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Player | Alf | Bert | Cardew | Denis | Order Values |
PFs invested in Russia | 2 | 1 | 3 | 2 | |
Orders | F(Stp)sc-GoB F(Sev)-Rum A(War)-Ukr A(Mos)-Sev | F(StP)Sc-Fin F(Sev)-BLA A(War)-Mos A(Mos)-Sev | F(StP)sc Std. F(Sev)-BLA A(War)-Gal A(Mos)-Ukr | F(StP)sc-GoB F(Sev)-Rum A(War)-Pru A(Mos)-StP | Gob=4; Std.=3; Fin=1 Rum=4; BLA=4 Gal=3; Ukr=2; Pru=2; Mos=1 Sev=3; Ukr=3; StP=2 |
Therefore the orders for Russia in Spring 1901 are: F(StP)sc-GoB; F(Sev)Std.; A(War)-Gal; A(Mos)Std.
4. The interaction and combat between Powers follws normal Diplomacy rules.
5. At the end of every Spring and Autumn season, each player receives a further two Political Factors which he can invest in the following season. After each Autumn season players also receive a bonus of two Political Factors for each Power in which they have the largest (or equal largest) investment of Political Factors, minus one Political factor if that Power has ended up with a dcrease in its supply centre count that year. Once invested, Political Factors can never be moved and the investment in the country concerned remains (it is not lost). Political Factors must be spent the season after they are received, they cannot be retained for use later.
6. The game continues until one Power gets 18 centres or everyone gets bored. The winner of the game is determined as follows:
(1) If there is an outright victory and one player has more Political Factors invested in that Power than any other player, then he is the winner.
(2) If there is an outright victory and more than one player has equal most number of Political Factors invested in that Power then the winner is determined between those players involved in the draw in accordance with the formula in (3) below.
(3) For the purposes of (2) above or in the event that the game is terminated prior to an outright winner emerging then the winner is the player with the highest Score. The Score is calculated as being equal to the total number of PFs each player has invested in each country times that countrys supply centre count at the end of the game.
Comment by Stephen Agar
It is inevitable that over the years some Diplomacy variants have been published which were never picked up by the Variant Banks that existed at the time. Indeed, until the early 80s the UKVB was never really geared up to collecting variants on its own initiative, and so many British designs from the early 70s are today only available from the North American Variant Bank (which was better organised at the time). As I catalogue the zines which I have been given for the MidCon Collection I do ocassionally come across the odd variant that has, until now, been lost altogether. Of course, there might be very good reason why such designs have been lost (after all, most of them are crap), but the archivist in me cant bear to leave variant designs languishing in the dark forever.
Purists would call this Fiascomacy II as I have inserted the rule in 5. above which awards bonus PFs to players who have the highest investment in Powers after adjustments. The original rules did not have bonus PFs with the result that there was no reward for controlling any Power other than the ultimate winner. I wanted to encourage people to invest in the minor Powers. I would also suggest the following Optional Rule:
7. The GM shall nominate someone whose identity shall not be disclosed to submit orders for all Powers at his whim. these orders shall be used in the event that no orders are received for those pieces, or when the application of Rule 3. would result in the unit standing due to a tie in PFs. Thus, units will only stand if they have been positively ordered to do so.
Reprinted from Bellicus 31