Taijitu
Forum Meta => Archive => Archived Fun => Topic started by: Zimmerwald on May 15, 2007, 09:47:58 PM
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Rules may be found at
http://www.diplomacy-archive.com
The map looks like this.
(http://img411.imageshack.us/img411/3451/diplomacygk6.png) (http://imageshack.us)
Would you be interested in playing?
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why not?
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I'll join ye.
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It sounds interesting, but I would have to learn how to play.
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It sounds interesting, but I would have to learn how to play.
don't worry.
I'm new to the game too.
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If I may, I can provide a short summary of the rules of Diplomacy:
There are seven countries: England (sic - United Kingdom), France, Germany, Italy, Austria-Hungary, Russia, and Turkey (sic - Ottoman Empire), based on the Great Powers besides the United States and Japan before the first world war. Borders on the map are based on the 1914 borders of Europe, immediately before World War I, with some slight changes. A player plays each of the countries. On internet games, it is required to have an eighth player to moderate the game.
There are two ways to win at Diplomacy: Total Victory or Diplomatic Victory.
Total Victory is won by seizing an outright majority of the supply points on the map. This counts as one entire victory.
Diplomatic Victory is when all players agree to end the game where it is; at least one player must have been eliminated before Diplomatic Victory is allowed. This victory counts as 1/(number of remaining players) of a victory, and, therefore, not as prestigious as a total victory, but far more realistic.
There are no dice in Diplomacy: Only numbers.
Now, you may wonder how you can play without dice.
Every nation starts out with three supply centers (except Russia, with four). Each nation has an assortment of armies and navies, each of which requires exactly one supply center. There are multiple neutral supply centers, such as in Norway, Sweden, Denmark, Holland, Belgium, Romania, and so on.
Each navy may move exactly one adjacent territory, either from a sea territory to another sea territory, from a coastal territory to another coastal territory, or a mix of the two. Navies CANNOT be transferred by land.
Each army may move exactly one adjacent territory, only from a land territory to another land territory, unless in the case of a "convoy". A convoy means that a navy may move a single army across a single sea territory to another land territory, for example, a navy in the North Sea may convoy an English army from London to Belgium. Convoy "chains" are also allowed, allowing for a long chain of adjacent navies to move an army across the map; however, these chains are extremely rare. Each navy may only convoy ONE army per turn. Only one unit of any nationality may be in a territory at a time.
Now, to the business of conquest. With one army/navy ("unit") per supply center, with everyone having basically equal numbers, one might ask how you can get an advantage. To that, there is only one answer: expansion. You must seize supply centers, both enemy and neutral, to build new units. New units may only be built at your initial supply centers. The larger you grow, the more armies you can support, the more you can conquer.
To take a territory, you must outnumber the number of units defending that territory. You may ask, how can one invade if only one unit can move in at once? The answer to this is Support. An army that does not move may support a moving army, therefore magnifying its strength to attack the territory. However, defenders may also play at this game, supporting non-moving units to strengthen their defenses. If the total number of units on both sides is equal, whoever was already in the territory wins. If no one was in the territory, no one wins. If one side outnumbers the other, it wins.
Now, to the most essential part of Diplomacy: diplomacy. One must negotiate with other players, or one will be at the very best unable to accomplish anything and at worst be swept by the wayside by those who did negotiate.
The reason diplomacy is so important is because units can support other units, even if they are of different nationalities. For example, if England is in Belgium and Germany is in Munich, they can combine their forces, with either one supporting the other, to take out a single French unit in Alsace-Lorraine. However, one is not required to follow through on their promises, by any means; Germany could tell England they will support them, but then support the French in an attack on Belgium, or vice versa with the English in Belgium, supporting a French attack on Munich. Meanwhile, France may have an agreement with England to take Munich AND with Germany to conquer Belgium, and, therefore, not only are Germany and England backstabbing one another, but France could backstab one or both.
The important reason for this is that all sides move simultaneously; that's right, all at once. This means you don't know if someone backstabs you until the turn has gone through. That's why there is a moderator to monitor what happens during the turn; no cheating.
