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by Frank Hegermann

Duo is a Diplomacy variant for 2 players. The map is point symmetric, i.e.. it is isomorphic to a point-symmetrical map, so that each player has same chances and the tactics/strategy are thus the only relevant items in the game.


1. Rules

The usual rules of Diplomacy apply.

2. Players

Rotland (Red) plays against Grünland (Green), plus there is a third great power named neutral. The game starts in Spring 1001.

3. Transform

In addition to the usual orders of hold, move, support and convoy is added the new order transfrom. Transform converts an army into a fleet or vice versa.

Example: A Con transform - which would convert an army in Con into a fleet.

Transform is possible only in a coastal region with supply centre. If the unit is attacked, the instruction becomes ineffective. If an army which is in a coastal region with several coasts into a fleet then the coast must be indicated or the order will fail.

4. Starting Positions

R Rotland F Zinnoberburg, A Karminstadt, A Rotheim

G Grünland F Schloß Grünburg, A Jadestadt, A Grünheim

N Neutral F Helorn, F Abaun, A Gawan, A Norterend, A Westberg, A Ostberg, A Sund, A Pirh

5. The Power Neutral

Neutral is not controlled by a player, but Neutral's units follow these rules:

6. Map features

The yellow lines represent bridges between 2 coastal regions. These bridges can only be used by armies, while fleets are unaffected by them. Regions connected by these bridges are as follows: Gawan-Gurand, Orlon-Pirh, Nabai-Arkoon, Mellar-Bridon, Charaua-Nogk and Esmaladan-Utar.

Four spaces (Bynn, Gwaul, Heronn and Borkia) have a west and an east coast similar to Spain/StP/Bul in the standard variant.

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