World War IV (Version 1)

Variant Designed by Tom Reinecker
 

 

Download Map (122 Kb)

 

Rules & Game Details

29 Nations/Players

Builds

Builds may be made on any starting home center OR in any supply center that has been owned for at least two years. (captured in F01, build is possible in F03)
This rule variation is in place for two important reasons. The first reason allows for rapid expansion around a large globe. If all units started at home only, the game would take far too long and would be too difficult to expand effectively. The other reason for this change is there are a few landlocked powers that would otherwise have no chance at true global domination, stuck on their home continent with no real chance of winning. These powers need access to the seas so they may reach these far flung areas of the world. Instead of allowing IMMEDIATE builds on new supply centers, the reasoning can be thought of as the time needed for a conquering nation to quell all resistance and demonstrations, also giving this new center the time to recognize their newfound important role in the ever expanding nation they are now a big part of. With time the citizens will support a new unit being built in their own home, they appreciate the peace and stability that has been brought to them by your nation after they grow accostomed to the new ways.

The added year also allows others to try and block or prepare for this possible future build giving them time to maneuver their units into or away from these areas.

United Nations and Victory

Unique new rule to WW4 is the advent of the UN.
Each power holds one vote in the UN. At any time during the course of the game a vote may be called to declare a winner of the contest. Only the power with the MOST supply centers held may be declared winner. (you may not vote to have a minor power win, a power may not win by being "nice" alone! The leading player can not be cheated out of his lead by voting for another lesser power.) One half of the UN votes (15 votes) will end the war and decide the winner. For those who do not vote, it will be assumed that all NON-VOTES are from pacifistic nations uniterested in the worlds events. These will be considered votes to end the warfare.

..................There IS a twist however:

Each power, at the start of the game, will declare one of his starting centers as his capital city (to be marked with an "X"). This capital city will empower its conqueror one single vote in the UN upon the elimination of its original owner.

Ex. If power "A" loses his capital to power "B", Power "A" may still vote in the UN (assuming he is still alive). Once power "A" is eliminated, his one vote will go to whomever controls Power "As" capital city. (To the victor go the spoils so to speak) This capital city may NOT be changed at any time during the game for any reason.
Powers may "collect" these extra UN votes and vote with them as they see fit. (although ALL votes are cast together, no "splitting" votes)

The winner of the contest will be the first to either control of all supply centers, or be declared winner by the United Nations. (15 votes)

If a power receives 15 votes he will be declared the victor of the war and hostilities will cease. All remaining powers will share in survival. There will certainly be an incentive for many weak powers to vote to end the game so they assure themselves survival credit, others will be firm in their refusal to grant their enemy any votes...this is a wild world that can not be predicted very well.


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