Impassable Diplomacy (ru05)

By Lee A. Kendter, Jr.

At the beginning of the game 5 spaces will be designated randomly as impassable.  Starting with fall 1901 there will be a determination phase each turn before the moves.  Each phase all spaces touching an impassable space will be rolled for.  On a roll of a one (six sided die) that space will also become impassable.  If a supply becomes impassable then it no longer counts as a center.  If a unit is in a space that becomes impassable it is destroyed.  The game will end when either a win or draw occurs, or all spaces become impassable. 

- Alphabetical Index of Variants - Variants by Subject - Variants by No. of Players - ARDA Classification
Variant Articles - Variant Descriptions - Variant Bank PolicyAdvice for Designers - Regular Diplomacy Rules