Shell-Shock Diplomacy 

by Stephen Agar 

As it is so difficult to dream up any idea for a variant which has not been used before this is probably very unoriginal, but what the hell.  This variant attempts to introduce some basic morale rules into regular Diplomacy.  This should make the game play a lot quicker as a successful Power will have the momentum to carry it on to bigger and better things, while the unsuccessful Powers watch their units become disillusioned and then rebel.  If you are mad you could combine these rules with the rules for another variant.  Is anyone silly enough to want to play?  

0. All boring regular Diplomacy rules apply. 

1. At the beginning of the game each unit is given a morale status of 18. 

2. A unit's morale status will be adjusted cumulatively at the end of each season (after retreats and builds) as follows: 

PLUS 4: 

If the unit has stood in a home supply centre for that move without being attacked. 

If the unit dislodged an enemy unit that move. 

PLUS 2: 

If the unit supported a successful attack which dislodged an enemy unit that move. 

If the unit successfully moves into a supply centre which is at that time controlled by another player. 

If the unit was attacked unsuccessfully during that move. 

If the unit stood in a non-home supply centre that move without being attacked. 

All units get a +2 if ownership of one of that Power's home supply centres is recaptured from another Power that season. 

All units get a +2 if ownership of that Power's capital is recaptured from another Power that season.  

PLUS 1: 

If the unit supported successful movement into a supply centre which is controlled by another player. 

For every support the unit received that move which was not cut, irrespective of the outcome. 

If the unit is in a non-home supply centre. 

MINUS 1: 

If any support for the unit in question was cut during that move and the unit failed to move. 

If the unit is an army and has been ordered to move for the last 3 seasons in a row. 

If the unit is a fleet and it has not been in a coastal province for more than three seasons. 

If the unit is an army and has ended the move with no other units of the same nationality adjacent. 

If the unit supported an unsuccessful attempt to move that season. 

All units must -1 if their capital has ended that season under the control of another Power. 

MINUS 2: 

If the unit is ending the move with more foreign units adjacent than units of the same nationality. 

If the unit made an unsuccessful attempt to move that season. 

All units of a Power must -2 if ownership of a home centre is lost that season to another Power. 

MINUS 4

If the unit has retreated that move. 

3. The level of morale an unit enjoys at the beginning of each season affects its fighting ability as follows: 

>24  =  Very High Morale.  Unit fights with a dislodgement strength of 1.5

9-12 =  Depressed.  Unit fights with dislodgement strength of 0.75

4-8  =  Low Morale.  Unit fights with dislodgement strength of 0.5.  Unit will not attack another unit, but will support attacks. 

1-3  =  Very Low Morale.  Unit refuses to move, but will defend itself and may be supported. 

<=0  =  Unit rebels and turns into an armed neutral unit.  The player concerned must continue to fight one unit short until the armed neutral unit is destroyed, thereafter a new unit can be built in the next build season.  Armed neutrals are not subject to morale rules. 

4. All newly built units have a morale status of 18 minus 2 for every one of their home supply centres which is controlled by another Power.

Reprinted from Spring Offensive 3


Home
- 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