The game is played, starting in Spring 1901, then having Fall 1901, Spring 1902, and so on, even though the borders match 1914. Building is done after the fall turn (for those players who've conquered supply centers), as is reducing (for those players who've lost supply centers). One cannot build AND reduce at the same time, and one cannot have more units than their number of supply centers (however, less is allowed). Units can ONLY be built on your native supply centers. Armies may be built anywhere, navies may only be built on coastal provinces.
There are more, technical rules and some other points, but this is a basic version of the rules of Diplomacy, at least, all the rules you will need for most games.
I'd be willing to volunteer to be Game Moderator, so that everyone else may play.
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Wow. When I saw a 2MB PDF on the rules I thought that this was going to be really mean. But you have just summed it up into a quick post. It seems a little more complicated than chess. Thank you New History. ;)
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I'd like to play. May I lay a claim on the UK?
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No problem, Algerian.
Also, Latagon, while you can play, you can't "claim." Something major I forgot in my post on the rules: nations are selected entirely at random, both in the internet and board game versions. However, since all nations have basically equal capabilities at start (Russia has more troops, but more places to put them), the only difference is your location. This is to keep the game fair, so that people don't claim all the well-positioned nations, leaving the horribly positioned ones like Italy and Austria for the poor saps that sign up last. Anyone could end up with Turkey, England, France, or any other country.
At this point, I count four people, besides myself, wanting to play.
Also, if I would be allowed to be GM, the following is what I do. Firstly, a different map, which is slightly more clear:
(http://hace.dyndns.org/diplomacy/diplomac.gif)
On this map are clearly labeled the three-letter IDs of each territory on the map. It's not perfect, but few things are. I expect to modify this before a final game.
If we play, we'll just be using my summary of the rules as the supreme Ruleset; conflicts in the rules will be ruled by the version of the rules I know best, the 1971 version. While all versions are roughly the same, there are some nuances that are changed (such as different rules for convoying and other types of things). Again, knowing these rules is not necessary, it's just official in case anyone questions how combat turns out.
How it would work:
All players message me their orders. There is a 48-hour deadline to submit orders. Orders CAN be amended via a new PM until all orders are complete. When all seven PMs have arrived (or, however many players), or when the deadline runs out, I will post everything that occurs in the round, in this or another thread. Players may engage in diplomacy on AIM, IRC, MSN, Yahoo, E-Mail, PMs, however they want, without restriction. Players may also post in the main thread for whatever they want. However, only the mod (i.e., me) can post results of battles, turns, and other official things. Someone IS allowed to tell one person one thing and send me orders saying elsewise; the orders sent to me take priority over any promises, which mean nothing in Diplomacy from a rules standpoint.
If Gallipoli-China or someone else really wants to be GM, I'll let them and not do it; I'm just volunteering as people usually prefer to play, rather than moderate. If someone really, really wants to moderate, they can do it.
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:clap:
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Cool
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Anyone else want to join? It really isn't as complicated as it seems.
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Bump.
If you want to moderate, New History, I'm not going to stop you :-P Besides, I've never actually played a game of Diplomacy before, so me being the GM is not the best idea.
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If this is the same as the board game, then I advise all players sign a pact before playing stating that they will not hate each other after the game, and that they remember that they are at all times just playing a game. ;)
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lol. Sounds a lot like RP.
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Teoghlach, I was actually planning to say something like that, but, since it came out of your mouth, might as well endorse it: you can't trust anyone in Diplomacy. But this should never affect out-of-game relationships.
As one great Diplomacy player said: He's my best friend. I'd trust him with my wife and kids for a month. But I'd never trust him to stay out of Belgium
Teogh, it sounds like you're somewhat experienced. Why don't you join us?
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Sorry for the double-post, but I'm trying to build up players.
Currently, I count four people who want to play:
Algerianbania
Gallipoli-China
Latagon
Tak
Anyone else want to join? Three slots remaining! Get 'em now!
