Roman Diplomacy (ac13)
by Pete Calcraft and Andrew Poole
1. Game start. At the start of the game all supply centers are neutral and occupied by neutral "garrison" armies. All land provinces are occupied by barbarians. Game years and turns are numbered normally. Garrisons and barbarians armies are denoted by "G" and "B" respectively.
2. Players. They may be any number of players. A player joins the game by selecting any neutral Mediterranean or Black Sea coastal supply center as that player's Imperial City. The GM will provide a name for the empire, but may accept suitable suggestions.
3. Imperial Cities. The garrison of an imperial city may not move, may support as if it were an ordinary army, is destroyed if the province is captured by another power, and does not require a supply center to maintain it. Normal units may occupy the same province as a friendly garrison, but a garrison does resist attacks from other empires. Builds may only be made in imperial cities. Captured supply centers have no garrisons.
4. Fleets. Fleets in Roman Diplomacy use a version of "petrol rationing". You may make as many fleet orders as you have fleets. Unordered fleets stand, and may be supported. Fleet using multiple moves may not support or convoy: fleets may support and convoy only as normal "single" moves. If one part of a multiple move fails then all subsequent parts also fail, but those parts already completed still take place.
5. Federation. Any number of empires may federate to form a single empire. Control of units may be signed over to another players within the same empire, or to a new player, but not to an opponent. Units belonging to the same empire may not support against other or cut each other's support. Supply centers cannot be captured by armies belonging to the same empire. Supply centers, units and builds may be traded freely within an empire. All trades are permanent, "loans" are backed only by trust. Such trades occur after retreats, but before builds.
6. Defederation. Any member empire may leave an empire at the end of any turn, without the agreement of any other players involved.
7. Barbarians. At the end of each turn any unoccupied land province adjacent to either a province occupied by barbarians or any map edge becomes occupied by barbarians. A supply center occupied by barbarians reverts immediately to neutrality, with a neutral garrison. Barbarians are cleared from a province whenever it is entered by a non-barbarian army. Barbarian occupation of provinces has no effect on movement.
8. Barbarian Armies. Players may raise barbarian armies in any province occupied by barbarians in a normal build season, by expending one build (as normal). Duplicate barbarian builds fail. Maintaining a barbarian army already on the board is optional. An unmaintained barbarian army stands in civil disorder (unless re-rehired by any player) and the province it occupies becomes "occupied by barbarians" under rule 7. Supply centers captured by barbarian armies revert to neutrality (with neutral garrisons). Note that the presence of a barbarian army does not imply "barbarian occupation" under rule 7 unless that army is in civil disorder.
9. Civil Disorder. When an empire goes into civil disorder (two successive NMRs or three NMRs in all) all centers immediately revert to neutrality, and any units occupying supply centers are removed. Units not in supply centers stand in civil disorder until dislodged. Centers not occupied by foreign units gain neutral garrisons.
10. Winning. The requirement for a win is 15 centers for any single empire or federation of empires. A win by a federation is a "joint win". A simultaneous win by more than one empire/federation is a "draw" or a "joint draw". There are not minor placings. The game may be ended with any result by unanimous agreement of all current players.
The suggested starting date is 100 A.D. Note the Kiel Canal does not exist in that era.
Roman Diplomacy II
This uses the map of Diadochi V/Imperator/Triumverate. The starting supply centers must be on the coasts of the Mediterranean of Black Sea. All multiple supply centers are treated as if single; special build centers may be used by the owning player. All provinces on the may are passable and direct passage links may be used. The victory requirement is 24 supply centers, the game starts in Spring 240 B.C. (therefore the years number backwards).