must not have been eliminated, (2) Savoy is aligned with France, (3) Venice is not aligned with Spain or Austria, and (4) Switzerland has not been captured and is not aligned with Spain or Austria.  With these conditions, the following restrictions hold:
 
 
 
- Spain and Austria will be unable to move units through Switzerland, unless France permits it.
 
 
 
- Spain and Austria will not be allowed to deploy INFs to Savoy and Venice. However, diplomatic attacks are still allowed.
 
 
 
The sanction cancels only if France is eliminated or if Switzerland is captured.
 
 
 
=====4 - Dano-Swedish rivalry=====
 
 
 
Denmark restricted from submitting INFs to Sweden.  Diplomatic attacks are still allowed.
 
 
 
=====5 - Huguenot rebellion=====
 
 
 
French cannot build in GUY.  French restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states.  Diplomatic attacks are still allowed.  A French unit in Guyenne that is dislodged by a Protestant power's unit is automatically disbanded.  A French unit that is dislodged elsewhere cannot retreat into Guyenne.  Although in revolt, Guyenne still serves as a supply center for France.
 
 
 
=====6 - Catalonian revolt=====
 
 
 
Spain barred from deploying INFs to Catalonia.
 
 
 
=====7 - Irish Catholic rebellion=====
 
 
 
Protestant powers are barred from deploying INFs to Ireland.
 
 
 
 
 
====Embargoes====
 
 
 
=====1 - Embargo on Spain=====
 
 
 
Select a minor state that Spain is barred from deploying INFs to.  If two or more players submit this sanction, the player with most influence makes the decision.  Spain cannot hold this sanction in its list. 
 
 
 
=====2 - Embargo on Austria=====
 
 
 
Select a minor state that Austria is barred from deploying INFs to.  If two or more players submit this sanction, the player with most influence makes the decision. Austria cannot hold this sanction in its list. 
 
 
 
=====3 - Embargo on France=====
 
 
 
Select a minor state that France is barred from deploying INFs to.  If two or more players submit this sanction, the player with most influence makes the decision. France cannot hold this sanction in its list. 
 
 
 
=====4 - Embargo on Denmark=====
 
 
 
Select a minor state that Denmark is barred from deploying INFs to.  If two or more players submit this sanction, the player with most influence makes the decision. Denmark cannot hold this sanction in its list. 
 
 
 
=====5 - Embargo on England=====
 
 
 
Select a minor state that England is barred from deploying INFs to.  If two or more players submit this sanction, the player with most influence makes the decision. England cannot hold this sanction in its list. 
 
 
 
=====6 - Satellite state=====
 
 
 
Player receives a random state to have control over: to be the only power allowed to deploy INFs to the state.  Randomly selected state must be one with a center and unit, but does not include Sweden and Poland.  If two or more players submit this sanction, each may control the state listed with the sanction. No two players can have the same state.
 
 
 
====Miscellaneous sanctions====
 
 
 
 
 
=====1 - Stronghold I, II, and III=====
 
 
 
Player may select any one (I), two (II), or three (III) centers on the board (depending on which number is given) to fortify.  Centers that may be selected are those held by a power, and those aligned.  Each player that submits this sanction has the option of selecting centers to fortify.  Fortification offers a unit occupying the center the ability to defend with the strength of two units.  This particular sanction cannot be cancelled.  However, if an assaulting unit is supported by three other units all of one power, and succeeds in taking the center, and none of the supports are broken, then the fortification is removed.  Remember that stronghold I, II, and III are separate sanctions with equal ranking.  If stronghold I is used and eliminated from players' lists, then stronghold II & III are still available.  In prioritizing these sanctions: stronghold I > stronghold II > stronghold III. 
 
 
 
=====2 - Bribe a unit to hold=====
 
 
 
Player may select any unit on the board to hold, at anytime, overriding any orders submitted to the unit.  Player should include in the order a 'BRIBE' note next to the hold order.  If two or more players submit this sanction, then the players may agree on which unit to force a hold, otherwise the power with the greatest influence makes the decision and submits the order.  This is a one-time action.
 
 
 
=====3 - Levy an army=====
 
 
 
Player may raise an army in any of his/her territories (if territory is coastal player may opt for a fleet).  Each player that submits this sanction may perform the action.  The newly formed army is subject to the adjustment phase at the end of the year, i.e., an extra center will be required to maintain the extra unit into the following year.  This is a one-time action.
 
 
 
=====4 - Forced march=====
 
 
 
Each player that submits this sanction will have the option of performing a forced march order at anytime.  The order is a one time action whether successful or not.  A forced march involves submitting two orders simultaneously to a army unit on the board.  First order must be a movement order, and the second order can be a movement or support.  Example of a forced march order:
 
 
 
A(SWI) - WUR || WUR S RHI-HES
 
 
 
The example above orders an army unit from SWI to WUR followed by the same unit supporting a move from RHI to HES from WUR.  The two orders are separated by two parallel lines.  The second is only adjudicated if the first order is successful.
 
 
 
=====5 - Relieve attrition=====
 
 
 
When passed, player may remove an attrition mark on a unit.  If two or more players submit, each player may remove attrition marks on selected units.
 
 
 
=====6 - Cancellation option=====
 
 
 
Player may select a sanction currently in effect and request its cancellation (e.g., dissolve the Catholic League).  If two or more players submit this sanction, then the players may agree on which sanction to cancel, otherwise the power with the greatest influence makes the decision.
 
 
 
=====7 - Ottoman neutrality=====
 
 
 
Ottoman units no longer move or receive orders.  Empire declares neutrality.
 
