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Revision as of 23:48, 11 November 2014

Introduction

Created by: Samy Elias

After researching this period a little, I was surprised how thematically well-suited the Warring States era of 450BC-220BC was for a Diplomacy variant. There were seven major states at the time, who allied with and fought each other in various combinations, shifting allegiances just as in any good Diplomacy game. As a dominant power started to rise (Qin), the opposing states decided on different strategies in order to best deal the the threat; at times some decided on a "horizontal alliance" (allying with the Qin) or a "vertical alliance" (allying with each other against the Qin). One collection of famous advisors at the time who offered their services to various leaders was even known as the "School of Diplomacy"! Sun Tzu had written The Art of War just before this period, and his works were heavily consulted by all competing states during the conflicts. Conscription systems ensured armies of 100,000+ soldiers on all sides.

This variant incorporates the major rivers and wall fortifications of the time. Besides the Great Wall of China, there were many internal walls built by the various factions to defend themselves against each other and various raiders. I used these two features to give the region the terrain diversity that makes the original Diplomacy board an interesting setting, with its many separated seas. Fleets are available but are built and used differently than in standard Diplomacy; they reflect the legendary and powerful "Floating Fortresses" or "Castle Ships" of the time ("lou chuan"), massive and sometimes equipped with trebuchets. Fleets are extra powerful along rivers, and very mobile when unopposed.

The seven great powers are Qin, Chu, Zhao, Wei, Han, Yan, and Qi. Rule changes are covered below.


Map

Warring States.jpg


Abbreviations, with starting units:

Warring States abbrev.jpg

Rules

All the rules of standard Diplomacy apply save those noted below:


Great Powers and Starting Forces

All the main powers start with three armies, starting on Home Supply Centres.

Qin:   A Yong, A Nanzheng, A Xianyang;     Ruler: Qin Ligong
Chu:   A Ying, A Chang-hsia, A Shouchun;   Ruler: Chu Huiwang
Zhao:  A Jinyang, A Taiyuan, A Handan;     Ruler: Zhao Jianzi
Wei:   A Zhongmou, A Wei, A Daliang;       Ruler: Wei Huanzi
Han:   A Luoyang, A Yiyang, A Yangzhai;    Ruler: Han Kangzi
Yan:   A Ji, A Yuyang, A Liaoxi;           Ruler: Yan Chenggong
Qi:    A Linzi, A Jiaodong, A Libei;       Ruler: Qi Xuangong


Victory

There are 38 Supply Centres; 18 are needed to win. If there is a tie at 18, play continues until one power has more than the other, or until a draw is agreed on.


Map Notes

All named areas are in play; there are no impassable areas. Fortified borders (or walls) help in the defense of the province containing the wall, if that border is involved (see full rules below).

The rivers are a game terrain feature, and affect Fleets (see full rules below).


Fortified Borders (Walls)

Provinces with walls are harder to attack if occupied; attacks or supports into the province (if occupied) are affected if they go over the walled border.

1. Attacks against a province with a wall are reduced by one in strength if:

a) the province is occupied by an opponent's unit at the start of the turn, AND 
b) the attack goes across the fortified border, or is supported from across the fortified border by another unit (also an opponent's unit, not your own).

This is not cumulative; the strength cannot be reduced by more than one for a single attack.

2. Support Hold orders are not affected by fortified borders.

3. A unit's attacks are never affected by walls in its own province.

4. Attacks or supports for attacks on your own units over walls are not affected by the wall (for the purposes of self-standoffs).

5. An attack reduced to zero strength cannot cut support. (So an army attacking over a wall with no support cannot cut support.)

Fleets

Fleets are upgraded from Armies, and can revert back to Armies:

1. Fleets cannot be built in the adjustment phase. Instead Armies are upgraded to Fleets using the Raise order during a movement phase (eg. "Army Ji Raise Fleet", or "A Ji R F"). This is treated as a Hold order for support purposes (units can support it as if it were holding).

2. A Fleet can only be raised on a coastal or river province.

3. If a unit using the Raise order is dislodged, the Raise order fails. Otherwise, the Army is replaced with a Fleet.

4. Fleets can move to, support into, and retreat to sea areas, coastal provinces, or along rivers.

5. There is no convoy order.

6. If a Fleet attempts to move, retreat, or support to a province that it could only move to as an Army, it reverts back into an Army (and the Army resolves the order).

