Difference between revisions of "Europe 1615: Prelude to War"

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=SANCTIONS AND THE PRE-GENERATED TIMELINE=
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=SANCTIONS AND THE RANDOMLY-GENERATED TIMELINE=
  
 
Sanctions are game modifiers that are imposed at pre-determined times in the game.  These sanctions will either give an advantage or handicap to a power, establish a restriction, or strengthen a minor state.  The rules stated in the sanction supersedes the general rules discussed above, except the counterbalances.  The GM will submit a randomly-generated timeline before the start of the game showing on which year & season a particular sanction will come into effect.  An example of a timeline with the first sanction coming into effect in 1616:
 
Sanctions are game modifiers that are imposed at pre-determined times in the game.  These sanctions will either give an advantage or handicap to a power, establish a restriction, or strengthen a minor state.  The rules stated in the sanction supersedes the general rules discussed above, except the counterbalances.  The GM will submit a randomly-generated timeline before the start of the game showing on which year & season a particular sanction will come into effect.  An example of a timeline with the first sanction coming into effect in 1616:

Revision as of 00:38, 16 August 2014

Soldiers.jpg

EUROPE 1615: VERSION 3

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 per year

INF distr ver11.jpg


Writing the orders: Example of the format for the submission of the INF deployment list and orders is as follows:

Submission-list ver9.jpg


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), 12 INFs to the Lorraine (LOR), and 10 INFs to Savoy (SAV). In addition to submitting orders for French units (shown in thin-bordered box), France submits orders to the units in the minor states where the INFs will be deployed to (heavy-bordered box). Additionally, INFs may be deployed to minor states without a center and unit, such as Franconia (FRA) or Switzerland (SWI). 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 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

Minor v21.jpg

Note: The Catholic powers, only, may deploy INFs & submit orders to the Papal States (PAPL) which consists of Rome (ROM) and the Marche (MAR). Two-letter designations for each minor state are given to label the armies/fleets on the board. Although Morocco is listed, it begins the game as a neutral state and no power can deploy INFs to this state until the Moroccan unification is passed (see SANCTIONS). Catalonia is also listed, but cannot receive INFs until Catalan secession is passed (see SANCTIONS). However, Catalonia is passable and can be captured, but at the start it does not have a center and unit shown. Poland consists of 7 provinces: Warsaw, Lithuania/Vilnius, Danzig, Posen, Galicia/Ruthenia, and Podolia. Lower Saxony consists of two provinces: Bremen and Brunswick-Lunenburg. Brandenburg consists of 2 provinces: Brandenburg (BRA) and Pomerania (POM). Bavaria (BAV) and Franconia (FRA) act as a single state.

The Ottomans

The Ottoman Empire (Ot) spans over several provinces and has 2 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 case 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 supply 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 3 to 18 (see map below). A power will lose INFs from the loss of a home center equal to the INF value of the center.


Reference map showing INF and victory point values of centers:


New-objectives v7.jpg


Capture value: Number shown in the province/center is the number of victory points awarded for the capture of the center.

Influence (INF) value: Number shown in the province/center is also the number of INFs gained with the capture of the center.

Alignment value: Three times the number shown in province/center is the number of victory points awarded to a power if the minor state is aligned.

Home centers: Provinces/centers in black represent the home centers. The sum of the numbers in each home center of a given power adds up to the number of INFs allocated/available for the year.


EFFECTS OF INFLUENCE AND RULES GOVERNING THE STATUSES AND ACTIONS OF THE MINOR STATES

Rules concerning political status of minor states

The minor state is marked as ALIGNED, NEUTRAL or UNALIGNED depending on how the powers invest INFs in the minor state. Minor states marked as ALIGNED are in allegiance with the major power holding the most influence (50% or more of the total INFs deployed to the state) and will follow the orders submitted by the power. For two powers equally invested in a minor state (50/50), 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.

Capture and neutrality. Any minor state's army can capture a center and contribute to its expansion. If the minor state is neutral, and its unit is occupying a foreign province at the adjustment phase, the minor state will not be able to capture the province. If a minor state is unaligned it may still capture.


Dislodgment. The power cannot dislodge or support the dislodgment of the aligned minor state's unit, even if that dislodgment is unexpected.


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 units of the state. 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.


Retreats. If the minor state's army is dislodged, it is then disbanded (no retreats are allowed for units of the minor states). However, see SANCTION regarding retreats for some states.


Alliance. A power may move into its ALIGNED state if the army is not present, but cannot capture the center as long as it is aligned. This is reciprocal with regards to the aligned minor state.