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Come on, people, you know you want to! All you have to do is issue orders every other day. Couldn't be easier!
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I play if i get germany, I frigen love this game, my friends wont play me any more....
Something about me always winning and being manipulative and knowing how to explote the position of germeany to much to get a massive lead that cant really be taken back...
Something like that...
They dont play alot of games with me cause i win to much.... its sad
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You might get Germany, but under the rules, the countries are distributed at random. Besides, anyone who can win with Germany can win with basically any country besides Austria. I'll add you to the roll:
Algerianbania
Gallipoli-China
Latagon
Tak
Ranholn
Come on, people, join! I'd like to get at least one more person before starting. I want a full board, but I'll live with taking Austria and doing that while GMing or leaving Austria NPC if we get just one more player.
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i'll give it a go.
sounds interesting :)
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Alrighty, then.
Algerianbania
Gallipoli-China
Latagon
Ranholn
Tak
The Abode
I'll give it another day before we begin, to see if there's anyone who wants to be a seventh player. Come on! One slot left!
I'm PMing everyone who's already promised to join to remind them and prepare for the game. I'll post the map in one day after we have the final, official list of players.
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I do have a little problem. Wednesday will be fine, but I won't be able play over the weekend.
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I was actually planning to propose that the game be postponed across Memorial Day Weekend, but got a better idea. From now on, turns must include 48 hours of WEEKDAY time in order to be valid, and the weekend is open, unless anyone protests.
Speak now or forever hold your piece! First orders may be submitted as of the next midnight GMT!
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Addendum: If any player is going to be unable to submit orders during a 48-hour period, notify me in advance so that I can postpone the deadline. That is how we will do it.
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but germany is great for the ability to rapidly expand and cut off many naiton rather fast from expansion
also if we dont have a player for every nation get ride of Russia, then Italy, followed by Turky, then England its a good way to limit the game if ya dont got enough, haha
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The minimum number of players is five for a game, really, four in a pinch. Six is really the preferred minimum. I'll be leaving Austria empty, but, otherwise, the six nations are full. Before the orders may be submitted, I'll publish the Spring 1901 map and the player spots.
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Spring 1901
(http://img265.imageshack.us/img265/4507/diplofinaltg5.png)
Unit Positions:
England - Fleet in LON, Fleet in EDI, Army in LPL
Germany - Army in BER, Army in MUN, Fleet in KIE
Russia - Army in MOS, Army in WAR, Fleet in STP (Baltic Coast), Fleet in SEV
Turkey - Army in CON, Army in SMY, Fleet in ANK
Austria - Army in VIE, Army in BUD, Fleet in TRI
Italy - Army in ROM, Army in VEN, Fleet in NAP
France - Army in PAR, Army in MAR, Fleet in BRE
Also, I have randomly assigned the players to their nations -
Ranholn - England
The Abode - Germany
Algerianbania - Russia
Latagon - Turkey
Gallipoli-China - Italy
Tak - France
Austria is a Non-Player Character
This is how you write your orders.
If you want to move an army or fleet from one territory to another, write:
TER1 to TER2.
Remember, a fleet may only move into an adjacent coastal or sea tile, and armies may only move from one land territory to another.
If you want another unit to support the attack, write:
TER1 to TER2
TER3 supports TER1
If you want a fleet to convoy an army across the ocean, use this:
SEA1 convoys.
TER1 to TER4 via SEA1
This must appear even if you have a different country convoying. The convoying country must write the former, the country moving the army must write the latter. If they do not write these correctly, the convoy does not occur.
Either of these actions may be shared (i.e. a nation may support another nation's army or fleet or convoy. These must be written CORRECTLY.
You may only support an attack if you border both the attacking and attacked province. To support a defense, you need only border the province being attacked.
Any questions may be posted here. PM your orders to me, and you may negotiate with other players however you want.
Alright,
Your majesties of England, Germany, Italy, Russia, and Turkey, and your excellency of France,
Start your movement.