Floating Fortress bonus (rivers only)

Fleets on a river get a special bonus from powerful castle ships:

1. A Fleet in a river province issuing a move or support order targetting a neighbouring river province does so with a strength of 2.

2. A Fleet on a river defends with a strength of 2.

3. A Fleet supporting using the Floating Fortress bonus can have its support cut, but only by an amount equal to strength of the strongest cutting attack. So, a one-strength attack on a Floating Fortress that is supporting cuts only one strength worth of support, leaving one remaining. A two-strength attack will cut the full 2 strength support. Two one-strength attacks will only cut one strength of support.

Rapid River Move (Fleets)

Fleets can make a Rapid River Move, which allows fast travel along rivers, but at zero strength:

1. Fleets can perform a special type move called an Rapid River Move. This allows a Fleet to move up to 3 spaces in one move turn, into consecutive river spaces. In addition, the move can start or end on a sea space (all other spaces involved being river spaces). eg. Bo Hai -> Linzi -> Diqui -> Wei is valid, as is the reverse; so is Xianyang -> Anyi -> Luoyang -> Zheng. However Korea Bay -> Bo Hai -> Linzi -> Diqui is not valid.

2. Rapid River Moves have zero strength while moving. If a failed Rapid River Move forces a Fleet to remain at its starting point, it defends with its normal strength (2 in river provinces, 1 everywhere else). However, since it has attempted a move, it cannot receive supports to hold.

3. Fleets using Rapid River Move cannot be supported. (So their strength while moving will always be zero.)

4. A Powers' own units do not block a Fleet's Rapid River Move (exception: other fleets using Rapid River Move, see below). The final target destination must be vacant (after other orders are resolved) for the move to succeed. All intervening spaces must either be vacant or occupied by friendly units after all other other orders are resolved. Spaces where a stand off has occurred are consider occupied. (Exception: If the standoff was entirely between friendly units, then it is not considered occupied.) The first intervening space along the route that fails these conditions stops the movement short; the Fleet is then left at the last vacant space that it could move through, after other orders are resolved. If this would leave the Fleet at its starting space, it is vulnerable to being attacked and/or dislodged.

5. If multiple Fleets use Rapid River Moves, they are resolved simultaneously one space at a time to check for interference. A stand off between two Fleets Rapid River Moving can occur; Fleets using Rapid River Move cannot pass through each other, even if from the same power.

Home Supply Centres

1. All starting Supply Centres (SC) are Home Supply Centres (HSC).

2. Captured HSCs from other powers are also considered HSCs for the new owner, and so can be used for builds.


Abbreviations

Anyi Any
Ba Ba
Beidi Bei
Bo Hai BOH
Cai Cai
Cao Cao
Chang-hsia Cha
Chen Che
Dai Dai
Daliang Dal
Danyang Dan
Diqiu Diq
Donghai Don
Donghu Dhu
East China Sea ECS
Gaoyi Gao
Guangyang Gua
Handan Han
Hedong Hed
Henei Hen
Huaiyang Hua
Ji Ji
Jiaodong Jia
Jinyang Jin
Jiujiang Jiu
Jiuyi Jyi
Jiuyuan Jyu
Julu Jul
Juyong Pass JPa
Korea Bay KOR
Liaodong Lia
Liaodong Bay LBA
Liaoxi Lxi
Libei Lib
Linhu Lhu
Linzi Lin
Loufan Lfa
Lu Lu
Luoyang Luo
Nanzheng Nan
Pingyang Pin
Quren Qur
Rong Ron
Shang Sha
Shanggu Sgg
Shangyong Syo
Shantang Stg
Shaoliang Sli
Shouchun Sch
Shu Shu
Sishui Sis
Song Son
Songyang Sny
Taiyuan Tai
Tang Tan
Wei Wei
West Zhou WZh
Wu Wu
Wu Pass WPa
Xianyang Xia
Xiongnu Xio
Xu Xu
Yangyue Yyu
Yangzhai Yzh
Yanmen Yan
Yanying Yyi
Ye Ye
Yelang Ylg
Yellow Sea YEL
Ying Yin
Yinshan Ysh
Yiyang Yiy
Yong Yon
Yue Yue
Yuyang Yuy
Zheng Zhe
Zhongmou Zmo
Zhongshan Zho