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Worldwide - DipWiki
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Worldwide

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[[Image:Wwd_abbrev.0.jpg]]
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==Rules==
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Rules are the same as standard [[Diplomacy]] except:
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Powers: North America (red), Mexico (orange), South America (dk green), Europe (pink), Russia (grey), West Africa (yellow), South Africa (purple), Persia (lt green), China (gold), Australia (blue)
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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.
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The colored provinces are the 70 sc's.
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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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Rules are the same as usual except:
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[[Image:Wwd_abbrev.0.jpg|600px|thumb|right]]
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1. The game starts in Winter 2000. Each power builds 5 units in the sc's of his choice (out of his colored centers). These are the sc's available for building for the rest of the game.
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==Powers==
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North America (red)
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Mexico (orange)
 +
South America (dk green)
 +
Europe (pink)
 +
Russia (grey)
 +
West Africa (yellow)
 +
South Africa (purple)
 +
Persia (lt green)
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China (gold)
 +
Australia (blue)
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2. 'S' denotes a strait. Artilleries 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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==Supply Centers==
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There are 70 SC's indicated by colored provinces on the map.

Revision as of 23:52, 20 May 2008

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. 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).

right

Powers

North America (red)
Mexico (orange)
South America (dk green)
Europe (pink)
Russia (grey)
West Africa (yellow)
South Africa (purple)
Persia (lt green)
China (gold)
Australia (blue)

Supply Centers

There are 70 SC's indicated by colored provinces on the map.