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thats wierd, normally if your short you remove russia and make it unclaimable land
and im Englend, piss... eh i can make it work
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My first game...I'm Italy...fuck
Oh well, at least it's not Austria.
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austria is better then italy, man austria is a great one to start rapid expansion and if your good at diplomacy (the talking part) you can isolate and crush with lots of fun
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Italy's in the generally bad position for a diplomat, Austria's in the generally bad place for a non-diplomat. But, really, there is no WORST country for all players; only worst for certain players. I suck with Turkey and Italy myself, I can pull a game with Austria, Russia, and France, but can pwn with England or Germany,
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but actually I can see a huge imbalance with Austria taken out. It should have been Russia instead, as suggested.
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The rules explicitly state which countries are to be taken out with fewer than seven players.
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Well, I'm a far better diplomat than tactician. Fuck.
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Same here, but it seems like that if I befriend the right people, I can rape you guys in the ass.
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I see an R/T!
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MOVEMENTS
Russia
STP-FIN
Turkey
CON-BUL
ANK-BLA
England
EDI-NTH
LPL-YOR
Germany
KIE-HOL
Italy
NAP-ION
VEN-TRL
ROM-VEN
France
BRE-MID
PAR-BUR
MAR supports PAR-BUR
NO COMBAT
FALL 1901
(http://img128.imageshack.us/img128/8702/fall1901rp0.png)
England - Fleet in LON, Fleet in NTH, Army in YOR
Germany - Army in BER, Army in MUN, Fleet in HOL
Russia - Army in MOS, Army in WAR, Fleet in FIN, Fleet in SEV
Turkey - Army in BUL, Army in SMY, Fleet in BLA
Austria - Army in VIE, Army in BUD, Fleet in TRI
Italy - Army in VEN, Army in TRL, Fleet in ION
France - Army in BUR, Army in MAR, Fleet in MID
PLEASE NOTE: "National Provinces" (i.e., supply centers under a certain country's control at the beginning of the game), you must continually occupy for TWO TURNS to switch it to you (the other side loses the supply center, but you must wait two full turns before gaining it.) THIS INCLUDES AUSTRIA.
Also note - a fleet cannot convoy in the same turn that it moves.
Your majesties, your excellency, you have 48 hours to submit your moves. IF AND ONLY IF Turkey (Latagon) does not submit orders in that time, time will be delayed until Tuesday evening. IF this does not occur, and Fall 1901 goes through, Winter 1901 (i.e., the building phase) will not end until Tuesday evening.
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im dropping out of the game sorry
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What? Why?
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PLEASE NOTE: "National Provinces" (i.e., supply centers under a certain country's control at the beginning of the game), you must continually occupy for TWO TURNS to switch it to you (the other side loses the supply center, but you must wait two full turns before gaining it.) THIS INCLUDES AUSTRIA.
Does "two turns" mean Spring and Fall of a year, or two years?
Also, Ranholn, please don't drop out of the game.
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ill pick up where ranholn stopped!! :D
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You want to take over Ranholn's nation? That's fine. I'll send you a note.
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Can I play?
are we allowed to come in late, I won't complain if my alloted nation has been mildly raped already promise O:-)
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Alright, then, if you both want, Simple, you take up where Ranholn left off with England, and LLANYDERN, you take Austria.
Read the rules, and submit orders.
And, on the national provinces, yes, that's Spring-Fall. So, basically, a whole year.
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Everyone has another day to submit orders. Oh, and, Latagon has submitted his orders for this turn, so the deadline stands. Thank you. I'll PM everyone in ~12 hours who hasn't submitted orders.
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i work about 10 hours a day now and when i get home im to tired to get on and do anything. And i hate playing england anyways so no fun in staying
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Actually, since we now have two new players and one new nation, we should probably start the game over.
And that national provinces rule is ridiculous.
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Seconded
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Thanks, but what are you seconding? The request to restart the game? The defamation of the National Provinces rule? Both?
I MUST KNOW!!!!!11one1
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I seconded the restart, since the game has only gone through one turn, yet the political environment changed completely with one added player.