Capture of a minor state. If a power captures a minor state's home center, then the state is withdrawn from the list of pliant minor states. It can no longer be influenced: no power, including the occupying power, will be able to deploy INFs to the minor state or perform diplomatic attacks. The occupying power will earn VPs for the capture of the supply center at the scoring phase, and earn additional INFs as mentioned above, but forfeits any VPs that could be earned from an alignment. The captured minor state loses any alignment status, and all INFs invested in the state are held in suspension. Any religious markers are temporarily removed.


Expansion. The Ottomans and 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 occupy Mecklenburg, and captures it at the build phase of 1615. Mecklenburg is "temporarily" eliminated from the list of pliant minor states. Prussia builds a new army. Denmark then scores for alignment with Prussia plus Mecklenburg as if it is aligned as well. 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, the same rules of scoring apply. Additionally, if the Prussian home center is captured, the Bohemian center will be "liberated" making 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.


Alignment (Passable) and the Alliance System

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 (where ever it is on the board) and reported in the adjudication. An ALLIANCE SYSTEM is established when two or more minor states are aligned with a power. All members of the alliance can move through the other member's territories and centers without capture occurring.


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. Three-center rule: If a minor state acquires 3 centers, it cannot have an unaligned status. By default, the state will be neutral.


Neutrality (impassable)

Neutrality occurs when two powers have invested equally (50/50), or if more than 2 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. A support, move, or convoy order 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 power's army or another minor state's army 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 power's army or another minor state's army situated in a neutral state can receive support. On another note, if the minor state becomes neutral after its army has moved, the state's army holds its position where ever it is on the board, and is disbanded if dislodged. Neutral army's position may be supported if it is not in its state of origin.


Religious/confessional status of the minor states (religious markers)

Use the following table to determine whether a minor state receives a Protestant or Catholic marker. These markers are used in scoring, counterbalance, and for some of the sanctions. When a Protestant marker is placed, the state is considered Protestant-majority state. If a Catholic marker is placed then the state is considered Catholic-majority state.


Religious marker2.jpg

Counterbalance

At the start of the game, the Catholic powers have an overall advantage in the total influence over the minor states by a factor less than twice. However, if the total allocated INFs of the Catholic powers in play becomes 2 or more times greater than the allocated INFs of the Protestant powers, then the Catholic powers cannot deploy INFs to Protestant-majority states or newly created Protestant-majority states during that time. This situation is called “widerstand” (in German, pronounced: VEE-DAR-SHTRAUNT) and will appear at the top left corner of the map so that all players are aware of it.

If total allocated INFs of the Protestant powers in play is 2 or more times greater than the Catholic powers, then the Protestant powers cannot deploy INFs to Catholic-majority states or newly created Catholic-majority states during that time. This situation is called “ketzenhammer” and will appear at the top left corner of the map so that all players are aware of it.

At the opening of the game, neither widerstand or ketzenhammer is in effect. The GM will monitor the ratio throughout the game and will change or remove the counterbalance based on the changes in allocated influence (including when a power is eliminated).

Note: If widerstand or ketzenhammer is in effect, diplomatic attacks are still allowed.


Rules concerning Christian and Muslim units

Christian units (whether Protestant or Catholic) will not convoy nor support a move/attack by a Muslim unit onto the Papal States (ROM and MAR) or adjacent provinces (VEN, PIA, TUS, and NAP). All other cases where a Christian unit supports a Muslim unit to move/attack/convoy are legal. Muslim units will not support a direct Christian attack on a Muslim unit. Muslim units will not support a move or convoy a Christian unit into an Islamic center unless an alliance system is in place.


THE DIPLOMATIC ATTACK

First phase: A diplomatic attack order may be submitted in the first movement phase, even before INFs are deployed.

Purpose: Diplomatic attacks offer players an opportunity once per phase (whether successful or unsuccessful) to potentially alter the results of the INF deployment and thus a minor state’s status. Basically, 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.


THE FORCED MARCH

<<under construction>>



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 keeping in mind any diplomatic immunities based on sanctions.

(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 power or another minor state. 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 three times the value of Saxony at the scoring phase, that is 27 VPs. If Denmark captures Saxony, Denmark can earn 9 VPs at a scoring phase, as well as 9 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 9 INFs and 9 VPs (Denmark loses those INFs and VPs).


Scoring from Religious Markers

At the scoring phase, each Protestant power receives 10 VPs for each Protestant marker on the board. This rule also applies to Catholic powers and Catholic markers (however, Catholics cannot score on the Papal States as they are permanently marked Catholic).


