Algernon Diplomacy (um01)

by Thomas Galloway

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1. All of the rules to regular Diplomacy apply except as noted below.

2. There is only one type of unit in this variant: the maze rat.  Therefore, any distinctions made between fleets and armies in regular Diplomacy are meaningless.

3. The playing field (map) is not to be revealed to the players.  The gamesmaster will construct it to suit the number of players and will give the players only the information specified by the rules.  The map given with this set of rules is a simplified version of a possible playing field for demonstration purposes only.

4. In the demonstration game player A starts with maze rats at DL, MN and PZ (design note: use an identification scheme that doesn't allow the players to deduce the existence of other spaces - like numbering them would); player B has PW, QV, and WG.  Each player is told how many portals there are leading out of each of his home spaces and specifically which ones lead to the other home spaces (his only).  He is not told where any of the other portals lead.  This he must find out.  The portals for each space are numbered 1,2,3,4... to the maximum number.  Spaces have varying number of portals.

5. There are three types of moves for a maze rat: attacking, supporting, and holding.  Fox example, player A could try to move (attack) a rat in PZ out of portal 2 (written: PZ to 2).  He may or may not know where portal 2 leads (it would depend on the information he has collected).  If he knew PZ2 lead to JC and he wanted to support a rat there, he could: PZ s 2.  He could have the rat at PZ hold by writing PZ h or by not specifying any move as holding is the default value.

6.  The first time a player attempts to move a rat into a new space he is told the name of the space, its value as a supply center, which portal he came (or would have come if the move failed) in through, how many portals go out of the space, and the names of the players who resisted his move (either by attacking or supporting that space.

7. After each build the gamesmaster will publish the number of supply centers each player owns.  This is all he makes public.  The players themselves may disclose as much of the information they know to other players as they desire.  They do so at their own risk (as do players who listen to them).

8. The victory conditions are to be decided upon by the players and/or the gamesmaster.

9. On each fall turn the players should submit a priority list of home centers they wish to build in.  This is in case some other player has stumbled into one or more of the home centers.  Players will be notified where their builds took place.

10. In addition to the information provided by #6, players will be told the portals in or out of which other pieces oppose his pieces.  Players attempting to swap spaces (not allowed) will only know the identity of the opposing player.

I. Order Writing

A. Orders for units

1. VT to 3 The unit in VT executes an attack out portal 3.

2. VT h  The unit in VT holds.

3. VT s 2 The unit in VT supports out portal 2 (i.e. supports the other end of VT2).

4. VT s 4 (SQ to 6)   The unit in VT supports out portal 4 (of VT) to a space SQ is attacking out portal 6 (of SQ).  Another player's unit is SQ.

5. MK s 1 (1) The unit is MK supports out portal 1 to a space VT is attacking out portal 3 (of VT).

B. Retreat orders

1. Each player should write retreat orders for any units he thinks may be dislodged.  If he doesn't and a piece is dislodged, The GM will retreat the unit to the first open portal starting at 1.

2. VT(3,2,5,1,6,4)   If the unit in VT is dislodged the order of retreating priority would be portal 3, 2, 5, 1, 6, or 4.

C. Build orders

1. On each fall turn a player expects to build any units he should write a priority list of his home centers for the GM to use when building, otherwise it's done at random.

2. Build MK, VT, CJ   The player wishes to build in MK first, VT second (or if someone stole MK), and CJ last.

II. Gamesmaster's notation

A. The following symbology is used by the GM to relate information about moves.  Players' initials are used (TAG in these examples).

B. Information on spaces (makeup of the map).

1. VT1 6 Came in through portal 1 of VT which has 6 portals going out of it.

2. RT2 NSC 4 Came in through portal 2 of neutral supply center RT which has 4 portals going out of it.

3. BN4 HSC 5 Came in through portal 4 of home supply center BN which has 5 portals.

C. Movement failure

1. Bounce Means the piece in question was unable to move because of another piece in its way.  This will always be used in combination with other symbology.

2. B.S.  Stands for Bounce Self.  Your own piece in way.

D. Moves originating from a space (assume you're attacking or supporting VT)

1. (TAG to VT3) Player TAG attempted to attack out VT3, but he bounced and returned.

2. (TAG s VT4)  Player TAG supported out VT4, you cut his support if you attacked VT.

3. (TAG h VT)  Player TAG is in VT and holding.

E. Moves into a space (assume you are holding RH or didn't leave for some reason)

1. (TAG a in RH2) Player TAG attacked space RH in through portal 2.

2. (TAG s in RH5) Player TAG supported space RH in through portal 5.  There will be a slash through the s (s) if that support was cut.

F. Position of units

1. The gamesmaster will list the positions of all of a player's pieces to him after each move.

2. Units At:  VT, RT, WD, HB    The player has units at the indicated spaces.


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