I am neutral about the second one, as I am not sure if it is already written in the rules.
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That was actually the rule with ALL provinces in the 1971 rules. In the more modern forms, they changed it to only national provinces, so I decided to use the more modern rules since they made more sense.
But, fine, we shall restart, then. Spring 1901...
I'll put up the Spring 1901 map and all that stuff again. This turn ENDS on Tuesday night, because of Latagon's vacation.
Spring 1901
(http://img265.imageshack.us/img265/4507/diplofinaltg5.png)
Unit Positions:
England - Fleet in LON, Fleet in EDI, Army in LPL
Germany - Army in BER, Army in MUN, Fleet in KIE
Russia - Army in MOS, Army in WAR, Fleet in STP (Baltic Coast), Fleet in SEV
Turkey - Army in CON, Army in SMY, Fleet in ANK
Austria - Army in VIE, Army in BUD, Fleet in TRI
Italy - Army in ROM, Army in VEN, Fleet in NAP
France - Army in PAR, Army in MAR, Fleet in BRE
Simple - England
The Abode - Germany
Algerianbania - Russia
Latagon - Turkey
Gallipoli-China - Italy
Tak - France
Llanydern - Austria
Your majesties, your excellency,
Begin Movement.
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I shall now propose that we lock the game, meaning that it cannot be stopped or restart, but only occasionally paused.
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I second.
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Gentlemen, I've updated the map- the coastal regions were driving me nuts, I think we can get smoother game-play out if this map, tell me what you think.
(http://i167.photobucket.com/albums/u140/KingWaldoIV/diplomacy.jpg)
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I was fine with the old map but as long as nothing changes in regards to the territorys I don't mind
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all the borders are the same so game-play should be identical-without those bothersome pixel coasts. :drunks:
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I see no difference.
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I thought a turn was supposed to have happened by now
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I apologize for the delay - some school stuff got in the way. Anyway, here is the turn:
Russia - STP to FIN, MOS to SEV, SEV to BLA (conflict)
Turkey - ANK to BLA (conflict), CON to BUL, SMY to CON
Austria - VIE to TRL, BUD to SER
France - BRE to MID, PAR to GAS, MAR to SPA
England - EDI to NTH, LPL to YOR, LON to ENG
Italy - NAP to ION
Germany - I received no move from Germany, so I am going with The Abode's movements he sent for the initial Spring 1901. KIE to HOL (MAKE SURE YOU SEND MOVEMENTS FOR FALL 1901! I WILL NOT BE SO GENEROUS AGAIN!)
CONFLICTS
Russia/Turkey - BLA
Russia - Fleet, no support.
Turkey - Fleet, no support.
Result: BLA remains neutral.
Russian move SEV to BLA fails.
Russian move MOS to SEV fails.
Turkish move ANK to BLA fails.
Fall 1901
(http://img131.imageshack.us/img131/1691/fall1901lh4.png)
England: F in ENG, F in NTH, A in YOR
France: F in MID, A in GAS, A in SPA
Germany: F in HOL, A in BER, A in MUN
Russia: F in SEV, F in FIN, A in MOS, A in WAR
Turkey: F in ANK, A in CON, A in BUL
Austria: A in TRL, F in TRI, A in SER
Italy: A in VEN, A in ROM, F in ION
Gentlemen, post your movement.
By the way, Simple, I would have used your map, but it's been completely pixelated, and I am unable to use the "fill" function on it. If you de-pixel it, I will use it, as the pixelized shores bother me as well.
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k
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Simple, The Abode, Gallipoli-China, Tak, Llanydern:
Please submit your orders.
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I'll think about playing...I might have enough time between NS, video games, sports, reading (Harry Potter 7, Watchmen, Nuklear Age, the novels of Max Barry, etc.), general summer debauchery, and my summer internship.
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I'll think about playing...I might have enough time between NS, video games, sports, reading (Harry Potter 7, Watchmen, Nuklear Age, the novels of Max Barry, etc.), general summer debauchery, and my summer internship.