Bonus scoring for alignments

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 twice 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 (6 + 3 = 9) and multiply by 3 giving 27.


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.


EARLY WINTER PHASE

(1) Disband all units of any minor state that its home center has been captured.
(2) Disband all units of any power that has been abandoned. 


BUILD/ADJUSTMENT PHASE

Waiving the capture of a center: The player occupying a foreign power's center, or a minor state's 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. Provinces without centers held by a power or a minor state at the build phase are automatically annexed to the power or minor state, unless it is an ALIGNED state to the power or minor state that occupies it (alliance system).


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 or captured center of a minor state. Builds are not allowed in captured Islamic centers. Protestant powers cannot build in a captured Catholic power’s center, and the same rule applies to Catholic powers with captured Protestant centers.


Re-building a minor state's army: If a center of a minor state is unoccupied and has yet to be captured by a power or minor state, a new unit is automatically built if the original unit was previously disbanded.


ABANDONMENT / CIVIL DISORDER

When a power is abandoned, and the GM is unable to find a replacement, then power will be dissolved at the winter phase. Each remaining center becomes a pliant minor state. 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 their fleet moves to.


SANCTIONS AND THE RANDOMLY-GENERATED TIMELINE

Sanctions are game modifiers that are imposed at pre-determined times in the game. These sanctions will either give an advantage or handicap to a power, establish a restriction, or strengthen a minor state. The rules stated in the sanction supersedes the general rules discussed above, except the counterbalances. The GM will submit a randomly-generated timeline before the start of the game showing on which year & season a particular sanction will come into effect. An example of a timeline with the first sanction coming into effect in 1616:


Summer 1616: Anti-Hapsburg Campaign

Spring 1617: Protestant League

Spring 1618: Kejserkrigen

Winter 1618: Swedish/Gustav’s intervention

Summer 1619: Polish intervention

etc…


The complete timeline will have each sanction appearing at least once.


Special units

Some modifiers refer to specific units on the board marked by a letter. There is the Kejserkrigen unit (K), Bavarian unit (B), Swedish unit (S) when built, Saxon (N) unit, Polish unit (P), Rhenish/Palatine unit (R), and the Dutch unit (D) when built.

Description of sanctions/modifiers:

Note: Modifiers may overlap. It is at the discretion of the GM to resolve the overlapping of rules.


Protestant advantages

Protestant Union

Deployment of INFs to Rhineland (RHI), Hesse (HES), Brandenburg/Pomerania (BRA), and Baden-Wuerttemburg (WUR) is solely permitted to the Protestant powers. RHI, HES, BRA, WUR units may retreat. The RHI unit (R) can move, attack, defend, or support with the strength of two units. This modifier does not apply to any additionally acquired army units beyond the first army (R). If the unit is in retreat, move unit as if it has strength of one. If the RHI army unit is dislodged and disbanded, it can be rebuilt, but the unit reverts to a normal strength of one. The RHI army unit may be convoyed. This modifier is available as long as RHI is still an independent pliant state. The modifier cancels when RHI is captured. Diplomatic attacks are still allowed.


Saxon intervention

Deployment of INFs to Saxony is solely permitted to the Protestant powers. The Saxon unit (N) can move, attack, defend, or support with the strength of two units. This modifier does not apply to any additionally acquired army units beyond the first army (N). If the unit is in retreat, move unit as if it has strength of one. If the Saxon army (N) is dislodged and disbanded, it can be rebuilt, but the unit reverts to a normal strength of one. The Saxon army (N) may be convoyed. This modifier is available or in effect as long as Saxony is an independent pliant state. If captured, the modifier cancels. Diplomatic attacks are still allowed.


Kejserkrigen

Only the Protestant powers may deploy INFs to Lower Saxony. Lower Saxon army (K) moves, attacks, supports, and defends with the strength of two units. If the unit is in retreat, move unit as if it has strength of one. All Lower Saxon units gain the ability to retreat. Convoying of the dual-strength Lower Saxon army (K) allowed. If the Lower Saxon army (K) is dislodged and disbanded, it can be rebuilt, but the unit reverts to a normal strength of one. If LOWR is captured, the modifier cancels. Diplomatic attacks are still allowed.


