Rock, Scissors, Paper Diplomacy (ra11)
by Phil Reynolds
1) Unless stated otherwise, the 1976 Rules for Diplomacy are in effect.
2) Abstract: The basic idea of Rock, Scissors, Paper Diplomacy is that each unit has a special characteristic which alone determines the outcome of any conflict.
3) Characteristics: At the beginning of the game, each unit is assigned randomly one of the following three characteristics -- Rock, Scissors, or Paper. Thereafter, a unit's characteristic can be changed as a player desires, but such a change cannot be made conditional. A unit's characteristic is revealed only in conflict.
4) Conflicts: Rock always beats/dislodges Scissors. Scissors always beats/dislodges Paper. Paper always beats/dislodges Rock. A standoff occurs between units of the same characteristic.
Rock A Pru-Sil, Scissors A Gal-Sil. This leaves Rock A Sil and Scissors A Gal.
Rock A Pru-Sil, Scissors A Sil-Pru. This leaves Rock A Sil with Scissors A Sil retreating.
Rock A Pru-Sil, Scissors A Sil-Pru, Paper A Gal-Sil. Scissors beats Paper, but Rock beats Scissors, leaving Rock A Sil, Paper A Gal, and Scissors A Sil retreating.
Rock A Pru-Sil, Scissors A Sil-Boh, Paper A Gal-Sil. Paper beats Rock. Scissors is not involved in the conflict over Sil. This leaves Rock A Pru, Scissors A Boh, and Paper A Sil.
Rock A Pru-Sil, Scissors A Sil-Pru, Rock A Gal-Sil. The Scissors A Sil is a beleaguered garrison.
6) Support: There is not support order.
7) Retreats: A unit retreats per the normal Diplomacy rules -- characteristics are ignored.
I honestly don't know if this will be a good variant. I got the idea for it after watching some movie where two people played the old kids game Rock, Scissors, Paper to decide something. (Fisties is another such game.) I wondered what it would be like to apply the RSP principle to Diplomacy. At the tactical level, an ongoing war between adversaries will become more of a mind game, as each one tries to outguess the other. Conventional tactics might not be enough, since a solid wall of units would be vulnerable to a single correct ploy. Allies will become more dependent on their cunning than each other's help. Could be chaos; should be fun. We won't know until it's tried!