Little late...
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Sorry for being a "little late"
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Sorry for being a "little late"
Well, I'm just saying, all of our spots are currently taken. Unless you want to take over Switzerland (Joking, you can't actually) you're kind of SOL. I was just saying that we've got the maximum current players.
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You know, Switzerland...I see possibilities
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Too late...but it sounds like something I'd like. Are you sure you can't carve out Belgium or Luxembourg or something for me?
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Sorry, the players of Diplomacy are strictly regulated in the rules.
And, I waited as long as humanly possible, but I now must do the move without all moves submitted.
RUSSIA
A MOS to UKR
F FIN to SWE
F SEV TO RUM (conflict)
TURKEY
A BUL to RUM (conflict)
F ANK to BLA
A CON support ANK to BLA
FRANCE
A SPA to POR
A GAS to SPA
AUSTRIA
F TRI to ALB
A TRL to TRI
ITALY
F ION to TUN
GERMANY
No Moves
ENGLAND
No Moves
CONFLICTS
Russia and Turkey - RUM
Turkey: 1
Russia: 1
Results: RUM remains neutral
Russia F stays in SEV
Turkey A stays in BUL
Winter 1901
(http://img485.imageshack.us/img485/7926/winter1901uc2.png)
BUILDING PHASE!
Notes on construction:
You can ONLY build in your home territories, i.e., starting supply points.
RUSSIA - build 1 unit. STP and MOS are free for construction.
TURKEY - build 1 unit. SMY and ANK are free for construction.
AUSTRIA - build 1 unit. VIE and BUD are free for construction.
ITALY - build 1 unit. NAP is free for construction.
FRANCE - build 2 units. BRE, PAR, and MAR are free for construction.
ENGLAND - build 0 units.
GERMANY - build 1 unit. KIE is free.
Please commence building. You have approximately two days.
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It is rather disappointing that two of my three neighbours were inactive. :-\
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oh im active...but im also patient.
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I'll think about playing...I might have enough time between NS, video games, sports, reading (Harry Potter 7, Watchmen, Nuklear Age, the novels of Max Barry, etc.), general summer debauchery, and my summer internship.
I will actually be leaving soon for the summer so if you want to take my spot that be cool.
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BUILDS OF WINTER 1901
NOTE: YOU CANNOT MOVE IN WINTER!!!
France - F BRE, A PAR
Italy - F NAP
Russia - A MOS
Turkey - A ANK
Austria - A BUD
England - no builds capable.
Germany - no builds commenced.
Germany has officially been inactive for two turns. It is now up for grabs for anyone who wants to take it. In game terms, this means that a revolution has happened in Germany. Either the old government can retake power (the original player), or a new government can take power (a new player).
England's non-move does not count as a second turn inactive, as there was no possible move for the English player. However, England's player MUST move this turn or be declared inactive.
SPRING 1902
(http://img485.imageshack.us/img485/7926/winter1901uc2.png)
Russia - A MOS, A UKR, F SEV, F SWE
Turkey - A BUL, F BLA, A ANK, A CON
Austria - F ALB, A TRI, A SER, A BUD
Italy - A VEN, A ROM, F NAP, F TUN
France - A POR, A SPA, F BRE, A PAR, F MID
England - F NTH, F ENG, A YOR
Germany - F HOL, A BER, A MUN - CIVIL DISORDER.
Please make your moves.
If Germany's player (The Abode) wishes to continue as Germany, please post here. If someone not playing claims Germany, once confirmed, they may submit orders, as though a government is now in power.
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I'll be offline from tomorrow until 10 Jun (GMT+8)
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I'll play your moves while you're gone, as its only for a few days. I want to keep the game moving, so I won't pause. However, I won't give your place up. Just try and get your orderes set up before you go.
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/me curses.
Why'd I miss this?
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Soly, Germany is currently free and you could lay claim to it.
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Hmm, I see. Might as well call Germany, then.