Swedish/Gustav's intervention

Deployment of INFs to Sweden is solely permitted to the Protestant powers. Swedish units may retreat. If the Swedes have a newly acquired army (S), this unit can move, attack, defend, or support with the strength of two units. This modifier does not apply to any additionally acquired army units beyond the first acquired army (S). If the unit is in retreat, treat unit as if it has strength of one. If the Swedish army (S) is dislodged and disbanded, it cannot be rebuilt, and the modifier is cancelled and no longer available (this is representative of Gustav's death in battle). The Swedish army (S) may be convoyed. This modifier is available as long as Sweden is an independent pliant state. If captured, the modifier cancels. Diplomatic attacks are still allowed.


Dutch intervention

Only the Protestant powers are allowed to deploy INFs to the Dutch provinces. All Dutch units gain the ability to retreat. If the Dutch have a newly acquired contingent/unit (D), this unit can move, attack, defend, or support with the strength of two units. This modifier does not apply to any additionally acquired army units beyond the first acquired army (D). If the unit is in retreat, move unit as if it has strength of one. If the Dutch army (D) is dislodged and disbanded, it can be rebuilt, but the unit reverts to a normal strength of one. The Dutch army (D) may be convoyed. This modifier is available as long as the Dutch Provinces is an independent pliant state. If captured, the modifier cancels. Diplomatic attacks are still allowed.


Catholic advantages

Catholic League

Deployment of INFs to Bavaria (BAV), Westphalia (WES), and Franconia (FRA) is solely permitted to the Catholic powers. BAV units may retreat. The BAV unit (B) can move, attack, defend, or support with the strength of two units. This modifier does not apply to any additionally acquired army units beyond the first army (B). If the unit is in retreat, treat unit as if it has strength of one. If the BAV army unit is dislodged and disbanded, it can be rebuilt, but the unit reverts to a normal strength of one. The BAV army unit may be convoyed. This modifier is available as long as BAV is still an independent pliant state. The modifier cancels when BAV is captured. Diplomatic attacks are still allowed.


Polish intervention

Deployment of INFs to Poland is solely permitted to the Catholic powers. Polish units may retreat. The Polish unit (P) can move, attack, defend, or support with the strength of two units in the first year that the modifier is in effect. This modifier does not apply to any additionally acquired army units beyond the first army (P). If the unit is in retreat, move unit as if it has strength of one. If the Polish army (P) is dislodged and disbanded, it can be rebuilt, but the unit reverts to a normal strength of one. This modifier is in effect as long as Poland is an independent pliant state. If captured, the modifier cancels. Diplomatic attacks are still allowed.


Handicaps

Dano-Swedish rivalry

Denmark restricted from deploying INFs to SWE and LIVN. Diplomatic attacks are still allowed.


Anti-Protestant Ireland

Protestant powers cannot deploy INFs to Ireland. This modifier is not available or cancels when widerstand comes into effect. Diplomatic attacks are still allowed.


Anti-Hapsburg campaign

Austria and Spain restricted from deploying INFs to DUT, TRA, RHI, LOWR, and SAV. This modifier is not available or cancels when ketzenhammer comes in to effect. Diplomatic attacks still allowed.


Huguenot rebellion

French cannot build in GUY. French restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states. This modifier is not available or cancels when ketzenhammer comes in to effect. Diplomatic attacks are still allowed.


Bohemian revolt

Austria cannot build in BOH. Austria restricted from deploying INFs to Protestant-majority states or newly formed Protestant-majority states. This modifier is not available or cancels when ketzenhammer comes in to effect. Diplomatic attacks are still allowed.


Immunities

Catholic immunity

Catholic powers immune to diplomatic attacks by Protestant powers. This modifier is not available or cancels when widerstand comes in to effect.


Protestant immunity

Protestant powers immune to diplomatic attacks by Catholic powers. This modifier is not available or cancels when ketzenhammer comes in to effect.


Other sanctions

Treaty of Lyon: French-Savoy-Swiss agreement

France and Savoy have certain jurisdiction over Switzerland. For this sanction to be available, France must not have been eliminated, Savoy is aligned with France, and Switzerland is not aligned with Spain. With these conditions, Spain will have the following restrictions:

- Spain will be unable to move a unit through Switzerland, unless France permits it.

- Spain will not be allowed to deploy INFs to Switzerland and Savoy. However, diplomatic attacks are still allowed.

The sanction cancels if France is eliminated or Savoy is captured or if Switzerland is captured.


Moroccan unification

Moroccan order restored, neutrality lifted. All powers may deploy INFs to Morocco.


Catalan secession

Catalonia becomes a pliant state. Catalonia acquires a center and an army unit. All powers may deploy INFs to Catalonia.

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. The acquired foreign centers are liberated when the power is eliminated. 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.


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.


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

Map v41.jpg