Difference between revisions of "Worldwide"

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Worldwide Diplomacy, version 1.1:
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Worldwide Diplomacy, version 1.2:
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[[Image:Worldwide11.gif|800px]]
 
  
 
==Rules==
 
==Rules==
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1. The game starts in Winter 2000.  Each player selects 5 of the 7 SC's in his color to be his home centers.  Then each player builds 5 units of his choice.  The two SC's not selected become neutral SC's.
 
1. The game starts in Winter 2000.  Each player selects 5 of the 7 SC's in his color to be his home centers.  Then each player builds 5 units of his choice.  The two SC's not selected become neutral SC's.
  
2. 'S' denotes a strait.  Artilleries (armies) may cross straits without a convoy.  In addition, if both centers on either side of a strait are occupied, a fleet wishing to go through the strait must have permission of one of the occupying units (A Ethiopia Permit F Red Sea - Arabian Sea).  A unit is considered to occupy a center if it stays in or moves to that center.  Permission does not constitute an order (so the same unit can support another unit or even be moving to the center in question).
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2. 'S' denotes a strait.  Armies may cross straits without a convoy.  In addition, if both centers on either side of a strait are occupied, a fleet wishing to go through the strait must have permission of one of the occupying units (A Ethiopia Permit F Red Sea - Arabian Sea).  A unit is considered to occupy a center if it begins and ends its movement in that center.  Permission does not constitute an order (so the same unit can support another unit).
  
 
3. When a player is eliminated his home centers may be taken over by the powers controlling those centers at that time, and only at that time.  In order to take over an eliminated player's center(s), an equal number of building center(s) must be forfeited by the same player.
 
3. When a player is eliminated his home centers may be taken over by the powers controlling those centers at that time, and only at that time.  In order to take over an eliminated player's center(s), an equal number of building center(s) must be forfeited by the same player.
  
4. Victory Condition: 25 sc's.
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4. Victory Condition: 29 sc's.
  
 
==Powers==
 
==Powers==
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==History==
 
==History==
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Worldwide Diplomacy, version 1.1:
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[[Image:Worldwide11.gif|800px]]
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Worldwide Diplomacy, version 1.0:
 
Worldwide Diplomacy, version 1.0:
  
 
[[Image:Worldwide.jpg|800px]]
 
[[Image:Worldwide.jpg|800px]]

Revision as of 12:37, 5 May 2011

Worldwide Diplomacy, version 1.2:


Rules

Rules are the same as standard Diplomacy except:

1. The game starts in Winter 2000. Each player selects 5 of the 7 SC's in his color to be his home centers. Then each player builds 5 units of his choice. The two SC's not selected become neutral SC's.

2. 'S' denotes a strait. Armies may cross straits without a convoy. In addition, if both centers on either side of a strait are occupied, a fleet wishing to go through the strait must have permission of one of the occupying units (A Ethiopia Permit F Red Sea - Arabian Sea). A unit is considered to occupy a center if it begins and ends its movement in that center. Permission does not constitute an order (so the same unit can support another unit).

3. When a player is eliminated his home centers may be taken over by the powers controlling those centers at that time, and only at that time. In order to take over an eliminated player's center(s), an equal number of building center(s) must be forfeited by the same player.

4. Victory Condition: 29 sc's.

Powers

Quebec (red)
Mexico (orange)
Amazon (dk green)
Europe (pink)
Russia (grey)
Sahara (yellow)
Congo (purple)
Persia (lt green)
China (gold)
Oceania (blue)

Supply Centers

There are 70 SC's indicated by stars and flat colors on the map.

History

Worldwide Diplomacy, version 1.1:

Worldwide11.gif


Worldwide Diplomacy, version 1.0:

Worldwide.jpg