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Very well, submit orders. I'll extend the deadline until Saturday night to give you and others more time.
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Note before starting: Sweden and Denmark BORDER eachother, so an army in Sweden can move to Denmark without a convoy and vice versa. Just for future reference.
TURKEY
A BUL to RUM (conflict)
A CON to BUL
A ANK to ARM
FRANCE
A SPA to GAS
A POR to SPA
F MID to NAT
F BRE to MID
ITALY
F TUN to WES
F NAP to TYN
A ROM to TUS
AUSTRIA
F ALB to GRE
A BUD to RUM
A SER support BUD to ROM (conflict)
GERMANY
A BER to SIL
F HOL to BEL (conflict)
A MUN to RUH
ENGLAND
A YOR to NWY
F NTH convoy YOR to NWY
F ENG to BEL (conflict)
RUSSIA
No movement (1)
CONFLICT
ROM
Turkey - 1
Austria - 2
Result: RUM to Austria
BEL
Germany - 1
England - 1
Result: BEL remains neutral.
Fall 1902
(http://img175.imageshack.us/img175/329/fall1902bp2.png)
Errata: TYN is under Italian control
Russia - A MOS, A UKR, F SEV, F SWE
Turkey - A BUL, F BLA, A CON, A ARM
Austria - F GRE, A RUM, A SER, A TRI
Italy - A VEN, A TUS, F TYN, F WES
France - A PAR, A GAS, A SPA, F NAT, F MID
England - F ENG, F NTH, A NWY
Germany - A RUH, F HOL, A SIL
Russia must respond this turn or be declared inactive.
EDIT: WOOT 267th POST! 267! 267!
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Well I shall declare myself inactive. There is no point continuing this for 2 days. :P I feel bad about ditching this.
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Very well.
REVOLUTION IN RUSSIA!
If a faction can come to prominence (read: a player claims Russia), it will rejoin the war. However, as no one wants to face the Russian winter when Russia is pulling itself apart, RUSSIAN HOME PROVINCES ARE NON-ATTACKABLE UNTIL RUSSIA IS RECLAIMED.
These include: FIN, STP, LVN, MOS, WAR, UKR, SEV
Any other Russian provinces are attackable. Russian home provinces, unless Russia is claimed, will NOT be counted for score purposes.
NOTE - I wanted to do something like this with Germany, but since it's not on the edge of the map, I could not. I will make decisions on whether inactive countries are fair game or not with each individual one.
Also, SOMEONE CAN CLAIM RUSSIA!
Please, someone, claim it!
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Germany, England, and Italy: Please submit your orders ASAP. You have until ~11PM Eastern US time tonight.
Russia is still empty and claimable by new players.
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AUSTRIA
A TRI to VIE
A SER to BUL (conflict)
F GRE support SER to BUL (conflict)
A RUM support SER to BUL (conflict)
TURKEY
A BUL to RUM (conflict)
F BLK supports BUL to RUM (conflict)
A CON to BUL (conflict)
FRANCE
A GAS to LPL (conflict)
F NAT convoy GAS to LPL (conflict)
F MID convoy GAS to LPL (conflict)
A PAR to GAS (conflict)
ITALY
F WES to MID (conflict)
F TYN to LYO
GERMANY
A RUH to BEL
F HOL support RUH to BEL
A SIL to BER
ENGLAND
A NWY to SWE (conflict)
F NTH to NRG
F ENG to IRI
CONFLICT RESOLUTION
Rumania:
A RUM support SER to BUL canceled because of attack.
Austria - 1
Turkey - 2
Result: RUM to Turkey
Austrian unit in RUM retreated to BUD
Bulgaria:
Austria - 2
Turkey - 1
Result: BUL to Austria
Turkish unit fails move to BUL and remains in CON
Mid-Atlantic Ocean:
F convoy GAS to LPL canceled because of attack
Italy: 1
France: 1
Result: France keeps MID
Italian unit fails move to MID and remains in WES.