 
 
=ELIMINATION AND EFFECTS OF=
 
 
 
A power is eliminated when all of its home centers have been captured, even if the power has acquired foreign centers during the game.  All remaining units disband.  The acquired foreign centers are liberated when the power is eliminated, and each liberated state will acquire a new unit (coastal provinces given fleets and inland provinces given armies).    Any player who has been eliminated cannot continue receiving nor deploying INFs for the remaining years, and all scores are ceded.  INFs of the eliminated power (or abandoned power) that have been deployed to all minor states are removed after the scoring phase, and the statuses of the minor states reassessed at the opening phase of the year (status check).    All remaining provinces of the eliminated power are to be left unmarked and passable.
 
 
 
=VICTORY CONDITIONS=
 
 
 
'''Victor by rounds:'''  The power that wins 5 rounds (not necessarily consecutive rounds) takes immediate victory.
 
 
 
'''Automatic Protestant victory:'''  A Protestant power that captures Rome (ROM) will have an automatic victory, irrespective of won rounds. 
 
 
 
'''Victory by agreement:'''  If a game plays for a too extended period of time, and no clear victor is in sight, players may agree to stop the game and allow the GM to call a winner.  This must be a unanimous agreement.  GM could select a winner based on number of won rounds or if there are ties for most rounds won, then GM selects winner based on accumulated score.
 
 
 
 
 
=CONDITIONS TO FORCE AN AUTOMATIC DRAW=
 
 
 
Under certain conditions, a player or players may salvage a losing situation by forcing a draw.  Draw conditions are given below. 
 
 
 
'''Elimination of Protestant powers:''' If all Protestant powers are eliminated, all remaining Catholic powers draw irrespective of won rounds.
 
 
 
'''Elimination of Catholic powers:''' If all Catholic powers are eliminated, all remaining Protestant powers draw irrespective of won rounds.
 
 
 
'''Ottoman expansion into Europe:''' Should the Ottomans acquire and hold 5 Christian centers (for a total of 7 centers or more), a draw is reached between the remaining powers irrespective of won rounds.
 
 
 
'''Ottoman capture of Rome:''' With the capture of Rome by an Ottoman unit, remaining Protestant powers draw irrespective of won rounds.  If only one Protestant power remains it forces a draw between all remaining powers.
 
 
 
 
 
=DEMONSTRATION OF RULES=
 
 
 
<<under construction>>
 
 
 
=OPENINGS, STRATEGIES AND TACTICS=
 
 
 
<<under construction>>
 
 
 
 
 
=DESIGN NOTES=
 
 
 
<<under construction>>
 
 
 
 
 
 
 
=ASSIGNING POWERS=
 
 
 
Players will use a Blind Auction Bidding to have powers assigned by the GM.  A description of the method is given at http://www.playdiplomacy.com/forum/viewtopic.php?f=412&t=27988.  Modifications: (1) Each power should receive minimally 5 points from the 100 points allocated to each players.  (2) In cases of ties, GM will check which player registered into the game first, and this player will be given priority. 
 
 
 
 
 
 
 
=REFERENCES/ACKNOWLEDGEMENTS=
 
 
 
 
 
History, concepts, and rules adapted from:
 
 
 
 
 
'''Core Rules'''
 
 
 
Standard Diplomacy by Allan Calhamer  (Rest in peace!)
 
 
 
 
 
'''Adapted Map Structure, Unit Positions, and Supply Centers'''
 
 
 
1600 by Tommy Larsson
 
 
 
1648 by Charles Feaux de le Croix
 
 
 
 
 
'''The Influence of Minor States and Units'''
 
 
 
"Ambition and Empire" by B. M. Powell and Jeff Kase
 
 
 
"Classic Payola" by Manus Hand and John Woolley
 
 
 
"Intimate Diplomacy" by Adrien Baird and Steve Doubleday
 
 
 
 
 
'''Status of States and Their Treatment; Victory Points and Time Limit'''
 
 
 
"Formal Diplomacy" by E. Sabatine and Edi Birsan
 
 
 
 
 
'''Diplomatic Attacks, Victory Conditions, and Scoring System'''
 
 
 
"Origins of World War 1" by Jim Dunnigan
 
 
 
"Origins of World War 2" by Jim Dunnigan and Thomas Shaw
 
 
 
 
 
'''Political and Military History'''
 
 
 
"The Thirty Years War" by C.V. Wedgwood
 
 
 
"The Thirty Years War: Europe’s Tragedy" by Peter H. Wilson
 
 
 
Wikipedia entry:-  http://en.wikipedia.org/wiki/Thirty_Years'_War.
 
 
 
Britannica entry:-  http://www.britannica.com/EBchecked/topic/592619/Thirty-Years-War.
 
 
 
 
 
'''Other sources'''
 
 
 
"Machiavelli" Diplomacy variant
 
 
 
 
 
'''Play-testers'''
 
 
 
My gratitude to the following individuals for their time in play-testing of this variant:
 
 
 
Christian Schanner
 
 
 
Ewoud Wiering
 
 
 
Chris Lee
 
 
 
Chun Wang Lau
 
 
 
Andrew Port
 
 
 
Mark Utterback
 
 
 
Max Victory
 
 
 
Steven Caponigri
 
 
 
Aaron Havas
 
 
 
Greg Bim-Merle
 
 
 
 
 
 
 
'''Design advise:'''
 
 
 
 
 
Charles Feaux de le Croix
 
 
 
members of HISTORUM discussion forum
 
 
 
=EUROPE 1615 MAP AND STARTING POSITIONS=
 
 
 
[[Image:map_v53.jpg]]
 

Latest revision as of 15:00, 18 September 2014