Warring States

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Revision as of 04:03, 8 October 2014 by Samy (talk | contribs)

Created by: Samy Elias

Introduction

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 were 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.


Maps

Rules

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

Great Power 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)

1. Attacks against an opponent's unit in a province with a wall are reduced by one in strength if a) the attack goes across the fortified border or b) is supported from across the fortified border. 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 on your own units over walls are not affected by the wall (for the purposes of self-standoffs).

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