Sweden:
England: 1
Russia: 1
Result: Russia keeps SWE
English unit fails move to SWE and remains in NOR
A NOTE ON RETREATS: Units retreat in the following order: first, to the nearest empty friendly supply center, second, to the nearest empty friendly province, third, to the nearest empty neutral province without a supply center. If none of these are available, then the unit is destroyed. Austria fell back into BUD because it was the nearest empty friendly supply center.
Winter 1902: Building Phase
(http://img514.imageshack.us/img514/323/spring1903qe7.png)
Russia - build 1 unit. STP is free. CIVIL DISORDER
Turkey - build 0 units.
Austria - build 2 units. TRI is free.
Italy - build 0 units.
France - build 0 units.
England - build 1 unit. EDI, LPL, and LON are free.
Germany - build 2 units. KIE and MUN are free.
NOTE: You can only build one unit per province, so if you have fewer free build spaces than units to build, you can only build as many build spaces as you have. Ergo, Austria can actually only build 1 unit. REMEMBER: YOU CANNOT BUILD ON CAPTURED SUPPLY CENTERS: ONLY HOMELAND SUPPLY CENTERS.
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Damn! I needed another unit...
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BUILDS
Austria - F TRI
Germany - F KIE, A MUN
England - F LON
Russia - No build (Civil Disorder)
Turkey - No build (no supply centers available)
Italy - No build (no supply centers available)
France - No build (no supply centers available)
Spring 1903
(http://img514.imageshack.us/img514/323/spring1903qe7.png)
UNIT LOCATIONS
Russia - A MOS, A UKR, F SEV, F SWE (CIVIL DISORDER - CLAIMABLE)
Turkey - A RUM, F BLA, A CON, A ARM
Austria - F TRI, A BUD, A BUL, A VIE, F GRE
Italy - F WES, F LYO, A TUS, A VEN
France - F NAT, F MID, A PAR, A GAS, A SPA
England - A NWY, F NRG, F IRI, F LON
Germany - F KIE, A MUN, A RUH, F HOL, A BER
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Doesn't Russia have an army in Warsaw?
Posted on: June 15, 2007, 08:01:30 PM
ITALY
F TUN to WES
F NAP to TYN
A ROM to TUS
And my army's in Tuscany, not Rome.
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Repairs made...my apologies, finals...
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I need orders, people! Germany, Italy, Austria, France! I'm looking at YOU!
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Will you first tell me where my troops are?
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You have my orders O:-)
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OH, BLOODY HELL!
I'm sorry, I was REALLY out of it. Anyway, I'll give all an extra day for that.
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how does this be played?
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I'm sorry, but I doubt I can continue play France anymore.
I have completely lost interest in the game where guessing the mere presence of a player is part of it.
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*sigh*
Can you PLEASE stay Tak? We need PLAYERS!
Of the US, you can read the rules near the beginning of this thread, where I posted them.
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We can't do this with just five nations, I don't think. We need to hold a vote on what to do.
Our choices are to either try and blow our way through without a France or Russia, to pause until we can get at least one, or to restart entirely.
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I vote we pause.
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I vote we pause.
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i vote pause, that's majority.
just send me a message when we start back up k?
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ditto
why is it that so many of these things have this happen to them
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Iunno. I'll bump this thread as often as possible to try and get new players.
NEEDED: Russia and France!
Please join!
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I vote pause as well, to make it unanimous.
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Russia?
France?
Anybody?
Bump?
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ya i wanna play dag nabbit
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I could ask a friend of mine though he's not on here much, he might want to play one
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haha, what happened to ol' france and russia
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Do you really need to ask about France?
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he got scared after he pissed me off.
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We need PLAYERS damnit, pardon my language. Just get me at least one player.
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Just hire one...
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I'm here
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As am I!
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I'm still here.
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We should start a new game.
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Here here!
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Oh how I miss playing the original AH game.
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I'd be interested in playing.
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Potential players/gamemaster
Gallipoli-China
Latagon
Bender1968
Eientei
Kyle
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I'd be interested.
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I'll try it
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Still interested.